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Did a lot of fretting today and agonizing over the status of the Sky Pirates book. No conclusions. The answer I want is "one of the agents I sent it to wanted it," but that didn't happen, so I have to figure out what the next step really should be.

Three Good Things for Today


  • Got the basic poses finished for Blacktigr's commission

  • Finished the "Windswept Sandbox Full of Giants" recap posts

  • Had some Ben & Jerry's

  • Bonus Good Thing: Had some nice kitty cuddles.


Three Goals for Tomorrow


  • Finish Blacktigr commish

  • Pencils for SJ page 12

  • Work on "By Elves Abandoned"/"Fortress of Tears" setting


Gnite world, and have an awesome tomorrow.

-The Gneech
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Harold of Acholt worries about his father, the Thane
Harold of Acholt worries about his father, the Thane

When you prep for the players to zig, they always zag. Continuing from part six...

We're finally caught up to the most recent game session! With game world firmly built out and chock-a-block with adventure hooks and sidequests, a firm campaign direction ("Escort Xerlo to the Eye of the All-Father"), and brain-eating enthusiasm infinitely better than the floundering avoidance I started with, I was excited for the characters to head into Rohan Hestelland. It was a four-day hike from Tyvalich to Hierandal, the capital of the realm, which was summarized in a paragraph because it mostly consisted of staring at grass for hours on end.

The first order of business on arriving in Hierandal was looking up Piotr Zymorven to ask him about his father's sword. They found him in a tavern... )

Well my dear readers, reskinned wyverns are still CR 6. A party of six 5th-level PCs and their CR 7 stone giant ally piledrived Svartjaw so fast that Lord Alden and his son didn't even get a chance to draw their swords. Lord Alden was quite upset by this apparent anticlimax to what he had expected to be an epic last hunt that would be sung of by the bards and so on... until Rina pointed out that the tracks they'd been following had a very distinctive tread missing three toes on one foot– and that the monster they had killed did not.

Svartjaw, it seemed, was not the only one of his kind.

Furthermore, examination of the bear revealed that like the displacer beasts in the previous session, Svartjaw was also wearing a collar with a token on it, in this case an emblem of Nerull the Reaper, a dark god of death and murder from eastern lands. There was still hunting to be done before dawn. The session ended with Lord Alden giving the order to mount up to continue the hunt, darkness and the forest be damned.

And with that, the campaign summary is up to date! The next session will begin with the PCs attempting to find Svartjaw's lair and confront the source of its evil. Will Lord Alden survive his last hunt? Time alone can tell.

-The Gneech
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The Grand, Unified Map of Gneech's Campaign World

Then, the world changed. Continuing from part five...

I was going to finish the recaps with the discussion of last weekend's session here, but I got to talking about the map (as one does) and realized the last recap would have to wait for one more post.

Once I realized that Storm King's Thunder was a "build your own campaign" framework and not a straightforward adventure module and embraced it, that meant that I had to build out the world in order to make room for it all. I went through the module from front to back and placed every location important to the campaign somewhere, and then set myself to the task of filling in as much of the blank space around that as possible.

I discovered that the Silver Coast was waaaaay too small... )

It took several days and the project pretty much ate my brain the whole time, but now that it's done I'm really happy with the result. This is a game world that I can see going pretty well forever, with enough detail and history to feel "lived in" while still having plenty of room for expansion as needed (I tried to leave myself lots of open spots). It's not suitable for publication or any such thing– it's got chunks of Greyhawk, chunks of Faerûn, bits of Lovecraft's Dreamlands, and of course the Middle-earth nations of Rohan, Arnor, and Angmar with the serial numbers shaved off. But it is a cool place for me and six friends to visit every Saturday night.

It also taught me a lot about world-building in general, which is valuable for creating original works. I will probably use a very similar process to build out Calypsitania and the Fortress of Tears world for writing novels in next.

Next time, part seven, in which we finally catch up to the campaign!

-The Gneech
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This Round's On Lem, from the Pathfinder Wiki
This Round's on Lem, from the Pathfinder Wiki


He spews lightning. He crashes into everything he gets near and knocks trees over onto himself. And yet he's still kinda adorable. Continuing from part four...

