Six Questions: Erin Evans

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.

Looking to my own novels, my favorites are the Thorn of Breland series. This is partially due to the excellent work of my editor, ERIN EVANS. You may know Erin from her own Forgotten Realm fiction, including The God Catcher and Brimstone Angels. Her most recent release is Lesser Evils, the second Brimstone Angels book.

What have you done over the last decade?

Met this guy. Graduated college. Bought an RV. Named it the Chairman. Drove east. Wrote. Drove West. Wrote. Worried. Became an ezine columnist. Lived in National Parks. Lived in Vegas. Wrote a little better. Landed, finally, in Seattle. Sold the Chairman. Got an internship with a small press (Per Aspera Press). Got a crash course on publishing. Wrote a little better. Bought a townhouse. Got a “real job” as an editor for Wizards of the Coast. Got married to that guy. Become Eberron line editor. Edited you three times. Wrote The God Catcher. Wrote a lot better. Got laid off. Had crisis.Wrote Brimstone Angels. Became freelancer. Worked on TERA. Told people they should at the very least play through to the quests with Fraya, because I wrote all her dialogue and I’m really proud of it. Had a baby. Wrote Lesser Evils. Was chosen for the Sundering series, the relaunch of the Forgotten Realms for D&DNext. Got this email. Bought a house. Forgot this email. Found it again. Answered.

The protagonist of Brimstone Angels is a tiefling – a horned humanoid with fiendish characteristics. Why drove you to write about tieflings? What’s appealing or alien about them? 

I have this thing about “ugly” characters. My therapist would probably have things to say about it (that I would probably turn around and use in a story!), but it boils down to the fact that I feel like if your character is going to be “weird” you should go all in–I don’t want to read about how hard your elf has it for having odd ears. I don’t buy it. I love 4E style tieflings, because you can’t pull your narrative punch and opt for a human with teeny sexy horns and a faintly unsettling air. They have to deal with their heritage and how it makes people react–whether that’s internalizing those preconceptions or raging against them or throwing themselves headlong into fulfilling them. There are a lot of very relatable character options created by those big horns and tail.

And it makes a lot of story options too. One thing I love about fantasy is that you can talk about real world issues in a way that feels “safe.” A lot of people who might feel uncomfortable confronting their own biases head-on can think about them more easily when you’re talking about people who aren’t real–and then you can make that leap to real-world. I know that helped me a lot. So things like having Brin, one of the main characters of Brimstone Angels and a human, react in a very expected, kind of bigoted way when he first meets the tiefling twins, and then reconsider his opinions when he hears other people taking those assumptions to places the girls didn’t earn, and reconsider further when he gets to know them–I love that.

What character from fantasy fiction would you like to punch in the face? 

Isn’t everyone’s answer Joffrey Baratheon? I know he’s a kid, but come on.

My second answer is a shameless plug: One of the villains in my next book Lesser Evils is a Netherese wizard called Adolican Rhand. Normally, I like writing villains that you sort of sympathize with–complex people who are making choices you can understand, until you get to thepart where they want to wipe out all the elves or blow up the moon or just burn down an orphanage. I think those villains are more interesting and, on a certain level, scarier–if you’re agreeing with them or feeling sorry for them, it’s a reminder that you too could have made a similar path.

But for Lesser Evils, I ended up with one villain who is meant to embody what’s scary about Shade–they feel entitled to an empire, and what lies between them and that goal isn’t something they really consider. And as a result Rhand became the creepy embodiment of a very visceral fear. I hate writing about him, because all I want Farideh to do is run like the wind. I have said before that if someone came up to me at a con cosplaying as Adolican Rhand, I would punch them in the face and run away, and apologize later from a distance. He just ooks me out that much.

What’s your favorite scene from one of your stories?

I still really love the scene in The God Catcher where Nestrix is buying a cloak and starts having flashbacks to what she remembers during the Spellplague. That was one of those scenes that came out whole cloth, and said everything I wanted it to in a very immersive way. But I have a lot of runners up: the prologue from Brimstone Angels, the fight with the gravehounds from “The Resurrection Agent,” and there’s a flashback scene with Brin in Lesser Evils that I really love. I think what they all have in common is that these are scenes that I feel managed to be the kind of thing that sucks you in as a reader and put you in the POV character’s mindset exactly how I want.

If you were sent to a desert island and only allowed to take three books, which would be the last one you’d burn to stay warm?

I’ve said it over and over, but To Say Nothing of the Dog by Connie Willis is just my favorite book bar none. To me, it hits a wonderful balance between concept and plot and character. And it’s hilarious. So I would hold onto that for as long as I could. Also, my copy is a mass market paperback, so it wouldn’t last long in a fire.

What are you looking forward to?

Finishing the first draft of my next book The Adversary. I’m really excited to be included in the lineup for The Sundering (along with R.A. Salvatore, Paul S. Kemp, Richard Lee Byers, Troy Denning, and Ed Greenwood), but I also like getting through the first draft. Partly because I’m at the stage now where I’m noticing things that need to be changed and debating changing them now or later, but also, once it’s done, you can see the whole shape of the piece and find the rest of the places it can be made even better.

Dragonmarks 12/5: Siberys, Flame and Hybrids!

Soon I’ll start talking about the new setting I’m working on, but for now here’s another round of Eberron answers to chew on. As always, these are just my personal opinions & aren’t canon in any way.

What can you tell us about the status of Eberron in the next edition?

At this point in time, I have no new information. It’s my hope that it will be supported, but I haven’t heard anything positive or negative in this regard.

When will you write more novels? Are you writing one now? Write one now.

As regards Eberron novels, that’s up to Wizards of the Coast, not me. Eberron belongs to WotC, and they are the only ones empowered to authorize Eberron stories. There’s lots of stories I’d like to tell, and this is one reason I’m working on a new setting – so that I’ll have free rein to develop fiction in that world.

In the unlikely event that a Warforged gained a dragonmark, would it replace the ghulra, or be its own thing?

A warforged getting a dragonmark is going to be a one of a kind story, so it’s up to you, really. Is the dragonmark somehow manufactured? Is the Prophecy declaring this warforged to be a tool of destiny? This will likely manifest in different ways. However, I personally wouldn’t replace the ghulra. The ghulra is, essentially, the true name of the warforged: the symbol of its soul. It is unique. A dragonmark is not unique; it can be shared by many people. It touches the soul, but it is not the entirety of it.

Can you provide an in game explanation about how the only interracial breeding possibilities are between human with orcs and elves?

First off, changelings and kalashtar can both interbreed with other races, including humans, Khoravar, and elves. However, these crossings don’t produce hybrids; a human-kalashtar crossing produces a human or a kalashtar, not a half-kalashtar. So to reframe the question, why are half-elves and half-orcs the only hybrid races?

First off, I see no reason to assume that other hybrids aren’t possible; it’s simply that if they are possible, the offspring are a) not sufficiently different from one of the parent races so as to require new mechanics, and/or b) are sterile or otherwise not true breeding. Essentially, if you were in my campaign and said “I want to play a half-dwarf… mechanically he’s a dwarf, he’s just a little skinny and people make fun of his mother” I’d allow it. But I wouldn’t give you any special abilities for it – you don’t get to take human-only feats. So there exists the possibility that half-elves and half-orcs aren’t the only hybrids. But they are still the only true-breeding hybrid races that possess their own unique racial traits, so let’s keep moving forward.

