Saturday, November 14, 2026

Aerth - The World of The Winghorn Guard

Aerth is the fictional world that serves as the focal point of nearly all of my Dungeons and Dragons-esque Medieval Fantasy RPG campaigns, especially those featuring The Order of The Winghorn Guard.


The World of Aerth and its moon, Luna


Aerth was first created in 1982 for a campaign originally titled 'PEGASUS' and later changed to The Winghorn Guard. The main idea behind the game was straightforward if a little unorthodox, 'Run a Dungeons and Dragons campaign using the Gamemaster advice from a Superhero game'. 

Instead of using the Advanced D&D Dungeon' Master's Guide to foster the development of a Fantasy game, I based my outline for the campaign on what I'd learned from years of reading comic books, particularly Marvel's Avengers and DC's Legion of Superheroes. Eventually, when I purchased Villains and Vigilantes [2nd Edition], I used the Gamemaster advice in that game to supplement what I had already set in motion.

The catalyst for the design of the world itself was a desire to integrate elements from the existing games my players were coming from into a single milieu. At the time, my Summer Camp friends wanted me to run an AD&D 1E game for them but they wanted to use the PCs they'd been playing in their School Year campaigns.

I said OK on the condition that the Aerth version of each character was, starting in our first session, a seperate and distinct entity from their School game variant. Essentially, they would play alternate versions of their established PCs who are identical up to the start of The Winghorn Guard can and then diverage. Nothing from their School campaigns would effect their Aerth characters and nothing that happened in our game would effect their other adventures going forward.

The thing of it was, the games these PCs were coming from were very different from each other in terms of setting, style, and even tone. I had to incorporate real world mythology, Dungeons and Dragons lore, and original material into a single, unified cosmos.

And so, Aerth was born.


The Divisions of The Winghorn Guard and where they are on Aerth.
The Rangers and Nautica do not have a single, set location.


Aerth is an Alternate Earth and as such has many similarities to our real world's geography, weather, lifeforms, cultures, history, and especially folklore and mythology. The world does vastly differ from Earth in many ways however. As is plain to see on the maps, the continents and seas are not identical in shape or position. The world's axial tilt is slightly dissimilar, as is the distance from its sun, result in cooler overall temperatures and harsher winter months. 

Continents and Oceans


There are eight continents in total: Arcticus (roughly Antarctica), Bulan Ka (roughly Africa), Corindel (Australia), Gehennes (somewhat analogous to South Asia and the Middle East), Ledgorna (Europe and Asia), Loreia (North America), Pacifica (South America), and Polaria (a largely unexplored Greenland/Iceland/North Pole region). These aren't exactly one for one, though they give you a good idea of where many of the peoples and their myths can be found.

There are five oceans, commonly referred to as seas by the Aerth's inhabitants, all of which can be quite dangerous for the unprepared. In addition, the lands are dotted with lakes and rivers of varying sizes, depths, and significance to the locals and sometimes beyond.

While a great deal of exploration has occurred over the centuries, much more of the world  remains undiscovered. Numerous mysterious peoples, places, and things remain unknown to vast majority of Aerth's denizens. 
 

Major Nations


Population wise, Aerth is home to easily 600 million intelligent people, though probably much more as no census has ever been taken for the Gnomes and Goblins. I'll go into more detail on the various citizens of the world in an upcoming post but I just want to point out there are more people on this world than 13th Century Earth. 

After all, not all of them are even from this world...


Capitals and Important Cities


Another key feature of the setting is that practically all the fairy tales and legends from our Earth are true on Aerth. The truths aren't all known but they all exist. There is a Minotaur in a Labyrinth off the coast of Gretha-Nova, Ghosts haunting the outhouses of Nihon, and a princess somewhere who's able to tell if there's a pea seven mattresses down. 

Monsters are, for the most part, only found in their native lands. While there are exceptions,  the Wendigo will only be encountered in the Northern Woods of Loreia, El Trasgu pranks shopkeeps in Esperanza and no where else, and of course the Great Sphinx riddles travelers in the desert of Aegyptra. 


Legendary and Mythic Sites


This extends to strange and mystical sites as well. Mount Olympus can be climbed, the Bifrost Bridge crossed, and one best avoid rings of mushrooms when passing through the Sylvan Veil.