The first town on the road north was Tyvalich, a major trading town at the mouth of a pass up into the richest silver mountains in the world. Before they got there, however, the party was confronted by Felgolos, the Flying Misfortune, a young-ish adult bronze dragon who came swooping in, blasted a line of lightning between the party and the road, and proclaimed that he was the protector of the north and they would go no further. And then had to duck from the lightning-blasted tree that almost fell on his head.

Seeing Xerlo in their company had apparently... )

They headed back to town to collect their reward, stopping briefly to aid and comfort the same band of Calladganger hunters they had met before, who had been tracking a herd of aurochs through the mountains and gotten the snot pounded out of them by a bunch of hill giants. Still convinced that Nikki is some kind of nature spirit, they turned down his offer of "eagle" (actually bloodhawk) meat, because eagles were sacred to them and this was obviously some kind of spiritual test Nikki was putting them through to make sure they followed the old ways or some such. Nikki informed them that there was a nicely large, vacant Calladganger-style homestead in a box canyon just a ways up the mountain that they could safely camp and recuperate in, as long as they didn't mind the smell of burning dead monster. Their leader promised they would ritually sanctify the house and that anyone who settled there would be named the People of the Squirrel in gratitude for this beneficence.

"Right. You do that."

(For the record, the Calladganger leader is not whimsically eccentric, even if I do refer to him as "Kronk." He's a perfectly normal big dumb amiable lug.)

After a night of rest, it was time for the four day hike to Hierandal, which will come in part five.

-The Gneech
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Drow Assassin by thatDMan
Drow Assassin by thatDMan


You knew a prophecy had to show up eventually. Continuing from part three...

Upon arriving back in town, the party headed for Lord-Protector Shendrel's offices only to find an unruly mob of farmers complaining about Xerlo, the stone giant, who apparently defended an outlying farm from attack by throwing the farmer's silo at a bunch of hill giants who were stealing all the livestock they could get ahold of while chanting "Food for Guh! Food for Guh!" They said they'd have a talk to him.

While they were in town, [personal profile] inkblitz headed off to the Golden Compass Society for Exploration, Acquisition, and Monster Dispatch (a.k.a. the Adventurers Guild), while Sirfox headed for the Brotherhood of the Spider (a.k.a. the Thieves Guild). [profile] jamesbarrett went off to the temple and the garrison to boost morale, aid the refugees of the volcano still clogging up the town, and presumably chop wood or something paladiney like that.

Investigation at the Adventurers Guild revealed... )

They were not expecting the dragon attack that comes in part five...

-The Gneech

PS: Quit creeping on that drow, guildmaster! Don't you know that's Obsidian's mother?
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Ghost paladin possessing a troll SMASH!

Kolstaag Albrek never knew what hit him. Continuing from part two...

It has always been true, but it is especially true of 5E that rolling low on initiative kills bosses dead. Between being blasted by the party's wizard and cleric, sneak-attacked by the rogue, and having a ghost-possessed troll flip a desk on him then pick him up and go all TROLL SMASH, Kolstaag Albrek didn't even get a spell off before the party had wrought their revenge. The pair of drow he was meeting with decided that was their cue to call it a day, and the wizard's vicious gargoyle pets were quickly dispatched. The only other occupant of the house was a cranky old coot named Xzyyzx, the wizard's housekeeper, whose opinion was that the wizard's death meant it was his house now.

The party were not inclined to debate the legalities of property ownership in Three Roads, but instead reclaimed their gear ([profile] jamesbarrett was quite jazzed to discover that Togar was the owner of a suit of adamantine plate), read Kolstaag's mail, and headed back to town. Kolstaag, it turned out, was working for a drow by the name of Nezannar, which triggered deja vu in players from my previous Silver Coast game.

(Since that game is actually set 50 years in the future relative to the current one, the events of that game are history repeating itself, even though it got played first. Wibbly-wobbly campaigney-wampaigney.)

