Friday, October 12, 2018

Giant Friday - 4/4!

I did it!  I promised a post every Friday for the next four weeks and here it is - post four of four!

It's been a lot of fun to expand on the ideas that I had, regarding the creation of my own little world for D&D.  I wanted to build it from the roots, so it's been great to begin from the birth of the world, and throw down some ideas of how it would progress and develop.

So here we go!  Part four of four!  Here are the two bad guys of the Giant Realm.  They worked alongside the other nine in the beginning, all with the same goal of creating a world of balance.  Towards the end of the Age of Creation, these two giants became bent on not just maintaining the world, but taking more of it for themselves than they should.  They created monsters and brought up creatures from the depths that we not made to see the light of day.  They tried to carve out a bigger territory than any other Giant, but were quickly quashed by the other nine.  They have fought ever since - mostly the nine keeping an eye (and frequently a strong hand) on the activities of them; making sure they are kept in control.  Kept balanced.

Let's go!




The Fire Giant, Drathkus.

Habitat:
Volcano ranges and deep cracks in the world's crust.

Weapon:
Fire Gauntlets (double the regular damage from gauntlets, plus fire damage); fire breath (AoE cone); Summon (fire) elemental (once per encounter).

Familiar:
The Giant Ember Lizard, Akthor.  Unable to breathe fire like dragons, this lizard radiates heat constantly, and can fan that into a full flame when necessary.  It usually settles down into a single blade of fire spanning most of the length of its body, down the spine.

Appearance:
Black skin, darkened by the ages of his proximity to fire and flame; he has glowing dark eyes and dull red tattoos across his back and down his arms - glowing red as he summons spells.  Short hair and beard.  Dressed in dark red dragon hide.

Temperament:
Angry.  Doesn't talk much, other than to tell any intruders to get out of his territory.

Alliances:
The Giant of the Depths, Fextheus,

Enemies:
All other Giants.






The Giant of the Depths, Fextheus.

Habitat:
Underground, deep in the caverns and creases of the world.

Weapon:
The Morningstar, Drokbrog (twice the normal damage of a Morningstar); Magma spray (AoE cone); Smoke Shroud (akin to the Cloud Shroud of Arekaros); summon (rock and lava) elemental (once per encounter).

Familiar:
The Obsidian Dragon, Kavras the Chosen.  With incredible intelligence and a viciousness to match, Kavras loyally follows Fextheus to the ends of the world.  While angry, Kavras knows he is under the command of Fextheus, having fought at length when they first met, only to be defeated after weeks of one-on-one battle.  At the conclusion of the encounter, Fextheus realised he would never find a creature more worthy of his own longevity and bestowed that gift upon Kavras; that they could learn from each other and grow together as a formidable team.

Appearance:
Fextheus' skin has grown dark with the exposure to the dirt under the world, and hardened after countless ages of forcing his way through the cracks in the world's crust, as he moves the inner part of the world around to keep it in motion and to keep the seasons changing.  He doesn't feel any effect of Kavras' rough, cutting scales, since he has dug deep through ancient obsidian and carved his way through the bedrock and foundations of the world since the dawn of time.
His hair is shaved off and his beard is trimmed to a point on the chin; his eyes glow red, and orange glistens up and down the tattoos on his arms as a mirror would reflect lapping flames.
Only the toughest dragon hides make his clothes; nothing else can withstand the heat, let alone the rocky, jagged environments they are introduced to.

Temperament:
Full of rage that is only quenched by hard labour or destructive battle; Fextheus cannot stay still.  A tormented soul, he tirelessly works through endless nights to maintain the movement within the depths of the world.  Although he can stop for a time, months without this labour can pass as hours for the ageless Giant.
Bonded to the core of the world, Fextheus is doomed to stay in motion for the entire duration of his - and the worlds - existence.

Alliances:
A darker spirit then the other ten Giants, Fextheus will entertain the company of The Fire Giant, Drathkus.  Although they go to the meeting of the Giants every century, this is all he can stand of the other Giants, since all they do is try to control what he does.

Enemies:
He does not care to spend any more time than necessary with anyone but Kavras, unless it's surrounded by countless others in the heat of battle... And he doesn't much care for who's side he's on.


HUZZAH!  It is done.  Four of four!

I've had a really great time doing all of this.  Granted, the drawings got quicker and looser as the project went on, but the writing developed a little more (Fextheus was the last one I wrote up, compared to either of the two giants I wrote about four weeks ago!) in its place.  Which I don't mind all that much, since I enjoy that, too.

Anyway.  I'm off.  I've got some more writing to do...

Peace.

Friday, October 5, 2018

Giant Friday - 3/4.

Four down, seven to go, four spaces left.  Let's fight.

