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!

 

Dragonmarks 2/26: Teleportation, Warforged, Paladins and More!

It’s a very busy time for me right now. I just got back from Portland Comic Con, Gamestorm is coming up, and I’ve got a lot of irons in the fire. I’m itching to start talking about Codex, and in the future Codex discussions will be interspersed with Dragonmarks. However, I’ve still got a few things I want to finish up first, so for this week, it’s more Eberron questions. As always, all answers are my personal opinion and may contradict canon sources!

This week we have a few different topics: warforged, paladins of Aerenal, Overlords of the Age of Demons, teleportation, and more. First up: WARFORGED AND HOUSE CANNITH.

How do you see Warforged evolving and where do you see their race going in the future?

First off, I’ll point out that warforged are capable of physically evolving. The Reforged and Warforged Juggernaut prestige classes both involve a physical transformation; the warforged juggernaut actually grows heavier armor and spikes. Warforged are fundamentally magical entities, and they are living constructs; there’s more to this than just being sentient. So I think it’s quite possible that if you jumped forward a hundred years, you’d find a vast range of unique warforged who have adapted to different environments and circumstances.

With that said, the greatest obstacle in their evolution as a race and their future is their inability to procreate. The Lord of Blades is trying to address this by seizing control of a creation forge and finding a way to make it work. In The Dreaming Dark novels, Lei’s parents explore a different solution to the issue of warforged procreation. Following the previous path, perhaps some warforged could evolve the ability to procreate. However, if any of these come to pass, how will the rest of the world react? The threat of the warforged is limited because of their numbers. If the Lord of Blades is found to be producing new warforged, will nations or houses band together to stop him?

If Cannith permanently split into West/East/South, can you see them becoming “Corporations”, or what would happen?

If they permanently split, I think they would logically seek to become separate houses individually recognized by the Twelve; after all, Thuranni and Phiarlan have paved the way for this. The only question I see is if one of them would instead choose to ally directly with a nation as opposed to becoming a smaller house… if Jorlanna would ally with Aundair, for example. There’s also the question if any would keep the Cannith name. In the case of Phiarlan, the larger house kept the original name, and I suspect the same would hold true here.

Next up: TELEPORTATION AND HOUSE ORIEN.

House Orien controls teleportation in Khorvaire, but it is unclear what you are actually paying for. The Campaign setting says that teleportation is 10 gp per mile.  But they left the service description out of the book.  From reading the rest of the Eberron Campaign Setting (ECS) and having a little knowledge about some of the novels I believe the mode of transportation is a teleportation circle.  Is that true?

It depends what you’re playing, and exposes the challenge of multisystem design.

Eberron was designed for the third edition of Dungeons & Dragons. The premise was that magic of up to third level was fairly well integrated into society. Higher-level magic – such as teleportation – was not. It’s possible to pay Orien for teleportation, but what you are paying for is to have an heir with the Siberys Mark of Passage transport you using the once-per-day power of his mark. Looking to random locations where I know this is discussed, it’s called out on page 11 of Secrets of Xen’drik—which includes the percentage chance of finding such an heir on any given day in Khorvaire’s largest cities—and page 67 of City of Stormreach, which suggests that a teleporter comes to Stormreach about once every three days. So it’s a service that exists, but it’s not reliable; per SoX you could be waiting in Korth ten days before a teleporter shows up. With this in mind, I’ll note that the idea of charging “by the mile” makes no sense at all. It doesn’t make that much difference to the teleporter whether you’re going five miles or a thousand, and you’re using his daily charge either way; so the idea that you could pay ten gp to teleport ten miles is just silly. Any sort of teleportation is going to cost thousands. It’s a service that only the very wealthy can afford, and even they can’t always get it.

By contrast, Secrets of Sarlona reveals that Riedra is a nation that does have institutionalized teleportation circles and goes into detail about them. This was always intended to be a concrete difference between Riedra and Khorvaire, a reflection of the supernatural power of the Inspired and a contributing factor to the unity of their culture.

Then Fourth Edition comes along.

