Monday, August 13, 2012
D&D Next Playtest Round 2
I have the next round of the DDN playtest in hand (well, in the Nook) and am reading through it. I'm more reserved in my comments and opinions for the moment, but a few observations...
1. They've got the promised character generation rules. This is good; it's helping to forge a decent picture of how the game works. The backgrounds have been revamped a bit, too....and there's a proper skill list.
2. Fighters have exploding expertise dice that regenerate each round. That can use these to empower various maneuvers. This is some pretty progressive stuff....fans of DCC might notice some vague similarities, but this is the first mechanic I've seen for DDN so far that is otherwise very distinct to the new edition.....but fighters already look much more interesting here than the sample fighter from playtest one was.
3. That necromancer theme (well, specialty) is pretty cool. The revamp to specialties makes a bit more sense. Sort of like the archetype concept in Pathfinder now, but with directed/thematic feats tied to them.
4. Monsters seem to have gotten a bit of a makeover at a cursory glance, and they appear to have annihlated the flavor text, interestingly. I presume they figure that leaving flavor text in was only confusing people? No idea.
5. Hit points got massively scaled back. The 4E fans who are decrying the retro elements of DDN will be angry.
6. Hit dice and the hit die heal mechanic remain, but they now provide four options for how to manage hit die and hit point recovery....the standard option is fastest, but three other choices lead to different ways the two resourced are recovered and managed, with the slowest leading to a case where a long rest recovers no HP, but only 1+Con Mod HD which you can then spend to recover some HPs. This is the first obvious case of "multiple option rules" to suit to taste. I like the way they are doing this so far.
There are more changes....but I shall report on them as they show up. This document is looking a lot more robust, now. I think I'll have to spring a new playtest on everyone this week.
Hulk Reviews Mass Effect 3
I stumbled across this reviewer in Raptr by accident, but even while channeling the spirit of the Hulk, he does far and away the best job I've seen yet of explaing why Mass Effect 3's ending is so appropriate and well done. I could go on about this, but I think I'll let the Green Dude explain it himself. He does a great job!
Friday, August 10, 2012
The Future Forms of Life
Vimeo is where good things go to dwell and lurk in the subconscious. It is like nature's way of apologizing for Youtube.
When watching this below, I got the vague impression this might have been a tiny look into what some of the creatures of the Dreamlands might look like, had Lovecraft been a writer in this century instead of the last.
The Future Forms Of Life from David Lance on Vimeo.
When watching this below, I got the vague impression this might have been a tiny look into what some of the creatures of the Dreamlands might look like, had Lovecraft been a writer in this century instead of the last.
The Future Forms Of Life from David Lance on Vimeo.
Tales of Theliad: The Sunken Temple of Ikaros
At last I offer up a starter scenario which begins in Thelaed and quickly turns into a search for an ancient temple in the swamps. This scenario uses no maps, and it involves a "A-B-C" approach to encounters, so I have no idea how many people will find it suitable. When I ran it I actually used a mix of dry-erase maps and dungeon tiles ad-hoc to build the encounter areas as we moved along, using the encounter framework of the scenario as my guide. It was rather fun, and essentially guaranteed the players hit the encounters as outlined, but not really "old school" by any stretch.
As always, while the stats below presume Pathfinder / 3.5 you could adapt this easily to any D&D-like and in fact I ran the first version of this in 4E.

1st Encounter In the Wilderness (CL 3 XP 1200)
As always, while the stats below presume Pathfinder / 3.5 you could adapt this easily to any D&D-like and in fact I ran the first version of this in 4E.
Tales of Theliad: The Sunken Temple of Ikaros
Premise: The PCs arrive in Thelaed, new to the land, but are quickly stranded when their ship is seized for carrying contraband….spell scrolls! The captain had been doing shady dealings, apparently.
While wandering the streets, they are accosted by known local thugs. Assuming they defeat/intimidate/slay the thugs, this prompts townsfolk to ask the PCs if they can help with a local problem, specifically, cultists in the nearby swamps are extorting the citizens for food and valuables, and occasionally people disappear from the streets. The city guard seems not to care, and the local merchants have pooled money to hire a competent crew (they’ll offer 150 gold pieces per person for an end to the threat, and a bounty of 5 GP per head).
Encounter on the Streets of Thelaed
8 level 1 human bandits and 2 level 2 human bandits (Rogues, LE)
Journey Through the Swamps:
Travelling to the Ethelar Swamps is arduous but only about a day’s journey, just south of Thelaed. Along the way, the PC learn that the swamps are patrolled by skalykind who have wrangled fell beasts to do their bidding.
1 Ankheg (XP 800) (3 gems in stomach worth 50 gp each)
1 lizardman (XP 400) (35 SP total)
The lizardman is a mad creature and a beast tamer who has trained the ankheg to aid him in his hunts. He will hit any target that looks vulnerable.