I've been padding out the lore of the giants in the world; giving them the purpose of world builders and describing what they did at the beginning of time.  It's been really fun.  I'm going to write some more about it and develop it all further; and make up at least one story arch for each one regarding campaigns in my world.

Some of the campaigns will center around tracking down the giants for information, some will be created and requested by the giants themselves; once the characters reach a decent level.  These are immortal monsters, after all.  Not just anyone can do what they ask.

Without further ado, two more giants!




The Forest Giant, Glemziar.

Habitat:
Deep woodlands.  Lives in lean-to's made from large trees strung together with thick vines across a small stretch of forest canopy.

Weapon:
Gauntlets, "The Twins of the Forest" and two "daggers" (deal the same damage as short swords (1D6 piercing)); Leaf Shroud (creates a flurry of leaves that obscure him - much like the Shroud Cloud that Arekaros can create); summon (plant) elemental (once per encounter).

Familiar:
The Dire Bear, Dathkor.  Mirroring Glemziar's close-combat style and heavy-handed approach to problems, Drathkor is all business.  Heavy-set and scarred from a life full of running through the heavy forest and fighting some of the biggest enemies the world has seen, Glemziar and Dathkor make one of the most formidable close-quarters fighting units in the Giant kingdom.

Appearance:
Olive skin and dark brown hair and beard and dark green eyes; three braids of hair at the side of his head (two on one side and one on the other); adorned with giant beads and bones.  Beard is braided at the chin and similarly decorated.  Green tattoos across his chest and shoulders glow when he's in combat.

Temperament:
Although extremely formidable as an enemy, he is very friendly.  He loves to hunt and is extremely agile.  If a task requires him to be active, he'll favour that over some more important, less laborious tasks.

Alliances:
Very strong bond with Ents and other Treefolk; solid rapport with large beasts of the forests; he can influence several large animal species to the point of outright control and numerous small species to deliver messages, block paths, or attack if necessary.
He aligns himself with the works of The Cave Giant, Huth'kah, The Stone Giant, Takver, The Earth Giant, Zaxlor, The Hill Giant, Mak'hep.  He also shares company with The Ice Giant, U'thuzza, and The Wind Giant, Arekaros.

Enemies:
Very protective of what he has created, he doesn't abide the presence of anything that would harm his home.  Whether that would be flooding or burning.  The Lake Giant, Laznir, the Sea Giant, Vosor, The Fire Giant, Drathkus, and The Giant of the Depths, Fextheus are not welcome to the heart of the forest.





The Lake Giant, Laznir.

Habitat:
Lakeside; usually building structures that extend out a short distance into the lakes, and frequently semi-submerged.

Weapon:
The Trident, Crodius (deals twice the damage of a normal trident, and a large net.

Familiar:
The Dire Toad, Nexmir.  Although Laznir is usually found by the side of a lake, there are times when he goes out in search of new dwelling places.  Because of this, his familiar cannot be completely attached to an aquatic environment, but can still thrive in one.  Adorned with spines, Nexmir has natural armour, and attacking him with a melee attack requires a DEX check so as to avoid the spines.

Appearance:
With dreaded hair and a shorter beard, Laznir avoids metal and fur when he can, since they rust and get soggy, respectfully.  He dresses in dragon hide, since it provides the heat retention and waterproof qualities that Laznir requires for living on and in lakes.

Temperament:
Very dependent on the season; through the wet season, he is content and welcoming, but through the drier seasons, if he is unable to move across the world to an area with heavier rains, he gets very protective of his territory.

Alliances:
The Sea Giant, Vosor, as well as The Hill Giant, Mak'hep, The Earth Giant, Zaxlor, and The Forest Giant, Glemziar.  They share trade with one another and usually hold similar ideals; they are more closely involved with the creatures of the world than the other Giants, since they inhabit areas much richer in wildlife than others.

Enemies:
Does not get along with The Lava Giant, Drathkus, and doesn't usually cross paths with The Cave Giant, Huth'kah, The Wind Giant, Arekaros, The Ice Giant, U'thuzza, The Stone Giant, Takver, or The Giant of the Depths, Fextheus.


That's it for this Giant Friday!  Thanks for stopping by.

Next week is the last planned post for Giant Friday, and I'll be writing up the details of the "bad guy" Giants - Drathkus and Fextheus.  Not originally bad, but I'm still deciding on how they became that way.

I've also got the second part of Magic Monday in process.  It's probably going to hit either the second Monday of the month or the first of next and I'll just make the whole series a 1/2-part-at-a-time kind of thing.  I think it'll be better that way, to be honest - that way I'm not spamming the blog with huge long posts full of cards...  I'll be spamming this blog with shorter posts full of cards...

Peace.

Monday, October 1, 2018

Magic Monday! Episode 1, part 1.

