Eight Arms Setting Map

I haven’t done absolutely nothing over the last month while the A to Z Challenge was going. I’ve gotten started on some articles that will post at various times, including a few about the Zelda campaign that will post when it ends sometime this summer. I also finally hunkered down and did something I’ve been promising to do for a few years: making a world map for the Eight Arms campaign setting.

I followed a very nice tutorial at http://imgur.com/a/6K80W, which I think I found by way of the normally-far-too-deep-for-me Worldbuilding subreddit. I couldn’t do everything exactly as the tutorial recommended because I have Photoshop Elements 8 instead of Photoshop for Artists and Expensive People 2018, but I think I managed:

This is just the general map, with no cities or non-geographic landmarks, to lay out roughly how the countries work together. It also does what I promised I would do by integrating the elemental races into the continent proper. There’s no scale intentionally because I don’t want to be beholden to a travel time or distance I previously defined. I’d rather leave it vague so I can work it to the story at any given time.

In more boring news, I also finally got the campaign wiki to work with picture uploads, so I can start the legitimately thrilling process of getting character portraits done for the various Eight Arms characters. If you happen to know or be anybody who can art, let me know.

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A to Z Challenge Postmortem

The Blogging from A to Z Challenge was a lot more fun than I expected it to be. Going over all of my campaigns to pull out characters was a neat historical exercise, and figuring out which ones were interesting enough to warrant five hundred words got me thinking about how my gaming style and the styles of my players have evolved. I may go back and do some retrospectives for other characters, too. About fifty characters didn’t make the cut, and several of them really deserved an article but didn’t get one because their letter was taken by someone else. If nothing else, writing about them will give me something to link to whenever I say things like “half-ton ladies’ man” or “kobold werepanther ranger/sorcerer raised by goliaths”.

I will admit to failing one portion of the challenge, though I also admit no wrongdoing in that failure. See, one of the points of the challenge is to visit other blogs. The managing blog put it pretty well on day G:

One of the best things about the Challenge is meeting new people and finding cool blogs that are super-interesting. However, the only way people will know you’ve visited is if you leave comments on their blogs. That not only says that we’ve dropped in, but that we were engaged enough to introduce ourselves.

I tried to do this, I promise, but every time I tried to leave a comment something technical got in the way. One blog banned all comments from anybody who wasn’t signed into a Google account. Another pretended to let me comment, but when I tried to submit my comment it took me to a separate login page and erased what I had written. I’m not sure a technology designed to foster communication is doing its job if it limits that communication only to a subset of the audience. I ended up following a few blogs for the entire challenge, but I specifically want to give a shoutout to Fuzzy’s Dicecapades; it has a lot of interesting things to say that merit discussion, but its commenting system means I am in no danger of saying so on each post.

I also didn’t want to get into the habit of commenting along the lines of “yep, this post sure was a post”. I feel like if I’m not contributing to the discussion I don’t need to assert my presence in it. It’s why this blog doesn’t have many posts about updates on my campaigns or their settings unless they pertain to some greater conversation about gaming (or I just want to show off my swank Zelda maps), and why every post in April had to involve something about how the character made me an angrier a better DM. If there’s no advice in my comments I’m doing a pretty poor job of representing an advice blog, and if there’s no actual commentary then what’s the point?

Accordingly, if you made a comment here this month (or ever, really) just to say “my keyboard works, here is a link to my blog” and you’re wondering why it didn’t get approved, there you go.

I’m already trying to figure out whether I’m going to do this next year and, if so, what I’ll talk about. I thought about covering the most fun NPCs and villains I’ve run, but that feels like a month of patting myself on the back for being amazing. Another option is to spend each day telling a story about some monster in my campaigns. I know I have stories about a xorn, a zombie, a qlippoth, an umber hulk, and a jyoti, so that’s half the battle right there. Apparently the other half will be wrestling my auto-spellcheck into submission.

What I definitely won’t do is another month of characters in my campaigns. Even though I enjoyed it, I only had one options for F, H, N, O, Q, U, X, Y, and I’m not planning on asking my players to run characters only in the disused section of the alphabet. Since my next two campaigns are going to use mostly characters from earlier campaigns, I just won’t be able to get the volume I need.