They also fetched Xerlo the stone giant out of the basement. He was quite surprised they were no longer in their cells, but on being informed that his former employer was dead, he adopted a very c'est la vie attitude on the subject. The party invited him to come along back to Three Roads with them, with the plan of setting him up as an 18' tall Lurch-like guardian angel.

Lord-Protector Shendrel of Three Roads was a bit taken aback by having the party come back two days later from the opposite direction the fire giants had gone, with a troll and stone giant in tow. However, when shown the evidence of Kolstaag's shenanigans, took them at their word. (Having a paladin in the party really does wonders for the group's trustability.) She installed Xerlo in a barn outside of town, but took pains to point out that the job she'd hired them for– make sure the fire giants don't come back– was still not done.

So they set off north, tracking the fire giants. Even two days cold, the trail was fairly easy to follow for most of the way. They ran into some Calladganger hunters from the Clan of the Eagle, who seemed to think that Nikki was a nature spirit, but eventually found a cave complex populated by orcs herding axe beaks.

Their attempt at scouting the caves was thwarted when Rina botched a Stealth check. The orcs thought she was just a random wood elf in the forest and were going to bully her for fun, but the rest of the party came swooping in and disabused them of that notion quickly. A general alarm was raised and it turned into a huge furball with orcs, maddened axe beaks, fire giants, and their fire elemental pets/familiars/adds/whatever they were.

In 30+ years of playing Dungeons & Dragons, I would have never guessed I would see opposed Animal Handling checks be a factor in combat. Achievement unlocked.

Hathas, his time "bonding" with the troll seeming to rub off on him, waded into the fray with more bloodlust than one generally expects from a paladin, even a fallen one. The fire elementals damaged the troll so badly that Hathas abandoned it and joined the fray in ghost form instead. While the troll retreated to a cave in the back where it could munch on dead orc and regenerate, Hathas attempted to terrorize a fire giant (not unlike the librarian in the prologue of Ghostbusters). The fire giant was not terrorized... but members of the party were. Nice jorb, Hathas.

The odd thing about ghosts in D&D is... they have hit points. They resist nonmagical damage, but in order to interact with the world they must manifest on the physical plane. Fire giants do an average of 28 points of damage with a single hit and their attack bonus alone equals a ghost's AC. The fire giant made short work of Hathas, much to everyone's surprise (including Hathas).

The fight was a tough one, but the party rose to the challenge. Brother Drang finally got to use the call lightning he'd been itching for, and Togar entered a new phase of his career by being the tankiest ever but not getting one-punched in the first round. When the dust settled, the party was battered and bruised but victorious. They retrieved the giants' rod of the vonindid, a kind of dowsing rod for adamantine golem parts, and also discovered that these giants had found the vonindid's entire left hand. They rather hastily buried this where it was, as it was way too big to haul anywhere, and headed back to town.

The troll survived.

It turned out there were developments with their new stone giant friend, which will be revealed in part four!

-The Gneech
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Ghost Martyr Paladin by SpiralMagus
Ghost Martyr Paladin
by SpiralMagus

"So there we were, locked in a dungeon with a stone giant." Carrying on from Part One...

The new phase of the campaign really began with the first session down in Kolstaag Albrek's dungeon. [personal profile] inkblitz's new character was introduced to the rest of the party ("A talking griffon? Neat. I'm a five foot tall flying squirrel!"), as was their erstwhile guard, Xerlo the stone giant, whose first line was a straightforward, "If you try to escape, I will kill you," but who seemed more interested in scribbling on the floor than anything.

But he was willing to chat, assuming you could parse his mode of speech. Riffing on the idea that stone giants are sort of the hippie-dippie mystics of giantkind, I decided that Xerlo didn't care about things like "good" or "evil," but was only interested in what was "true" or "untrue," and that he was on a vision quest to find out what was really going on with the breaking of the Ordning– because he didn't believe that the stone giant thane's interpretation ("We must destroy every town, city, or building of the little folk!") was correct. I chose a stone giant particularly because, being inherently neutral, he could be a wild card. The players could recruit him or fight him, but it would be their choice and an impactful one.

They decided at first, once they'd gotten the gist of what he was about, to basically leave him alone, and that was probably a good call. They also worked out that while he was completely serious that he would kill them if they tried to go out the front door, there was also a back door that he apparently couldn't see and wasn't aware of.

