Zagartha, when it was an earthbound mountain, contained a large temple complex and was the site of a famous oracle, but it was abandoned after it was desecrated by demonic forces. At least two conflicting stories are told regarding its reinhabitation. The first holds that the Seven Great Sages, disputing some obscure points of the oracles last series of pronouncements, journeyed there with their followers and were holding a symposium there when Zagartha rose into the sky, stranding them. The second holds the Sages led a group to a place of (relative) safety from the Fomori on the already skybound island with a magical conveyance that was wrecked upon landing. Even among Zagartha's inhabitants, both stories have their adherents.
The original sages passed long ago, and the number of students their successors enjoy have dwindled over time as they tend to be drawn from outsiders, not from the ranks of locals who feel a sense of duty to the sages and support them materially but have little time for their ascetic lifestyles and philosophical arguments. Both groups dwell in and among the ruins of the previous temple complex. Either the buildings have been repurposed or their materials used to build new structures. The locals are mostly craftsmen, farmers, and merchants. They maintain the all-critical cisterns, tend the small fields, and conduct trade with the "ground-folk."
One important aspect of their lives is the capture over other floating rocks. Some of these are added to Zagartha to expand it. Others are mined for materials. In both cases the rocks are reached through the use of the skywires and skywire harnesses that use small thaumatite to shoot lines at force. The skill necessary to employ them effectively takes years to master but makes many Zagarthans skilled aerialists.
For clarity, I don't mean characters in a fantasy world that have secret IDs and codenames and fight crime wearing costumes--though I think a Zorro or Iron Monkey sort of frame of masked fighters for justice could easily fit what I am thinking of. Mostly, though, I'm just thinking of comic books like Battle Chasers or Dreadstar (the latter is really space fantasy, but its basic setup is a useful example) and animated series like He-Man and the Masters of the Universe (2002, particularly). Epic fantasy stories featuring super-powered characters.
So what makes those examples "superheroic" in a way a 4e campaign isn't necessarily? In Superhero: The Secret Origin of A Genre, Coogan lays out his "MPI" definition of a superhero. That is, a superhero is a person with Mission, Powers, and Identity. He also has the fallback of "generic distinction" to catch characters (like the Hulk) that might fail by the initial test and to exclude characters that might seem at first blush to fit but are better accounted for in another genre.
Regardless of whether the fantasy heroes I'm thinking of would be superheroes in Coogan's estimation, I'm think about characters that:
The party promises to get him back the manastone, if they can (though not the gold). Aelarion used his Naturecraft to figure out the goblins' trail. It was a good thing he was so skilled, too, because the goblins had laid false trails that led to pit traps. The party found the ox in one!
Further into the woods, they came upon a ridge, and they heard raucous laughter. A stealthy reconnoiter revealed a group of goblins playing a "dodge ball" sort of game with stones and one goblin on a giant rat. The party tried to sneak around the ridge and surround them, but they flubbed their stealth rolls and the goblins are alerted.
The party still held the high ground, and the goblins were at a disadvantage. Aelarion, Tamarra, and Pan blasted the goblins like proverbial fish in a barrel with spells. G'Mbalisto and Frea charged in for melee.
The rat rider managed to charge up the ridge and smacked Pan, knocking him prone. The other goblins hurled the rocks they had previously used in the game at the party.
In the end, the party wins with very little injury. They even manage to nab one goblin to interrogate. He confusingly asserts that the faerie is "a power source" that "Greb" plans to use for "the juggernaut."
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This adventure is still mostly the intro adventure in the Nimble's GM's guide, though I'm mixing in some other elements to make it more interesting (to me, at least!). We're still getting used to the system. Though its lighter on paper, combat is still taking us about as long as 5e. Of course, we had 10 years' experience with 5e, so no doubt there's plenty of room for improvement here.