Mount Oblivion is a towering mesa, possibly a dead volcano, made of obsidian rock that rises out of a lake of lava. The Bridge of Grief in a wall-like structure that extends from the Southwest of Ledgorna to the Northwest of Bulan Ka, its top walkable and lined with peculiar sarcophagi. The Cornerstone of the World is extremely difficult to reach but supposedly the last unfinished piece of Aerth the gods left untouched. 

Aerth is magical and strange from its core to the edge of the sky and perhaps beyond. 


Terrain Features


As a Gamemaster who enjoys placing the PCs in different environments and seeing them deal with the benefits and difficulties of diverse terrains, it was very important to me that my setting wasn't endless European forest. 

One thing I am quite proud of is that not all of the world has been explored as noted above. I really love that even after 40+ years of running campaigns on this planet, my players and their characters haven't been everywhere. Not even close.

In fact, a big factor in my excitement over this upcoming Northern Wing game is that very few PCs have spent any time in the city of Nouveau Lutettia, the nation of Allebeque, let alone the Great North. Welcome to chilly tundra, snowy mountains, icy waters, and the mythology of the North American Indigenous Peoples.

Can't wait.

More to come as the campaign develops...

Until then,

AD
Barking Alien




Monday, November 9, 2026

Northern Wing and Division 6

October has ended with the blog frightfully low on 'Host of Freaky Ghosts' entries for my tastes. The project got away from me as Real LifeTM and my 'next big campaigns' began haunting more and more of my time.

A little disappointing perhaps but it ain't over until the banshee screams. Expect to see more on the work of parapsychologist Prof. Sebastian Pott throughout the rest of the year. 

Right now though, I'd like to talk about something else. 

Up until pretty recently I was running two seperate [and thematically different] Superhero campaigns and feeling burned out and slightly miserable doing so. I have since let the players in both groups know how I was feeling and asked that we switch to doing something else.


Group A, after tossing a variety of ideas back and forth, chose to go with The Winghorn Guard, my Dungeons & Dragons-But-Not 'Medieval Fantasy Superhero' setting. I know, I know, 'I thought you were burnt on Supers'. I am. The Winghorn Guard, while having some Superhero genre sensibilities, is quite a different beast, far closer to an Action/Adventure heavy Ars Magica campaign (kinda sorta).

I was actually planning on running a Winghorn Guard campaign next year for my 50th TRPG Anniversary so for me I'm just getting an early start. I'll be using my High Fantasy Heroes hack of Space Opera Heroes for this campaign. You can look forward to periodic posts about the campaign starting fairly soon. 


As for Group B, we also had a long discussion about what to play next and after going over a variety of ideas, I came out of left field with the suggestion of doing a Men In Black campaign. It's a game I've always wanted to take a crack at but never have. Turns out, that was the winner! 

Some time ago I purchased a PDF of the Japanese TRPG Trouble Aliens, which is essentially MIB from the perspective of the aliens. Borrowing from this game and maybe Meteor City as well, I should be able to generate a good amount of material. System wise I am not sure whether I want to go with the original West End Games D6 RPG, use the rules from Free League's ALIEN game, or do yet another adaption of Space Opera Heroes. Damn I love that game. 

UPDATE: Going with the same gestalt homebrew system I use for Ghostbusters AD, basically a hybrid of the original Ghostbusters RPG, InSpectres, and ALIEN. Just seems to make sense for this sort of game.  


More to come as ideas progress...

AD
Barking Alien





Saturday, October 31, 2026

The Smurfs and The Happy Halloween Hazard

Hello my little Smurfs! A spooky and smurfy Halloween season to you all! 

I've been preparing to run a Halloween-themed Smurfs RPG One-shot for months now and I finally got the chance. I was so smurfing excited to play this scenario and hoped to share all the creepy and kooky Halloween fun with all of you.


It went over well enough with the players but I wasn't all that pleased with how it turned out. My pacing was off, the Players/PCs took a while to interact with each other and with the story, and things just didn't feel smurfy until the very end. The whole thing was just not as good as I'd hoped for given how much thought, energy, and time I put into creating the adventure.


Group #1: Sir Smurfsalot (Questing Smurf), Smurfanise, Smurfevergreen,
Smurfnightshade (who ended up not joining us sadly), and Spelly Smurf.