So, being the mighty heroes they were, they slipped out the back, and again, that was a good call. They managed to scrounge up some sharp bits of broken metal or rusted bars from the cell doors to make crude weapons, and plunged into the depths. They found an old series of vaults that either Kolstaag didn't know about or wasn't interested in, origin and purpose unknown, populated by orcs, whom they avoided, but who were also between them and the exit.

They also caught glimpses of a ghostly figure in the darkness... )

They will confront the wizard in part three!

-The Gneech
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The Silver Coast Map, Revisited

So there have been some pretty big changes in my D&D game since the last time I posted about it. I want to bring my chronicle of the game up to date, but there's a lot of ground to cover so it's going to require several posts. So here's part one!

The party did in fact defeat The Yellow Lady, mad priestess of Hastur behind the evil brewing in the Caves of Chaos, only to discover that she had in fact been the missing daughter of Duke Blakewell all along. Oops. >.> A tragic and somewhat downer ending to the scenario, but also completely in line with the kind of crap that happens when Hastur gets involved.

The players all wanted to continue, and after presenting them with the various options I was weighing the group voted for Storm King's Thunder. So I said that with everything at the Keep being so awkward ("Sorry, m'lord, we kinda killed your daughter... but in our defense she tried to kill us first!") the party decided to move on to greener pastures. They heard that Mt. Thunderdelve, over on the Silver Coast, had erupted, and decided to head over there to see what they could do to help, and maybe find some gainful employment on the way.

Unfortunately, here I hit a bit of burnout, and floundered for a time. Far from being something I could easily pick up and run more-or-less off the shelf as Red Hand of Doom was, I discovered that Storm King's Thunder is an immense, sprawling, hot mess of an "adventure." It's not like a traditional module, so much as an enormous sandboxey "Build Your Own Campaign!" kit. Which is cool if that's what you're looking for, but at the time, that was so totally not what I was looking for.

Storm King's Thunder as written covers pretty much all of northern Faerûn, and the Silver Coast wasn't anywhere near that developed. I didn't realize it then, but the monumental task of actually sifting through SKT from front to back and building a world that could accommodate all 256 pages of it while still being a world I liked and wanted to run adventures in, was really biting off more than I was prepared to chew. And because of the way the book is structured, it isn't really something where it's easy to just toss the tracks down in front of the train as it goes.

So, I kinda bobbled a bit at first. I spent several weeks grinding my gears on the problem and not really getting anywhere. But I knew if I let it sit too long, the campaign would pass its expiration date. So I transposed Triboar in the Forgotten Realms to Three Roads, its Silver Coast analog, and ran the giants' assault on the town pretty much as written in the book just to get the game moving again. After a big hairy fight against orcs riding axe-beaks and a lot of what-the-helling at fire giants pulling an enormous adamantine staple out of the ground under the town fountain, the players decided to go visit a local wizard named Kolstaag Albrek to see if he could give them any insights before they chased the giants down– only to have Albrek knock them all out and toss them into a dungeon, the jerk.

Somewhere in here, two things happened... )

These two seeds turned out to be the defining factors of the game. Once I embraced the idea that SKT was a campaign kit and not an off-the-shelf adventure, thirty years of DMing instincts took hold and I was suddenly on fire! But how the party escaped the dungeon and what they did next, will have to wait for the next installment.

-The Gneech
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Berelandine the Halfling Serving Wench by Dunlaoch on DeviantArt


A popular barracks/meadhall song in Orbis Leonis, sung to the tune of “The Mademoiselle From Armentiers.”



[call]

The halfling lass from Appletop is a tavern maid.

[return]

The halfling lass from Appletop is a tavern maid!


The halfling lass is a tavern maid.

In gold or kisses she gets paid!


[chorus]

Will you have another round, me lord?


[call]

The halfling lass from Appletop is three foot high.

[return]

The halfling lass from Appletop is three foot high!


The halfling lass is three foot high.

She looks your codpiece in the eye!


[chorus]

Will you have another round, me lord?