We’ll start with the Khoravar… that’s the name the half-elves of Eberron have given their race, for those who don’t know it. First off, as noted in the Dragonshard on the subject the elves themselves were surprised and disturbed when they had viable hybrid offspring. Why is this possible? It could be that it has little to do with humanity and everything to do with the elves. Remember that the elves are the product of genetic engineering; when the giants enslaved the people of Shae Tirias Tolai, they altered them and stripped them of their ability to slip through the Feywild, transforming eladrin into the modern elves. They were bred to be slaves; as such, it’s not unreasonable to think that they intentionally made them genetically adaptable to help maintain their stock. We’ve never discussed the possibility of, say, elf-goblin hybrids… but if you want to make things interesting, you could say that elves can breed with anything. It would explain the fifty shades of elf you find in many settings.

As for half-orcs, personally, I think orcs work in the same way. I don’t personally consider half-orcs to be specifically half-human, half-orc. In my opinion, a half-orc might be part hobgoblin, elf, shifter, or dwarf. Basically, the orc genes are dominant enough to produce a uniform set of traits when bred with other creatures; though with that said, I’d think that you would see some differences between the hobgoblin and shifter half-orcs. But mechanically they are identical. Why is this possible? It could simply be a bizarre evolutionary trait that has allowed the orc to thrive in difficult environments. Or it could have been a gift from Vvaarak – a blessing of fertility upon the first race of druids.

What if Siberys was not killed by Khyber, despite false myths that say the contrary? Or could he resurrect?

Well, assuming you take the Progenitor myth at face value, it’s hard for Siberys to be alive because the pieces of his body are scattered across the sky. The dragons were born from his blood, and the radiance of the Ring is in my opinion the primary source of the energy mortals manipulate with magic. If he’s not killed, you have no Ring, no dragons, and no magic.

Could he be resurrected? Anything’s possible. But I don’t know what you’d do with him if he was. We’re talking about a dragon wrapped around the world… a dragon who, in his first life, created entire planes for fun. Which means if he was alive again, there’s no particular reason for him to hang around in this one; he’d probably go and see how things were working out in Syrania and Irian, then swim off into the Astral to think about what to do next. The gravitational impact of this celestial motion would likely wreak all sorts of havoc, and there’s then the question of if there would still be arcane magic in the world if he left.

A key point here is that Siberys has no particular reason to care about humans. We’re children of Eberron, and late to the game at that. Even the dragons were born of his blood, not personally shaped by his hand; if anything, he’d be more interested in the outer planes, because those he worked on deliberately.

And worst comes to the worst, he’d want a second round with Khyber and might try to get Eberron to let her go. And Eberron is the world we are standing on. If Eberron were to rise, it would literally destroy the world as we know it.

So personally, I’d let sleeping dragons lie.

What kind of creatures dwell, by your reckoning and imagination as the creator of Eberron, within the distant Ring of Siberys.

Siberys is, in my mind, the source of arcane magic. Dragons are the children of Siberys and Eberron; as such they are mortal creatures whose blood is suffused with mystic power. Per Dragons of Eberron, the couatl were formed from “the pure blood of Khyber before it touched the earth.” So couatl are one example of creatures you might find in the Ring. The key to me is that natives of the Ring would likely be highly magical creatures, as much spirit as flesh; flight would also be a common thing. But beyond “look to the couatl as an example,” it’s not a subject I’ve given much thought.

Does Eberron exist in a specifically imagined Solar System; if so what are the other celestial bodies or major planets therein.

Nope. We defined the moons, and there are a lot of them; you could choose to spread them out as planets if you prefer. But we’ve never described other planets in the system. I believe there are other worlds – the daelkyr are described as having produced mind flayers when they destroyed the homeworld of the Gith – but we’ve never stated if these are physical worlds that can be reached through space travel or alternate material planes. It’s something I’m thinking about as I’m developing my new setting, but it wasn’t something that was considered for Eberron.

Why did Thrane reject Cyran refugees?

I’ll throw out a few factors.

  • Like all of the Five Nations, Thrane’s resources were stretched thin by the war. Krozen’s top priority was to make sure he could tend to the needs of his own people.
  • No one won the war. Cyre never conceded its position or acknowledged Thrane as a righteous victor. Many of those refugees are thus unrepentant enemy combatants. Even the civilians have the potential to form a hostile fifth column within the native population. Why should we put the safety and wellbeing of our own people at risk to help those who were, months ago, trying to kill them?
  • The Mourning is utterly terrifying. An entire nation has been destroyed. No one knows why or how. Is it divine punishment of the Cyrans, and if so, will it follow them wherever they go? We need to regroup, consolidate our forces, and find out what it is and how to protect ourselves from it; this is not a time to take unnecessary risks.

There’s three reasons. Jaela would likely argue for compassion for those in need. Krozen would counter that the closed border protects the people of Thrane. And in the end, Jaela is the spiritual leader; it was Krozen and the cardinals who chose to refuse refugees.

On the other hand, while I understand the motives for Thrane’s rejection of the refugees, it seems odd since Breland welcomed them, and this puts the Flamers to shame given their beliefs in helping others.

The key here is to look at the event in context. The people of Thrane follow the faith of the Silver Flame. But they are also the people of Thrane, and have secular concerns that drive their daily lives. This isn’t a case of peaceful innocents hurt by a natural disaster. At the time of the Mourning, Thrane and Cyre had been at war for almost a century… and the last few decades of the war were fairly bitter between them. Consider the following, drawn from The Forge of War:

  • In 978 YK, Cyre and Thrane were briefly allies. However, Cyre refused to aid Thrane against Brelish aggression. This led to a collapse of the alliance. One of the first conflicts following this was Cyre’s siege of Arythawn Keep. This was a brutal massacre. The Cyrans took no prisoners, and their warforged troops pursued those who fled, hunting them down tirelessly and slaughtering them. That’s an image that is very close to the minds of Thranes on the Cyran border: their own innocents being mercilessly pursued by Cyran troops.
  • In 993 YK, Jaela Daran came to power and immediately sought peace with Cyre. Queen Dannel refused her entreaties, and Thrane soon learned that this was because Cyre had an ambitious plan to bring down Thrane with a direct assault on Flamekeep itself.  Per Forge of War, while this plan was never executed, “Keeper Daran had no counter to High Cardinal Krozen’s claim that Cyre was a clear and present danger.” So again, when Cyre was seemingly punished by divine force for its folly, most Thranes felt little desire to aid the people who just years earlier had plotted to ravage Flamekeep.

In many ways, the question isn’t why Thrane didn’t help Cyre, but rather why Breland did. Breland and Thrane were allied against Cyre on the Day of Mourning. However, Breland had fewer bitter conflicts in its past – no incidents matching either of those I called out above. And to be more cynical, the fact of the matter is that the Cyran claim to the throne was always the best one. By taking in Oargev – keeping his former enemy close – Boranel put himself in a very strong position to control whatever future the nation may have. Breland’s actions may have been pure politics as much as humanitarian kindness.

I do believe that individual followers of the Flame quite likely provided aid to Cyran civilians in need, both before and after the Mourning; and remember, there are followers of the Flame in Breland as well as Thrane. But these incidents were the acts of compassionate individuals as opposed to the policy of a nation. Thrane’s refusal to aid Cyre was a secular act, not driven by faith; it was the act of a nation scarred by war, one that had offered the hand of peace in the past and been answered with betrayal and aggression.

Speaking of Cyre: was there ever anyone doubting what they were doing, when they were planning on attacking Flamekeep? That is, literally, the most important city for the Church of the Silver Flame… I can definitely imagine the shock people of Thrane felt, for those who found out about this (did it become public knowledge? because if so, yeah, Krozen is right in that you can’t expect Thranes to help the people from Cyre all that much)… Kind of insane, really, to consider destroying Flamekeep.

Who said anything about destroying it? We’re going to liberate it from the corrupt cardinals and false Keeper. And don’t forget, there are followers of the Flame who believe the theocracy is a mistake and source of corruption. Under Cyran rule, the church would be restored to its proper role.

