Dragonmarks 3/27: Khyber and Archivists

At the moment, most of my attention is focused on Gloom. With TableTop Day and the special promo release approaching, I’ve been working on a variety of support; you’ll be seeing a number of Gloom videos and articles over the next few weeks. However, I recently answered these two questions and figured I’d share them with you. The Archivist question is a fairly obscure topic, but there’s some interesting story potential even if you don’t use the Archivist class. As always, these answers are my personal opinion and may contradict canon sources.

Check back tomorrow for more Gloom news!

Of all the lands across Eberron, the one that I find most mysterious is the vast underground realm of Khyber. I have read about the Underdark of Forgotten Realms and the Darklands of Pathfinder. There is not much detail about the realms. Nothing about its terrain, lifeforms, other denizens etc. Will these be addressed in upcoming future?

Khyber is a fundamentally different place than the Underdark. Here’s a quote from the Eye on Eberron article “The Inner Sun”:

Walk through the typical cave, and you’ll find what you expect to find: slick rock, stalagmites and stalac­tites, molds and insects. But there is more to Khyber than mundane matter. The proper passage in Khyber can take you to the Abyss, or to the furnaces of Fernia. The Vale of the Inner Sun is a similar place, a pocket of space loosely connected to the material world. The heart of the vale is only about a hundred miles in diameter, but it’s possible that the entire place is larger than Khorvaire.

Khyber isn’t just a set of caves; it is a different layer of reality. What you find going through one passage to Khyber may be completely different from what I find down a different tunnel just a dozen miles away. In the Forgotten Realms, the Underdark is a country that happens to be under the map. Khyber has a few of those—the lost kingdom of the dwarves destroyed by the Daelkyr, the realm of the Umbragen, the home of the Kech Ghaalrac—but you could still take a fork in the road and find something entirely different.

In other words, there’s not a lot of information about the terrain and lifeforms found in Khyber because there’s an almost endless array of it. You can find the realms of the Daelkyr and their aberrant hordes. You can find the Umbragen drow. You can find devious Derro in the ruins of Noldrunhold, or the Vale of the Inner Sun. The catch is that you can’t walk from the Vale of the Inner Sun TO Noldrunhold without passing back through Eberron; the two are on different planar layers.

Essentially, as opposed to being one more country, Khyber is a sandbox that can contain whatever the story calls for. The Vale of the Inner Sun in Dragon 414 is an example of one of the realms of Khyber… but you can make one that’s entirely different.

Will there be more information released about Khyber? I’d love to write a supplement containing a number of different layers of Khyber, and expanding on the Daelkyr, the Umbragen, the lost empire, and other Khyberians we’ve already discussed. However, at the moment I’m not aware of any plans for future Eberron support, so I wouldn’t get your hopes up.

I’m sorry if this question is out of left field, but it’s always been kinda difficult for me and my game groups to answer in a way that satisfies and I would welcome your opinion. How do Archivists (from Heroes of Horror) fit in? Archivists seem to treat divine magic the way that wizards and artificers treat arcane magic: they approach it like a science. Yet I’ve read in some of your previous posts that in Eberron, the fact that divine magic can’t be treated like science is what makes it distinct.

If you’re not familiar with the Archivist class, you can find it online here.

In introducing Archivists to an Eberron campaign, I think that the first question you need to ask is whether the class is in fact employing divine magic. It is the case that I see arcane magic as being driven by a scientific approach to the manipulation of magical force, while divine magic is driven by faith and, theoretically, some element of divine intervention. As such, if an archivist is truly capable of casting divine spells without faith, I would argue that it’s not a divine class; rather, it is an arcane class that is duplicating the effects of divine spells through arcane means. I’d actually consider their spells to be arcane for any purpose that distinguishes between arcane and divine, even though they are duplicating the effect of divine spells.

With that said, I think it’s quite possible to use the archivist as a divine class. Just looking at the description of the class itself…

While most archivists are religious, it is fundamentally their way to put more stock in the power of the divine than in the divine itself… Some hunt down the secrets of ages past to exalt the greater glory of their deity, while others seek only to safeguard sacred lore from falling into the wrong hands. Still others see very little connection between their personal devotion and the work they do, aside from perceiving their continued success as evidence of their god’s favor.

So per the class description, most archivists are devout; they simply approach the working of divine miracles in a scholarly way as opposed to fervent supplication.

I think there’s a very obvious path for the divine archivist. Aureon is the Sovereign of Law and Lore. He is the patron god of wizards, who teaches the value of science and its ability to shape reality. Now take this and add it to the syncretistic approach of the Sovereign Host, whose followers maintain that ALL religions are simply worshipping the Sovereigns by different names. Many faiths are quite obviously doing that, such as the giants of Xen’drik. In the past, I’ve suggested that when new cleric spells are added by new supplements, rather than making them instantly available, DMs should find a way to introduce them organically into the campaign—so in exploring the Grand Temple of Ourelon in Xen’drik, an enormous prayerbook written by giants may reveal a new way to invoke Aureon that leads to the new spell. Which brings us to the Archivist: A divine scholar who studies other cultures and delves into ruins in search of new ways to reach the Sovereigns. It could well be that a new prayer CAN’T be instantly accessed by a traditional priest; rather, the Archivist identifies it, copies it, masters it, and then finds a way to translate it into a ritual that modern priests can use. So I could see the Archivists of Aureon being a highly respected order of priests.

The same approach could apply to the Silver Flame; an Archivist of the Silver Flame could study serpent cults, fight alongside the Ghaash’kala, and venture into the ruins of Khalesh to find the ways in which other cultures have drawn on the power of the Silver Flame, and translate those rituals into a form that works for the modern church. In so doing they further understanding of the Flame and its mission; they could also be charged to catalog the Overlords of the First Age and other fiends bound by the Flame.

While such an Archivist is trained to perform their rituals in an academic manner, they are still driven by a core of faith, and it’s that belief that allows them to recognize and master the key elements of a new ritual. As I said, I think such Archivists would be treated with respect and awe by others who share their religion; they are expanding our understanding of the faith.

The reason I’d take this approach is that it plays to the idea of the Archivist as explorer. This isn’t work you can do from a library. You must find the ruins of other cultures that shared your faith, or interact with other cultures that practice your religion through a different lens. If you stay at home, you can only touch the gods in the ways you already know; the Archivist ventures out into the world to learn new ways to reach the divine. It’s not “scientific” in a way that defies faith; it’s a quest to broaden the concept of what can be accomplished with faith. It ties to the idea that the core religions have been practiced by many different cultures, and that each one may have different techniques. I think it’s a great idea for an adventurer. But to me, the Archivist is still driven by his faith, and the idea that we can always learn more about the divine.

If you’re fixed on the idea of the Archivist as a faithless individual who approaches magic from a purely abstract and scientific place, as I said I’d make that character and his magic arcane instead of divine. I’d also make it an entirely new thing, not an established order; it represents a new, entirely modern approach to magical theory that isn’t reflected by society as it stands. Both the Arcane Congress and the Twelve would be likely sponsors, depending on whether the character is affiliated with the dragonmarked houses or the Five Nations. Both the Arcane Congress and the Twelve have considerable resources and are striving to expand the potential of arcane science. Of course, the Twelve will ultimately put these discoveries to industrial use, while the Arcane Congress will use them to support Aundair and the rest of the Five Nations… but finding a way for arcanists to reproduce divine effects would certainly strengthen Aundair and weaken Thrane.

If you go with the Twelve, House Sivis is actually the house that immediately comes to my mind. Phiarlan is certainly about chronicling history, but Sivis is the one that is looking at the power of the word, and which would be most inclined to look to a prayer as a linguistic tool that channels magical energy.

What kinds of interactions would an archivist provoke from clerics and druids?

A divine Archivist such as I’ve described above would be respected by clerics, because they are seeking to expand understanding of the faith, not to undermine it. An arcane Archivist—a faithless individual seeking to pillage the blessings of the divine for secular use—would likely receive a very negative reaction from people of faith. Divine magic is a blessing; for you to try and harness it purely for personal gain is deeply offensive.

As for druids, it will definitely depend on the sect. I wouldn’t expect any druidic sect to be thrilled by a faithless scholar trying to learn their secrets… and the Ashbound in particular would likely have a very violent response to the idea.

Would any other houses employ them as an alternative to other divine casters? How might this affect Jorasco and their business?

Personally, I don’t see Archivists as being an alternative to divine casters. First off, ALL PC classes are rare. You don’t generally hire a cleric; you hire an adept or magewright. And I’d consider an Archivist to be far rarer than a cleric. Again, as I see it, at the core of the thing an Archivist is an explorer; an Archivist who just goes to work at a Jorasco house of healing is abandoning his quest for knowledge. How is a person who gives up so easily for a little gold going to have the drive to become an Archivist in the first place? I think it’s more likely that the arcane Archivist would work for the Twelve, seeking to break down the barrier between the arcane and the divine so that magewrights can learn healing magic and work for the houses.