[call]

The halfling lass from Appletop is a lovely girl.

[return]

The halfling lass from Appletop is a lovely girl!


The halfling lass is a lovely girl.

She’ll take your stallion for a whirl!


[chorus]

Will you have another round, me lord?


[call]

I asked the lass from Appletop to be my bride.

[return]

He asked the lass from Appletop to be his bride!


I asked the lass to be my bride,

and spend a lifetime at my side!


[chorus]

Will you have another round, me lord?


[call]

The halfling lass from Appletop said “Nay, sir, nay.”

[return]

The halfling lass from Appletop said “Nay, sir, nay!”


The halfling lass said “Nay, sir, nay!

Not until your tab you pay!”


[chorus]

Will you have another round, me lord?


Put that in your weed-pipe and smoke it. 😉


-The Gneech

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Maedhroc deals with the local spider problem.

So LotRO has a new paid expansion coming out, titled simply Mordor. And I have to decide what, if anything, I'm going to do about it.

Once upon a time, I love love loooooooved LotRO. I wrote stories about Maedhroc Thornhollow, my little hobbitey warden, tromping all over the world.

Then they scrambled wardens and I didn't know how to play him, so I had to re-learn from scratch...

And then they did it again and I gave up on wardens, but champions had become OP so I went back to one of those.

And then MadeOfLions, the Tolkien ubernerd head writer left somewhere in the development of Rohan IIRC.

I choked down Rohan, a vast country made up of the same story over and over and over and over again, mostly on the momentum of happier days. I got stuck on the "battles" system, which threw away everything good about skirmishes and so never got through the battle of Helm's Deep.

You can skip Helm's Deep to a certain extent, so I moved on figuring I'd come back to it... but then I got to northern Gondor, in which there was no story, just infinite endless daily quest grinding...

...and stopped.

Other than logging in every few months to pay the rent on Maedhroc's house, in the forlorn hope that I may one day get back into it, and the occasional lowbie re-running of Ered Luin to remember happier days, I have not played LotRO in something like two, three years.

I miss it. But like so many other things, I miss the LotRO of 2010, not the LotRO of today. And with no income other than what I can scrape up with my writing and art, do I really have any excuse to buy an expansion to a game I don't play?

Now I have to admit, I am impressed LotRO has made it to Mordor. Lots of people didn't think it would happen, especially when subscribers started dwindling somewhere around late Moria/Mirkwood. But it also means that the game is nearing "The End." Even if they do the Scouring of the Shire, there simply comes a time when there is no more Lord of the Rings for them to do online. What then?

But I also find it interesting that where I lost interest in LotRO is also where I tend to lose interest in the books. "The world of men" is the LEAST. INTERESTING. THING. about Middle-earth! I'm all about elves first, hobbits second, dwarves a distant third, and fuck humans. The more the fantastic elements fade away and it just becomes a series of battles, the less I care. Fellowship of the Ring has barrow-wights and ringwraiths and balrogs and and and... Gondor does have an army of the dead, so that's neat. But mostly it has much fighting and killing of the orcs by the knights in general.

Anyway, I dunno. Like I say, I used to love LotRO and I wish I still did. But the idea of forcing myself to learn the game again and having to grind my way through Gondor just to get to Moria...? Oh, honey, I dunno...

-The Gneech
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Writing this as part of my World Map Project for the Storm King's Thunder campaign. Chunks of it will go into the gazetteer handout for the players, but I'm also posting it here for my elfy players (lookin' at you, Plotline and [personal profile] laurie_robey).

Elves are always a joy, and always a problem. Every campaign, and every edition, has treated them differently, to the point where it’s become a giant blurry mess. So for Orbis Leonis, my “grand unified D&D setting,” here is the definitive word on elves.