Well, I mean, being seen to march against Flamekeep with the purpose of killing the Keeper, that would still cause some unrest, surely? Sure, the Church might have been too involved in secular matters, but going in there to try and kill Jaela Daran still wouldn’t go very well with most followers of the Church, even those outside of Thrane – Cyre isn’t exactly noted as a gathering point of the Silver Flame, so they can’t even do what Aundair might be able to pull off, and say they’re working towards protecting the true purpose of the Church, at least not while also being particularly convincing. Also, the Keeper was chosen by the Flame itself – then again, the queen could be trying to sell it as Jaela being false, so that could work, for those who would believe her.

Let me preface this by saying that the attacking Flamekeep scenario comes from The Forge of War, which I didn’t work on. As such, while I’m going to explain what I consider to be the logic behind it, it wasn’t my idea to begin with. But let me try.

The plan was not publicly known, nor did it involve fighting through Thrane. According to Forge of War , the idea was to defeat Thrane with a single massive naval assault on Flamekeep, with the idea that if Flamekeep could be seized Thrane would be forced to capitulate. With this in mind…

  • This plan was driven by the fact that there was a new, inexperienced Keeper… and surely enhanced by the fact that she was a child, something unprecedented in history.
  • I don’t think the plan was ever to “kill the Keeper.” Rather, it would be a matter of taking her as a hostage. Dannel would have a couple of angles she could work. First of all, she would be dissolving the flawed theocracy and restoring the church to its proper role as spiritual guardian. Second, she would be essentially serving as a regent. This child Keeper is too young to handle such responsibility; Dannel will protect her and guide her as she grows into her role. With the subtext being “she is our prisoner and we could kill her if we wanted.” Many followers of the Flame had doubts about the theocracy, and false Keepers aside, the idea of a child Keeper would seem strange to many. So Dannel presents herself as a protector restoring things to their proper place… not a destroyer or assassin. Rather, she kills Krozen, pinning all the blame on him for corruption and leading the church astray.
  • The plan wasn’t publically known. I would imagine that the force being chosen for the assault would be carefully vetted, either being loyal vassals of the Sovereign Host who would be happy to weaken the Flame, or followers of the Flame who strongly opposed the theocracy.
  • When Krozen exposed the plan, you can be sure that he painted it in the worst possible light. He likely accused them of wanting to kill Jaela, and if it was me, I’d say that Dannel planned to declare Oargev as a new puppet Keeper (doubly infuriating because the Keeper is chosen by the Flame, not by mortals). So yes, this infuriated both Thranes and other loyal followers of the Flame in other countries. The plan was thus never carried out; once warned the Thranes surely bolstered their defenses, and beyond that the public sentiment in all nations would make it an unwise move.

But yes, you can see why this would make Thranes unsympathetic to the Cyran refugees… if you go with the idea of Krozen presenting Oargev as Dannel’s would-be puppet Keeper, you can doubly see why there would be no hope of setting up a New Cyre in Thrane; I’d further play up a large segment of Thranes – and even Flame loyalists in Breland – bitterly hating Oargev in the present day.

Can the SF be a good deity and not just an impersonal force?

The Silver Flame isn’t an impersonal force. It’s a force of positive energy that holds mighty demons at bay. When Bel Shalor escaped his bonds and threatened Thrane, it reached out to Tira and gave her the power she needed to defend her people. Since then, it has continued to empower noble souls to defend the innocent. It calls paladins to service and grants its power to the most faithful of its servants. It’s not an impersonal force. It doesn’t grant its gifts to everyone. When Overlords ravage the land, it doesn’t ignore the people in need.

However, it’s not an anthropomorphic entity. It’s a gestalt of thousands of noble souls, many of which were never human. It doesn’t view the world as a human would, nor does it value humans more highly than other mortals; an orc and a human are equally worthy of its gifts, if they have noble aims. It exists to defend the mortals of Eberron from supernatural threats: demon lords who would collapse the world into chaos; undead forces that would drain the life from it; a plague of lycanthropy that could consume nations. It takes no stand on conflicts between mortals, whether that’s humans fighting humans or humans fighting orcs. It was kindled by couatls fighting demons before human civilization existed. It grants its agents the power to save humanity from demons; it is up to the humans to use that power wisely when no supernatural threat exists. In judging a mortal soul, it doesn’t view it the same way as we might. It responds to faith, selflessness, the desire to help others. Tira, Krozen, Jaela, and Dariznu all share faith and a fierce determination to help their fellow mortals, and it is this that binds them all to the Flame. It’s simply that they all have different ideas about the form this help should take. Dariznu believes that publicly burning dissidents alive is the only way to bring others to the righteous path; Jaela finds this to be horrifying, while Krozen considers it a necessary sacrifice to maintain order in Thaliost. All three believe that their actions and approaches help people… and that is what the Flame responds to. It’s also the case that the Flame can only act through its agents. When Bel Shalor threatened Thrane, the Flame couldn’t simply blast him; it could only empower Tira to do what needed to be done. The Flame isn’t an impersonal force. It was formed from a great sacrifice, and ever since then it has protected the world from evil. But it is only as strong as its mortal agents. It gives noble souls the power to do good; it’s up to them to live up to the promise of their own souls.

If you want the Silver Flame to be more active, I wouldn’t do this through the Flame itself; rather, I’d turn to the Voice of the Flame. Tira’s spirit is the bridge between Church and Flame. Per canon, her role is subtle and passive… it is the quiet voice that urges you to do good, set against the subtle influence of Bel Shalor pushing you towards darkness. If I want to give someone a divine vision from the Flame, I’d have it come from Tira. But personally, I don’t want the Flame itself to be actively intervening in the daily lives of most people, because it strips a depth from the stories. I want the PCs to be the ones who have to decide what to do about Dariznu – is he actually serving a greater good, as he believes? Do they have the right to bring him down, and have they thought about what happens after? If the Flame itself personally sanctions this action, it becomes clear-cut and to my mind, less interesting. As is, the Flame empowers your paladin because you have the conviction to do good, and the potential to do good. But it’s up to you to live up to that potential, and to make the right choices.

Six Questions: Jeff LaSala

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.

My guest this week is JEFF LASALA. Eberron fans may know Jeff from his many DDI articles or his novel The Darkwood Mask. Others may know him from short fiction or his work with Goodman Games. Over the years I’ve gotten to know Jeff while discussing his Eberron projects, and back in 2011 he invited me to be a part of a intriguing project he was putting together… a cyberpunk anthology called Foreshadows: Ghosts of Zero. Foreshadows brought together writers, authors, and musicians; each writer chose a track of music that had been created for the anthology and wrote a story inspired by it. Other contributors include Ed Greenwood, Ari Marmell, and former Questioneer Don Bassingthwaite. But why don’t I let Jeff speak for himself?  

Foreshadows: The Ghosts of Zero is a cyberpunk anthology which brings music, art, and fiction together to create a sense of a world. What inspired you to create Foreshadows?

The sheer desire to combine music and the written word—something my brother (a musician) and I (a writer) have talked about for ages. It had always seemed to us that it was something people should do. Why weren’t they doing it? Hey, we should do it! Like adding the Z-axis plane to X and Y, a third dimension of awesomeness manifests when you combine the right sort of media. How different would movies be if they had no music? Or vocals at all? For Foreshadows, we went and combined music, fiction, and illustration. Win-win-win.

Where did “The Ghosts of Zero” come from?

The answer is more or less in the prologue of the book, which is in itself odd. Anthologies don’t generally have a prologue, since they’re a bunch of stand-alone stories. But ours sets the stage for the shared setting: a cyberpunkish, dystopian near future. In the lexicon of the Foreshadows future, zero often means death, defeat, or neutralization. And as for ghosts, well, you’d have to read the prologue to find out!