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Z is for Zee, Extraplanar Bereaucrat

Name: Zee
Campaign: Unnamed Monster Campaign

We started the month with a character who started off looking one-note but became awesome accidentally through play. Let’s bookend it by talking about a character who started off one-note and intentionally stayed exactly that boring.

Zee was a cleric from the Plane of Law. Readers well-versed in D&D cosmology may have read that and said “oh, you mean Mechanus.” No, I mean a plane named “Plane of Law”, created solely for this character. This was the home of the zenythri, who lived in their capital of Zenythriopolis. It was here that Zee, a zenythri, joined the Church of the Lawful Pantheon and dedicated herself to law, religion, and good, in that order.

To this day I don’t know how much of the above paragraph is a exact and valid example of zenythri culture, how much is a joke at my expense, and how much is it is just incredibly lazy character design. See, zenythri only exist in The Book of Bad Ideas the D&D 3.0E Monster Manual II, where the full description of their race, philosophy, history, culture, and racial powers fits on half a page. This gave us a lot of freedom to design them, and Zee’s player decided they were direct in naming and pretty much everything else (almost—I think she decided her racial language was Bureaucracy, which is the least direct thing possible but did come up during play several times).

Her key personality trait was that she had purple skin. If you do not consider this a personality trait, you’re right. Zee had little to no character, again intentionally. She took a heavily bureaucratic race, applied a low Charisma modifier to it, and played it to the hilt. She didn’t try to understand the other members of the party because she knew they were wrong, and she only stuck with them because they were her best way to find the demon lord she’d been sent to kill. To that end she treated them as minions, mostly snarking at them whenever they erred and reprimanding them for not following the byzantine tenets of law only she knew by heart (take a drink).

The player, however, did not, and that’s the point. She was an irritating, stoic curmudgeon, but her player applied it in a way that was fun for everybody at the table. Zee didn’t refuse to participate in plots that didn’t further her personal objectives, she didn’t force other characters to pledge their allegiance to her, and most of her ire was reserved for the campaign’s half-dragon orc barbarian because that’s what was funniest. She was the blue oni to his red oni, and their sniping always had a comedic edge to it. Still, she went along with whatever harebrained schemes the party had, and if you’ve listed to the podcasts I linked during Thrae and Valitude you’ve heard most of them. She was the most likable unlikeable character I could ask for.

She did manage to kill the demon lord she was after, then got killed by that demon lord’s father, then killed him back. A few sessions after that the campaign ended, with Zee successful but still not entirely clear how to get home to a plane nobody else had ever heard of.

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Y is for Kalodal Ybarra, Halfling Bruce Wayne

Name: Kalodal Ybarra a.k.a. The Whisperthief
Campaign: The Umbrageous Sodality and the Ghost Opera

Normally I refer to a character by their first name, but that gives my spellcheck fits.

Ybarra was also a vigilante, and also the stealthy kind. He was known as the Whisperthief, Lady Evening’s consort, because when your epithets have epithets you know you have a reputation. He was a gambler by trade, wandering about from place to place looking for a good time. This served as his cover, explaining how Whisperthief could flit about the continent, dispensing justice under the guise of an innocent traveler. His vigilante identity was aided by his physical transformation into a creature of shadow, giving him mystical ability along with his skills.

If I had to pick a superhero analogue for Ybarra it would be Batman, not because he was a genius or combat expert but because he loved leaving fearful enemies in his wake. Ybarra is the mask and the Whisperthief is the identity; the gambler was a means to an end, explaining his movement and letting him get close to a city’s seedy underbelly so he could take it apart piece by piece. He focused on precise strikes, slowly getting into a position from which he could exert overwhelming force, and he supported himself with ambiguously magical powers. Even at the end of the campaign he didn’t reveal his identity to his allies or officially join their group, leaving it unclear whether he would be there to help in the future. He is most definitely the lancer.