Earliest Days


In prehistoric times, the elves were a single people. They have a variety of creation legends, but they are largely biased and contradictory. What is known is that there was once a wide-ranging high elven civilization throughout the region now known as the Marches, ruled from the great spiraled tower Elfspire. Before the foundation of Elfspire, even the elvish histories are lost, other than that the elves fled from some calamity across a seemingly-endless plain– a plain that would have to be where the Gulf of Irul Kinthé is now– only to stop in despair upon sighting the eastern reaches of the great desert of Xadar. The Elfspire was created, the story goes, when the Maimed King, Iearendir, prayed to Corellian Larethian, who appeared before them and commanded a unicorn to touch its horn to the ground. From that spot sprung a well of miraculous healing powers, and around it grew the Elfspire in “an echo” of the unicorn’s horn. This happened, according to the elves, “hundreds of centuries ago.”

For an indeterminate (but presumably very long) time, the elves ruled the region. How the elvish realm interacted with other ancient kingdoms is open for speculation. However, roughly 30,000 years ago, according to what elven records still exist, there was a bitter internal conflict among the elven gods, which was in turn echoed by enclaves of elves in the mortal realm. This conflict led to a massive event the elves call the Sundering, that splintered the elves into the eladrin, high elves, wood elves, and drow that the world knows today. (Some scholars point to this as also being the origin of the orcs. Orcs deny this. Often via manslaughter.) This event also ended the elvish dominance of the region and seems to have led the decline of the entire elvish race.

Note that this story seems to conflict with the giants’ tradition that there were no civilizations of note on the surface other than Ostoria during its heyday. Either the elvish record is incorrect, or the giants’ idea of what is a “civilization of note” is disputable. Which of those may be true is left as an exercise for the reader.

High and Wood Elves


Of the elven kindreds, high elves and wood elves are closest to each other, with their differences being purely cultural. A high elf raised by wood elves, is a wood elf, and vice versa. They are called "high" elves because they prefer to live on the surface, or even better, in trees or tall spires, but also because they did not follow Lolth into the Underdark. Although the stereotypical high/wood elf is of fair complexion, with very fine, straight hair, there is more variation than people generally think. In the Sea Kingdoms and realms further south particularly, elvish complexion ranges to a copper or deep brown color.

Eladrin


Eladrin ("noble elves" in their own language) are the most powerful of the high elves, with the strongest attunement to the realm of Faerie, to the point where they are infused with its magic. They are closer to elemental spirits to mortal beings, being tied to the passage of the seasons and the movement of the sun, stars, and planets. Although physically similar to their more terrestrial kin, Eladrin are readily discernible because their eyes are solid orbs of color with no visible pupils, and their bodies often radiate a visible aura. Tales say they can speak any language, and step between the mortal world and Faerie/Feywild at will, and while this may certainly be true of individual eladrin, it may not be true of all of them.

Drow


Drow, the "dark elves," followed their goddess into the Underdark. Before the Sundering, the elf goddess Araushnee was a patron of the stars, destiny, and craftsmanship, whose emblem of the spider represented her weaving of the fates. Her favored followers, although still high elves, would undergo a ritual transformation that altered their skin to an intensely dark blue and their hair to a shining white or silver as a mark of their devotion. During the great conflict that caused the Sundering, Araushnee forsook the light of the stars and fled the realms of light (or was banished, or simply left, depending on who you ask), taking her followers with her into the Underdark. From that small pool of common ancestors came the modern drow.

(Note: Araushnee's daughter Eilistraee, a high-spirited goddess of moonlight and dancing, shares her mother's appearance, and what few drow who have forsaken the worship of Lolth for its wickedness and cruelty, have generally turned to her as their new patron. A small cabal of drow worshippers of Eilistraee can be found in Myth Talminden, and it is something of a "promised land" for discontent drow of the Underdark who would flee their dark mistress.)

Orcs and Elves


How do the orcs fit in? The truth is that mortals don't know and the gods aren't telling, but there are clear signs of some sort of connection. First, is their shared mythology: the story of the battle between the orc god Gruumsh and the elf god Corellan Larethian, allowing some variance for which side you are rooting for, is remarkably similar in both cultures, and always highlights the famous cutting out of Gruumsh's eye. It is also worth noting that elves and orcs are both interfertile with humans and each other, unlike any of the other demi-human races. (It is rare in the extreme that an orc and an elf would have a child, but such a child would essentially be either a half-elf or a half-orc depending upon which parent they favored.)