As far as how it would impact Jorasco’s business, bear in mind that most of Jorasco’s business actually involves mundane treatment. Adventurers aside, people don’t generally go to a Jorasco house for Cure Light Wounds or even Cure Disease (which is available but expensive); they go to be treated by experts in the Heal skill. The spells and rituals are available through dragonshard focuses or house adepts, when needed. If some archivist sought to set up a new secular healing service, it would be as though someone started selling airships than don’t require the Mark of Storms, and would likely be treated the same way. The houses have the power they have because they are monopolies. If this new business truly looks like it could pose a threat—as opposed to being one single healing house in a continent filled with Jorasco houses—they could attack it in any number of ways, from spreading slander and scandalous rumors to employing Thuranni assassins to take out the Archivist.

Given the strict control of arcane magic in Riedra, would archivists be viewed in the same light?

Unless they are acting in the service of the Inspired, absolutely.

 In a recent thread on the WoTC site you said that the Silver Flame is not a god, and in these posts you mentioned that while not being an impersonal force it is not an anthropocentric deity. I think (but may be wrong) that Faiths of Eberron said that the SF is a god. I was wondering if this is one of those aspects, as the mourning, left for the DM to decide, and that thus the SF can or cannot be a god created by the sacrifice of the Couatls depending on each DM. Otherwise, if it is not a god, could it be a force that is ultimately serving a good deity, perhaps a major one that is not even from the Sovereign Host but a benign more powerful being?

EVERYTHING in Eberron is left for the DM to decide. “Canon” is simply inspiration. With the Mourning, we don’t even GIVE you an answer… but you can always change anything you’d like. What you have hear is an example of that. Faiths of Eberron is technically a canon source. However, I disagree with a number of key elements of its depiction of the Silver Flame, and run things differently at my table. It’s always up to you to do what you want to do. So moving on, let me explain why I do what I do.

The Silver Flame is fundamentally different from the deities of the Sovereign Host. The followers of the Host assert that their deities are omnipresent and shape all things. Any time a smith picks up a hammer, Onatar is with him. Any time a soldier draws a sword, the Three Faces of War are watching. How do you KNOW Onatar is with the smith? Because he produced good work. So essentially, the Sovereigns are omnipresent, but there is no concrete PROOF of their existence; it’s a matter of faith.

The existence of the Silver Flame isn’t a matter of faith. We know with absolutely certainty that it exists, because if it didn’t the Overlords would be rampaging across the world. The SIlver Flame is an energy field that holds fiends at bay. It was created by the sacrifice of the Couatl, and according to the articles of the faith, strengthened ever since then by noble mortal souls. Mortal champions of the faith can draw on the power of the Flame to perform divine magic. Essentially, this is like a Jedi Knight and the Force. There’s no question as to whether the Force exists; it’s just a matter of whether you are personally capable of touching it and harnessing its power. And similarly, the Force isn’t something that acts on its own; it empowers the Jedi Knights to serve as champions, but it can’t stop the Jedi from being hunted down or from falling to the dark side. It can guide and it can strengthen… but it can’t MAKE anything happen on its own.

Beyond this is the question of what it even “wants”. Because it’s not an anthropomorphic entity. It’s not one being; it’s the souls of hundreds of thousands of beings merged together. They are united by basic beliefs – defend the innocent from harm – but they aren’t ONE MIND. This is the idea of the Voices of the Silver Flame. You can’t have a conversation with the Silver Flame, because the Silver Flame isn’t an individual entity. So a Voice of the Flame is a soul that doesn’t merge with the Flame as fully as most; instead it retains enough identity that it CAN directly interact and guide the faithful on some level. Tira is the Voice to the modern church; in my opinion, every branch of the faithful – from the Ghaash’kala to the Khaleshites – have their own voices. But Tira ISN’T the Silver Flame; she’s like an ambassador. She’s not infallible. She’s not even divine. She’s a mortal soul who gave up her life to defend the innocent from evil. Essentially, she’s a saint. It’s Tira who whispers in your conscience, and Tira who answers commune. But she’s not a god. She can’t affect reality on her own. She can only offer guidance.

Which comes to your next question: “could it be a force that is ultimately serving a good deity?” The Silver Flame can’t serve anything, because that implies that it is capable of independent action. The Silver Flame is a resource. It’s a wall that stands between us and cosmic horror, and a well that virtuous people can learn to draw from. But again, it’s like the Jedi: the Force is the tool that the Knight uses to do good, but if there are no Knights, it can’t act on its own.

Tied to this is the point that Tira Miron was herself a paladin of Dol Arrah. In dedicating herself to the Silver Flame, she wasn’t breaking some sort of vow to Dol Arrah. The existence of the Silver Flame doesn’t in any way contradict or oppose the existence of Dol Arrah; it’s simply operating on a different level. Trust me, the priests of Dol Arrah do say that the Silver Flame is simply a manifestation of Dol Arrah’s divine light; the priests of the Silver Flame simply take the view that the Flame is a concrete force while Dol Arrah is an abstract one. Generally, followers of Dol Arrah and the Silver Flame work well together; the followers of the Flame are simply more pragmatic, if you will.

This ties to my second disagreement with Faiths of Eberron: The idea that the struggle against evil can be “won.” I’ve discussed this before, but to sum up: as I see it, the Silver Flame is a concrete, real force that protects us from darkness and grants its champions the strength to carry on that fight in the present day. There will always be evil; even if you completely eliminated it, all it takes is one new person thinking an evil thought to bring it back into the world. Unlike the Blood of Vol – whose followers think Death can be destroyed – the followers of the Flame don’t fight because they believe the battle can be WON; they fight because it is by fighting that they make the world a better place. Perhaps we can reach a world where no one need fear evil, where no one is endangered by it – but we will always need those who remain vigilant for new dangers, and who are prepared to fight them. Looking again to the Jedi, the Empire can be defeated… but that doesn’t mean that there will NEVER BE EVIL AGAIN, it just means that for the moment the universe is a better place.

Six Questions: Jonathan Liu

I know a lot of interesting people. Some I’ve worked with, some I’ve met while traveling the world, some just owe me money. My name may be on the website, but it seems kind of boring if I’m the only person whose voice is heard here. So I’m bringing some of my friends to the site, as time permits. I’m not a podcasty kind of guy, so I’m just keeping things simple: one guest, six questions.

I met JONATHAN LIU while working on The Doom That Came To Atlantic City. Jonathan writes for Wired’s GeekDad blog,which examines everything from games to stellar phenomena – after all, when is the best time to tell your children about the inevitable heat death of the universe? Recently Jonathan put up a Kickstarter for a game of his own… a Kickstarter that’s slightly unusual in that he warns you to think twice about supporting it.

So Jonathan… What’s your secret origin? How did you get to be the geek… and dad… you are today?

Well, I read a lot as a kid. That’s probably the biggest contribution to my geekiness; that and ’80s cartoons. I didn’t grow up playing D&D because it wasn’t allowed, but I did make up my own “mazes” on graph paper and led my friends through them. They were based entirely on my own very limited knowledge of what RPGs actually involved. Fast forward to a few years ago, and a friend introduced me to Settlers of Catan and Carcassonne, and I was hooked. I dove into the world of modern board games and haven’t looked back.

As for the “dad” part: I’ve been a dad for just over nine years now. When we first moved to Portland for my wife’s residency, I quit my job(s) and had about six months to prepare to be a full-time dad and house-husband. I’ve been doing it ever since, and it’s a great gig. We’ve got two daughters now and a third one on the way.

Tell me about GeekDad. What does “Geek” mean to you? What are your goals with the blog?

For me, being a geek means being really passionate about things. Sometimes that means taking things a little too far or a little too seriously, but a geek loves to dig into things and explore the world. I personally tend to have broad interests rather than deep interests, which may be less “typically” geeky. I like a little taste of everything, but it means that on any given topic I may not be as informed as others. It’s that whole Jack-of-all-trades thing.

GeekDad has been a really fun way to share my passions, particularly books and board games. I could talk about those two topics forever, it seems. When I joined the GeekDad team I hadn’t seen a lot of board game coverage on the site already, and I’m very pleased to have added board game coverage as a pretty regular part of the site now. What I love about GeekDad is that, beyond being a blog, it’s a community of geeky parents that I’ve gotten to know both online and in real life. I love being able to share with both them and our readers things that I think are really cool. While I do cover releases from major publishers, I also love having a platform to highlight lesser-known projects by people who don’t have a huge marketing budget and name recognition.

 

As a reviewer for GeekDad, you’ve played more games than I can shake a stick at. You introduced me to Geistes Blitz and Flowerfall. What are a few of your favorite games?

I’m always hesitant to pick favorites, because there are SO many that I enjoy. But for the past few years I’ve tried to compile lists (with the help of my fellow GeekDad writers) of our favorites reviewed on the site. A few of my favorites from the past few years are Catacombs, which combines a dungeon crawl with a disc-flicking dexterity game; and Escape, a real-time cooperative game about getting out of a cursed temple before it collapses. For thematic “Ameritrash” games, my favorite is the Last Night on Earth series, and for multi-hour Eurostyle, I’d probably go with Agricola. And Carcassonne, one of the games that re-ignited my interest in board games, is still one that I play the most, albeit on the iPad usually.