Luckily, I got to run the adventure a second time with a different group and it worked a lot better, at least for me. The Players/PCs in this second attempt got what I was going for early on and that helped a lot towards making the execution of my intended ideas easier to pull off. 

Group #1 consisted of four of the five players in that usually make up our mid-week gathering.

Group #2 had six players - 6! - which proved tricky towards the end of their session. At the same time, I am traditionally better with more players [up to a point], which might be another factor that enabled me to run the second team's game somewhat more smoothly than the first. 

Group #2: Brash Smurf, Smurfhoneysuckle, Apathy Smurf, Smurfhawthorn, Smurfgrevillea, Conscientious Smurf.


I'll focus my discussion on the scenario itself and refer to the play throughs only to point out what worked, what didn't, and maybe how it could be improved. 

The Smurfs and The Happy Halloween Hazard!
(Alternatively 'The Smurfs and The Hazardous Happy Halloween)




Premise: The Smurfs of Smurf Village and Smurfy Grove are joining together for their annual Halloween Celebration! 

In addition to a smurfy party thrown in both locations featuring costumes, treats, dancing, and decorations, each group of Smurfs have their own unique Halloween tradition. 

The Smurfs of Smurf Village have Spooky Smurf; each year a random Smurf is chosen to be Spooky Smurf, the Spirit of Smurfy Hallow's Eve and serves as the Master of Ceremonies for the holiday festivities. Since they wear the Spooky Smurf mask and costume, no one knows who they are until the end of the night. Remember, everyone else is in disguise as well!




The Smurf Girls of Smurfy Grove have the All Hallow's Tree; an old, naturally hollowed out tree is decorated with cobwebs, jack o' lanterns, candles, and other holiday appropriate faire. The tree's hollow spaces are filled with little gifts, treats, and even some tricks. Everysmurf is welcome to reach in and see what they get.




While the Smurfs are all enjoying the party, strange occurances start happening that threaten to ruin the fun. The weirdness escalates until Spooky Smurf summons five ghosts to spread fear throughout the smurflands!

Who is under the Spooky Smurf mask and why are they doing this? How can they be stopped? Can this horrendous holiday hassle be transformed back into a Happy Halloween? 

Overview: For the most part, I had this idea for a Spooky Season Smurf adventure that might have had too much going on or there were too many expectations on my part. 

I started by introducing each Smurf PC and their costume. I intended to give each Smurf a +1 Stat bonus related to their outfit, treating their disguises as Special Items. Unfortunately, an early action by one of the Players/PCs in Group #1, a humorous bit they wanted to have with...themselves, would've been smurfed by having such a bonus, so I never included the idea in that group's outing. 

Hoping to prevent a similar situation, I let Group #2 know about the +1 Costume bonus from the onset. This made them lean into the gimmick a lot more. 

Their costumes were:

Group #1: Sir Smurfsalot came as a Dragon (one hunting for Sir Smurfsalot - very cute), Smurfanise came as Azrael the Cat (voted 'most frightening' costume), Smurfevergreen came as a Mouse/Rat (a cheaply made, poorly assembled costume she made herself), and Spelly Smurf came as Smurfalf (basically a parody of Gandalf the Gray).

Group #2: Apathy Smurf came as a Ghost (just a burlap sack with two holes for eyes - whatever. Who cares?), Brash Smurf came as a Superhero, Conscientious Smurf as a Clown, Smurfgrevillea as a Witch, Smurfhawthorn as a Fairy Princess, and Smurfhoneysuckle as a Scarecrow.

Hawthorn didn't like her costume, which was made by Grevillea. It was too frilly, too colorful, and she felt silly. Meanwhile, Grevillea was dressed as a Witch because she borrowed Hawthorn's regular clothes...without telling her. This made me laugh and started us off on a great note given these were both brand new characters. 




When I introduced the party itself in the very beginning of the session; bobbing for 'Appleberries', telling scary stories, dancing, and eating lots of sweets, I got very little energy back from Group #1. One fellow got into it but not many of the others did and none with as much investment as that first fellow. This meant very little talking with the other PCs, any NPCs, etc. Definitely some but the mood just wasn't very festive or smurfy and it kind of through off my momentum.