2nd Encounter in the Wilderness (CL 5 XP 2000)
3 hyenas (XP 400 each)
2 lizardmen (XP 400 each) (18 SP total)
This party of hunters in the swamp will challenge the PCs but flee if the odds are clearly against them.
3rd Encounter: Vegepygmie Hunting Party (XP 1600)
6 Veggypygmies (XP 200 each)
1 Hyena (XP 400)
The vegepygmies have no interest in fighting with humans and their kind, and indeed would prefer to trade. They have about 35 gold pieces between them to offer for goods, but in turn one of the vegepygmies has 2 cure light wounds potions and 1 bull’s strength potion he is willing to part with for 50 gold apiece (or equivalent value in trade). He doesn’t know what they are, just that they are “good stuff.” He’ll let someone identify the potions if they offer him something worth 5 GP, or some food, for the privilege.
Arrival at the Sunken Temple
The site of activity is an ancient, sunken temple in the murky mire, its massive walls now covered in vines, with hideous forms on statues peering out. There is an entrance, but it has to be swum to foranyone to reach it (they can spot boggards entering and leaving this way on a DC 14 perception check). The inner entrance is guarded by boggards, who are from a local tribe that occupied the upper levels of the old temple, and have been cowed in to serving the Cult (most boggards will break and run if bloodied).
The temple though mostly submerged in the swamp water, once looked like a great pyramid that had been scooped out to create a great inner courtyard. The main entry is located on the far (northern) wall midway up its slopes of this inner courtyard, and that is where the adventurers must swim to. The temple’s full dimensions are approximately 150 feet across in both directions, and the inner courty yard is 70 feet across at the base.
Encounters: The Ancient Temple Entrance Region
Entering the ruins through the swamplands leads to the following encounters:
The Ruined Chamber of Sacrifice (Upper Level):
10 skeletons (XP 135 each) and 1 Skeletal Champion (XP 600) Total XP 1950 (Skeletal Champion has a +1 shield and +1 longsword)
The inner entrance exposes a high-ceilinged chamber approximately 30 feet wide and 40 feet long in which can be found an ancient shrine to a lost deity, the statue of which has been thoroughly defaced. The chamber is flooded with water that is knee-deep. Hidden in the water on the first round are the skeletons, which rise from the murk after the players enter. The skeletons do not attack any servants of Ikaros such as the boggards.
Beyond the ruined statue lies an open passage with stairs leading upwards.
The Infested Dormitories of the Old Cult:
1 Yellow Musk Creeper (XP 600) and 3 boggard zombies (XP 200 each) Total XP: 1200 (one zombie has a wand of cure light wounds, 7 charges, caster level 3; there are 57 GP scattered around and 1 masterwork dagger)
The staircase beyond the shrine leads upwards to a higher chamber overhead, near the top of the temple. This chamber is segmented into about two dozen cubicles linked to a large room of equivalent diameter as below (30X40) but with a low ceiling. Three boggards perished here, turned into zombies by the yellow musk creeper that infests this chamber.
In one corner of this chamber is a bathing pool and a wide grate once used as a sewage dump. A tracking check (perception DC 12) reveals extensive boggard and lizard man foot traffic that carefully avoided the yellow musk creeper areas of the room and goes back and forth between the sewage pit and the entrance to this chamber. An inspection of the pit reveals a rope ladder leading down (covered in filth and slime), but sturdy enough.
Encounter: Boggard Infestation – the Sewer Entrance Region (CL 6 XP 2400)
There is a lengthy tunnel that connects to the sewer system of the city of Thelaed. This stretch of sewer is guarded/inhabited by the following:
2 Boggard fighters (XP 1200) (47 GP total)
1 Boggard Sorcerer level 1 (XP 600) (Knows magic missile, charm person)(has a scroll with burning hands, charm person, fog cloud and daze monster; has a wand of cause fear with 4 charges, level 3)
1 Rat Swarm (XP 600)
Descending in the tunnel is an arduous task, and requires frequent climb checks (DC 10) for each turn of movement downward or upward. The sewage pit tunnels drops 100 feet and leads to a deep tunnel network that one could (with a tracking perception check DC 16) eventually lead back to the sewers of the city of Thelaed. It also has tracks which lead to a partially flooded chamber in which a boggard guard unit with a trained rat swarm stand guard around a macabre shrine. This shrine is an ancient stone slab with an overhead arch of humanoid bones, jelled together by boggard excrement and slime.
Any dwarf or character with a DC 13 knowledge (engineering or dungeoneering) check will realize that these ancient sewers are one collapse away from being flooded by the swamps, and that the maze of tunnels must be deep below the base of the ancient temple.
The Sunken Temple: Mid-Levels:
Entry to this region is found by locating the submerged floor of the old temple courtyard outside and taking a deep dive; at the bottom of this submerged chamber is a rusted metal mesh that once opened up in to deep pits in which prisoners of sacrifice were held, but a hole in one wall from a great crack along the western temple wall allows for one to swim inside and then upward, in to an open-air chamber that then leads to the deeper catacombs at the base of the temple. These catacombs are where the boggards made their lair long ago. The upper levels contain mainly females and tadpoles, but is guarded by a tough gang of frogmen.