Here’s a few of GeekDad’s best of lists…

The Best Board Games of 2010

The Best Board Games of 2011

The Best Board Games of 2012

 

As a Geek DAD, what do you look for in a game? What are some games that you like as a Geek, but fail the test as a dad?

Well, my kids are 9 and 6 now, and that three years can make a big difference in the sorts of games they can play. For instance, the 6 year old is still working on reading but the 9 year old has no trouble with it. On the other hand, we’ve found that my younger daughter is pretty good at basic arithmetic and can keep up with her sister there. For my kids I’m usually looking for games that have a shorter rulebook, something that I can explain quickly so we can get down to playing, rather than a long list of details—they love playing games, but they’ll lose interest in a long explanation.

I also love cooperative games with kids—it teaches a different type of gameplay. I do think it’s important for kids to learn not to take competition personally, but with younger kids it’s harder to separate the gameplay from the non-game relationship. (Heck, it’s hard for some adults, too.) Cooperative games let everyone play to win without bashing the other players, which can be really refreshing for family games.

I think playing games can be educational in itself, so I don’t feel that a game has to be overtly “educational” to have value. Certainly I don’t mind if there’s a bit of math and reading involved, but games that are marketed as educational are often more like flash cards or trivia questions with a thin veneer of game. I’d rather play things that are fun, and then figure out what lessons arise from the gameplay.

As for things that I like that don’t pass the dad test … honestly I think for the most part it’s just a matter of waiting until the kids are old enough to appreciate the game or when I feel they can handle a particular theme. For instance, I’m not going to play as many games that have a lot of backstabbing and “take that” because they’re not quite mature enough for that yet. But when I see that they can be good sports about it, then I’ll break those out. Likewise, they don’t mind games with some monsters (like Castle Panic, for instance) but the more realistically-depicted they are the less they enjoy them. While they don’t mind a zombie-themed game like Zombie Dice, Last Night on Earth would freak them out because of all the photos in the game.

 

You don’t just play games, you’re making one. You’re running a Kickstarter for a game called Emperor’s New Clothes. What’s the game about? Why should I lay my money down? 

The game is based on the classic Hans Christian Andersen tale, about a vain Emperor who gets fooled by a couple of swindlers. Eventually the entire town is roped into the hoax, pretending to see something that isn’t there, until a child points out that the Emperor, in fact, has no clothes. I wanted to create a game that paralleled the story, one that incorporates a scam that works because other players agree to play along. Although it’s not exactly a role-playing game, it does rely heavily on storytelling and imagination rather than being simply a matter of rolling dice and playing cards. Our gimmick is our special printing process, Regulated Optical Operator Screenprinting (ROOS), which makes the game appear invisible to those who probably won’t enjoy the game. Thus, the game is sort of self-selecting: players who can see the ROOS to play the game will enjoy it; players who can’t see the ROOS can ignore it.

For that reason, my Kickstarter campaign is rare in that I’m not encouraging everyone to pledge for it. I want everyone to check it out, and then see for themselves if the game is right for them. If it looks blank to you in the photos, then it will most likely look blank to you when it arrives, so you should probably hold off. However, if you enjoy the photos of the game and gameplay video, then you’ll probably have a very good time playing the game.

What are you looking forward to in 2013?

I’m looking forward to the end of the emotional roller coaster that is a Kickstarter campaign! I’m also excited about (in no particular order): the upcoming birth of our third child, my first trip to Gen Con, and finding time to actually play all of these Kickstarter-funded board games that are starting to show up on my doorstep.

3/20: Gamestorm and Codex

If you’ve been coming to the site for a while, you might be thinking “Hey, isn’t Keith working on a new fantasy setting? Why haven’t we heard more about that?”

I am indeed developing a new world, under the working title of Codex. And I planned to post more about it. However, I’ve suddenly had a host of other projects attack; at the moment I am working on six different gaming projects, including a new (non-Gloom) card game and an entirely new roleplaying game. Beyond that, I’ve been working on projects for International TableTop Day and preparing for Gamestorm.

Codex is something that’s very important to me. I’m still working on it, and you’ll here more about it soon. But it’s not something I want to rush. I’ve started running adventures in the world of Codex. I’m continuing to add depth to the world and to evaluate different systems. So it’s still in motion – I just don’t want to start talking about it in earnest until I’m on a clear track to production.

However, if you want to hear more about Codex RIGHT NOW, there is a way to do it: catch me at Gamestorm in Vancouver this weekend. I’m scheduled for the following events:

Friday, noon: WORLD BUILDING 101. A general discussion of approaches to World Design. Other panelists include Henry Lopez, Alex Flagg, Rhiannon Louve, and Paul Vorvick.

Friday, 4 PM: EBERRON AND BEYOND.If you’ve got burning Eberron questions or want to hear more about Codex, this is the time for it!

Saturday, 9 AM: GUIDING THROUGH DESIGN.This panel looks at the way that the design of a game influences the way that people play it. Other panelists include  Lisa Steenson, Alex Flagg, and Paul Vorvick.

Saturday, Noon: WORLD BUILDING 102 – DESIGNING RELIGIOUS SYSTEMS. Religion and the divine have a tremendous impact on the shape of a setting and the sorts of stories you can tell there. What goes into developing the divine? Other panelists include Henry Lopez, Joseph Carriker, Anthony Pryor, and Rhiannon Louve.

Sunday, 2 PM: GAME MASTERING TIPS.Just what it says on the tin. Other panelists include Anthony Pryor, Rhiannon Louve, Scott Woodard, and Joseph Carriker.

If you’re interested in talking about my games but can’t make it to the Friday Q&A session, comment below. I may set up an informal discussion sometime Friday evening… or grab lunch with anyone who’s interested on Saturday afternoon!

 

Six Questions: John Kovalic

Today I’m talking with JOHN KOVALIC. If you don’t know who John is, you are clearly a Cylon spy; please report to the nearest airlock. John has illustrated over a hundred games, including hits like Apples to Apples and Munchkin. His comics include Dork Tower and Doctor Blink: Superhero Shrink. He’s even appeared in The National Enquirer. He is a living legend, at least if it’s a legend about a cartoonist accidentally ending up in an embarrassing story in the Enquirer. But I’ll let him speak for himself.

You’ve been producing Dork Tower for over fifteen years. In addition to chronicling the experiences of a community of gamers, Dork Tower has introduced the world to the milliwheaton and revealed the horrifying truth behind Dinosaur Train. How did Dork Tower get started, and how has it changed over the years?

Dork Tower began in 1996, when I was talking with Shadis magazine editor DJ Trindle at GenCon. I’ve been a gamer since the mid-1970s. By the mid-90s, I was working for the Wisconsin State Journal, sneaking in games reviews when I could. I even talked my way into going to GenCon on their dime.

Knights of the Dinner Table had just left Shadis, and DJ said they needed a new comic strip. A geeky gamer comic strip. Needed skill sets don’t come more gift-wrapped than that.

Over the years, Dork Tower changed in about the same way that gaming itself has changed. The characters still represent the same basic Gaming Types that they always have. But their fandoms have grown. Along with mine. I suppose it’s a bit harder, these days, as the basic “Oh my god! GAMERS!” trope has been done to death. But the challenge is enjoyable.

A close friend is moving to McMurdo Station, and the only thing he can take to keep his spirits up are three Dork Tower strips. Which three do you recommend?

Oh, lord. “You have thousands of children. Which is your favorite?” OK. You get the first three off the top of my head, then.

ONE: The “Hey, Marcia! Come and see the Satanist” strip from the early days is one people love, but I always considered the “Are Dark Elves into Leather” strip more of a personal favorite because it defined Igor’s character early on and set the tone for Dork Tower.

TWO: “Matt and Gilly’s Big Date,” from the “Dork Covenant” collection. This won an Origins award, and I’ve always thought it was sort of a sweet little story.

THREE: I’ve been trying different formats out with the online comic strip, recently. And it’s been a lot of fun. If you know what Dinosaur Train is, I’d go with this one. If not, here’s one with “Gilly the Perky Goth on Fake Geek Girls” I was really happy with.

Confession: I know that wasn’t, technically, three.

Carson the Muskrat first appeared in Wild Life, the comic you created for the Daily Cardinal. What was the story behind Wild Life, and what’s your personal affinity for muskrats?

Wild Life actually didn’t start in the Cardinal. By the time I got to the UW-Madison, it had already appeared in the Millfield Newspaper, the Queen Mary College- London newspaper and the UW-Parkside Ranger. After I graduated from the UW, it went on to run in the Wisconsin State Journal in the late 80s, and was picked up for national syndication by Chronicle Features in the early 90s.

My mom had written a comic strip for a kids’ paper back in the States called My Weekly Reader. I’d grown up on comics and learned to read with comic books. I was always sketching, and writing comics in the back of my school notebooks. When we moved back to England, I just decided to show these to the school newspaper, as it seemed the sort of thing a cartoonist should do. School newspapers are seldom picky, and the rest is history.

Little-known fact: “Wild Life” was named after the old Wings album of the same name. I’ve no idea why I did this: it’s not a favorite album by any means. The 1970s were odd.