It’s also a subtitle to uniquely identify this anthology. Should there come a sequel, we can keep the Foreshadows main title.

What brands The Darkwood Mask as an Eberron tale? How would it be different if you placed it in the Forgotten Realms? 

Karrnath, absolutely. It’s a unique culture that feels vaguely familiar—militant, cold, grim, proud—but has some dark elements no one in real life can actually relate to. In Karrnath, if you’re a patriot and you “support the troops” and love your country, it means you’ll let your sons and daughters march off to war, where they might die and become property of the government. They just might be reanimated to bolster the crown’s skeleton and zombie armies; if they’re truly exceptional soldiers, the Ministry of the Dead might make their remains into one of Karrnath’s elite undead. It’s a nation that survived famine and near annihilation during the Last War and now enjoys a fearsome reputation because its king made some tough choices and some dire sacrifices. The Darkwood Mask is an Eberron tale because Karrnath is an Eberron fixture and that’s where both the protagonist and the book’s plot spring from.

In the Forgotten Realms? Tough one. It wouldn’t be the same. There’s cold war, espionage, and a delicate diplomatic climate in The Darkwood Mask that makes the story work. It would feel quite different, but I could see transplanting the character of Tallis (a MacGuyveresque ex-soldier) into a puppet state controlled by the Zhentarim. Soneste (the psionic-using inquisitive) would probably hail from Waterdeep; she’d be a wannabe noble socialite who possesses too much courage and skill to be be satisfied with that life. Maybe she’d become a Harper. And as for the villain of the story? He or she would probably aim to supplant Manshoon in the Zhentarim but not for the obvious reasons.

What’s the most difficult challenge you’ve faced as a gamemaster, and how have you dealt with it?

Meeting all player expectations. I’m a story guy, so the games I run are set up for—I like to think—interesting roleplaying dynamics, moral choices, and character opportunities. But I know not all players get into that so much. Some really just want dungeoncrawling and combat and will only tolerant a certain amount of talkie-talk from the story-based players. And this is just a simplification; there’s a whole spectrum of roleplayers and they’ve been the subject of numerous articles. I simply do my best to make my games diverse. You’ll get to slay monsters in my dungeons, but you’ll also end up in some situations where you’ll have to think hard about your alignment. Oh, and your character’s backstory will come up and be part of the long term campaign.

What’s your dump stat?

Strength, certainly. If you’re even half-decent in everything else, you’re in good shape for the snakes and arrows of life. When I make characters, Charisma usually takes the hit, but not because I play socially inept fighter types. Ironically, while I love deeply complex characters, they’re not usually big on talking—which, it should be noted, is not the same as not acting. I myself am not a natural orator, though, so it works out.

What’s next?

Some solo projects, I think. I’m exhausted with collaboration, even though I love it and will never stop doing it. Also, an eventual fantasy series with sci-fi and horror elements. That’s totally coming out of me in the—I hope—near future. And oh yeah, more DDI articles, as long as they keep letting me write them.

For more about Foreshadows, along with samples of the music, check out this post at SF Signal!

Six Questions: Matt Forbeck

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 my guest is MATT FORBECK. I turned to Matt for advice when I was just getting started out as a freelancer, and his words of wisdom helped me get to where I am today. You might know Matt from his work with TSR, Pinnacle, AEG, Wizards of the Coast, Green Ronin, Games Workshop, White Wolf, Human Head, Reaper Miniatures, or an appalling number of other companies. Prior to 2012, Matt had written over a dozen novels, including The Lost Mark trilogy of Eberron novels. In 2012 he decided to up the ante and get Kickstarter support to write twelve novels in the course of the year. But let me speak for himself…

Hi Matt! So… what’s your story?

Which one? I got lots of ’em.

Oh, you mean this crazy project I’m working on in which I’m writing a dozen novels this year? I call it 12 for ’12 (a dozen books in 2012, see?), and it’s a way for me to get a whole lot of self-published books out fast. I’m a fast writer, and I’ve been wanting to do this for a while, but I didn’t know how I could take the time out of my schedule of writing books for regular publishers to do it. Then Kickstarter came along.

Kickstarter’s a crowdfunding platform on which you can post an idea for a project and ask people to back it with pledges of cash. If you hit your minimum goal for the project, you’re off and running. I decided to break 12 for ’12 up into four trilogies to make it a bit more manageable, and I ran a Kickstarter drive for each of them. They all went way past their goals, and I’m writing the books now as fast as I can.

How do you top it in 2013? Or do you just keep going with 24 for 24?

I think I’m going to top it with something entirely different. In addition to writing novels, I also design tabletop games, create toys, work on video games, and write comics. After a year of mostly focusing on novels, I may just go back to mixing it all up again.

Or I’ll do 13 for ’13 and work my way up to 24 to ’24. That gives me a dozen years, right?

What was the inspiration for the different trilogies? Did you sit down and brainstorm them all at once, or does each one have its own history?

Each has their own history. Like most writers, I have more ideas than I can possibly tackle. I always find it funny when people ask me where I get my ideas? I wonder how come they don’t have them, or what did they do to make them stop?

Let me run through the trilogies in order.

Matt Forbeck’s Brave New World. I created a tabletop roleplaying game back in 1999 called Brave New World, which has been out of print for a while, although you can now get PDFs and even the core rulebook in print through DriveThruRPG.com. I hadn’t worked much in that world — a dystopian USA In which superheroes have been outlawed unless the works for the government — for years, with the exception of a script for a feature film that’s currently searching for funding. I wanted to get back to it and tell the stories it demanded.

Shotguns & Sorcery. This was originally a setting for the d20 RPG that I’d licensed to Mongoose Publishing back in 2001. My wife got pregnant with quadruplets in 2002, and that threw the plans for that out the window. I decided I want to return to it in novels and explore this fantasy noir setting in which the Dragon Emperor has set up a walled city that he protects from the hordes of zombies that scratch at its walls, all in exchange for his subjects’ fealty. It’s been a load of fun.

Dangerous Games. I made my living as a freelance game designer for many years, and I still go to Gen Con — the largest tabletop gaming convention in America — every August. As writers often do, I’d often wondered what would happen if things went horribly, terribly wrong there. That’s what Dangerous Games is: a trilogy of thrillers set at Gen Con, my favorite event of the year.

Monster Academy. I created the first YA series of novels for Dungeons & Dragons back in 2004 or so. As that wound down Wizards asked me to pitch them some ideas for new series. I came up with this one about a reform school for young monsters based in the center of a kingdom in which good has triumphed over evil. I decided to keep it for myself and pitch it around to other publishers, but I never got around to actually writing any of the books. Now I finally get to do that.

You’ve written in many, many shared universes. Which one was the greatest challenge for you?

The Guild Wars universe, I think. I had a wonderful time working on Guild Wars: Ghosts of Ascalon, but when I was writing it, the game wasn’t even close to finished. Things seemed to change on a daily basis. I’ve often said it wasn’t like trying to hit a moving target so much as an exploding target.

Fortunately, my pal Jeff Grubb was one of the main lore creators at ArenaNet, which develops the Guild Wars games. They brought him in as a co-author to help with the details I didn’t have a prayer of getting right, and it’s a much better book for all his efforts.

You’ve managed multiple successful Kickstarter campaigns. What challenges have you faced? Do you have any advice for people who want to dive into the Kickstarter pond?

The real trick is guessing how much you can line up in the way of pledges before you start. This helps define everything about the drive, from the kinds of rewards you can offer to your stretch goals to the length of the drive. It’s almost impossible to get exactly right, but some basic research and comparisons with other projects in the same category that are similar to yours can shed a lot of light.