Ybarra was also frustrating, but this time for valid reasons. One of my soft rules is “no summoners”, not because their power irks me but because I’m so tired of seeing them in every campaign. So, of course, in this vigilante-only campaign, Ybarra had four levels of summoner. A synthesist, no less. His form gave him several benefits: it let him change size, so figuring out his identity became almost impossible and negated one of the key dramatic tensions of the vigilante; it gave him concealment, so even if something could hit his absurdly high AC he had a change to ignore it, and he ignored sneak attack from any ruffians in the campaign; it gave him a climb speed, so he could make it almost impossible to pin him down or approach him in melee. I never came up with an opponent that could challenge Ybarra without that same opponent pancaking the party. The character wasn’t a person, he was a powergaming exercise in a flimsy person disguise, and the only reason I didn’t force a complete rebuild was because the other players didn’t seem to mind and I didn’t want to create any table drama. I don’t have the same problem between campaigns.

In addition, Ybarra started as a lone wolf and ended there. His justification was that he couldn’t trust the rest of the party with his identity, and from the standpoint of a vigilante he was right. But from the standpoint of Law 4 and the clearly-defined campaign theme he definitely was not. I expect this won’t be a problem the next time the character appears, or he won’t be appearing at all.

I did get him back, though. In eidolon form Whisperthief was tall, strong, covered in grasping shadows that could look like fur in low light, and good at stealth. Some of his victims started thinking he was a bugbear. He also attacked from above with his climb speed, so they gave him a new, criminal-approved superhero name: Dropbear.

Again, Ybarra will return when the Eight Arms Crafting Team fights the Umbrageous Sodality (take a drink; if you still have the same drink as yesterday, that’s cool). Normally I love paring good guys and bad guys off with each other, but in this case the synthesist summoners on each team will probably not fight each other. Ybarra is a lancer, so he’ll probably fight the Eight Arms’ lancer. I’m not sure if that fight will be clever and satisfying or a meaningless empty slog.

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X is for Xavier Beauchene, Elven Clark Kent

Name: Xavier Beauchene a.k.a. the Voice
Campaign: The Umbrageous Sodality and the Ghost Opera

Full disclosure: I started putting together the list of characters for these posts months ago to make sure it was actually possible. It turned out I had never run a campaign with a character whose name began with an X or a Y (though I did run for a character named the Roman numeral IX, which is so close). Around that time I was starting the vigilante campaign, so I asked the players if they could kindly help me out. Conveniently these letters are right next to each other, which lets me do a bit of comparison. You may even want to skip this post and come back tomorrow so you can read them back-to-back.

Xavier was, obviously, a vigilante. He didn’t start the campaign with a code name but was soon forced to adopt “The Voice” given his predilection for very high Stealth checks during conversations with characters who had very low Perception. A member of the town guard by day, he worked the beat so he could explore the city as research for his nighttime activities. As a build he was focused on the sap, which let him apprehend criminals without killing them, and mobility, using a vigilante trick that let him get a sneak attack during the movement he made to get into position for further sneak attacks.

If I had to pick a superhero analogue for Xavier it would be Superman, not because he was a top-tier powerhouse but because he wanted to do what was right both in and out of costume. Xavier is his identity and the Voice is his mask; he joined the guard to fight for justice, and when the legal system proved too corrupt to mete it out he starting doing it himself. Despite using stealth he still took his fight to his enemies up front, and he did no permanent harm when he could help it. Most of the time he approached the other party members to talk rather than the other way around, and he was probably more into the idea of a superhero team-up than any other character (which I appreciate, since that’s what the campaign was about and I made sure everybody knew that). He is most definitely the hero.

I’ll admit I was frustrated when I saw how easy it was for Xavier to knock out an opponent in a single turn, approaching an enemy and making two sneak attacks with bonus damage before the enemy even knew he was there. But that only really happened with low-level mooks, which is the exact point of low-level mooks. The more I saw Xavier work the more I liked him, and he could be the unofficial leader of the unofficial vigilante team if they ever got around to considering such things (this does make the fourth time this player has been the party leader, so I’m starting to think he has a type). I think it’ll be really interesting to see how he works when he’s not in a town where he’s working in the guard and how the character changes as he works with people who have his back.