As to why a muskrat, I also have no idea. In the early days, Carson looked more like a badly-drawn sheep. “Muskrat” sounded funny, though. I finally saw a muskrat when I moved to Wisconsin. It is hugely inconvenient of them not to look like Carson at all.

Another little-known fact: Carson is named after Johnny Carson. Nobody ever asks that, anymore, as “Carson” seems to have become a common first name, possibly after entire generations named their kids after the Tonight Show host. But there you have it.

You’ve created the art for dozens of games, from Apples to Apples and Munchkin to Kobolds Ate My Baby! What was the first game you ever played? What do you enjoy playing today?

My first real gaming love was when I was in England. School friends played World War II wargames with 1/72nd scale Airfix kits and figures, and I was hooked. At a model shop in Bristol, I stumbled across a copy of SPI’s Panzer 44. That called to me immediately and I was soon seeking out all sorts of wargames. It was on a trip to Games Workshop – then a small general gaming store in London – that I discovered the fabled Little White Box set of Dungeons and Dragons.

I try and play as much as I can, but the traditional wargames get the shortest shrift anymore: I simply don’t have time for them. As far as roleplaying goes, I think Pathfinder is magnificent (thus the upcoming Munchkin Pathfinder fills me with fanboy glee). But, if I have to be honest, Call of Cthulhu’s still my main love. I should also mention I’m finding Kenneth Hite’s Trail of Cthulhu brilliant, though! I’m hoping Marc Miller’s Traveller Kickstarter returns that RPG to its former glory. In all of gaming, the Traveller Imperium is my hands-down favorite.

I play a lot of Euro-style games and party games, too.

Castle Panic, Forbidden Island, and X-Wing were three games I played a lot last year. As far as miniatures gaming is concerned, it’s Flames of War, Bolt Action, Man-O-War and Warhammer Fantasy are my mainstays this year.

Of course, I still love playing Munchkin. I’ve only ever won one game of it, though. The latest Out of the Box games, like FAUXcabulary and Snake Oil, are terrific returns to form.

Speaking of Kobolds Ate My Baby!, you’re currently involved in the Kickstarter campaign for the new color edition of KAMB. What’s your favorite thing about working with kobolds? Can you give us any hints as to what Kovalicness may lurk behind the secret doors KAMB’s stretch goals?

By far and away, my favorite thing about the Kobolds is that they’re just so darned fun to draw. I was very happy with how they turned out: I don’t often get to redesign characters from the ground up. Chris and Dan, of 9th Level Games, are terrific to work with, as well.

As far as hints go, we have tremendous secret guests lined up, and some stretch goals that will take the Kobolds into 3-D deliciousness. Posibly pewter. Possibly plushie.

The first huge stretch goal – the “More Things to Kill and Eat” supplement – was unlocked after only a few days. Jim Zub (of the Skullkickers and Pathfinder comics fame) was also announced as a guest writer for another stretch-goal that was met.

There’s a hugely cool collaboration with another company we may be able to announce, soon. It’s all very exciting. There’s so much fun stuff happening, it’s breathtaking. But hard to keep track of. We were just thrilled to see the new edition fund in the first day: everything else is gravy. Incredibly, mind-blowingly cool gravy.

What are you looking forward to in 2013?

Time off?

Other than that…everything! I’m working on four big projects that take me well away from my comfort zone. The first has already been announced and is being released in May: ROFL!, my new party game, is being published by Cryptozoic. I think it’s the best I’ve ever designed. Plus, the folks at Cryptozoic just fab. If you ever get a chance to work with them, I’d highly recommend it.

I can’t really talk about the other big projects yet, though I may have dropped a hint or two on my Twitter feed. Puppets may be involved in one of them.

Then, of course, there’s the regular stuff: the new Dork Tower trade paperback, Munchkin Pathfinder, Out of the Box new releases, a graphic redesign for a game I love from a Dutch company, and other things I’m certainly forgetting.

 Hum. 2013 seems busier than it did five minutes ago…

TableTop Gloom is here!

Atlas Games and I have really enjoyed TableTop and the focus it’s brought to games we love. We had this crazy idea for a mini-expansion… and as it turned out, it coincided perfectly with International TableTop Day! TableTop Gloom is a mini-expansion that adds nine cards to your deck. This includes two new Guests – Wil Wheaton and Felicia Day – and two Stories. I’m especially excited about this; I developed Stories for Cthulhu Gloom, and at the moment there aren’t any Stories designed for the classic game. Now there are two! I’m working on a video with a few special guests to show how Guests and Stories work, so look for that in the future!

To be clear, TableTop Gloom is not for sale. Limited quantities will be available at locations that are taking part in International TableTop Day, and it’s going to be up to the event runners to decide how to distribute them. So if you want a set, check the event locator at the TableTop Day site and find an event near you! For my part, I will be celebrating TableTop Day with a few hands of Gloom at Rainy Day Games; I’m planning to be there between 2 PM – 4 PM. I hope to see you there!

Fantasy Roundtable: Travel by Montage

In today’s adventure, the intrepid band of heroes has a long trek to reach their destination. The vast forest is infamous as a haven for bandits and ruffians, shunned by the wise… but it’s the only path to the ruined temple of the Holy MacGuffin. The fact of the matter is that the adventurers are far too skilled and accomplished for a typical band of brigands to pose any sort of threat. Having a random battle would simply waste time without adding any real tension, and compared to the story you have in mind, fighting bandits is a pretty dull story. You could take the red line approach, just cutting from point A to point B with a few sentences of description, explaining just how creepy the forest is and that the bandits are smart enough to avoid the party. But at the same time, the forest is really creepy, and the presence of the bandits is a well established part of the setting; you want them to feel like they’ve taken a significant journey. What do you do?

It’s possible for the journey to be the adventure. The Hobbit is a story about a group of adventurers delving into a dragon’s lair… but the bulk of the story is about the journey to the dungeon. Mechanically, bandits can’t pose a threat to the adventurers. Well, what if they can? What if they come back to life whenever they are killed—and the only way to stop them is to find and destroy the artifact or power source that’s empowering them? Or perhaps it’s a moral dilemma: the “bandits” are actually Robin Hood-style heroes robbing from the rich to raise money for some vital cause, like buying medicine to bring an end to a local plague? The adventurers are, in fact, incredibly rich by local standards; are they willing to help in some way, or do they slaughter the last, best hope of the stricken locals?

This sort of thing can be a lot of fun. The En Route series from Atlas Games presents a host of little scenarios designed to fit into the spaces between the major parts of an adventure—challenges that aren’t simply combat encounters, but interesting stories on their own. However, playing through such a scene takes time, and if the core adventure has a strong story, you may not want to water it down with a side scene. So you don’t have time to make a bandit encounter actually interesting; you don’t want to waste time on a pointless fight; but you also don’t want to just gloss over the journey. What do you do?

What I’ve been doing lately is using a travel montage. Come up with a few interesting things that could happen on the journey and put one of these situations in the hands of each player, giving each character their own spotlight moment. So if I’ve got an elf wizard, a dwarf fighter, a halfling thief, and a human priest, I might say:

  • Halfling thief: “Tell me how you help the group avoid a bandit attack on the first day.”
  • Elf wizard: “There are constant storms in this region. By the second day your clothes are drenched, and the bridge across the local river has been washed away. How does your magic help the party get across the river?”
  • Dwarf fighter: “This forest is older than human civilization. You’re sure you hear the howls of ghosts on the wind, and see things moving in the shadows. You’re a brave man… what’s the one thing that actually scares you on the journey?”
  • Human priest: “Tell me about the dream you have on the last night.”

The point of this approach is to give each character a chance to be in the spotlight for a moment, and to encourage the players to think about what makes the journey interesting for them. Sure, any of the characters could figure out how to cross a river, but this time, it was the wizard who figured it out… now tell me how. Depending what the players come up with, you could incorporate their answers into the later adventure. Perhaps the priest’s dream will turn out to be prophetic, or the thing that frightened the dwarf will return in some way. Perhaps the thief avoided the bandits because he actually knew the bandit leader from his first guild… in which case, that character could turn up again later in a more interesting role. Alternately, the players might just make jokes out of the scenarios; the one thing that actually scares the dwarf is watching the halfling eat, or the snores of the priest. There’s nothing wrong with this. The whole point is to let the players have a chance to tell the story they want; if they want to laugh, this is a great opportunity for that.

What’s your favorite approach for making travel interesting when it’s not a central part of the adventure? What’s worked well for you?

Six Questions: David Malki!

Today’s guest is DAVID MALKI! David is the creator of Wondermark, a hard-hitting webcomic that tackles the tough issues other comics are afraid to face, like Bibliophibians, Bears in Ill-Fitting Hats, and the proper collective noun to refer to a group of bogeymen (a “scamper”). Wondermark recontextualizes 19th century artwork with hilarious results, and if you aren’t familiar with it, you should check it out right now. We’ll wait right here until you get back.

 What is The Story of Malki? How did you get to where you are today?

I made a lot of rash decisions! I didn’t have any idea of how hard anything was, so I just blazed forward in glorious ignorance, not realizing that I was attempting the impossible. So anyway here I am!