Encounter: Boggard Infestation-the Upper level (XP 10,000 total)
The maze of the catacombs contain several small lairs and guard chambers, occupied by:
10 boggard fighters (XP 600 each) (12 GP each)
20 Veggepygmies (Xp 200 each) (slaves of the boggards; a diplomacy check could lead to a calm resolution if the boggard slavers are killed first, or captured)
Encountered in groups of 1-2 boggards and 2-4 veggypygies each (XP 1,000-2,000)
This reflects the possible number of boggards the PCs could meet while investigating the murky half-flooded catacombs.
Encounter: Boggard Infestation – The Inner Works (XP 3600 total)
At the bottom-most catacomb level is a wide chamber that connects to the Deep Temple region. Characters investigating the catacombs will eventually find an entrance to this chamber. Here the boggard chieftain Ch’hrak rules:
1 boggard chieftain (Level 2 fighter) (+10 HPs) (XP 800)(A +1 Frost Spear, ring worth 125 GP, necklace worth 500 GP, and 7 gems worth 50 GP each)
6 vegepygmies (200 XP each)
2 boggards (XP 600 each) (55 GP each and both have masterwork spears)
1 Lizardfolk priest (XP 400) (Spells: bleedX4, sanctuary X1, DoomX1)(named Inansor, an advisor to the chieftain and a priest) (clerical scroll of bane, lesser restoration, aid and animate dead; +1 Heavy Mace of Disruption; +2 Bracers of Fire Resistance (10 pts))
The lizardman is a female shaman name Hsana, who has converted the boggards to the worship of the cloaker Ikaros. Beyond this wide, rough chamber that once held hundreds of interred bodies of priests from the bygone era of this temple’s glory days is a downward passage paved with the bones of the ancient dead. This leads to the Deep Temple Sanctum where the lizard men and Ikaros now dwell.

The Deep Temple Sanctum:
Beyond the inner works of the temple lie the sanctum that has been fashioned in to a reworked temple. This complex was once used long ago for the interment of noble corpses, though none have been animated, miraculously. There is a zealous tribe of lizardmen who have occupied the lower level, seeking the wisdom of the Cloaker Ikaros, their new messiah.
While wandering down here, there are numerous branching tunnels. Some will eventually connect to the sewer tunnels mentioned earlier, and others may lead to remote caves that open up in the swamp.
Encounter: Depraved Lair of Scalykind in the service of the Eleven (XP 2000)
5 lizardfolk warriors (XP 400 each)(115 GPs total)
Characters who wander deeply will stumble across this murky, partially flooded cavern of lizardfolk, who will otherwise attack if disturbed unless the PCs are all disguised or otherwise not your “typical” surface dwellers.
Level 3 Encounter: Scalykind Lair (XP 2400)
4 lizardfolk warriors (XP 400 each) (87 GPs total)
4 Giant Centipedes (XP 200 each)
Several lizardmen dwell in the deeps here with pet giant centipedes as guards.
| Add more cloakers if your party needs a challenge... |
The Temple of the Eleven:
The cloaker named Ikaros has big plans, and he has found a strange object called the Stellar Diadem, which he uses to summon entities from the Far Realm. He finds that these entities can serve as a voice while he channels the spirits of the Demon Kings. He is especially keen on learning from the enigmatic demo-goddess Lady Neth, the demon queen of darkness. Ikaros’ greatest wish is to be transformed in to a demon and to achieve the secrets of immortality in the “Sacred Codex of Ihultur,” written by the mad necromancer Verothikus of the lost age of old Theliad.
Encounter: Outer Lair of the Temple (XP 2400)
2 lizardfolk(XP 400 each) (78 GPs total)
2 darkmantles (XP 400 each)
4 veggypygmies (XP 200 each)
The outer lair is a wide guard chamber, a cavern hewn of rock and converted to a place of rest for the temple pilgrims and guards, with crude wood and bone prison cells for prisoners from Thelaed, kidnapped to serve as sacrifices. The vegepygmies here have all been brainwashed.
Encounter: Stockades of the Sacrificial Victims (XP 1400)
2 lizardfolk (XP 400) (48 GPs total)
1 Morlock torturer (Eghaz) (XP 600)(112 GPs plus a +1 Shock Whip)
Prisoners: Kauseris, a renegade Zamedian elf from masar (Elf warrior 2 CN); Traimakis, a Theliadan nobleman (human commoner 1 LN); Darius Lorn, a human soldier for hire (human warrior 3 LG); Atrenia Kristis, a woman of the evening (human commoner 1 NG)
The prisoners, if freed and armed, will help as best they can, although they are all in bloodied condition when found, half starved and with no healing surges of their own.
This stockade is near the inner temple entrance.