As for advice, I have metric tons of it, and I get asked to share it all the time. I’m happy to do so, but I could hold forth about it for several chapters of a book. In fact, the final stretch goal for my last 12 for ’12 drive was to get me to write such a book about writing those books and running the Kickstarter, so look for that in 2013, after I’m done with the novels.

Finally, given the season… what are you thankful for?

I have a lot to be thankful for, not least of which is the fact I get to entertain people for a living, but in the end I always come back to my wife and kids. Ann and I struggled for years to have kids at all, and when they came, they were a bit more challenging than we could have expected — especially since four of them arrived at the same time as quadruplets.

Even in the hardest moments, though, I focused on the fact of how lucky we were to have them at all. While raising them has been the greatest challenge in my life, it’s also been by far the most rewarding and has given me a sense of purpose that nothing else ever has. I’m more thankful for that than I could ever express in words, so I spend a good part of my day trying to show them that instead.

Now look. I’ve gone and got something in my eye.

Cthulhu Gloom: Unpleasant Dreams

The Silver Key” and “The Dream-Quest of Unknown Kadath” are two of my favorite stories by H.P. Lovecraft. I love the bizarre fantasy of the Dreamlands, where an army of cats clashes with hungry zoogs and divine secrets are hidden on the distant face of Mount Ngranek. However, “The Dream-Quest” is a very different sort of story from “The Dunwich Horror” or “The Shadow Over Innsmouth.” When I designed Cthulhu Gloom I decided to focus on stories set in the waking world, in part for the benefit of people with less familiarity with the Mythos. It’s hard enough getting a handle on doom-shrouded Innsmouth, mi-go, and shoggoths without having to figure out what Celephais is supposed to be. But I always knew that I wanted to created an expansion devoted to the Dreamlands… and the result is Unpleasant Dreams, which hits shelves this week!

WHAT’S NEW?

Unpleasant Dreams is a 55-card expansion. It includes a new family of Dreamland natives, which includes a few familiar faces – such as your ghoul Friday, Richard Pickman – a few new characters, like Zoobee the Zoog (pictured above). It adds three new stories, which I’ll discuss in more detail later this week. New transformation modifiers give you the opportunity to Saddle a Shantak, to be Grabbed by (Night)Gaunts, and more… can you control your shantak, or will it carry you off to another family? While many of the cards relate to the Dreamlands, “Dreams in the Witch-House” also has a strong showing, and Herbert West finally has a chance to Cut Down on Classwork and Collect Corpses.

While Unpleasant Dreams doesn’t add any entirely new mechanics, there are a few twists on old cards. Typically, an Untimely Death provides you with additional negative points if you have the story icon that fits the death. In Unpleasant Dreams, many deaths provide special ongoing benefits if you can make the stories line up. Dying in bed is normally a bad thing… but if you have the Dream icon you may go on to become a king in the Dreamlands, and as a result your draw limit is increased by one. Unpleasant Dreams also brings in one of my favorite expansion rules: Guests.

GUEST STARS

The Gloom expansion Unwelcome Guests introduced a new type of card: the Guest. When Guests are used, one or two are placed in the center of the table at the start of the game. While they are alive, they move between families whenever certain conditions are met. As long as a guest is in front of you, it is considered a member of your family and you gain any benefits it may provide. Unpleasant Dreams includes two Guests: Brown Jenkin and Ephraim Waite.

Brown Jenkin appears in the story “Dreams in the Witch-House.” The one-time familiar of the eponymous witch, he is a murderous little creature that can be encountered both in dreams and reality. In Unpleasant Dreams he follows the new Dream icon; whenever someone has a dream, Brown Jenkin shows up to haunt them. He carries an additional power: while he is part of your family, you may play an Untimely Death on a character with the Magic icon as the second play of your turn. It’s dangerous to dabble in the dark arts when Brown Jenkin is around!

Ephraim Waite appears in “The Thing on the Doorstep.” A sorcerer with a talent for transferring his mind into other peoples’ bodies, he is difficult to kill. In Unpleasant Dreams he follows Deaths; meanwhile, he himself cannot be killed unless he has a Magic icon showing. Just when you think you’ve gotten away with a clean kill, you find Ephraim is still hanging around… and finishing him off will take some work!

While I’m discussing guests, I’d like to clarify one thing. The special powers of a Guest – including following deaths or dreams – are persistent effects. If a Transformation is placed on a Guest, it will override its previous persistent effects. So if Ephraim Waite Triumphs In Tenure, he’ll stop following deaths and can be killed even if he lacks Magic.

Later in the week I’ll discuss the new stories in Unpleasant Dreams. If you have additional questions about Unpleasant Dreams or Gloom in general, ask away!

Six Questions: C.A. Suleiman

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.

My next guest is C.A. SULEIMAN. I had the privilege of working with him on the Eberron sourcebooks Dragonmarked and City of Stormreach, and he cowrote Faiths of Eberron with Ari Marmell. You may know C.A. from the many products he’s created for White Wolf, for his Egyptian Adventures: Hamunaptra setting, or perhaps you’ve heard his band, Toll Carom. But let me let the man speak for himself!

What’s your story?

I may not be that old, but I’d like to think my story can’t be told effectively in a couple hundred words. In the spirit of the question, though, I suppose my story is that I’m a musician, writer, and game designer who’s worked for most of the top companies in the RPG field. I’ve been a developer for White Wolf for over a decade, and I shepherded Dave Arneson’s Blackmoor property until his death in 2009.

You worked on City of Stormreach, Dragonmarked, and Faiths of Eberron. What’s your favorite thing that you’ve added to the Eberron canon?

I was lucky enough to get to work on a couple of the really seminal sourcebooks for Eberron, and I still feel a fond attachment to the setting and to its fresh vitality. My absolute favorite additions to Eberron never made it into the print canon, actually. One of the things I got to do was take the first crack at developing the Lords of Dust, and not just the cult, but its specific demonic overlords. Canon says there are almost 30 of the buggers, so it’s not like I got to articulate the entire pantheon, but I did create what I thought of as a ‘core group’ of about half a dozen of these rajas — the equivalent of the Lovecraftian big names (Cthulhu, Hastur, Nyarlathotep, etc.) — along with a detailed write-up of each one’s prakhutu (“speaker”) on Eberron. That whole chapter ended up getting cut from the book, and while I did get to sneak one of my rajas into a later book (City of Stormreach), the bulk of that material never saw the light of day. But I’m still most proud of it, I think, and I definitely had a blast coming up with it all. Of the work that ended up appearing in the books, I’d say my favorite stuff is probably my development of the Dark Six pantheon and the Blood of Vol religion. They say I’m good with the Bad Guys™, and I guess it’s true.

You’re the developer for White Wolf’s Mummy: The Curse. What can you tell us about it?

Yep, Mummy: The Curse is my World of Darkness baby. Like the other “relaunch” games (Requiem, Forsaken, et al), it’s a return to the Gothic form of the archetype. The starting point for the design philosophy is the classic mummy figure evoked in the tales of Bram Stoker and the exhibits of Howard Carter and his ilk. The characters’ context is wholly new and unique to my interpretation for the World of Darkness, but the game builds in plenty of opportunities to shamble, plot revenge, choke the life out of hapless tomb robbers, and all the other fun accoutrements we’ve come to associate with mummies.

Stephenie Meyer taught us that vampires sparkle and werewolves never wear shirts. What do you think she’d do with mummies?
What do I think Mrs. Meyer would do to mummies if she got a hold of them? Probably the same thing she did to the vampire and werewolf archetypes: “Borrow” the name of the archetype, and then not just promptly ignore everything that makes the archetype what it is, but to actually design a being that embodies the exact opposite themes. I’d have no problem with the supernatural creatures with which Meyer has populated her world; I simply object to them being called “vampires” and “werewolves,” when it’s pretty clear that they’re not. It’s one thing to offer a new twist or spin on a classic archetype; that’s a time-honored tradition. It’s another thing to effectively redefine an archetype as its own polar opposite.