Tell me about Wondermark. How did it get started?

I decided I wanted to try doing comics in a different way from most other people. There’s a beauty in old artwork that’s extremely evocative, and it’s all out of copyright besides. And as a bonus, the original artists aren’t around anymore to ask permission from. So I decided I would try making comics in a collage style to see if it would work! TURNS OUT: IT DOES.

I like to think that Wondermark occupies a universe parallel to our own, where everyone speaks their mind, has the perfect rejoinder to any situation, has fabulous fashion sense, and can bolt any manner of things together to make glorious elaborate nonsense contraptions. I don’t know if I’d want to live in that world — it’s a bit dangerous as well. But I sure like looking in on it.

One of Wondermark’s recurring characters is the alien Gax, a dapper gentleman who happens to have the neck and head of a brontosaurus. Where did Gax come from, and what’s the secret of Gax appeal?

When you make comics using found art, you’re limited to the kind of art you can find. This means that it’s hard to have recurring characters — you either have to find multiple pictures of the same person (occasionally possible in the case of political cartooning, but not otherwise common) or re-use the same pictures all the time, which can get boring. However, I found that you can re-use ANIMAL faces as often as you like without it seeming repetitive.

So at one point I decided that the alien creature Gax — a throwaway gag at first — could become a recurring character, because his face was easy to mold into new expressions, and also because I established that he was a shapeshifter, so he could look like anything and it’d still make sense. The secret of his appeal is that he speaks his mind and has impossible physiology.

Tell me about Machine of Death.

Machine of Death, most simply, is a collection of short stories, all by different authors, that asks the question, “What if there was a machine that could predict how you die? What would it mean for the world?” Each author started with that premise, and then spun out a different story exploring some facet of that idea. It’s a really diverse and compelling book — we read almost 700 submissions, and picked our favorite 34 — and it became an independent bestseller, shooting all the way to #1 on Amazon the day it was released. Now, it’s been spun off into a card game as well as a second volume of more stories, both of which will be coming out this summer.

Machine of Death started as an idea, became a book, and now it’s going to be a card game. As Gloom players know, I’m a fan of storytelling games that involve coming up with creative ways for people to die. The Machine of Death card game is up on Kickstarter, and has shot past its funding goals. Tell me why I should get on board today! 

I ain’t here to convince you! If you watch our hot video and read the description, and decide it’s not your bag, then stay far away from it. But if you like absurdity and weaving absurd yarns and laughing with your friends about IMAGINARY MURDER, it’s right up your alley. It’s a simple game, light on strategy and high on nonsense, that provides a construct to tell funny stories with your friends and imagine the increasingly-ridiculous deaths of bizarre individuals. Also, if you back it during the Kickstarter, you’ll get bonus decks of literally HUNDREDS of extra cards by many of the top names in webcomics — included totally free, only during the funding period.

You kick a can and a djinni pops out. It promises to grant three wishes, but the only sort of wish it can grant is to turn books published before 1950 into movies. What three books do you choose?

1. The New Century Standard Letter-Writer, by Alfred B. Chambers (1900). This is ostensibly a book of correspondence etiquette that also can be read as an incredibly bizarre psychoanalysis of its author, as he presents increasingly-specific template letters for such typical situations as “Marriage Proposal to a Young Lady to whom the Writer has Never Been Introduced” (p.124); “From a Father to a Gentleman, Forbidding him to Pay any Further Attentions to his Daughter” (p.148); “From a Lady to her Fiancé Breaking Off Their Engagement on Account of his Coldness” (p.169); et cetera, et cetera.

2. The Flying Girl, by L. Frank Baum writing as Edith Van Dyne (1911). Just a really great adventure book about a couple of teens inventing and building an airplane in their garage. A good snapshot of the early days of aviation and, unlike 98% of the youth-adventure novels published in the era, a super fun, engrossing, well-written book on its merits.

3. A Bad Boy’s First Reader, by Frank Bellew (1881). This is a parody of a children’s book that manages to be just deadpan enough that you think it’s real and just weird enough that you can’t believe it could possibly be real. Possibly the only children’s book of the Victorian era to include the phrase “Isabella will grow up to be a wise woman…if she does not die of cerebrospinal meningitis.”

Dragonmarks 3/4: The Lords of Dust

I’m pulling a few answers from other weeks, and I’ll continue to do so as time allows so this can be a comprehensive source for all of my Q&A discussions of the Lords of Dust and the Overlords. So check back in a few days and I may have expanded it! As always, these answers are just my opinions and may contradict canon sources… though to the best of my knowledge, I’ve written most of the canon sources on the Lords of Dust!

There are a number of decent sources of information on the Lords of Dust. I recommend the Eberron Campaign Guide (4E) and Dragon 337. With that said, let me try to clarify some of the common points of confusion right away.

The Lords of Dust is an alliance of fiends—mostly rakshasa, as they are the most common native fiends of Eberron—who serve the interests of the fiendish overlords of the Age of Demons. There were originally approximately thirty of these overlords. Their power was equivalent of that of gods in most other settings. Most exerted influence over a region akin to a large modern nation, but some had more subtle influence reaching across the entire world. Overlords are part of the very fabric of reality, and they cannot be destroyed any more that you can destroy death or treachery. They can only be bound, and that only with the guidance of the Prophecy. The only known force capable of binding them is the Silver Flame, which was created by the sacrifice of the Couatl host, a sacrifice that created an immortal force of light to contain the immortal force of darkness.

The overlords of the Age of Demons are the most powerful entities that exist in the setting. An individual overlord is equivalent in power to il-Lashtavar (the force behind the Dreaming Dark) or the entire Undying Court. A question worth asking is, if they are so incredibly powerful and had hordes of demons on top of it, how did the war of the Age of Demons last so long? It lasted for centuries… why didn’t the overlords just win?

There’s a few answers. The first is that it wasn’t a “war” in the sense we think of it. Some of the overlords—like Rak Tulkhesh and Katashka—fielded armies that could be fought in a traditional battle. Some sought to directly control and enslave dragons, titans, and other creatures. But with many of them, the “war” was simply existence. They are immortal. Their fiendish servants are immortal. They don’t NEED to conquer you. They just do what they do. A battle against Tul Oreshka is a battle against madness; having more soldiers doesn’t help you win a fight. The Voice in the Darkness “wins” when you succumb to madness; she doesn’t need to occupy your city if she occupies your mind.

Got that? Now add to this the fact that for the most part, the overlords were neither friends nor allies. They are not human in any sense of the word: they are primal entities who shape reality by virtue of existing. Far from being friends, many of them actually fought one another; when you are an incarnation of strife or discord, that’s kind of what you do. One of the main reasons they were finally defeated is because their opponents were able to target them individually or use their existing rivalries against them. And bear in mind that absolute immortality and nigh-omnipotence breeds a lot of overconfidence.

After they were bound, their surviving servants eventually recovered and began laying plans to free their masters. Eventually this brought them in conflict with one another. The Lords of Dust aren’t a monolithic force; they are more like the United Nations, with each member of the Council of Ashtakala representing the interests of a different overlord. They don’t all share resources, and three different Lords of Dust may all have personal agents in the same court. The purpose of the Council is at best to exchange favors and at worst to try to keep the Lords from interfering with one another’s plans accidentally (key word: accidentally. Intentional interference happens). The Wyrmbreaker calls the council together and explains that he’s going to be doing something that involves a group of heroes and will probably kill the Queen of Aundair. The Shadowsword explains that he has plans involving Aurala, but based on his insights into the Prophecy, perhaps Durastoran could achieve the same results with the death of Kaius III—and he’d be happy to lend some agents to that cause. Perhaps the Wyrmbreaker agrees, perhaps he doesn’t, perhaps he agrees but still plans to see to it that Aurala dies.

The next thing is to understand what it takes to release an overlord. It’s nothing so simple as breaking a seal or melting a ring. The conditions for the release of an overlord are different for each one, and involve a long-term manipulation of the Prophecy. In the case of the Aurala death above, we’re not just talking about Aurala’s death; it would be trivial for one of the Lords of Dust to make that happen. Instead, it’s that a particular hero (the son of a particular person, herself the daughter of a particular person, born in particular circumstances) must kill a beloved ruler on a particular day with a particular weapon, and must do so believing they are serving a greater good but in fact be wrong. So the Lord of Dust not only can’t kill the ruler, they actually have to make sure that the person who does the killing doesn’t know why they are doing it. Some of the overlords’ release conditions have nothing to do with one another; others are actually overlapping or contradictory, so actions cannot be taken to free one without directly screwing with another. This can result in Lords of Dust helping heroes. The problem is, if a Lord of Dust is helping you, you can be certain it’s somehow benefiting them.