Inner Temple of the Eleven
This ancient temple to the “Eleven Demon Kings” is not natural, though it is founded on an even more ancient lost temple to the dead god Minhauros, not that any here presently know it (and ancient iconography on the temple walls suggests such, but a DC 24 knowledge (religion) check will be needed to glean this bit of information). The vile megalomaniacal cloaker Ikaros stole the Stellar Diadem from a witch in the deep swamps and retreated here, where he has worked hard to coax evil magic from the device. He has so far summoned a handful of darkmantles from the far realm, and used some infernal magic….Ikaros has no idea what he is doing, but is convinced that if he uses the Stellard Diadem in the name of the Eleven he will be granted great infernal powers. Either way, his acts so far have successfully impressed the local lizardfolk and boggards.
Encounter: Inner Temple of the Eleven (XP 2,400)
4 lizardfolk soldiers (XP 400 each) (25 GP each, masterwork scimitars and masterwork Splint Mail for AC 19 total)
2 Darkmantles (XP 400 each)
The lizardmen and chaos creatures called darkmantles (they are not natural to this world) serve as direct temple guards in the cavernous chamber that precedes the main temple.
The Secret Temple and Dwelling of the Cloaker:
Ikaros dwells in muddy caves which burrow beneath the temple and open up in to the Lower Dark, where a passage can be found that leads to parts unknown. He keeps his treasure carefully, and is well-protected by his favored minions in his sanctum sanctorum. He has learned some minor infernal magic, with which he has conjured lemure devils for guards, and his familiar, the Imp Nezbergan, which has little loyalty and seeks escape if possible. It might be grateful if the PCs kill the cloaker so he can be free.
Encounter: The Lair of the Gauth Ikaros (XP 4000)
1 Cloaker (Ikaros) (XP 1,600)
2 Lemure Devils (XP 400 each)
1 Imp named Nezbergan (XP 600)
3 Darkmantles (XP 400 each)
It is within the inner temple that the Stellar Diadem rests, hovering over the central altar, where the stolen victims of sacrifice have been placed. The Stellar Diadem cannot be destroyed conventionally, although sufficient heat damage will shatter it. It can be removed, but anyone wearing it will gain an evil alignment shift while holding it (DC 20 vs. Will to escape the effect; check once per day).
The chief power of the Stellar Diadem is to allow the bearer to cast Commune once per day with the Eleven, and to allow the bearer to open a planar gate once per week to the Far Realm (or equivalent chaotic realm).
The central altar is extremely heavy, but a DC 22 strength test can push it aside. If the PCs befriended the imp he can tell them that Ikaros hides his treasure there. If they make a Perception check (DC 16) they will notice that the altar block appears to have been moved in the past. Once moved, the following treasure awaits: a Ring of Lesser Spell Storing, +1 Amulet of Protection, an ornate priest’s necklace worth 1,000 GP (symbols on this necklace are of Minhauros) and a Wand of Magic Missiles with 11 charges). There’s additional coin in the amount of 875 CP, 1253 SP and 147 GP. Most of it is money stolen from prior sacrifices.
Brining the hide of the cloaker or the Stellar Diadem back to Thelaed (preferably to be purged of evil...somehow...) will earn the trust and loyalty of the people as well as the reward offered.
Thursday, August 9, 2012
Runequest 6 is Here
My copy of Runequest 6 showed up last night. It's a thick book, and the cover has that sort of "artsy" quality to it that I have no word to describe other than "not glossy, but kinda like those European travel books" which is probably as lousy a description as I can get. Let's just say it looks "pro" and leave it at that.
Now that I see the final product in its intended print form, two things still stand out:
1. Those damnable loopy "t's" make the book a chore for me to read. I gave up on the PDF and decided to wait for the print copy (I did print the PDF out too but the bound copy was so large I found it unwieldly). I have no idea why the funny font trips me up while reading...it just does. It's like my eye is instantly drawn to the loop as if it were analyzing a mistake or glitch. Weird, and annoying. Hopefully reading through it will desensitize my eye to noticing the "loop."
2. There's a lot of book in here. On the one hand, it makes for a good, thick read. On the other hand, there's something to be said for the slimmer economy version of the system in Legend with its "pick up and play" feel. This is not really a complaint, just an observation that if these books were actually mattresses, Legend would be a fold-down camper's cot with lots of cushions and a go-anywhere attitude, and RQ6 is like my king size bed at home, delightful to sleep in but emminently impractical when it comes to moving.
Anyway, it's still nice to have the print book, and for those of you on the fence, go grab it with the PDF for $50 at The Design Mechanism before the sale ends on the 22nd of August.
Me, I'll be revamping my Sarvaelen campaign for RQ6 very, very soon!

EDIT: The preceding may be considered my "critical" review of RQ6. Basically, the only things I can find wrong with it are, "it's got funny tees and it is very large, perhaps dangerously so."