Elvish Homelands


There are two major elf holdings in Orbis Leonis. First, and oldest, is the Elfspire, in the southeastern portion of Thessalaine near the Gulf of Irul Kinthé. This consists of a massive, spiral conical tower formed out of a unique mineral reminiscent of mother of pearl, a dizzying fifty stories in height and crowned with an ever-burning beacon. The mountainside below the spire is also populated by houses and fortifications in the high elven style.

The second largest is the western seaside realm of Myth Talminden ("Silver Lighthouse" in Elvish), a fair and green country on the westernmost point of the mainland. The city of Myth Talminden proper consists of several large stone towers inlaid with silver from Argent, in a curving spiral style that echoes the Elfspire, but on a much smaller scale (the tallest reaching only seven stories). The towers are connected by a dizzying network of narrow, gracefully-arcing catwalks that not only provide walking access from one spire to the next, but also reinforce the overall structure like a lattice.

There are many smaller settlements across the land, usually referred to as "havens." These include the wood elf settlement of Starsong Hill in Elsir Vale, Mother Oak of the Westdeep, or Dimhaven and Mistvale in Thessalaine. Of course, the drow have their own cities in the Underdark, but the names and locations of these are not generally known to surface dwellers.

-The Gneech
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So, last week was a challenge. >.> Messed up sleep, a cat-in-crisis (Lady) dropped in our lap, job hunt frustration, and a general lack of fucks to give led to me basically chucking everything out the window (everything I could chuck, anyhow) and playing video games. (Other than Overwatch, because that particular game is often the opposite of relaxing.)

However, I only let myself do that with the promise that I would be back to work on Monday and get things done that need to be done. So step one is: organize! Thus, the Too Much To Do List for the next two weeks:

  1. Do some kind of workout.

  2. Take a shower and get dressed.

  3. Issue six page nine

  4. Job applications

  5. Blacktigr commission

  6. Overwatch competitive stream/Mastering Mercy vid

  7. Mooncat Timey-Wimey badge

  8. LKCMSL Timey-Wimey badge

  9. Graveyard Greg IBMBA commish (NOTE: send bill for this)

  10. PTBAF panel agenda

  11. Print for AC: button restocks, Best Bodies Contest flyer, Timey-Wimey badges

  12. BtA YouTube banner

  13. BtA Patreon banner

  14. Read books for Rainbow Awards


Right ho. Time to get started.

-The Gneech
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"Roughness in da House" by Vince Suzukawa

“Roughness in da House” by Vince Suzukawa


Longtime Suburban Jungle fans know that Vince and I are ol’ pals and mutual fanboys. We don’t get to collaborate (or even chat) nearly as often as I would like or as we used to, but we do still keep in touch when we can, and he recently sent me this, which I have been geeking out about for weeks now.


He finally posted it to his FA page, and so it’s time to share it with the world! Enjoy. 😉


-The Gneech

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Bringin' the Awesome! Art and Gaming Streams by The Gneech


In an effort to broaden my reach and find more audience, I have begun doing livestreams of art sessions and of my Overwatch sessions, as well as posting recordings to YouTube. So far I’m still in the earliest stages of figuring it all out, but I’m a pretty quick study and I think I’m getting the hang of it! I will add these feeds to the sidebar links on Gneech.com (which is due for a massive overhaul, actually), but for now here’s a quick list where you can find Gneechy Video Goodness!



These time slots are fairly dependable, although if I’m at a convention or something similar obviously that will have an impact. Besides subscribing for notifications on the respective services, you can also follow me on Twitter for the most reliable updates. I try to Tweet at least an hour before I will start streaming to give people a heads-up.


Thanks for watching! Let’s have some fun!


-The Gneech


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-The Gneech
the_gneech: (Default)
For my own reference...