If an Overlord is released, it generally won’t return at full power. It will take time for its power to grow.  Bel Shalor was released, and wreaked havoc in Thrane for almost a year before he was finally bound again by the sacrifice of Tira Miron. It wasn’t the end of the world; it was simply a year of utter terror for the people of Thrane. Of course it’s possible that Bel Shalor intended this all along as a way of infecting the Silver Flame, and thus his release wasn’t as devastating as it could be. But generally, the immediate release of an Overlord will affect an area of a few miles, spreading out until it encompasses a nation or more. The impact will also greatly depend on WHICH Overlord is released. An incarnation of madness or war will cause immediate violence or insanity. An elemental force like Dral Khatuur would cause a new ice age. But an incarnation of tyranny or betrayal may have a very subtle effect that takes years to really be noticed. It’s entirely possible that the Mourning was caused by the release of an Overlord, and that there are continuing effects that people simply haven’t identified. Essentially, the effect of an Overlord’s release is up to the DM. It could have instantly apocalyptic effects, or it could be a slow cancer that eats away at the region over time.

Tied to this, I once had a PC warlock in my campaign who was actually a willing agent of an overlord. The idea behind his character was that it was inevitable that an overlord would eventually be released… but his overlord would at least keep society intact in a form that people could live in, as opposed to dissolving it into chaos, war, or ice. Life in the domain of his overlord might be endless tyranny and oppression and tears of blood, but it’s far better than what you’d get from Tul Oreshka or Rak Tulkhesh. He didn’t LIKE the future he believed was coming, but he believed that ONE of them had to get out eventually, and his was the best option.

So bearing all that in mind…

Is there a list of all the rajahs already published somewhere? With the rajahs theme, location and where to find the full writeup?

I’ve never done it. However, Lord Gore at the WotC forums put together this list, which may be the most comprehensive around; I’ve updated it with Overlords mentioned since it was written.

  1. Bel Shalor, the Shadow in the Flame (Tamor Hills, Khorvaire) ECG page 29
  2. Dral Khatuur, the Heart of Winter (Frostfell) female overlord Druid 25/Sorcerer 15/Frost MageFb 10 Death, ColdFb, WinterFb unpublished
  3. Eldrantulku the Oathbreaker (unknown) NE male overlord rogue 15/sorcerer 15/mindbenderCAr 10 CorruptionBoVD, Trickery Dragon 337 pages 63, 69-70
  4. Katashka the Gatekeeper (Lair of the Keeper, Khorvaire) LE male overlord cleric 8/wizard 8/true necromancerLM 14 Deathbound, UndeathECS DoE page 36, Dragon 337 page 70, ECG page 30
  5. Rak Tulkhesh, the Rage of War (Khorvaire) NE male overlord fighter 15/blackguard 10/cleric 15 Destruction, War; Dragon 337 pages 65, 70; ECG page 31
  6. Ran Iishiv the Unmaker (Korrandar, Sarlona) SoS page 12
  7. Sakinnirot the Scar that Abides (Stormreach, Xen’drik) CoS page 156
  8. Shudra the Fleshrender (Mel-Aqat, Xen’drik) PGtE page 155, TFoW page 127
  9. Sul Khatesh the Keeper of Secrets (Arcanix, Khorvaire) LE female overlord wizard 36/archmage 4 Knowledge, Magic CoS 89, Dragon 337 pages 60, 68; ECG pg 31
  10. Tiamat, the Daughter of Khyber (Pit of Five Sorrows, Argonnessen) DoE page 9
  11. Tul Oreshka, the Truth in the Darkness (unknown) CE female overlord bard 20/wizard 10/loremaster 10 Madness, ShadowECS Dragon 337 pages 64, 70
  12. Masvirik the Cold Sun (Haka’Torvhak, Q’Barra); Dungeon 185 (DDI)
  13. Unnamed (Krertok Peninsula, Sarlona) SoS page 12
  14. Unnamed (Sustrai Mor, Sarlona) SoS page 91
  15. Unnamed (Tempest’s Isle, Lhazaar Principalities) PGtE page 99 possibly a rajah
  16. Yad-Raghesh (The Vale of the Fallen Rajah, Argonnessen) colossal two-headed overlord DoE page 50 “dead”
  17. The Spinner of Shadows (Xen’drik), DDO

I believe that Sul Khatesh is the only one that’s received a complete 3.5 writeup, in Dragon 337. I’ll also note that I prefer the term overlord to rajah. “Rajah” tends to get subsumed into “rakshasa rajah”—and while the overlords rule the rakshasa, they are not themselves rakshasa.

For you, how many overlords do exist? There is 17 listed, that’s all? There is a couple more? 17 more? A hundred more?

According to the Eberron Campaign Guide (page 30), “approximately thirty fiendish overlords are bound in Khyber.”

How big is the area of influence of an overlord?

Thirty overlords once held dominion over all of Eberron. A fully empowered overlord can easily hold dominion over an entire nation. However, it will take time for a released overlord to regain its full power. Its immediate dominion would cover a few miles, and would then quickly grow until it covered an entire nation or more.

If Katashka is made free, how long until the effects(pests, deaths, undead hordes) are sensed in the Talenta Plains? And Q’barra? Or Xen’drik/Sarlona?

That’s entirely up to you. You could decide that Katashka’s influence spreads quickly and that within days wights are crawling out of cemeteries across the world. Or you could decide that his power is growing slowly and won’t expand exponentially until Mabar’s next coterminous phase.

What if more than one overlord is released. Would they ally or make war on one another?

It entirely depends on what overlords they are. The Voice in the Darkness doesn’t do alliances. The Oathbreaker will, but there’s no question that any alliance with him will end in betrayal. And in some cases there’s no real basis for alliance—Rak Tulkhesh wants endless war, while Dral Khatuur simply wants to freeze everything in her reach. Some might fight, but such a feud might be even worse for mortals in the disputed territory than an alliance.

Are the overlords friendly to each other enough to releasing some or all of the other still bound ones? If Bel Shalor breaks his bonds, he will stride to Aundair and try to release Sul Khatesh, or he will just make sure she never gets free?

First, Bel Shalor can’t stride to Aundair and release Sul Khatesh. For Sul Khatesh to be released, the conditions of her Prophecy must be met. It doesn’t matter how much raw power Bel Shalor brings to bear; releasing an overlord is delicate work. Now, would he TRY to? Possibly. Bel Shalor in particular is a devious force, and has clearly learned a thing or two from his imprisonment. He might well see the value in releasing as many of the other overlords as possible, where Tul Oreshka just wouldn’t bother. On the other hand, there are certainly rivalries and some overlords might work against one another. It’s been noted that Dral Khatuur has no love for any of the others, and as a result she doesn’t have representatives on the Council of Ashtakala.

How common is the knowledge about how their prison works or where each of of then is between the overlords? Does every overlord know how to break free? Or how to break other free?

Extremely uncommon, no, and no. The secrets are all held in the Prophecy. It likely took thousands of years of study before any rakshasa figured out the secrets of releasing their master, and there may well be ones whose release conditions have never been identified. One thing to bear in mind is that the Prophecy is a living thing that constantly shifts as the future becomes the present. So Rak Tulkhesh can be released if X, Y, and Z happen. If you remove Z from the equation—by destroying the person who was supposed to have a child or the sword that child was supposed to use—the universe will simply recalculate and find a new way to solve for Z; and all the scholars who knew the original answer will have to keep studying until they figure it out. This is what the Chamber does: seek to identify paths that will release Overlords and eliminate them, while the Lords of Dust find paths that will release them. It’s a never ending conflict, even though it rarely comes to a demon and a dragon fighting one another.

What should the response of the Argonessen dragons be if an overlord is released?

Rebinding an overlord is just as difficult as releasing one, and in the same way, brute force is no answer. Bel Shalor wreaked havoc for a year in Thrane before Tira defeated him. Do you think Argonnessen just didn’t know or care? They knew; they simply had no path to rebind him, so they stayed far away. They may well have helped Tira without her knowing it. Just as it doesn’t help Sul Khatesh to have a rakshasa kill Queen Aurala, it doesn’t help Argonnessen if an army of dragons defeats Bel Shalor; he’d just reform tomorrow. So Argonnessen would get to work trying to find an answer to the problem, and trying to isolate themselves from the impact of the release. But brute force—even all the magic of Argonnessen—is no answer to the release of an overlord.

Of course it’s possible they would take action to contain the impact of a release. If the Rage of War gets out and transformed the Five Nations into a raving army of bloodthirty reavers, the dragons might sink their boats before they can reach Argonnessen. But this won’t stop Rak Tulkhesh.

And what about Aerenal? Are they safe against one overlord? Two? How long could take to the free overlord to crack the island defenses?

The Undying Court is essentially an artificial overlord. As such, it would be able to stave off the hostile influence of another overlord for a time, but as noted above, it would also depend on the form that influence takes. Tul Oreshka drives mortals mad. Rak Tulkhesh drives them to war. Aerenal could keep Rak Tulkhesh from infecting the elves, but they can’t stop him from flinging hordes of reavers at the island. And if you had an alliance of overlords, who knows?

Realizing that the bonds of the Daelkyr have to be maintained, and with the chaos brought by one or more released overlords, is safe to assume that sooner or later they would falter, and the mad gods would spill in Eberron again. How could they interact with the acting overlord(s)?