How do you afford your rock and roll lifestyle? Tell us about Toll Carom.

Toll Carom is my band, though I gave up long ago trying to find a sub-genre/category/niche/thing into which we can feat neatly. Some folks call us alternative rock, and that’s as good a descriptor as any. I grew up an American kid who loved his rock n’ roll, but who was also steeped in the traditional music of his cultural heritage (Palestinian). So, most of my songs incorporate elements of both, with guitars, drums, and English lyrics, but also with traditional folk instruments, like doumbeks and ouds. Our last album, Night in the Sun, received positive notices in places like The Washington Post and Relix magazine, and we think the concept album we’re recording now is going to blow Night out of the water.  Folks can find us on Facebook at http://www.facebook.com/tollcarom

What’s next?

These days, I’m excited mostly about my music, my World of Darkness line (the core set for which should be out any day now), and my novels, the latest of which I’m finishing up as we speak. The new Toll Carom album, The Word, should be out early next year, and our intent is to jump right back into the studio to record its follow-up after the usual round of local support gigs. (My muse is persistently vocal, so I’ve gotten way ahead of myself when it comes to songwriting over the last couple years.)

I’m also excited to be part of the new era in White Wolf publishing, with the launch of Onyx Path Publishing (http://theonyxpath.com/). Moving forward, fans will get to see all kinds of goodies from OPP, with an aggressive publishing schedule over the next year and change, including not just Mummy, but Werewolf: The Apocalypse 20th Anniversary Edition and the return of the much-loved Trinity Universe.

 

Dragonmarks 11/1: Sports, Holidays, and More!

Time for more Eberron questions!

Are there any Khorvairian analogs to real world holidays or festivals, say if we wanted a Christmas themed game?

It depends what you mean by “direct” analogs. There’s no Santa Claus or Easter Bunny in canon Eberron. With that said, there are some holidays that could be used to give a game a similar favor. A few examples:

  • Wildnight (18-19 Sypheros). The festival of the Fury, a time when passions run high and people cast aside inhibitions. Blend Mardi Gras with a divinely inspired bacchanal and you’re on the right track.
  • Long Shadows (26-28 Vult). Three nights when the Shadow reigns supreme. Most stay indoors by the fire, but it is a time for minions of darkness to take to the streets and celebrate. If you want a Halloweenish tradition, you could say that some people choose to dress as monsters to frighten their friends… though that’s a dangerous game on a night when true monsters are abroad.
  • Boldrei’s Feast (9 Rhaan). A time for a community to come together and strengthen its ties. Certainly a time in which people give thanks, if you take my meaning. Also a traditional day for elections and government appointments.
  • The Ascension (1 Sypheros). The most important celebration in the calendar of the Church of the Silver Flame, the Ascension commemorates Tira’s sacrifice and transformation into the Voice of the Flame.

All of these are described on pages 30-32 of Sharn: City of Towers, along with ten other holidays and festivals.

We rarely hear of “sports” in fantasy. Are bloodless sports a big Eberron thing? Breland Monarchs vs Karrnath Bats” style?  

Funny you should ask, as some sports are covered on pages 32-33 of Sharn. The sport that’s received the most coverage is The Race of Eight Winds, an annual aerial race that involves eight different species of flying creatures. Combat is allowed in the Race, so it’s not entirely bloodless. However, combat isn’t the focus, and many riders will do their best to avoid it; it’s simply the case that if you’re the Griffon, you’ve got a better chance of beating the Pegasus by literally beating the pegasus than you do outflying it. There are certainly bloodless races – pegasus versus pegasus, for example – as well; the Ro8W is simply the biggest sporting event of the year.

As for team events, the only one that’s been mentioned by name is hrazhak (Sharn, page 32), a team sport with its roots among the Eldeen shifters. Again, this is a full-contact sport, but the goal of the game isn’t the elimination of the opposition and only natural weapons are allowed; it’s a rough game, but I wouldn’t define it as a bloodsport. Because of the nature of the game, human players will be at a disadvantage; however, it could still be something that could gain popularity and become a national sport.

There could easily be other organized sports, but none have been mentioned in canon that I’m aware of.

I was wondering, can a half-elf born of elf and human in Eberron develop either half-elf dragonmark, if any at all?

Well, anyone can develop any Dragonmark, if the Prophecy turns that way. However, per canon and tradition, the only way to manifest a dragonmark is if the person with the mark is part of a bloodline that already carries the mark. So the question here is whether the union of a human and half-elf has the potential to produce a human child, or if all the children will be Khoravar. If a human-Khoravar union can produce a human child, then this simply means that the human parent of your half-elf character has a connection to the house in question somewhere down the line.

Note that if a half-elf/human union can produce a human child, this wouldn’t allow a human to develop the mark of Storm, any more than a Tharashk orc can develop the mark of Finding; it’s just latent in his bloodline.

Also, do half-drow have a place in Eberron?

Sure. In my novel The Shattered Land, the protagonists employ a half-drow guide named Gerrion in Stormreach. It’s simply the case that because there is so little interaction between drow and other species there aren’t very many half-drow, and thus they aren’t a cultural force the way the Khoravar are.

Keith, I’ve been enjoying your take on 4e Eberron (which I’m calling Eberron 4.K) but I’m trying to deal with the cost of rituals. Magewrights can learn one or two rituals but how do they handle component costs? I’ve been thinking of the lamplighters, walking around Sharn with Continual Light rituals and re-casting every 24 hours but the ritual is 20 gold or a healing surge. Adventurers can pay that but that’s something like the annual income of the average laborer to power one lamp.

That’s a case of the ritual being poorly designed for Eberron. You’re right; there’s no way people are paying 20 gp/day to keep a streetlight going. I think the answer lies in the streetlamp itself. The ritual allows you to place a continual light on ANYTHING. I can make my boot glow… but it only lasts for an hour. Now think of it as oil. I can pour oil on my boot and set it on fire, and it will provide light for a little while until it burns up the boot. However, if I use that same amount of oil in an oil lantern, it’s going to last far longer, because it’s a tool designed for that purpose.

So, in the case of Continual Light, what I’d say is that the streetlights are designed with dragonshard “wicks” that hold and channel the power of the ritual for an extended period of time. You pay the base cost to start it up the first time; from that point forward, you have a mini-version of the ritual that simply uses a pinch of residuum to keep it going. So the typical lamplighter is going around recharging, but only spending a small amount – which would come from municipal taxes. The “recharge” ritual isn’t a full ritual in its own right, it’s something anyone who knows Continual Light can perform.

As for the general costs of rituals (like arcane lock), the Magewright would simply have to charge enough for her services to cover the cost of the components and generate a profit.

What if dragonmarks started popping in the real world?

I don’t think there’d be a vast immediate impact. Bear in mind that much of what gives the dragonmarks their power is the tools that are designed to focus and channel that power. On its own, the Least Mark of Making lets you cast Mending once per day. That’s handy to be sure, but it’s the ability to use things like the creation forges that makes the mark a true force to be reckoned with. The marks have been around in Eberron for over a thousand years, but their influence has grown considerably over the last few centuries as the houses have developed superior tools and techniques; I’d expect the same if they appeared here.

Kickstarter Round-Up!

I’ll write about some of these in more detail in the future, but I wanted to take a moment to let you know about a few Kickstarter projects that are worth a look!