Future columns will elaborate at great length on the awesome elements (i.e. the whole book) in the form of admiration, scenarios, NPCs, monsters and setting content.
Wednesday, August 8, 2012
Personalities of Thelaed
Personalities of Thelaed
1. Captain Aerinos
Human male Fighter Level 5 lawful good
Aerinos is captain of the guard for the city watch, the distinct militia company assigned to the protection and oversight of Thelaed. His men also serve as first-watch against pirates, and man two small war galleys for the protection of trade lanes. He is a stressed man, but believes in his job, and is not above recruiting foreigners to investigate or handle issues involving other foreigners or demihumans.
2. Talia Ezistaer, alias “The Witch of the Black Woods”
Human female witch Level 12 neutral
Talia is a practicing witch, who dwells in the woods west of the city in an undisclosed location. She is regarded with suspicion by most, although she hides her reputation as the “Witch of the Black Woods” from all; certain people who are desperate will seek her out for help, if they feel sorcery will aid them, but she is very careful about those who approach her. She is protected by a large cylops named Edaeos.
3. Morigon Dranae
Werewolf human male ranger Level 9 lawful neutral
Morigon is a tall, gruff man who is of the Dranae tribe, exiled from his homeland of Ekarthask. He now manages a vineyard and winery and exports a great deal of wine on his three trading vessels to regions all along the eastern coastlands. He is good natured and friendly to foreigners, being one himself.
4. Alden the Sly
Halfling male Rogue Level 10 lawful evil
Alden the Sly is the leader of a local guild of thieves called the Shanksters, who are fond o casing wealthy houses, managing a union of beggars, and running all sorts of illicit operations along the waterfront. He works with (though does not believe in) cultists of the Eleven, getting them and their vile goods in and out of the city. He has a shantytown of sorts south along the coast in the swamps called Shankstertown.
5. Silas Kaer
Human male Cleric 6 neutral good
Silas Kaer is a priest of Pallath Eridanos who also has an obsession with the mysterious Preservationists of the White Desert, and he will pay handsomely for any books or lore from their order, though such is forbidden in the city proper, due to their advocacy of sorcery. Silas is well-intended, and believes that the Preservationists reflect another extension of the truth and mystery of his own god.
6. Sheligan and Nemari Araes
Human commoners level 1 lawful good
Sheligan and his wife Nemari are two local land owners and community members who are respected by all. Lately, their fields and livestock have been raided by unknown forces from the mountains, and they are looking for help in stopping this. Evidence so far suggests a mixture of goblins and cyclopses.
7. Tenithos
Human male bard level 6 chaotic good
Tenithos is a traveling bard and good-natured fellow. He has an innate skill for lyrical magic, which he hides, relying on theatrics instead to disguise any potential revelation of his talent. Tenithos has an ear to the ground for interesting events and keeps an eye on people around Thelaed. He makes an annual pilgrimage to several other cities, and even to Nuliria, so he is rather worldly.
8. Chaspar Comedea
Human male wizard Level 12 neutral
Chaspar is officially a member of the council, and privately a respected tradesman. In secret he is a wizard, and has practiced his art for decades, since he was indoctrinated in to the Order of Ahael, founded centuries ago by a dissident priest of the temple of Eridanos who felt that the suppression and rejection of sorcery was the wrong way to go. This secretive order has about two dozen members locally. Chaspar is its most respected member, and uses his council influence to work toward better rights for those with natural and inspired talents for sorcery.
9. Karida Taene
Human female rogue level 13 neutral evil
Karida began her life as a slave, and gradually clawed her way to freedom and then eventually got lucky and married a wealthy businessman, who subsequently gave her a small fortune in wealth and property. She now manages one of the more prestigious bath houses and brothels in the city, and is a central socialite in the ongoing charades that the young members of the gentry engage in. At thirty Karida is believed to be the second most powerful woman in Thelaed after the general’s wife, the high priestess Aetra.
10. High Priestess Laeon Aetra
Human female oracle Level 14 lawful good
Laeon Aetra has a poltical marriage to general Tiraeus, and is herself a powerful influence on the community. She is publically the voice and oracle of Pallath Eridanos, which means she is supposedly visited by him in her dreams and considered his spiritual wife. Privately, she is suspected by all to be his heir apparent, and the priesthood feel she is manifesting traits characteristic of the living gods in Nuliria, which worries some, for there is a strong disdain for those so-called false cults in foreign lands. The high priestess herself seems unconcerned with these beliefs, and embraced whatever her powers offer her as she continues to expand her divine talents.
11. General Anton Tiraeus
Human male cavalier level 15 lawful good
Anton Tiraeus is the appointed general-regent, selected by vote two years ago to act as Theliad’s political and military defender against outside influences. He has so far proven to be a charismatic figure and reliable; he has personally led a raid against the Akarthaskan warlord Geminos, destroying the enemy’s fleet and setting fire to their harbor in retaliation for several raids by the warlord’s troops.