Daelkyr are small potatoes next to overlords. Bear in mind that the daelkyr aren’t even the toughest things in Xoriat; they’re just the toughest things that have any interest in other planes. Beyond that it depends on the overlord in question. The Voice in the Darkness might welcome the daelkyr. Rak Tulkhesh doesn’t care who’s fighting as long as someone is. An overlord who actually wants to exert dominion over mortals and have some semblance of civilization—an incarnation of Tyranny, for example—would need to deal with the daelkyr to keep them from wrecking that. But many overlords might just incorporate the daelkyr into their plans.

And Sarlona? What would be the Dreaming Dark response to an age of demons again?

Pretty much any free Overlord will mess things up for the Dreaming Dark. However, the Dreaming Dark has never been noted as having expert knowledge of the Prophecy, which means a) they don’t have lots of warning about it and b) they don’t really know what to do to deal with it. And remember, fiends don’t dream. Again, the Dreaming Dark was active when Bel Shalor spent a year free in Thrane. Most likely they would keep their distance while studying the situation and trying not to panic about it. They might provide aid to whoever proves to have a chance to bind it. But a Riedran army won’t help. Thought they may not know that—so if you WANT them to, you could have them panic and do something dramatic, simply so it can fail awesomely. Heck, a confrontation between the Dreaming Dark and an overlord might be just what it takes to push Dal Quor into the next age… which could be the best thing that could possibly happen, if the next age of Dal Quor is one of light.

If a Lord of Dust was killed, would the death be for good (akin to killing a demon in the Abyss) or would it reform somewhere?

In Eberron, immortal spirits cannot be destroyed. Unless they are bound, they will always reform. This is true of every immortal from rakshasa to devils to quori. Depending on the type of immortal, it may not retain its memories after death and reincarnation. This is true of quori, and it’s why the Dreaming Dark seeks to exterminate the Kalashtar quori – so they can be reintegrated and reborn as part of il-Lashtavar. With rakshasa, weaker ones generally lose memories, while strong ones (such as the Council of Ashtakala) will generally reform with memories intact. Now, there are ways to ensure that you destroy the memories, and ways to delay that reincarnation, and the key there is to know your Prophecy. Kill the Wyrmbreaker with normal steel on a Tuesday and he’ll be back by Thursday. But if the Son of Seven Sorrows kills him with a silver sword forged in the tears of the Keeper under the light of a new moon, he might be dead for a year and a day. Which is to say, a DM should always feel free to come up with interesting circumstances under which it is possible to effectively kill a fiend.

Are there angelic or good aligned counterparts to the overlords?

If you mean “Is there an incarnate force that’s called something like ‘The Cuteness of Kittens’?” No, there isn’t. If you mean “Is there any sort of native celestials on Eberron,” there WERE: the couatl. They were never as powerful as the Overlords, and were more on par with the rakshasa… and they sacrificed themselves to create the Silver Flame. On some level you could say that the Silver Flame is the good counterpart to the Overlords, which is why it can bind them; it’s simply less concrete and more abstract.

Why is this? Look to the progenitor myth. Khyber killed Siberys and was in turn imprisoned by Eberron. The Overlords are Khyber’s children, and like Khyber, are forces of evil that cannot be vanquished, only bound. Eberron doesn’t produce incarnate spirits like the Overlords: her children are mortal. So Eberron DID create a thing that embodies the cuteness of kittens: she created kittens. Meanwhile, Siberys would be the source of native celestials, and he did create some, like the couatl – but they were created from the blood of Siberys after his defeat, and thus lack the power of the victorious Khyber.

From a purely practical worldbuilding standpoint, there’s a simple reason for this. Eberron is designed to be a world that needs heroes. All the powerful forces of good are limited. Jaela Daran is a child whose power is limited beyond Flamekeep. Oalian doesn’t leave the Greenheart. When evil rises, the world needs you; there is no ultimate good force that can step in and solve the problem for you. The Silver Flame can empower you to solve the problem, but it can’t solve the problem for you.

Is there not even a single surviving Couatl?

I believe we have a few places in canon where there are still couatl who were left behind to watch over things. And there are of course the Shulassakar, the feathered yuan-ti. Beyond this, the fact that the couatl are gone from the word doesn’t mean that they can’t play a role–it means that they need your help to do it. Tira Miron was aided by a couatl, but it didn’t help her in corporeal form; it empowered her and advised her spiritually. In D&D 3.5 this is called divine channeling; I don’t know if 4E ever did a version of it. Essentially, it’s a form of possession that doesn’t actually control the person being possessed, instead granting them additional powers. The premise is that this isn’t something just anyone can do; Tira’s faith and courage made it possible, and it’s what defines her as the Voice of the Silver Flame — her ability to hear the Flame when others did not. So the couatl CAN affect the world, but only through the medium of heroes. Which comes back to that basic premise of Eberron: there are no forces of good that can solve the problem alone. They need you.

On the other hand, the Silver Flame preaches that it will one day cleanse the world from all evil, and naturally that involves the lords of dust, which entails that they are not truly invincible.

This idea comes from Faiths of Eberron. I didn’t work on that book, and I don’t agree with the idea. To me, the key of the Silver Flame is that you don’t fight because you think the battle can be won: you fight because it is that battle which makes the world a better place. There’s no end condition: it is an eternal struggle. There will always be a need for champions. There will always be a need for courage and sacrifice. Evil can’t be permanently vanquished, because good and evil are choices people make. You can’t eliminate lying from the world, because every time someone speaks they have the choice to lie. You can teach that person the value of honesty. You can encourage them to tell the truth. But if you truly eliminated their capacity to lie, you have taken away their free will, and how is that a good thing? This is the lesson of the Overlords. They will always be there, just as the potential for war, death, and treachery will always be there. Through our actions, we hold them at bay, both physically and in the human heart. Through courage and virtue, we show people the proper path and inspire them to be better than they are, to ignore the tempting whispers of evil. And when a noble soul dies their spirit joins the Flame, where it continues to hold evil at bay and strengthen those who fight it.

In several tales heroes tend to be inspired by higher noble powers and realize that they are still fragile and prone to temptation (this is well reflected by Eberron’s handle of alignments), and just as the lords of dust embody several aspects of evil (war…), there ought to be embodiments of goodness.

The Silver Flame is a positive source of spiritual power. It is a source of inspiration. But unlike the Overlords, it cannot act alone: it needs to act through champions. Again, this is part of what defines it as good; it cannot enforce its nature on others, but rather they must choose it. Rak Tulkhesh makes people fight. Katashka revels in death. There is no entity that forces you to be good; there are simply powers that can strengthen you if you choose to be good, just as it was Tira’s courage and virtue that allowed the couatl to empower her.

In my eyes, the fact that virtuous behavior is a choice is what makes it truly virtuous. If it is enforced–whether by a supernatural agency or a mortal power–it loses its meaning. The followers of the Silver Flame don’t do what they do because they expect to win and utterly eliminate all evil forever; they follow the precepts of the Flame because doing so is what makes the world a better place.

This is in marked contrast to the Blood of Vol, many of whose followers believe that they can some day eliminate the concept of death from the world; one can well ask what that would actually mean, and if in so doing they would also eliminate new birth. But that’s another topic. Meanwhile, you might want to consider the following…

Could the place of an Overlord be usurped, or could a person rise to become an overlord? For example, if Erandis Vol decided that her destiny was to achieve actual dominion over death, could she rise to become the embodiment of the concept of death, or failing that, usurp the place of Katashka as the gatekeeper of death?

Anything is possible. We have said that there are members of the Lords of Dust who don’t want to free their Overlord masters, but rather to usurp their power. If it’s possible for a rakshasa to do it, than it’s presumably possible for a human to do it; you’ve just got an interim step of becoming an entity of incarnate spirit like a rakshasa. With that said, you don’t have to usurp the power of an Overlord to become an embodiment of a concept. Erandis Vol wishes to become the Queen of Death (and bear in mind, she’s been working at it for thousands of years and has a unique spiritual basis for being able to do it–the Mark of Death–so clearly this isn’t a casual thing). However, I don’t think this requires her to displace Katashka. The Overlords embody horrible things. That doesn’t mean they govern them. Katashka embodies our fears of death and the horror of the undead. He can enslave the spirits of the dead and bind them to his service in the mortal world. But as he is part of this world, he doesn’t govern the fate of the dead in the worlds beyond. Rak Tulkhesh gains strength from strife, and when free he can create strife. But again, he only has dominion over the rage of war… he has nothing to do with a just conflict.

So the question you have to ask, is do you want to become an Overlord… a finite entity who can be bound and whose dominion is limited… or do you want to become a Sovereign, whose power is unbound and touches all it inspires? The Sovereign Host maintains that Dol Dorn and Dol Arrah can be found any time a blade is drawn, and that Onatar is there in every forge. Tied to the previous answer, the Sovereigns don’t take incarnate form; they inspire and act through mortal vessels. When you create something new, Onatar (or the Traveler) is with you. When you fight, Dol Dorn is with you. And, of course, when you choose to do evil in war, the Mockery is with you. But even the Mockery isn’t finite in the way an Overlord is.