The good guys won, so Xavier is still alive and active. One of the explicit points of this campaign was to build the characters as antagonists for a future campaign, where the two groups the players have in this setting face off against each other (take a drink). I’m looking forward to that.

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W is for Nate Westerling, Every Western Hero

Name: Nathaniel “Nate” Westerling
Campaign: The Eight Arms and the Conqueror Worm

For as proud as I am of the Eight Arms campaign setting, I haven’t leveraged the cross-campaign ramifications of it much. After seven campaigns there have only been six characters who appeared in more than one, and one of those was an NPC. Four of the others are part of the same party, and I couldn’t get away with not mentioning them.

Nate Westerling was a member of the Eight Arms Crafting Team, a group of adventurers ostensibly united by having some sort of item-making skill. Nate was the group’s bullet-maker and he also happened to be an expert rifleman, which was good considering how often “making bullets” segues into “fighting for your life” in my campaigns. He didn’t much trust fancy modern technology, which was an interesting trait for a person whose boss fought in a steam-powered flying suit. Most importantly he had a nice hat, which we think was the reason he was hired into the Eight Arms in the first place.

I like to think he was the result of a government experiment to pack as many Western tropes into one character as possible. Sometimes he was a young guy looking to make a name for himself with only the gun on his shoulder, sometimes he was a grizzled veteran of many a strange and unspeakable thing, and sometimes he was the loyal deputy willing to ride anywhere for the friend at his side or the woman he loves. But he always, always, pronounced the letter G as an apostrophe (fightin’, thinkin’, tryin’, etc.)

…Cripes, he had “west” in his name. How did I not see that before just now?

I should point out that Nate was a gunslinger that didn’t use guns. When the Eight Arms campaign setting started there were no gun rules, so I made some that largely treated guns as mechanically-viable crossbows. Paizo published gun rules between that first campaign and the second, but we generally don’t like them. The bits of guns that were good were balance-breaking good, and the bits that were bad were fun-destroying bad. Instead Nate used the gunslinger class and with one of our homebrew guns, so I got to see the gunslinger without the “does so much damage so safely, nobody else in the party matters” issues I hear about. That may be the most readily a player has ever adopted one of my custom rules.

Nate’s story isn’t over, though after he went on trial for the murder of a supervillain, got the Eight Arms banned from Scotland, accidentally helped the love of his life change sexes, and overthrew a country’s rightful ruler to put a demon in his place, he might want a break.

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V is for Valitude, Insufferable Mirror Man

Name: Valitude
Campaign: Unnamed Monster Campaign

You know, I almost made it through a whole month without admitting I had a campaign name “Unnamed Monster Campaign”. I didn’t realize they were all at the back of the list.

Valitude was the monster campaign’s third arcane spellcaster, after the first died to a frost worm’s death throes and the second died to an incredibly overpowered arrow demon. He was a nerra, a race of mirror-people from the 3.25E Fiend Folio. He was in many ways a mirror of his player: laid-back, didn’t have a lot of relevant knowledge but didn’t need fancy thinking to do his job, reflective spell resistance, and so on. He didn’t guide the plot or even follow it as much as hitch a ride with it whenever it was going someplace.

Please understand that it’s a little hard for me to effectively describe Valitude without also discussing his player or degenerating into a fit of enraged spittle, both things I’ve tried hard not to do this month. I have never had a character or player so emotionally distant from the storyline, the other players, or the table mood, and I’ve run for characters named Fat Albert, Gloves Badidea, and “Richard, son of Ganon.”

Weirdly, Valitude is a contributor to, if not responsible for, one of that most important realizations I’ve had around my gaming style: the DM is a player too; as with any player, if he or she isn’t having fun there’s something wrong. Running for Valitude wasn’t fun. He liked save-or-die spells, which broke encounter balance and session timing. He responded the same way to everything, which broke emotional pacing. He had a racial ability, his reflective spell resistance, that hurt the cleric’s healing and buffing powers and thus broke one of her key roles. Once his player even played a full session without a character sheet, making up his numbers as he went. I don’t think I can properly describe the breadth of ways in which that stuck with me as a DM and as a player.