12. Darius Esaen
Human male ranger level 10 neutral good
Darius Esaen is a favored knight who has served for a decade as a champion of Thelaed. In his mid thirties, Darius has traveled across the region and gone as far as the White City itself and back. His tales are legendary, his stories of slaying sorcerers and slaughtering demons quite spectacular. Some think he boasts, but others know the truth of it. Secretly, Darius is obsessed with Talia Ezistaer, the witch of the black woods.

Tuesday, August 7, 2012
FemShep Cosplay from Crystal Graziano
This is pretty cool to see given my focus on Mass Effect 3 lately: check out Crystal Graziano's latest project right here. She looks like a still from the actual game, pretty impressive:

I've been pretty addicted to the Mass Effect 3 multiplayer, methodically working on earning enough credits to unlock all the characters and rare items. It's gonna take a while, but the squad-based "11" wave" approach, while at times annoying (because I sometimes want to play a game for five minutes, not 20+ minutes, and also because if you get in a group with a bunch of crazy people trying to play lone wolf in a squad-based team-tactics game you might as well just call it quits) I am nonetheless finding that the vast majority of the play experience is awesome. I do, of course, play without a mike and all people muted. It's Xbox Live, after all....no good can come from letting the racist homophobes get a chance to speak, even if they're on your side....
In all fairness, I don't reasonably expect that the kind of player who enjoys Mass Effect and also enjoys the team-based co-op multiplayer is the same as the kind of player who enjoys competitive pvp in Halo or Call of Duty, but it's really, really hard to judge such a thing in Xbox Live. When I used to play Halo pvp it was like listening to packs or rabid, racist wolves running wild through the night before I learned how to mute the voice on the 360.
I'd like to meet and talk with my fellow man on the 360, I really would....but up to now, I've had very little evidence that there are any real "men" (or women) worth talking with. I also wish I could just point and say, "racist/homophobic/swearing 13 year olds have ruined it for the normal people like me," but in truth, a lot of the people on there are closer to 31, not 13...
How did I get on this tangent? Well, never mind all that....bottom line is that ME3's team-based co-op multiplayer is very, very good. And that's some good cosplay up above, too.

I've been pretty addicted to the Mass Effect 3 multiplayer, methodically working on earning enough credits to unlock all the characters and rare items. It's gonna take a while, but the squad-based "11" wave" approach, while at times annoying (because I sometimes want to play a game for five minutes, not 20+ minutes, and also because if you get in a group with a bunch of crazy people trying to play lone wolf in a squad-based team-tactics game you might as well just call it quits) I am nonetheless finding that the vast majority of the play experience is awesome. I do, of course, play without a mike and all people muted. It's Xbox Live, after all....no good can come from letting the racist homophobes get a chance to speak, even if they're on your side....
In all fairness, I don't reasonably expect that the kind of player who enjoys Mass Effect and also enjoys the team-based co-op multiplayer is the same as the kind of player who enjoys competitive pvp in Halo or Call of Duty, but it's really, really hard to judge such a thing in Xbox Live. When I used to play Halo pvp it was like listening to packs or rabid, racist wolves running wild through the night before I learned how to mute the voice on the 360.
I'd like to meet and talk with my fellow man on the 360, I really would....but up to now, I've had very little evidence that there are any real "men" (or women) worth talking with. I also wish I could just point and say, "racist/homophobic/swearing 13 year olds have ruined it for the normal people like me," but in truth, a lot of the people on there are closer to 31, not 13...
How did I get on this tangent? Well, never mind all that....bottom line is that ME3's team-based co-op multiplayer is very, very good. And that's some good cosplay up above, too.
Monday, August 6, 2012
The City of Thelaed
| Source |
Thelaed, Capitol of the Island Kingdom of Theliad
Rulership: The Council of the Sun, presided by official elect Adaeus; appointed regent: General Tiraeus, with High Priestess Aetra
Patron Deity: Pallath Eridanos
Government: Democracy (councils elected by city state; one general to act in the defense of the Isle)
Population of Other Thelaedian Cities: 37,000. Approximately 95% human, 5% other (Halflings, shifters, goliaths and serpentfolk)
Average Population: each city state averages 5,000-25,000 population in size
A Brief History
Thelaed (the archaic form of Theliad) was founded about one thousand years ago, according to the legend, by the avatar Pallath Eridanos. Eridanos had studied for many years in the ancient libraries of Eristantopolis, and his own writings are said to have later influenced the philosophy of the Preservationists when they were formed in later centuries.
Eridanos was a simple man, who eschewed much wealth in favor or learning, and he led his followers to the site of Thelaed, where he established a community people far from the rest of civilization, to seek greater truths. In time, he was recognized by the natives of the island as a demiurge, and in his later years a great temple was constructed in his honor, despite Eridanos’ protests to the contrary.