Commissions


  1. Friday PotG paid: yes; due: asap

  2. SnickerDoodle PotG paid: yes; due: asap

  3. Oshi PotG paid: yes; due: asap

  4. BlackTigr Ref Sheet paid: yes; due: "when ready"

  5. Graveyard Greg IBMB paid: no; due: June 30

  6. Alexa Timey-Wimey Badge paid: yes; due: AnthroCon


Other Art


  1. BtA Twitch Banner due: May 17

  2. BtA YouTube Banner due: "when ready"

  3. BtA Patreon Banner due: "when ready"

  4. Timey-Wimey Badge Template due: May 26

  5. Timey-Wimey Badge Flyer due: May 26

  6. Gneech/BtA Business Card due: May 31

  7. SJ Business Card due: May 31


I think that's everything. I sure hope so. O.o

-The Gneech
the_gneech: (Default)

This exercise was created as a tech writing sample, but hey, it also made a playable Tic-Tac-Toe game, so I figured I’d put it up here for you to enjoy!


Tic-Tac-Toe has been around since at least the days of the pharaohs and has been played with sticks, pebbles, pencils and paper, but with these instructions you and your friends can play Tic-Tac-Toe on any web browser. A sample version of the game is here: My Tic-Tac-Toe Game.


The Basic Game


Tic-Tac-Toe is played on a 3-square by 3-square grid, as shown below. Players take turns placing their mark (an X or an O) until one player wins by putting three marks in a row, or until all squares are full. If all the squares are filled without getting three in a row, the game is a draw.

Tic-Tac-Toe sample games illustration

(click to enlarge)


How the Script Works


The pre-game stage draws a table with three columns and three rows and a label indicating whose turn it is. Each data cell within the table can have one of three values: “X,” “O,” or “blank.” At the beginning of a new game, which player goes first is chosen randomly and all cells are blank.


When a player clicks on a blank cell, the page assigns the selected cell to the player by filling in their mark, and redraws the grid.


If there is no winner and there are still blank cells, play continues, returning to step 2. If there is a winner, or there are no more blank cells, the game ends with either a message indicating the winner or that the game is a draw, and generates a “Start New Game” button.Read more... )

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Video: A way better Mercy than me.

While I'm sick and trying to shrug off some disappointments may not be the best time to talk about Overwatch, but I like to live dangerously, so I'm going to anyway.

As you probably know, I've been doing a video series on Learning Not to Suck at Overwatch, and I have learned a lot of things– not the least of which is that I have a lot to learn about being a good teammate.

I'm not going to go down a laundry list of my faults here. The main thing is that I have realized, upon watching my own footage with some remove, is that my attempts to be communicative and coordinate things instead have tended to come off as pushy, strident, lecturey, dismissive, or all of the above. Frankly, if I was on a team with me, I'd mute myself. -.-

It was kind of a sickening realization when it hit me, because it's exactly the opposite of who and how I want to be. So I'm going to start doing something about it.

As I mentioned in my last video I'm going to start concentrating on Mercy and Tracer. These are both heroes who depend on positioning and situational awareness– two of my weak spots in the game– and Mercy particularly has a very symbiotic relationship with her teammates, so to play her well you have got to be able to cultivate that.

As part of my out-of-game research for the project, I came upon Scarletta, a Mercy main who does a really, really good job not just of mastering the character, but of acting as the team organizer, caller, and general leader. She does all that stuff I wanted to be doing, but she does it right, and so I have been studying her videos very carefully.

Of course, the week that I have decided to do this, possibly by jumping into the last weeks of competitive season four, my throat dies and a "grind in HotS for a really awesome D.Va skin" event drops. :P So I don't know how much Overwatch I'll actually be doing. It's hard to be team caller when you can barely speak above a whisper. ¬.¬

But I am at least putting that out there as an intention, in case anyone out there would like to join me for it (or would like me to join them, if they have a team looking for a healer). My goal is to go from "strident, lecturey, and dismissive," to "reassuring, informative, and helpful."

-The Gneech
the_gneech: (Default)


I kinda don't live in Equestria any more the way I did, say, three years ago, even if I still love the ponies like whoa. My attention span is just stretched way too thin to keep up with it all.

-TG
the_gneech: (Default)
Major Matt Mason commissioned this piece by NixieSeal. Fun! :D Reposting here because it's got a content rating at the FA site.

SJ Fanart by NixieSeal

Thanks, MMM and Nixie!

-The Gneech

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