People have sought to become Sovereigns before. The founder of the Library of Korranberg sought to displace Aureon as lord of knowledge. According to the draconic faith of Thir (as discussed in Dragons of Eberron), this is possible; when a new being takes on the mantle of a Sovereign, the previous one ascends to greater realms. Myths suggest that the first Sovereigns were ascended dragons who fought the Overlords in the first age. So there’s mythical precedent for it; it’s just a question of what it takes, and what it actually means if you succeed, since Sovereigns don’t manifest after ascension.

Is there any connection between Katashka the Gatekeeper and other prominent undead-themed entities (eg Vol and her followers).

Not according to canon. However, you could always decide that Katashka is connected to all negatively empowered undead, whether they know it or not… and that Vol, Kaius, and other influential undead are all secretly pawns in the Overlord’s plans. This certainly seems like a fine approach for starting with the Emerald Claw as a heroic tier threat, moving to Vol herself in paragon, and then bringing Katashka in as the true epic threat. For those wanting to know a little more about Katashka, check out Dragon 337 or this Eberron Expanded article.

Any idea what Overlord you would place under Sharn? Some of the details of Fallen (the improvement of which was a major goal of a paladin in one of my games) seems to imply something malign is buried below the city.

By canon, the spiritual force of evil in Sharn isn’t tied to an Overlord; it’s tied to the fact that it’s a dumping ground for Syrania where fallen angels… AKA Radiant Idols… are left to rot. My novel The Son of Khyber specifically addresses the idea of a malign spiritual force tied to Fallen. With that said, you could decide that the reason Sharn is such a great place for dumping angels – aside from being a manifest zone – is due to the presence of an Overlord.

Why could Siberys be killed, but Khyber only imprisoned? Or could Khyber be killed by (only) Eberron or an alive Siberys?

Assuming you take the myth at face value, there’s a few reasons. First, Khyber employed treachery, taking Siberys by surprise. Second, because that is what Khyber is: destruction. Treachery. Corruption. Evil. Eberron, on the other hand, is Life. Destruction isn’t in her nature. So she deals with Khyber by imprisoning him through creation–by building the world around Khyber, creating a living prison to hold her sibling at bay. One point I’ll make is that despite the power of Khyber’s children, their number is limited. They may never die, but if there are thirty overlords today, there will never be thirty-one tomorrow. Eberron’s children may be mortal, but they have the power of creation, and that’s something Khyber lacks. So again, Eberron didn’t create an immortal, stagnant overlord called the Cuteness of Kittens; she created kittens, and new kittens are born every day.

Of course, the progenitors and the myth are symbols as much as anything else. The triumph of Khyber explains why evil can exist in the world. Destruction cannot defeat creation, which is why Khyber can never escape Eberron; however, it can corrupt creation, as made manifest in the Age of Demons. The defeat of the demons shows that mortal life can choose a better path – that virtue can hold evil at bay – but as noted above, it can never be defeated eternally.

Meanwhile, it’s worth noting that the Ring of Siberys is the primary source of arcane energy; as such, even in death Siberys gives people the tools to change the world. They must decide whether to use them wisely.

Do you consider the DDO semi-released Overlord, The Spinner of Shadows, a good example of the demonstration of Overlord power? For non-DDO players, she is imprisoned by the Silver Flame magic, and is basically invulnerable, have some powerful poison that infects you on contact, and can summon an infinite number of demons and spiders to do her bidding. The objective of the quest is recovering parts of the Silver Flame magic that was “eaten” by some magically-altered spiders specifically to counter it, and redo the wards. If you lure her too close to the flame wards, she is weakened enough to run in fear for a few seconds.

There’s no such thing as a reasonable display of overlord power. You say yourself that she’s “semi-released.” So anything could be a reasonable display of power based on the conditions of that release. Rak Tulkhesh could turn an entire country into sociopathic killers. But if he’s “semi-released”, maybe he can only do that to things he can touch through an avatar. In other words, sure, I think this is a perfectly reasonable way to use an overlord in a form that it can be tangibly interacted with in an MMORPG. And I really appreciate DDO’s efforts to work with the existing mythology of the overlords when they could just call the Spinner Lolth and do anything they wanted. But it’s not like you need to use this as a guideline for the release of a different overlord, because it really can take whatever form fits your story.

Six Questions: James Ernest

I know a lot of interesting people. Some I’ve worked with, some I’ve met while traveling the world, some just owe me money. My name may be on the website, but it seems kind of boring if I’m the only person whose voice is heard here. So I’m bringing some of my friends to the site, as time permits. I’m not a podcasty kind of guy, so I’m just keeping things simple: one guest, six questions.

Today I’m talking to JAMES ERNEST. James is best known as the brain behind Cheapass Games, and has brought all kinds of fun to the world in the form of dozens of games, including Kill Doctor Lucky, Lord of the Fries, and the recently re-released Unexploded Cow. He’s a juggler, an author, a short film director, and he likes to beat people up. 

You wake up and find that a major Hollywood studio has made a movie out of your life— CHEAPASS: The James Ernest Story. What’s the gist of it, and who plays you?

A brave game designer survives against all odds to make a living sitting in his basement answering emails and buying photography equipment. Starring Leonardo DiCaprio and Kate Winslet, both as me.

Speaking of movies, you’ve just started a Kickstarter campaign about making them. Tell me about Deadwood. Any hints about possible stretch goals?

Deadwood is a board game about making movies. Everyone plays a terrible actor on a Western movie backlot, and the goal is to get rich and famous enough to increase your status and get hired for better roles. Which will make you even richer and famouser.

My hope is to raise more money than I could possibly need and use the rest for (a) the betterment of all Mankind (b) to print some other Cheapass Games, and (c) for a weekend in Las Vegas that I am already looking forward to regretting. So far our only stretch goal is to make the game itself better by adding more scene cards (for more variety). But I can be creative if I have to.

This isn’t your first Kickstarter. What lessons have you learned from Unexploded Cow and the other projects you’ve been involved in?

What I’m trying this time is to “keep it simple.” The pledge awards are pretty straightforward, each contains all the goodies from the previous level, and there’s a reasonable upper limit on the higher level awards. I wouldn’t say that I’ve “learned” anything yet, but that’s what I’m trying this time around.

When it comes to game design, do you have a basic philosophy? What defines a James Ernest game?

I like to be entertained by games, and I’m not entertained by solving math problems better than my friends. So I like games where I can do a little roleplaying, tell a little story, be a little silly while I’m playing. Dry “Euro” games leave me cold, but overcomplicated “Ameritrash” games also don’t do it for me. I guess I like a game with a strong theme and simple rules. But doesn’t everyone? 🙂

You’re going to be trapped for eternity in a bar with a duck, a hammer, and three games. What three games do you take with you? Assume that the duck is actually a pretty good gamer.

Well, despite what I said about light games with good themes, if I only have three games to play forever, they are Poker, Button Men, and The Very Clever Pipe Game. Although I hear the duck loves Gloom… 🙂 Actually, if I get only one game, it would be Lou Zocchi’s amazing “Game-Sided Die,” which is a single gigantic die with one face for every tabletop game in the world.

What’s next after Deadwood?

Actually, I have no idea. We just released Unexploded Cow, and we are printing three games together before Deadwood actually ships: Veritas, Fish Cook, and Captain Treasure Boots. After Deadwood, I think I will spend the Fall promoting the games I have, and designing / testing the 2014 lineup.

There’s a good chance that Captain Park’s Imaginary Polar Expedition will get a deluxe upgrade, though I don’t know if it will be a true “Deluxe” requiring a Kickstarter, or just a game in the new Cheapass box. I’m also trying to get a remake of Girl Genius: The Works on the schedule, but that means a big art commitment from Studio Foglio.  And there are some other older games that I know I want to redo: Witch Trial, US Patent #1, and the Spy Game to name a few.

Did you notice we were on io9 this week? They listed US Patent #1 as the #10 top Science Fiction Board Game of all time. So we put up a free PDF of the thing, since it’s long out of print.

Gloomy News 2/28: TableTop Game Day and BGG!

While I’ve done a lot of posts about Eberron, I’ve made another game you might be familiar with… a thing called Gloom. Over the next few weeks I’m going to write a little about Gloom, so if you have any questions on Gloomy subjects, now is the time (and this is the place) to ask!

First, the big news: March 30th is International TableTop Day. Geek & Sundry is encouraging gamers around the world to get out and play some games. To help with the festivities, Atlas Games and I put together a nine-card expansion… TableTop Gloom! Now you can share Anne’s agony when she Bumped The Board! TableTop Gloom includes two Stories and two Guests. Stories are one of my favorite elements of Cthulhu Gloom, and I’m glad to have a few to use with standard Gloom. So while you heap misfortune on your family, you’ll also have the chance to see who can claim the TableTop Trophy of Awesome and who will end up on The Loser’s Couch! TableTop Gloom won’t be for sale; it’s a promotional item that will be sent with other support to stores hosting TableTop Day events. So if you want a copy, find a place where you can play some games!

In other news, when I passed through Chicago a few weeks ago, I played a little Gloom at an excellent game store called Cat and Mouse Games. While I was there, I had an opportunity to talk to Beth Heile of Board Game Geek, and the interview has just been posted at BGG!