BOSS MONSTER

BOSS MONSTER casts you as the beast at the end of an 8-bit side-scrolling dungeon. Your goal? To build a dungeon appealing enough to lure foolish adventurers and deadly enough to destroy them. Of course, all of the other players are monsters with dungeons of their own! As someone who played a lot of Ghosts & Goblins as a kid and who likes games about unhappy endings, I’ve been having a lot of fun with my review copy of Boss Monster, and I look forward to playing the final game. Check it out!

SENTINELS OF THE MULTIVERSE: SHATTERED TIMELINES

Sentinels of the Multiverse is an excellent cooperative game in which players take on the roles of superheroes teaming up to foil the plans of a nefarious villain. The game’s a lot of fun, and as a comic geek I love the degree to which the designers have developed the universe behind the game; cards include quotes from different issues of fictional comics, and if you lay them all out you can piece together the long-term arcs behind them. Shattered Timelines is the latest expansion for the game, but the Kickstarter also offers you an opportunity to pick up the basic game and various promo cards.

HILLFOLK: DRAMASYSTEM ROLEPLAYING

Hillfolk: DramaSystem Roleplaying is a must for anyone who enjoys compound words. Having said that, this is the latest project from RPG legend Robin D. Laws. You can hear a little more about the project from Robin himself in his Six Questions from last week. Thanks to the miracle of stretch goals, the main book will include a DramaSystem series pitch from me: Dreamspace, which I’ll describe as Stargate meets “The Dream-Quest of Unknown Kadath.” There’s only three days left in the Kickstarter, so if you’re interested get on board now!

CARNIVALE: THE MORGRAUR-RASHAAR

With only twelves hours left as of this writing, you may be too late to catch this one. However, if you enjoy miniatures wargaming, definitely check this out. Les Miserables meets Lovecraft in the canals of Venice! Mad scientists pit brain-transplanted rhinos against arrogant Patricians and the ancient Rashaar! For more information, check out the website here!  

 

 

Six Questions: Lee Moyer

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.

My next guest is Chesley Award winning illustrator, designer and art director LEE MOYER. You may have encountered his work in any one of the numerous RPG sourcebooks or card games he’s worked on, or in such diverse places as the National Zoo and the Smithsonian’s Natural History Museum. You’ve probably seen some of his posters or book covers; one of my personal favorites is the poster/cover he created for the silent movie of Call of Cthulhu. Lee and I have collaborated on a wide range of projects over the years; thanks to him, I’m on collectible trading cards in Mythos and On The Edge. Recently he just finished work on Check These Out 2013, a literary pin-up calender (his second) created in coordination with author Patrick Rothfuss’s Worldbuilders charity.

We’ve collaborated on many projects over the last twenty years. What’s your personal favorite?

At Your ServiceAt Your Service – A sourcebook for the brilliant Over the Edge RPG.

This compendium of Mediterranean madness is not entirely our work of course (the redoubtable Doc Cross, Joughin & Spey, Neil Laughlin, and the Nephews joined in), but still holds a place of pride for me. As happy as I am with the wraparound cover design, illustrations, map, and logo I designed therein, our collaborations are what I most enjoy. Some highlights? It’s all highlights! The Midwich Family inside the Rose Hotel with their appropriate homage to John Wyndham and anagrams; the Lakshmis and the surprising appearance of an angry Lo Pan; the secrets of Marzipan and Morphine and its Painter of Light and Darkness ™; Gernsbach and Malloy who haven’t both been good guys since The Mask of Dimitrios, The Old Sods Club transporting the Junior Ganymede to Al Amarja: a voodoo-infused gang of nadsat malchicks too cool for skolliwoll; the mysterious shrieking prayer wheels of the Wind Farm; and the possible romance between a fallen angel and an accidentally incarnadine Golem: that adorable little girl from Venus; A macaroni factory that never made macaroni; and a restaurant that serves only fortune cookies.

Any similarities I might bear to Rose Hotel resident Dr. James Harris is a case of life imitating art, not the other way around.

What’s the story behind Check These Out? Why Literary Pin-Ups?

Check This Out: GaimanMy pin-up style poster for Moby Dick! The Musical proved the most popular piece I’d ever painted. I was surprised by the overwhelmingly positive reaction, especially among women, who were if anything more effusive than men. The more I thought about it, the more I wanted to bring old-school pin-ups back in the service of something well worth advertising: Literacy! I wanted to honor the old, but freak the system from within if I could. The strictures placed on the early greats (George Petty, Gil Elvgren, Joyce Ballantyne, et al) could be ignored. I hope that what I’ve done with books, tattoos, ethnicities, muscles, humanity and even underarm hair pushes the stale old envelope in interesting ways.

Representing authors living and dead is a great challenge and honor (Ray Bradbury was my hero growing up, and his inclusion here still feels miraculous to me).

And it’s all for the amazing charity Heifer International!

You can pre-order them here!

Which pin-up was the most challenging, and which was the easiest for you?

Most Challenging: Neil Gaiman  

Why? Having a model before having a concept is unusual. Knowing that Amanda Palmer was the model, who among Neil’s roster of splendid characters, would we cast her as? Yvaine?  Coraline? Door? Delirium? Death warmed over? No. Amanda had been saying (and showing) for years that she WAS Media and who was I to disagree? And how does one show the fractal omnipresence of Media – with a very complicated and recursive image. And how would we arrange to get the reference shots we needed in a timely fashion? Happily I was invited to Readercon in Boston this year, and so was my friend, photographer extraordinaire Kyle Cassidy who’d already scheduled a shoot with his old chum Amanda in the window of time we’d need. But she didn’t have the time or costume for the second costume reference we needed. So I shot Venetia Charles in a Busytown costume that we borrowed from my friends and clients The Northwest Childrens Theatre. And to create the comic strip that fills most of the first week of June, I had to get more hints from Neil about what Shadow himself should look like. And then do the comic strip!

It was complicated. But as with most complicated projects, also deeply rewarding. Going in, I would never have even imagined doing an American Gods comic…. Easiest: Terry Pratchett

If I told you we’d shot Seth Green’s wife, that wouldn’t sound so good, would it?

But it’s true.

We went to LA and had the talented Allan Amato shoot reference photos of the Team Unicorn’s own Clare Grant. She was not only talented, but maybe the only model who comes with a large selection of wands to choose from (in addition to the big fluffy old bath robe I’d requested). The reference shoot was surreally short and the painting was very straightforward, in part because Terry Pratchett hadn’t asked for a specific character. So, as with Ray Bradbury and all the classic authors of the 2012 calendar, I had the leeway to paint an old-school pin-up in the Gil Elvgren tradition.

If you were trapped on a remote asteroid with only three pieces of your artwork for company, which would you choose?

1. 2013 Check These Out – Literary Pin-Up Calendar (See the previous questions)

2. Starstruck – I spent more than a year painting over the sublime inkwork of Michael Wm. Kaluta

3. 13th Age – the RPG I’ve just completed with Rob Heinsoo and Jonathan Tweet and Aaron McConnell.

Oh, you just mean artwork?

Given a choice, I would much rather be trapped with three pieces of someone else’s artwork – like the Paul Komoda sculptures, Stephen Hickman painting and all those Mucha prints that grace my living space. But if it absolutely has to be my artwork, the clearest choice is Theora. This good luck charm was created by the quixotic urging of photographer Kyle Cassidy with the help of model and costumer Megan Skye Hale. Art Director (and Hugo-winning Author) Mary Robinette Kowal placed it on the cover of Weird Tales, which in turn won me the 2012 Chesley Award for best magazine cover. My Art Nouveau poster for Smashing Pumpkins and Hole bassist Melissa Auf de Mar would probably come next – not least because we signed it with Sandman artist Michael Zulli’s accidentally-purloined (and clearly magical) pencil. And then, there’s the tall thin mural call Past Go which features lots of great games (from Dark Omens to Cosmic Wimpout) in one comparatively small space. It was commissioned for Looney Labs World Headquarters, and the gala at its premiere is one I’ll always remember. 