Chu's book is interesting because it mixes the epic fantasy elements with the wuxia ones. The people of Zhuun have been training a prophesized champion to defeat the Eternal Khan and free them from the menace of the Katuia tribes and their steam-powered roving cities of the grasslands. The first problem is the champion, a fifteen year-old boy named Jian, hasn't really received the proper training. Instead, he's just grown up spoiled by luxury and self-importance. The elder "master war artist" Ling Taishi shows up to set things right, but she's just starting to make headway with the boy when the second problem drops: the Eternal Khan is killed while drunk by a random Zhuun soldier.
With the prophecy busted, Jian is a political liability for the five Dukes of Zhuun and the delicate balance of power between them. Tiashi rescues the boy, and they both go on the run.
When while, the Katuia are thrown into chaos and the warrior Sali, decides to break tradition and delay her duty in order to try to find the only surviving member of her family. There's also the mad assassin Qisami thrown into the mix.
I like how Chu uses familiar wuxia elements but remakes them for a fantasy world. Instead of the wulin we have the lunar court as the society of martial artists, presumably related to the world's three moons and their seasonal cycles. Instead of "lightness kung fu" Tiashi's abilities are described as manipulating air with her spiritual energy. There are also the completely un-wuxia elements of the Steampunkish Katuia cities and their home grassland which is formed by gigantic blades of crash and a brittle crust of earth over a sea.
There are 2 more books in the series after this one, and I am interested in seeing where it goes.
With starting our new campaign in Nimble and life in general, I just haven't got around to giving the attention I'd like to to crowdfunding rpg products that have been arriving.
Two Little Mice have been busy lately and I got the physical occupy of Outgunned: Superheroes (I've had the pdf for a while) and the drafts of the Twilight Sword material. The former is the "action flick" (campaign book) for the Outgunned action movie rpg for cinematic supers. The latter is their Legend of Zelda-inspired fantasy rpg. Both look good, and I'm interested in seeing the rules implementation in both of them, more than I think either will be something I will play any time soon, admittedly. I'm always interested in rules lite-ish supers games, and I'm like to compared Twilight Sword to the similar jrpg-inspired Legends of Akeroth.
What I have spent a little bit of time reading over is the plain text draft of Wandering Blades, a wuxia rpg. Wuxia (sort of like supers) is a genre where I haven't found the system that I think perfect captures what I want to see in such a game. Wandering Blades looks pretty simple (which is a plus), but also flavorful.
These aren't the only crowdfunding rewards I haven't really given a thorough read, I'm said to say. If only these things would arrive at the moment I had maximum interest in them and time to engage with them!
The system worked pretty well. Despite our unfamiliarity, it certainly went faster than 5e would have.
Besides the Nimble rules, the players used the Local Experience tables I had come up with for the various important places. These are the characters:
g'Mbalisto (Tug): A dwarf Oathsworn (a Paladin, essentially) from the Lightbearer Republic. He's also been a gladiator in Mayura in the past.
Pan(demonium) (Gina): A darkling Songweaver (bard) from the Durendine Confederation. A forrmer rabble rouser and busker.
Frea (Andrea): A human (thought changed into a more felinoid form by a curse of a wizard of Abraxad) Cheat (thief).
Tamarra (Kathy): A human Shepherd (a cleric, more or less) from the Lightbearer Republic. Her parents died in the Kakharoth Wastes.
Aelarion (Bob): Human Stormshifter (the stuff people like about the druid). He's from a small town near the Dagard Mountains.
The Academy is entwined with the city of Abraxad, a municipality that is home to a number of former graduates, and practitioners of allied arts, as well as the typical artisans and workers found in any thriving town. Relations between the Academy and the townsfolk has never been better, owing to the unique structure of governance that unites the needs of both Academy and city under a central authority. Though historically there may have been tensions, students of the modern era are always welcome in local establishments.
Each student will join one of the Academy's seven colleges which are smaller academic communities within the larger whole where they will learn the fundamentals of magical practice and begin advancement within a particular school of magic. Each college has its distinct traditions and history of which new students will become forever a part.