Eridanos taught a philosophy that showed great disdain for sorcery and magical teachings, for he believed that it was only by man’s own hand that the world would one day be restored. He eventually left Thelaed, about six hundred years ago, to travel to “places beyond,” he said, for he felt the calling of the Leo Stone, of which he held a shard, urging him to seek out the greater truths of the cosmic unknown. He has never been seen again, although his temple and following remains strong, and is the official state religion of the city of Thelaed.
Thelaed and the island at large came under attack about four hundred and fifty years ago during a Sabradani expansionist period, which led to assaults by that southern kingdom from across the Boiling Sea of Iliadin. The Sabradani of the time had been united under the banner of the warlord and master artificer Ghormas Zelar, and in their fever to conquer they took much of Nuliria and Nelindiros, but found the shapeshifters of Ekarthask and the patriots of Theliad too much to handle. When Zelar was deposed by his own people in a coup, the forces of the “ten year war” withdrew, and left the region in peace.
The effect of this conflict had a lasting impact on Thelaed, which until now had maintained a proper militia only to defend against occasional raiders from Ekarthask or other lands. A position of regent general was appointed, to be filled by an elected man for ten years as chosen by the council, whose job was to keep Theliad safe, and to be aware of the plots and events of their neighbors across the sea. This gradually led to an obsession with militant fitness and a strong culture of professional warriors arose, to become a new class of knights, noblemen trained in war.
Today, Theliad is a respected and somewhat feared member of the region, an ally and trade partner to Nuliria and Nelindiros, as well as Sytaris. The embrace of sorcery in Ghurthal is repulsive to Theliadians and so they eschew relations with that land, but they do welcome the occasional Syrgian vessel from the east, finding the Syrgians to be not unlike themselves, except for their tolerance for sorcery. They remain in conflict with Ekarthask, but grudgingly respect their life-long foes and sometimes allies. The Theliadians hate the Masari, and would wipe out that city state if they could muster the support for such an action. They remain bitter enemies of the Sabradani in the south, having never forgiven that land for the incursion four centuries earlier, and will fire on site of any Abraheilite vessel they see, especially since most Abraheilite ships are powered by harnessed elementals and captained by mages. The Abraheilites are content to leave Theliad alone, as there are few from those lands who seek trade with the eastern kingdoms of the Glittering Ocean, preferring to give Theliad a wide berth.
Religious Beliefs
Prior to the arrival of Eridanos and his followers, the island people (who called themselves the Kael, for “people” in the native language which was derived from old atarthic) had lived egalitarian lives, for they had once belonged to the now collapsed Atarthic empire of the old god-king Hakarthos, and after his passing and the collapse of that empire, they had gone back to their old tribal ways. With four centuries of enlightenment under the rule of Eridanos, the people grew cultured, and developed a complex democratic society, at the pinnacle of which was the city of Thelaed. To this day the city remains the center of culture for the island, with its outlying city states looking to the council of the sun for guidance (though they have their own regional councils as well). These outliers include Glassarin, Shathir Timarkos, Aetrashis and Ataraskis.
Thelaed is also the religious center of the many city-states. Theliad in general is remarkably non-religious, with a modest priesthood dedicated to Pallath Eridanos and virtually no recognition for any other gods in the region or beyond. This prudence and monotheisim leads to a disdain for the followers of other gods, and in some of the cities it is forbidden to even speak of the other gods, punishable by imprisonment or worse. Naturally, this has led to secret cults in some cases, in which dissident or rebellious elements of the Theliadian culture seek out such cults specifically to be oppositional, or to see if the teachings of these other beliefs are more significant or profound than those of Pallath Eridanos.
Theliad, despite a lack of religious tradition outside of the various ceremonies and holidays dedicated to Pallath Eridanos, has a wide variety of lesser beliefs and ritual practices, especially with regard to the spirits of the land, and engage in a form of minor ancestral worship, to appease the spirits of the dead. They do not believe in reincarnation, instead believing in an underworld afterlife, in which the spirits of the dead descend to be greeted by the old gods, who are (all being dead) waiting in this underworld of judgment. Death is regarded as a terminus, and it is believed that those who lived good and productive lives will be rewarded with some sort of ascension in the afterlife, while those who did not will be condemned to a dark and dreary underworld.
People and Culture
The city itself is of modest size, with a population of approximately 37,000. Most of the citizens are human, as Thelaed is fairly intolerant to nonhumans, a side effect of the island’s relative isolation, although the culture at large has a curious fascination for serpentfolk, who are welcome and regarded as fascinating curiosities. Likewise, goliaths are regarded as especially hearty demihumans, and are prized by many nobles of Thelaed for their strength as guards and agents. Halflings dwell in the city, but are regarded as second-class citizens, and most Halflings dwell in their own district. There are several inland and coastal townships consisting entirely of Halflings, who are called Kinaes, for “little folk,” a diminutive term among Theliadians. Finally, there are a handful of shifters, most of who belong to three exiled tribes from Ekarthask that fled their homeland during the civil wars of two centuries back, and sought refuge with the islanders of Theliad. The shifters are regarded as inferior of intellect, but respected for their strength.