You’ve designed many of the most iconic symbols in Eberron, from the mask of the Undying Court to the symbol of the Silver Flame. You created the most important symbols of all: the thirteen dragonmarks. How did you come up with the look and feel of the Dragonmarks?

Art Director Robert Rapier had some very clear notions about what he wanted, and the colors and tones outside the designs were all him. But the biggest influence of the designs themselves came from Katherine Hanna. She and I had lived together for many years in Virginia and I was deeply familiar with a style of drawing she used wherein the shapes were indicated with short curvilinear line segments. While the lines I used were generally longer, more contiguous, and arguably more Nouveau-inspired, it was her example that stayed with me.

Can I stray for a moment here and talk about how happy I was to finally be able to map Eberron properly in the 4th edition books? What’s next?

A couple book covers for Pyr and Subterranean Press.

A painting for the wondrous Kennedy School. I don’t yet know exactly where it will be placed, but it cant be much more than 50 paces from where you (that is, Keith) got married!

Lots of travel. Two splendid Art Guest of Honor gigs: One at Norwescon (Seattle in March), the other at Keycon (Winnipeg in May); a seminar or two in Roanoke Virginia next summer; a trip to Brighton in a year’s time for World Fantasy Con; and the yearly choice twixt Readercon and the almighty San Diego Comic Con.

A Kickstarter more peculiar than any yet. It bears the tentative title of “There and Back Again” and promises excitement and adventure and really wild things! More details soon (I hope).

And lest I forget, a holiday card that I hope will answer all those difficult questions about Santa, temporality and causality.

Six Questions: Robin D. Laws

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.

My next guest is ROBIN D. LAWS. One of the great RPG designers of our time, Robin has been an inspiration to me throughout my career. You may know him from Feng Shui, the GUMSHOE investigative roleplaying system, Heroquest, the Dying Earth RPG, or one of the other systems he’s designed. You may be familiar with his fiction or his podcast. You may have heard of his Kickstarter, Hillfolk. Or you may say “Robin Laws? Who’s that?” Let’s find out!

Your favorite director knocks on your door and says that he’s got a multi-million dollar budget to create a movie based on one of your games. Which would you want to see? Why?

I would recoil in dismay to see Howard Hawks, supposedly dead since 1977, standing before me in what would surely have to be undead glory. After returning the beloved director to the eternal rest some wretched nosferatu cruelly wrenched him from, with a jaunty, “I love your work, here’s a wooden stake to the heart,” I would retire, shaken, and perhaps drink a quantity of port.

To further reframe your question, because it would take me the next two weeks to pick a single favorite living director, I’ll instead up its grandiosity several notches and imagine than an entire gaggle of auteurs shows up at my door demanding to immortalize my games on celluloid. I would assign them as follows:

Feng Shui: John Woo (duh)

The Dying Earth: Michael Winterbottom

Rune: Michel Gondry

HeroQuest: Steven Soderbergh

The Esoterrorists: Kiyoshi Kurosawa (Pulse)

Fear Itself: David Cronenberg

Mutant City Blues: Juan J. Campanella (an Argentinean who made a great movie called The Secret in Their Eyes plus many episodes of Law & Order)

Ashen Stars: Duncan Jones

Hillfolk: Nicolas Winding Refn

You’re currently running a Kickstarter for Hillfolk, a game using the DramaSystem rules engine. What’s the story of Hillfolk, and what inspired you to create it?

Hillfolk was inspired by an observation that arose while creating the beat analysis system for understanding narrative rhythm, as seen in Hamlet’s Hit Points. The basic building blocks of story mostly divide into two main types of scene: the procedural, in which the characters face external, practical obstacles, and the dramatic, in which they seek emotional responses from others they care about. In roleplaying we’ve always done the first really well—knocking down doors, fighting monsters, piloting starships. The second, not so much. And when we have, we haven’t gone back to look at the simple basic structure underlying all such scenes and applied it to our form. So that’s what DramaSystem does—as it says on the tin, it keeps the spotlight squarely on drama, using a simple yet powerful dynamic to ensure story flow.

Tell me about the DramaSystem engine itself. What are its strengths? What’s your favorite aspect of the system? And are you a wolf or a lion?

The core of the game is a simple token economy that encourages you, in an emotional confrontation, to give in about half the time and to stand your ground the other half of the time. In a dramatic scene, you have a petitioner and a granter—someone who wants something from the other, and the other, who either grants the petition or refuses it. If you grant me what I want emotionally, you get a drama token as a reward. If you refuse me, I get a drama token as a consolation. Tokens grant additional narrative power—I can use them to force a concession from you, to block you when you try to force a concession from me, to jump or evade a scene, and so on.

This like not only drama, but life, which drama is based on. We have to accommodate the people we love and care about some of the time, because we are emotionally compelled to do so by our ties to them, for good or ill. This dynamic contrasts with the usual roleplaying tendency to see a character as extreme but one-dimensional, never giving in to any proposal that might conceivably contradict that portrayal. DramaSystem PCs are created as contradictions, torn between two Dramatic Poles, so that you can always plausibly pivot from one stance to another without feeling that you’re breaking character.

My favorite element of the system lies in the play it engenders—longform group storymaking with characters you remember and care about long after the series has ended. I care much more about the people populating my in-house Hillfolk playtest, or the later Greasepaint series, than any other group of characters the same group of characters have ever generated.

As for the clan question, I would never take sides in a… who am I kidding? Lion.

What’s the story behind The Birds?

 I was looking for a staple feature for my blog, and started doodling with a green marker, and before I knew it, these queasy verdant avians flew, guns in hand, into bleakly funny comic strip form. It’s a pure personal expression, and I’m as delighted to have those two collections in print as anything else I’ve done.

You’ve provided a wealth of advice to gamemasters over the years, which has been collected in places like Robin’s Laws of Good Gamemastering. If you were stranded on a desert island with only three pieces of system-neutral gaming advice, what would they be?

One, observe your players and gauge their reactions. (This principle would warn me against marauding pirates.)

Two, react to those observations to find the sweet spot of mutual creative gratification. (This would help me in negotiating with the pirates if I failed to evade them.)

Three, always be ready to jettison what you thought would happen in favor of what the players are making happen. (This would aid me in suddenly betraying the pirates and emerging as their new savage warlord.)

What’s next?

The Gaean Reach is a GUMSHOE/Skulduggery hybrid based on Jack Vance’s classic SF setting, as seen in the Demon Princes series and many other novels. The players seek interstellar vengeance against Quandos Vorn—a galactic supervillain whose abilities and crimes they collectively design themselves at the outset of play.

That’s in layout.

In the writing stage is Dreamhounds of Paris, a Trail of Cthulhu campaign sourcebook in collaboration with Kenneth Hite and Steve Dempsey. It is both our Paris book and our dreamlands book. You play the major figures of the surrealist movement after they discover that their dream-haunted, subversive art allows them to directly manipulate the people, places, and landscape of the dreamlands. Goodbye crystal cities, hello melting watches.

Also check out my recently-released fiction projects: the short horror story collection New Tales of the Yellow Sign, and my Pathfinder Tales novel, Blood of the City.

 

That’s all for this week! However, since Robin and I talked, I’ve jumped on board to write a series pitch for the DramaSystem engine. If the stretch goal is met, I’ll be contributing a scenario I’m calling Dreamspace to the book. “In the future, the only way to reach other worlds is through the underspace of the collective unconscious. You and your fellow oneironauts are the best of the best, but what will you find in the dreams of alien worlds?” Want to see more? Then check out the kickstarter!