Rather than describe him in detail, I recommend you check out the beginning of the episode of I Podcast Magic Missile where we talk about him some years after the fact. It’s better for my blood pressure. Valitude’s ignominious death is also discussed there. Suffice it to say that while there are several characters where I’ve had to talk to their players and make significant changes, Valitude is the only character I’ve ever had to put down.

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U is for Mikau the Unwitting, Zora I Remember

Name: Mikau the Unwitting
Campaign: Osaevu the Chosen

U is a hard letter. Leveraging an epithet is a bit of a cheat, but whatever.

Mikau was a 3rd-edition character in a Legend of Zelda campaign, so prepare for a lot of unrecognizable words: he was a zora hexblade who multiclassed into warmage. His gimmick was low Wisdom, and his method of expressing it was by manifesting overtly evil magic in a way that used it for good (this is not the same player as Sammael, but they travel in the same circles). As a character in a campaign based on a video game setting he didn’t have a massive amount of complicated backstory, or at least not any that came up during game.

He may be the first character I saw in a campaign who had an arc, however limited. He started as a pure hexblade, and as the story progressed he realized his powers weren’t cutting it, resolved to change, and branched out into a mechanically similar (Charisma-focused combat magician) but thematically opposite (self-taught shadow paladin vs. academy-taught explosion wizard) class. A less forgiving DM might point out that he went from a class with excellent accuracy but low damage into a class with high damage mitigated by its bad accuracy, but there isn’t a lot of game-breaking damage you can do with 1st-level spells in an 8th-level campaign. I, on the other hand, encouraged the switch entirely by accident: when the players entered the Dark World I gave them corruption effects, and his (absolutely random, I assure you) corruption was a penalty to the schools of magic hexblades use and a bonus to the schools of magic warmages use. I figure if my dice like Mikau that much, who am I to argue?

I don’t have a lot to say about Mikau, but the point is that I have anything to say about him at all. He’s the only character on this month’s list from either of my first two campaigns. Most of the characters in those campaigns were forgettable stereotypes of either characters (the one-off joke, the straight-out-of-the-book rogue, the mechanical thinking exercise who really wasn’t a character, etc.) or players (the cheater, the joker playing himself, the I’m-only-here-because-my-boyfriend-is, etc.) Before reviewing my notes for this month I could only name half of them off the top of my head, and I certainly couldn’t put together two paragraphs like the above. Compare to my third campaign, where even ten years later I can say “oh, character X joined the party in session Y because the previous character died to monster Z despite the following list of mitigating effects”.

Mikau was the lone exception, memorable for something besides a gameplay story or a mechanical gimmick. In a way he was a more advanced character than we were ready for at that point in our careers so I didn’t give him as much chance to shine as he deserved. Now that I’ve caught up to him I’d like to run for him again, but he’s not in the current Zelda campaign and I’m not looking to run another any time soon. The only way I’d be able to do it would be if somebody else ran a Zelda campaign in which I was a player.

…Interesting.

The last session of the campaign is kind of a blur. I think Mikau survived the final battle against the campaign villain, the for-reals final battle against Ganon, and the during-the-credits accidental final boss disaster. As a victorious hero in a Zelda campaign, he probably started roaming the world looking for ways to make fans argue about timelines.

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T is for Thrae Ssissth Vorel, Pretentious Ruler of the Skies

Name: Thrae Ssissth Vorel
Campaign: Unnamed Monster Campaign

If you’re tired of reading this month and you’d rather hear this entry in audio format with three times as much snark, you can listen to us discuss this character at I Podcast Magic Missile. The section on Thrae begins at 18:40 and I suggest skipping to it if you don’t want spoilers for Tuesday.

The epithets I’ve been using in the post names are ones I’ve made up for this month, except Egan and this one. “Pretentious Ruler of the Skies” was Thrae’s in-campaign epithet. It was the initial high concept and the character grew from there. According to D&D rulebooks, even his name is Draconic for “pretty air thief”. If you want to stop reading now because you fully understand this character and his player, I understand.