The Theliadian obsession with purity and strength has led to a focus on militant skill and ability in the last four centuries, such that most nobles are expected to be strong and capable, as are all men required to join the militia at a young age, and to serve in the defense of their land for five years. In practicality warfare is uncommon, and so in later years most Theliadians “let it slip,” but the overall obsession with beauty of form and strength of body is pervasive in the land, and anyone who “doesn’t quite fit,” can feel the disdain. This is especially hard on half-breeds such as half-elves and tieflings, who are regarded as anathema, and pure-bloods of other demihuman types are seen as freakish curiosities.
Slavery is acceptable in Thelaed. Slaves can work as indentured servants, eventually earning emancipation and becoming freedmen, though few slaves are able to earn enough to buy their own land and become voting citizens. Slaves that can’t advance are criminals, prisoners of war and “lesser races” such as lizardfolk, orcs and the like, who will never be seen as anything less than thralls.
A Typical Household
A typical household in Thelaed will consist of 2-4 acres of property, usually with several acres of farmable ground given to dates, pears, olives or grapes. The landed gentry (voting citizen) will have his wife (Theliadians are monogamous) and several kids, and often an extended family, usually of one or more kin and aging parents if they are alive. Any men in the family between the age of 15 and 20 will be living off-site in the barracks of the standing militia. The property will have somewhere between one and sometimes several dozen landless commoners and slaves, usually 1-2 commoners supervising 4-8 slaves. A landed gentry’s stables will usually have several godo horses, and if he is not in to farming he will have a lively stock of cattle or goats.
About one in five households will have a commons area used for community activities and learning. Priests of Pallath Eridanos will attend these community halls and teach classes daily to children (though not children of landless commoners, who are usually working in the fields). Some of these priests will teach classes to the children of the commoners after hours, or on rest days (every sixth day of the ten month calendar is a day of rest, according to the temple).
The Layout of Thelaed
Thelaed is a large city by the standards of the region, and has several districts of note:
The Theliopolis
Here the council elect meets and discusses matters of commerce and politics. The theliopolis was constructed about five centuries ago and has been the center of politics for the land ever since. It is also where judgements and executions are held (which are very rare, as most condemned criminals are enslaved).
Temple of Pallath Eridanos
This large pyramidical temple with a great acropolis atop it is plated with gold and marble, and decorated with vibrant white, red and silver designs. It rests along the northern hills of the city, and overlooks the entire region, a reminder of the power of the city’s divine benefactor.
The College of War
Here lies the quarters and grounds of the standing city militia, which doubles as the forces for its navy, as well as the small palace of the appointed general.
The Open Markets
Located along the waterfront, these markets allow for trade with many cities and nations abroad, and is where demihumans and other races are most likely to be encountered.
The Merchant and Trade Quarter
It is here that local merchants ply their wares and various trades have their respective districts. Thelaed is famed for its distinct steel arms and armament, considered superior to the arms and armor of all other kingdoms in the region. All good Theliadian arms and armor are masterwork in quality.
The Commons
Here lies the housing and businesses of the commoners, all considered good emancipated citizens of Thelaed. In Thelaed, any freeman born as an owner of land is given right of vote to the call of the council. Women, demihumans, slaves and landless commoners have no voting rights.
The Demihuman and Foreign Districts
There are three distinct demihuman districts, including the Kinaesaed, or city of the half-folk for halflings, as well as the foreign quarter in which serpentfolk and shifters native to the city dwell. The third district is adjacent to the open markets, and is where housing for foreigners who own property in the region are allowed to live. Such foreigners must have the blessing of the council, which usually means at least two sponsors and some bribe money.
The Shipyards
Thelaed makes galleys, of all types, and some of the largest and finest muscle-powered rowers in the region. The largest galleys every invented come from Thelaed. They also build wind-powered coastal schooners, which are unsuited to long-term voyages over the ocean, but are excellent for coastal traders.
Geography Around Thelaed
Thelaed rests at the southern tip of the foothills leading up to the Ismadin Mountains to the north, a major chain where several active mines operate. The mountains are also inhabited by various underworld denizens, and it is a common superstitious belief that these caverns eventually descend deep enough to penetrate the underworld of the afterlife.
Southward, along the low-lying saturated basin adjactent to the bay is the Ethelar Swamps, where it is said that one can find the scattered, half-sunken remains of an ancient, pre-cataclysmic city from old, possibly a ruin of one of the old cities of the Atarthic Empire. The swamps are infested with foul, fast-breeding creatures such as frogmen and lizardfolk, and many militia patrols spend their time sparring with these beasts.
The thick forestlands west and north of the city are deep, arboreal forests, somehow still strong despite regular deforestation for the wood used in the construction of their great vessels and houses. The forest, not given any particular name, is believed to be inhabited by many strange monsters and spirits.
Friday, August 3, 2012
Charisma 18!
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