In 4E, Linked Portal is a level 8 ritual that allows the user to access a network of circles, described in the ritual as being at “most major temples, important wizards’ guilds, and large cities.” We address this on page 45 of the 4E Eberron Campaign Guide, stating that House Orien maintains Khorvaire’s network of linked portals and heirs perform the ritual for travelers. I show this system at work in The Fading Dream.

With that said, I don’t particularly LIKE this system. It’s too institutional and advanced for 998 YK Khorvaire as presented in Eberron, and makes airships and lightning rail travel largely obsolete. As such, unless I’m running a 4E campaign, I would ignore it completely and keep teleportation as a rare and expensive service.

If it is a circle does it function just like the teleportation circle spell or did you have a few tweaks you were planning on? If they use circles, where are they? Which leads me to another question – how frequent would the guild houses be; every outpost or town? If that is true, how are they operated?  The way I understand the teleportation circle spell is that it can teleport you anywhere.  From reading the ECS I get the impression that the House of Orien uses a connected network of circles to jump from point to point.   Which is more correct?

By default 3.5 rules, there is no circle service at all: you hitch a ride with an individual teleporter with a Siberys mark. By 4E rules, it’s not using teleportation circle, it’s using linked portal. As such it only provides direct transportation between portals. The ECG says “House Orien maintains an extensive network of permanent teleportation circles in cities throughout the Five Nations. Outside the Five Nations, circles are less widespread, limited to the larger cities and national capitals.”

Again, while it’s there to accommodate 4E rules, this system doesn’t fit my personal vision of Eberron in 998 YK. It makes travel to remote locations too quick and casual; I’d rather that a trip to Stormreach be significant as opposed to a quick stop down at the Orien enclave.

Who operates the circle? Is it a high level mage or is any house member capable of operating them? The last teleport question, how does the house member know where the traveler wants to go?  If I understand the spell correctly the caster can travel anywhere as long as they are familiar with the location.

If we’re talking circles, then we’re talking 4E’s linked portals. Which means you tell the house member the destination city and they take you to the portal. It’s not as flexible as a 3.5 teleportation circle spell.

Next topic: PALADINS AND THE DEATHLESS.

One of the tasks that was trusted to me by the GM was creating a Paladin from Aerenal.   We felt that some of the standard Paladin abilities just didn’t fit.  So I changed a couple of things. We dropped turn undead.  We felt the undying and undead were too closely related for the purpose of what the ability did.  So we turned to Pathfinder and borrowed the Channel Positive Energy ability.  It allows the Paladin to heal injuries or deal damage to negative energy undead.   We both thought that fit the flavor of Aerenal much better.

While you didn’t ask this as a question, allow me to address it. if this is something you’re doing for ALL paladins in order to give paladins a more distinct role from clerics—which I’d argue is the goal of the Pathfinder shift—bravo. However, if you’re saying that you’d specifically change the ability for paladins of the Undying Court because they work closely with the Deathless, I have to disagree. The Deathguard—which most of the paladins of the Undying Court are part of—is specifically charged with seeking out and destroying negative energy undead, and Turn Undead is obviously a potent tool in that war. As for the deathless, it allows them to “rebuke” deathless. But what does this actually MEAN? When you rebuke undead, they are either awed (and leave you alone) or controlled. That’s the mechanical effect, but what’s the in-game explanation? To me, it’s a matter of the deathless voluntarily recognizing and respecting the authority of the paladin. It is no different from a police officer flashing his badge and demanding that people either stand aside (awed), or commandeering civilian resources to deal with a crime (controlled). If you portray the deathless as fighting against it and being forced to comply against its will, it seems highly inappropriate… so don’t. Portray the deathless as choosing to alter its behavior of its own free will because of the paladin/cleric’s display of divine authority. The Paladin is the agent of the entire Undying Court; if the paladin is high enough level, that gives them enough clout to ask a favor of an individual deathless.

With that said, if the power is abused for trivial purposes, it is just like a cop commandeering your car and then using it to buy donuts. He could DO it, but if you report it to his superiors, he’ll get in trouble for doing it. A paladin who abuses his authority—rebuking without good reason—should suffer the same sort of disciplinary action from the mortal authorities of the Court.

