Tuesday, January 8, 2019
Blogs and blogs
I've got some good news! I recently joined the blog writing team at Quest Chests, a new fifth edition third-party publisher and content producer. I'll be regularly producing content on a range of 5e topics for players and DMs alike. Check out my first article, hot off the presses, or whatever it is blog posts come hot off of.
Thursday, January 3, 2019
Law and Chaos, Revisited
In this post, I quoted,
without context, a few passages from Michael Moorcock’s The Weird of the White Wolf, in which Elric muses on law, chaos,
and the balance between the two. Moorcock’s Elric stories are the basis for the
original D&D alignment system (lawful/neutral/chaotic), and though the
D&D alignment system has taken on a life of its own over the course of the
past 40 years, understanding its origins in Moorcock’s writing is vital to
understanding what it actually means to be “lawful” or “chaotic.”
In the first passage,
Elric describes his desire for stability, for order, in the universe. The world
is a chaotic place, and Elric searches for meaning in the meaningless swirl of
events. Ultimately, however, he decides that there is no lasting order, that
chaos reigns: “our brief existence is both meaningless and damned.” Given this
truth, he trusts “only in my sword and myself.”
Between the poles of law
and chaos, there is another cosmic outlook: neutrality. To be “neutral” in the
struggle between law and chaos is to believe that a balance of these two
extreme forces is necessary.
The “True Neutral”
alignment makes sense within this context. True neutrality is not a belief in
the balance between good or evil, in which someone feels the need to balance a
benevolent act with a malevolent one—to tip the scales toward goodness by
saving an innocent life and then redress this imbalance by murdering an innocent—but
a belief in the balance between law and chaos.
In the neutral disposition, too much law leads to
stagnation, but too much chaos leads to dissolution. Rigid bureaucracies need
to be shaken up once in a while lest they ossify into reflexive traditionalism, and
even in an anarchist society hierarchies must form now and then to accomplish
certain goals.
Looking at it this way,
neutrality seems like a fairly sensible, even common-sense, position to take. The vast
majority of NPCs would likely be neutral, avoiding the extreme positions of law
and chaos and instead favoring a pragmatic balance between the two.
A follower of Law, on the other hand, would
reject anarchism outright, believing that “without law nothing material is possible,” and that meaning and purpose are inherent within the lawful structure of the universe, while a follower of Chaos would see seemingly “lawful”
natural events such as the movements of the planets as ultimately transitory in
the grand scheme of things. Everything that seems permanent eventually crumbles
into dust, and from that dust, new patterns emerge, but not because of any
cosmic order, but by sheer accident.
Even within the
nine-alignment system, understanding law and chaos in this manner makes
alignment make sense. The lawful/neutral/chaotic axis is a cosmic philosophical
outlook, and the good/neutral/evil axis represents a character’s actions in the
context of their philosophical beliefs.
For example, Elric sees
only chaos in the universe, and so chooses to trust only in himself. That seems
like a chaotic neutral disposition to me, not chaotic evil, as the original Deities & Demigods surmises.
A chaotic evil response
to the universal rule of Chaos would be, “nothing matters, nothing means anything,
so I am free to lie and steal and kill and do whatever I want because all laws
are fake.”
A chaotic good character
would see the chaos inherent in the universe and say that because Chaos reigns,
Law does not have a monopoly on righteousness. In fact, Law only leads to
stagnation, a slavish devotion to tradition, and a constraining of freedom and
progress.
So in light of Elric’s
ruminations on Law and Chaos, I would explain alignment this way: lawful,
neutral, and chaotic describes how you believe the universe functions; good,
neutral, and evil describes how you act out those beliefs.
Thursday, November 8, 2018
De Origine Draconum III: Wyrmling
“With a terrible singleness of concentration he achieved the union of his new skin with his body, preventing rejection. No corner of his body was left to dwell upon the terrifying consequences of what he did here. Only the necessities of his trance vision mattered…
“They were all over his body now.…He could feel the pulse of his blood against the living membrane. A curious excitement suffused his body.…My skin is not my own.”
![]() |
Philippe Druillet |
Covering the body in axolotls creates a wyrmling, an axolotl/humanoid hybrid. The symbiosis alters the quiddity of both creatures resulting in a being that is neither human and nor axolotl, but a wyrmling, a species utterly different from either.
The wyrmling experiences alienation from its former species, which may manifest in a variety of ways. It may develop a hostility toward its species, either lamenting what it has lost or looking down on that species as an inferior species. Alternatively, the wyrmling may view themselves as a blessed paragon of their species, elevated above the common human or demihuman, developing a sense of responsibility for their less-evolved brothers and sisters.
Wyrmlings often become leaders of dragonborn cults, revered as the single-sexed fathers and mothers of their kind. Dragons, on the other hand, often view wyrmlings as threats to their superiority and often seek to destroy wyrmlings. Good-aligned dragons, understanding the dangers of the process of transformation, will try to dissuade wyrmlings from continuing their evolution.