I've been playing Magic: The Gathering for about four and a half years.  I was introduced to the game as a concept (and the players as a stereotype) back in university, where (as you can see through my old post history) I studied for my Masters in Games Design.

Now as a concept seems straightforward - I heard about the game, knew it was a game, etc.  Nothing more, for me, was attached to that idea.  It's a nerdy game for nerds.

As a stereotype player, that image was not one of the unwashed masses, but of those who could more readily suspend their disbelief - a key part of getting passionate about games like this.

Now as time has gone on, I am far more at home with being a nerd.  I'm fine with talking about stats and characters and all of that (still way out of touch with MtG lore).  The reason is fairly easy.  Friends of mine who are not nerds - indeed; friends who are closer to jocks, for a more American comparison - can talk at length about the reason they pick a particular player for their NFL fantasy league draft.  And no-one really says much about it.  But let me tell you why a particular Hydra works well in a Green/Red deck - or why Neheb, the Eternal would make a sound Commander deck choice - then there's an ineffable stigma attached that leaves somewhat of a sour taste in the mouth.  As if I could be doing something better with my time.

Anyway.  I'm a nerd and that's ok.

What I want to do with this series is just introduce and catalogue my decks here, one a month, and talk about why I have the cards I do.  I have passed through the new player phase of wanting to put everything in every deck, and I've whittled my decks down to as close to 60 cards in every deck.

Some decks are exempt from this limitation, but it's not because I want as much a possible in them, but I have crafted them for fun and function; not just strictly performance.

For the sake of space, I'm going to work through the deck grouping the cost of cards together, and for the sake of time, both reading through this and typing it all up, I'm going to have this split into two parts.  At least for this episode.  This post is going to be looking at the Artifacts, Instants, Sorceries, and Enchantments in the deck.  The next post will consist of the Minotaurs themselves and I'll go through them in the same way I've gone through these ones.

So here we go:

Related imageRelated image

This deck is Red/Black; so I run with 14 red and 13 black lands.

Related imageImage result for Prowler's Helm

For two-cost artifacts, I run one Throne of the God-Pharaoh and two Prowler's Helms.  If I'm attacking as much as I can, I want to see some benefits - taking life from the opponent and/or their creatures with these cards is nice.

Image result for bontu's monumentImage result for staff of the death magusImage result for hazoret's monument

Three-cost artifacts next - one of each.  My two-costs give me some pros to attacking, and my three-cost give me some boosts for playing red and black spells period.  Take life from them, give life to me, etc.

Magic: the Gathering Viper39;s Kiss (109/249) - TherosMagic: the Gathering - Mugging (102) - GatecrashMagic: the Gathering - Furious Resistance (93) - GatecrashRelated image

Non-creature, non-artifacts.  One-cost.  I run with two Viper's Kiss, Two Muggings, and one of each of Riot Spikes and Furious Resistance.  Easy boosts to plays that I can pop on with no real worry of not having the mana to spend on them.


Magic: the Gathering - Lightning Strike - Theros

My only two-cost; Lightning Strike.  And I go with two of these.  Cheap damage to the opposition.


Magic: the Gathering - Fencer's Magemark - Guildpact

My three-cost; boosting already-enchanted creatures - particularly good if there's a general "Enchant Creatures" card in play, since the means all of the creatures down will benefit from this one card.


Magic: the Gathering - Midnight Recovery (73) - Gatecrash - Foil

Four-cost, and one that I am still wrestling with when it comes to actually keeping in the deck.  I have a few copies of the cards I really don't want to lose, so this card is only focused on one or two cards that I'd want back.  So It would sit in my hand for a long time before I'd really need to use it.  Which isn't all too good in the long run.  One in the deck.


Magic: the Gathering - Shadow Slice (77) - GatecrashMagic: the Gathering - Flurry of Horns - Journey into Nyx

Five-costs:  Shadow Slice (one in the deck).  Very nice if I can cipher it and make use of it more than once, but a relatively late-game card in this deck.  And Flurry of Horns (two in the deck) - not the worst cost for a quick two creature tokens with haste.  More Minotaurs is always good.


Magic: the Gathering - Sip of Hemlock (106/249) - Theros - FoilMagic: the Gathering - Morgue Burst (86) - Dragon's Maze - Foil

And the six-cost.  By the time I play these, either the opponent has a big enough creature that warrants me destroying, or I have lost a big enough guy to merit bringing back and also dealing damage to the other player.

So there are the non-creature spells I have loaded up and ready to go in the deck.  It's highly likely that I'll see something as I record these cards and find that I want to take them out, but for now, I'm super happy with the way this deck plays, casually.  It's a lot of fun to see what I can make work.

Part two will be up soon.  I'll be piecing it together through the next week and I'll probably get it posted on the second Monday of the month.

Ask someone about this game.  It's a lot of fun.

Peace.