And bear in mind, any positively aligned cleric/paladin can rebuke deathless. A paladin of the Silver Flame or Path of Light can do it. If you follow my interpretation, this is because the Deathless recognizes them as agents of a benevolent divine force and chooses to work with them; it’s interagency cooperation in the name of greater good. If you take a forced-into-slavery approach and take the power away from Aereni paladins, you have the strange situation of Kalashtar paladins being able to command deathless when the Deathguard can’t.

Where I am struggling though is the spells.   With the background of all the arcana in Aerenal should the Aerenal paladin have access to arcane magic instead of divine?  

A lot of people focus on Aerenal’s arcane achievements. In 4E people sometimes ask if Aereni elves should have a bonus to Intelligence instead of Wisdom. But bear in mind that while Aerenal is relatively advanced in matters of arcane magic, its greatest achievement by far is divine. Aerenal has created a god. The Undying Court is the only active, sentient force in the setting that wields full divine power. It’s equivalent to the Silver Flame, but you can actually go and talk to the beings that are a part of it. And an Aereni paladin is a direct agent of than conscious, active divine force. Frankly, no one has a better justification for wielding divine magic than an Aereni paladin, called by the Court to act as its hand in the world. If you want to reflect the tradition of the arcane, multiclass as wizard. You could even use something like the Silver Pyromancer PrC from the Silver Flame. But I see no reason to take away an Aereni paladin’s divine spellcasting ability; if anything, I’d expand it.

Turning from the divine to the demonic, it’s time for OVERLORDS AND THE UNDEAD.

Is there a list of all the rajah already published somewhere? With the rajah’s 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.

  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 Dr 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, Dr 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 Dr 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, Dr 337 pages 60, 68; ECG page 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 Dr 337 pages 64, 70
  12. Unnamed (Krertok Peninsula, Sarlona) SoS page 12
  13. Unnamed (Sustrai Mor, Sarlona) SoS page 91
  14. Unnamed (Tempest’s Isle, Lhazaar Principalities) PGtE page 99 possibly a rajah
  15. Yad-Raghesh (The Vale of the Fallen Rajah, Argonnessen) colossal two-headed overlord DoE page 50 “dead”

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. “Rajah” tends to get subsumed into “rakshasa rajah”—and while the Overlords rule the rakshasa, they are not themselves rakshasa.

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.

I just read the original ECS and it gave the impression that the Blood of Vol worship/idolize undead, when I recall that this has been clarified as not true in later books; what is going on with the Blood of Vol?

I’m not sure exactly what the question is here. You are absolutely correct that I consider the depiction of the Blood of Vol in the original ECS to be flawed. They don’t idolize undead; however, many or their martyrs and champions ARE undead, which can cause others to think this. Later books give a more rounded view of the Seekers. Here’s a quick description I wrote a little while ago…

The Blood of Vol is based on the question “What just god would allow suffering and death?” – with the conclusion “None, so the gods must be our enemies.” It’s tied to the fact that the people of Eberron KNOW what the afterlife is like, and it’s not pretty. The Elven religions seek to avoid going to Dolurrh; the Silver Flame believes its people join with the Flame; and the Vassals say “Well, we go to Dolurrh, but you just don’t understand what it really is.” The Seekers say “You’re kidding yourself. Dolurrh is extinction. But we have the divine spark within us. We can become gods – and even if we can’t, we will spit in the face of death.”

What I really need to do is to get all these Q&As organized into a master list by subject. Until then, take a look at this Q&A – there’s a lot about the BoV there.

And finally, a little RANDOM STUFF.

I’m sorry if this has been asked before, but you said the scale of Khorvaire was incorrect. How so?

I feel that the Five Nations should be on the scale of France and England; by the original maps, they’re on the same scale as Russia and China. It’s a question of travel time between nations, the logical impact an army traveling on foot can have, and similar things.

Apart from some druids, are there people that consider magic as dangerous or evil? What if its use did caused the mourning?

If it caused the Mourning, then you might want to listen to the Ashbound and Children of Winter or there might be another Mourning soon. I don’t believe we’ve specifically described any antimagic groups in canon, but I’m sure there are some out there.

 

Six Questions Archive

Back in October, I began picking a person each week to answer six questions. Here’s a roundup of the people who’ve taken part so far…