At the point at which Thrae joined the campaign the party needed three things: arcane blasting power, levity, and transportation. His character design steps were something like “come up with an idea that fits all three, then make it hilarious, then make it make sense.” He was a drunk cat-person airship pirate sorcerer. If you want to stop reading now, I also understand.

I remember him most for his equipment: an airship, which was eventually destroyed when a castle flew into it and no I didn’t get that mixed up; a belt of inebriation, a custom magic item that was largely a Batman utility belt filled with forty different kinds of liquor; and boots of perching, another item that gave him a bonus to Charisma checks whenever he stood in a Captain Morgan pose (“Do you believe me?” [lifts leg] “How about now?”). His race came up not at all, and his class only mattered in combat and when it was funny. His favorite strategy was to quietly cast fly on himself, shout “Ahh! Abandon ship!”, leap off the side of the boat, fly under it and back up the other side while the rest of the party panicked, and calmly land and continue steering like nothing had happened.

Thrae could have been incredibly disruptive if run by a player who wanted to hog the spotlight or troll the rest of the table, but he wasn’t. Instead he provided an off-the-wall comedy that accentuated the more down-to-earth comedy of our pathologically-lying murder golem and our half-naked dragon orc (“down-to-earth” here is, of course, relative). He was only in the group for the last sixth of the campaign and he knew it, so he never expected to get a significant growth arc. He was a great casual character, demonstrating that not everybody needs a dark backstory and personal demons to overcome.

I think after participating in the final battle and saving the world but condemning the party to infamy, Thrae went off in search of a new airship. He was nothing if not consistent.

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S is for Sammael, Celestial Necromancer

Name: Sammael
Campaign: The Eight Arms and the Shadow Invasion

I feel like every third PC can be described as “exceptionally handsome, but impulsive and foolhardy”. I might as well describe somebody who has that exact phrase on his wiki page.

Sammael was that celestial necromancer I reference now and again in my posts. He was an aasimar oracle of bones, so not only was he part-angel he was also the party’s healer. His philosophy on necromancy could be summarized as “What? It’s magic like any other magic. It’s not like anybody was using those corpses.” He dutifully failed to notice the judgmental stares of people around him, the souls of those he had wronged literally haunting him, and being constantly told he had the faint smell of death on him. It’s not that he disagreed with everybody’s assessment of him (though he did), it’s that his low Wisdom never let him associate “everybody dislikes me” with “I might have forcibly exhumed their parents”. That’s how stats inform fun characters.

Sammael had an menagerie, another one of those things about D&D everybody hates because they saw somebody do it once or heard about it from a friend of a friend. It included:

  • FedEx, the zombie dragon who was too dumb for much besides ferrying packages from one end of the city to another. He never saw combat mostly because he could barely fit through the door of the room where he stayed.
  • The Versatile Animated Skeletal Haulers, six orc barbarian skeletons. Sammael actually went out of his way to find, kill, and animate orc barbarians for their alarming Strength scores. They also never saw combat and were mostly used to carry gear, though they did wear red leather dusters and carry guns just in case.
  • Boni Bologna the Skeletoni Oni, a skeleton with natural flight and fast healing who flew far above battle and harassed enemies with a longbow. He did participate in the campaign’s few outdoor battles on the Material Plane.
  • A grey render zombie whose name is lost to time. Sammael could summon this one at will but rarely did after the conversation described here

Take a drink.

The running theme here is “the menagerie didn’t participate in combat much”, and that’s what made them great. They were story tools to show how deep into necromancy Sammael was, but they didn’t detract from the rest of the party’s importance or screen time. This is how a good, workable menagerie is. Its members show up, perform some task, and leave. They don’t hang around and suck up table time or destroy the action economy, which are the reasons summoners get as much hate as they do. A summoner is an entirely valid concept (I’ve run for four, one of whom is later in the month, and played another) and none of them have monopolized our time. It’s like anything else: as long as you have a reasonable person with some grasp of the rules running them, they’re no problem.

When last we saw Sammael he was going on a solo adventure with two strange men he’d just met to find a magical artifact that may or may not have existed. He won’t be back for the next campaign with his fellow party members, but I’m sure he’s not dead. Pretty sure.

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