Wyrmlings often become leaders of dragonborn cults, revered as the single-sexed fathers and mothers of their kind. Dragons, on the other hand, often view wyrmlings as threats to their superiority and often seek to destroy wyrmlings. Good-aligned dragons, understanding the dangers of the process of transformation, will try to dissuade wyrmlings from continuing their evolution.
The wyrmling loses all of the benefits of their former species (excluding bonus feats or skills, but including ability score increases) and gains the following:
Ability Scores: Your Strength score increases by 2, and an ability score of your choosing increases by 1.
Living Armor: The axolotls that cover every inch of your body fuse into a scaly skin, granting a natural AC bonus of +4. This bonus does not stack with other types of armor, but does stack with magical rings, amulets, bracers, etc.
Living Weapon: Your fingertips harden into claws. You deal 2d6 + your Strength modifier in slashing damage.
Regeneration: Once per short rest, regain 1 + your Constitution modifier hp at the beginning of each turn for 1d6+1 turns.
Surface Awareness: The entire surface of the body is an organ of sensation. Wyrmlings cannot be surprised and have advantage on Dexterity saving throws and Perception checks.
Breathing: The wyrmling breathes through the axolotl’s organs rather than through their original apparatus (lungs, mouth, nose). As a result, a wyrmling cannot be drowned or suffocated the way a normal human can.
Sunday, April 16, 2017
In Dungeons & Dragons, every location is a dungeon
Also posted in r/DnD because nobody actually reads this blog
![]() |
Hugo Darnaut (1850-1937), Dürnstein on the Danube, 1876 |
In Dungeons & Dragons, “dungeon” refers to any underground or interior system of corridors and chambers: rooms connected by hallways. Their layouts run the gamut from totally linear—just one path through—to bewilderingly labyrinthine. Dungeons have their own ecologies and are often dynamic. That is, those orcs don’t just lock themselves in a 20x20 room waiting for adventurers to wander in; they live there, they move around in it, they engage with other factions occupying the space.
Every DM knows how to run a dungeon. Something about it just makes sense: you go from room to room, you encounter obstacles and traps along the way, you interact with objects and NPCs, you fight monsters, you find treasure. You might even learn something about the history of the setting while you’re at it. It's a self-contained area where adventures happen.
It might be helpful to think about outdoor adventures the same way. When your players strike out into the wilderness, there’s no need to reinvent the game (a lesson I learned from constantly trying to reinvent the game). Just exchange your graph paper for hex paper.
Instead of drawing rooms and hallways, you’re drawing plains, hills, and forests separated by mountains, rivers, and canyons.
Instead of stocking rooms with furniture, artwork, chains on the walls, the vials and alembics of an alchemist, or barrels and chests, you're stocking outdoor areas with trees, plants, logs on the ground, stones, ruins, mile markers, road signs, abandoned wagons, and old campsites.
You still have monster and NPC encounters, just at longer distances. You can still find “secret doors” in the form of treasure hidden inside a tree or behind a stone in a wall or as previously unknown mountain passes and river fords. You may still be confronted by traps in the form of rickety rope bridges held up by worn-out ropes, rockslides, traps and snares set by hunters, or scree that can cause you to lose your footing and go tumbling down a hillside.
I’ve built entire campaigns by drawing a hex map, stocking each hex by rolling on random tables, and then building the backstory by drawing connections between whatever ends up in each hex. That’s a lot of planning up front, both in making the tables and in stocking each hex, but once you do it, you won’t have to prep again for a long time (unless the party makes a beeline for the uncharted corners of the map!). You could even save yourself the up-front prep and just roll on the random tables as the party enters each hex if you are confident in your improvisation skills. But many dungeon adventures involve exploring a specific, self-contained underground area; by the same token, your players could be tasked with exploring a specific 6 hex by 6 hex region of the map, whether to map the area, catalog plant species, prospect for precious metals, or drive off monsters.
When designing wilderness areas, whether it’s just to get the party from point A to point B or to create a wilderness adventure, set it up the same way you’d set up a dungeon. The game is Dungeons & Dragons, but you don’t have to take that phrase literally. Everything is a dungeon if you believe in your heart it is.
This might be met with "well, yeah, no kidding" by experienced DMs, but it's something that took me a long time to figure out on my own, so I hope it is helpful to people struggling with the same questions.
Wednesday, April 12, 2017
Law and Chaos
“The Weird of the White Wolf,” The Elric Saga, Vol. I, Michael Moorcock
“Despairingly, sometimes, I seek the comfort of a
benign God, Shaarilla. My mind goes out, lying awake at night, searching
through black barrenness for something—anything—which will take me to it, warm
me, protect me, tell me that there is order in the chaotic tumble of the
universe; that it is consistent, this precision of the planets, not simply a
brief, bright spark of sanity in an eternity of malevolent anarchy.” (315)
“Without some confirmation of the order of things, my
only comfort is to accept the anarchy. This way, I can revel in chaos and know,
without fear, that we are all doomed from the start—that our brief existence is
both meaningless and damned. I can accept, then, that we are more than forsaken,
because there was never anything there to forsake us. I have weighed the proof,
Shaarilla, and must believe that anarchy prevails, in spite of all the laws
which seemingly govern our actions, or sorcery, our logic. I see only the chaos
in the world. If the Book we seek tells me otherwise, then I shall gladly
believe it. Until then, I will put my trust only in my sword and myself.” (316)
“Know you not that two forces govern the
world—fighting an eternal battle?” Elric replied. “Law and Chaos. The upholders
of Chaos state that in such a world as they rule, all things are possible.