No discussion of the school would be complete without mention of the Archmagus, Verraine has presided over the school longer than many of its magi have been alive. Though none would be so rude as the enquire regarding the Archmagus's actual age, the older townsfolk are fond of pointing out fading wall mural in the over 300 year-old One-Eyed Grimalkin Tavern depicts an elvish woman who broadly resembles the Archmagus assisting in driving out a Fomori raiding party at the end of the Demon War.
Working on my upcoming Parsulan campaign, in Greyhawkian fashion, I've done some flags/banners for some of the nations I've written up. These mostly done with Armoria, which is a great program but limited in terms of its assets and functionality.
The Lightbearer RepublicIn a world divided into the northern and southern realms by the Line of Limit, band of three individuals from the north, representative of the three races of that region, must go into the jungles of the south, the sole domain of the fourth race, to bring a member of that race (because, as an oft repeated adage says: "three handle one") back to an ancient temple for...well, as far as I've gotten, that hasn't been explained, but I'm sure it's world-saving stuff
One of the things I've liked about the series so far is the world-building. There are gigantic skyrays with ruins of a forgotten civilization on their backs, and dragons that are part plant, part animal, but the four races are one of the most interesting aspects.
In the north, there are humans, of course, which are more fractious than other races, but also more numerous. They don't seem to have a nation-states or empires now (indeed, no one in the north seems to now) but they once did.
The Rekon are giant, avian humanoids. Most of the art I have seen depicts like humanoid roosters, which fits, I guess. They are immensely strong and skilled warriors and craftsmen. Each Rekon has an individual Calling, a life's work they strive to achieve.
The Tokkebi are sort of goblinish (though maybe not short like typical goblins), certainly mischievous and magical. They are able to control fire and create illusions from it. They are nonviolent but have no fear of death because if their body is killed, they continue on as spirits.
In the South live the Nhaga who have gotten the most detail so far. They are cold-blooded, reptilian humanoids who are fierce defenders of the trees of the first and only eat live prey. Their hearing is poor, but they see heat and talk to each other by a sort of telepathy called nireum. At the age of majority, they have their hearts removed and so become nearly immortal and hard to kill as they can regenerate. Nhaga society is divided into matriarchal houses where adult men are only ever visitors to help the women conceive children.
Anyway, it's been good so far. Interested to see where it goes.
Fan art for the series by artist Sangheon NamThe head of Vorlas is on display in the Revolutionary Museum in Kingshead, shielded from the ravages of time by magic so that it may be a near-permanent reminder of the revolution's resolve. One of the last of the great Wizard-Kings, Vorlas's rule was particularly despotic and draconian, but his security forces and even inhuman soldiers transformed by magic proved unequal to the defense of his kingdom during the Demon War and even less effective in dealing with the crises of displacement of people and food shortages that followed.
Vorlas was dragged to central square of Kingsforge, his capital, by the rebel army and beheaded by a new apparatus designed for that purpose, the machine now called "The Nemesis." The city was renamed in commemoration of this event and the head has resided there since.
There is another, newer head in Kingshead. That one is made from steel, thaumatite, manastone, and more than a little spellcraft. The dwarven theorists and magitechnologists behind its creation convinced the Council for Progress, a conclave formed of the various business groups that have become the true rulers of the Durendine Confederation, that the magitech mind could run the nation more efficiently than any mortal, anticipating problems before they arose, and maximizing their profits. So far, the head remains a work in progress, but the Council is still captivated by the possibilities.
The dwarves who built it have an even grander vision. While they promise their device will far exceed the computational and planning capabilities of mortals, they hope for it to one day to be greater than either god or titan, at least in the sense that it would be free of their passions and weaknesses.
It started here with "Eternian History Revealed."
Then, I delved into [People]-at-Arms with "Eternian Armsmen."
Next, I looked at the "Gods of Eternia."
Finally, I looked into Skeletor's past: "The Search for Skeletor."