Opponents of Chaos—those who ally themselves with the forces of Law—say that
without law nothing material is
possible.
“Some stand apart, believing that a balance between
the two is the proper state of things, but we cannot.” (329)
Wednesday, February 8, 2017
Keep Githzerai Chaotic
In the Fiend
Folio and the Planescape Campaign
Setting, the Githzerai are both monastic and chaotic. The FF Githzerai are
chaotic neutral, while Planescape Githzerai PCs can be of any nonlawful
alignment. I like the idea of a chaotic monk, or, at least, someone of an
ascetic disposition who is at home in the fluidity of chaos. I get the idea of
a lawful neutral species refining their disciplined minds by giving structure
and order to the chaos of Limbo, but that’s not what I want from Githzerai. The Githzerai in my 5e Planescape campaign
are nonlawful in nature. The following is an attempt to flesh out their
philosophy a little more, written from the perspective of a sage from Sigil. I should probably refine this further before posting it, but I can always come back to it later.
![]() |
Max Ernst, "Europe After the Rain," 1941 |
The Githzerai: Brothers and Sisters in Limbo
“To be in Limbo”: in the Common tongue, the phrase
usually connotes a state of inertia instigated by uncertainty or mental
paralysis: we cannot decide; the process is in limbo. The process has
momentarily halted its deliberate movement.
But for the Githzerai who dwell on the Plane of Limbo,
the phrase has a much different meaning. While still connoting a state of
uncertainty, that uncertainty results not in stasis but in boundless
possibility.
The name “Limbo” derives from the common language of a
Prime world long forgotten, but scholars of the planes hold that its literal
definition was “boundary.” In that sense, the Plane of Limbo is the boundary
between Ysgard—a realm of individualistic creativity in the name of selfless
benevolence and live-giving renewal—and the deranged, vile, and destructive chaos of
Pandemonium. The Plane of Limbo, then, is a realm of amoral chaos: no meaning,
only information; no objects, only matter; no telos, only process.
The challenge of taming such a realm has drawn many
Lawful sentient species to Limbo. Those of a Lawful predisposition come to
order the chaos, to divide its swirling intensities into islands of stability,
outposts of sensibility in a nonsense world. The geometric monuments to cosmic
Law rarely last more than a few generations, however, as Limbo’s accelerated
entropy tears mortar from stone and batters stone to dust. It seems Limbo
actively opposes any attempt to structure it.
The Githzerai of Limbo have learned to live with the
chaos rather than struggle against it. Their communities are unlike any other
in the multiverse, different even from those of the Slaad. Those with the will to survive the vortices of plasma and other strange states of matter eddying through
the void find themselves transformed, deconstructed, reshaped.
For the Githzerai, one result of living in such a
place is the realization of the multiplicity of the self. Limbo isn’t merely a
static buffer between “good” chaos and “evil” chaos but a catalyst for
transformation, an edge of perception beyond which anything is possible. Even
the body itself is a “Limbo,” a boundary or limit, that exists to be overcome. The
monastic Githzerai warriors and assassins have learned to overcome that
boundary through the science of psionics. They also possess a curious incompatibility with magic. The nature of this aversion still requires additional study.
It is disorienting enough to parley with a Githzerai from Sigil or one of the Gate Towns, but to meet a Githzerai in Limbo is even stranger. Their
humanoid bodies are stretched and flattened into formless blobs by the winds of
chaos. They can physically and mentally combine with one another into a single
entity, and when they reform as individuals, their personalities may be
completely altered by the agglomeration and disaggregation of many minds. They reproduce through a similar
process of sedimentation: a dozen Githzerai assemble and then disassemble into
thirteen individuals, each of them transformed in the process. It is said that
the human mind contains multitudes; this is literally the case for the
Githzerai.
Wednesday, January 18, 2017
PC Race: Revenant (Fantasy AGE Conversion)
Modify your character as follows:
·
Add 1 to your Constitution ability
·
Pick one of the following ability
focuses: Constitution (Drinking) or Strength (Might)
·
Your speed is equal to 10 +
Dexterity (minus armor penalty)
·
You require no food, drink, or air
to survive. You retain the ability to eat and drink, and many do so, whether
for the pleasure it provides or to simply feel human once again.
·
You can speak and read Common and
either Abyssal, Infernal, or Celestial.
·
Roll twice on the following table:
2d6 Benefit
2 +1
Fighting
3-4 Focus: Constitution
(Stamina)
5 Focus:
Communication (Seduction)
6 Focus:
Strength (Climbing)
7-8 +1
Constitution
9 Focus:
Willpower (Courage)
10-11 Focus: Dexterity
(Stealth)
12 +1
Strength
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