My buddy Nick - who plays Sir Smurfsalot - came up with the idea of Appleberries, basically Smurf scale apples. That's what the Smurfs use to make Candied and Caramel Apples and for the purposes of bobbing. I thought that was pretty clever. 

Group #2 on the other hand acted like the party WAS the adventure! They were having so much fun competing with each other, making up drinks and foods, and drawing items from the All Hallow's Tree, that they were genuinely surprised when the ghosts showed up and Spooky Smurf went all supervillain on them. 




There were hints as to who was dressed up as what so the PCs could figure out which Smurf was in the Spooky Smurf outfit. Booth groups did a pretty good job determining who was who and Spooky Smurf's true identity.

Baker Smurf - A Cupcake
Brainy Smurf - A Ghost
Grouchy Smurf - A Mummy
Handy Smurf - A Werewolf
Hefty Smurf - Frankenstein's Monster
Papa Smurf - Santa Claus
Smurfbegonia - A Clown
Smurfette - A Witch
Smurfstorm - Robin Hood
Smurfwillow - Mother Nature
Vanity Smurf - A Vampire

And this year's Spooky Smurf?

Jokey Smurf!




While both also used that knowledge to counter the effects of the mask that was possessing the wearer, Spelly Smurf from Group #1 came up with a really creative way of using magic to trap the evil spirit and the other ghosts [turning jack o' lanterns into Spirit Jars]. In addition, Sir Smurfsalot delivered the final blow by starting to sing the Smurfs' theme, 'La La-la la-La La', and getting everyone to participate. No evil can survive that song . Singing a happy song was the perfect defense against a fear based entity.

Group #2 initially thought it was a prank, a Halloween 'trick', and not a true spirit possession. Eventually they got what was happening and, when they figured out it was Jokey under the mask, used laughter to fight the fear generated by the sinister spook. As it turned out, Gargamel had summoned the frightful fiend in hopes that it would drive the Smurfs out of their homes and into the surrounding woodlands. 

As for the ghosts that were summoned, there was a Fiery Fiend, a Lantern Phantom, a Screaming Spectre, a Slimey Spook, and a Stinky Spirit. All had an Effort Max of 5 and were Difficulty Level 5D6. 




Each had a weakness of sorts that would reduce their DL. Water for the Fiery Fiend or blowing out the candle in the Lantern Phantom's lantern for example. 

In the end, as already noted, both groups had a lot of fun and so did I. I just felt, deep down, that I didn't execute the adventure as well as I could have with Group #1. A PC action early on through me off my smurf, I just couldn't get my smurf back the way it needed to be. 




With that, a Very Happy Halloween to all my readers!

AD
Barking Alien





Thursday, October 29, 2026

It's Our Mortality That Defines Us


It is with great sadness, and honestly no small measure of disbelief, that I acknowledge the passing of Sir Patrick Stewart, an actor best known to those of us in the fandom community as Captain Jean-Luc Picard on Star Trek: The Next Generation and in related films and projects, as well as Professor Charles Xavier in the various X-Men franchise movies.

In addition, he was an accomplished voice actor, often collaborating with Seth MacFarlane and appearing in a reoccurring role on American Dad, as well as various guest appearances on Family Guy. Further, we was the narrator on the two Ted films. This is just a tiny sampling, the full scope of which would take volumes to properly convey. 

Of course, all of this is just a small portion of his acting repertoire. His work on stage and screen includes numerous Shakespearean plays, including playing Prospero in The Tempest in New York City in 1995. It was at Central Park's Delacorte Theatre and I was lucky enough to have seen it thanks to a friend of mine knowing a friend of his. 

The thing that makes this even harder, even more difficult to fully grasp, is that fact that only a few days earlier we lost Walter Koenig, another Star Trek alumni who played Pavel Chekov on the small and big screen, as well as a number of other memorable roles. Most notably, he played Psi Cop Alfred Bester on Babylon 5. 




That's a lot of loss to our collective geek consciousness in a very short period. It seems unfair almost but as we must all realize, it's not about us. These two men weren't only entertainers, they were humanitarians and people of excellent character. The world we live in is lessened by their departures. 

"But if the while I think on Thee, dear friend, / All losses are restored, and sorrows end."
-William Shakespeare, Sonnet 30

To Patrick Stewart and Walter Koenig, Rest in Peace and Live On in Memory.

Do not forget them and be inspired by them. 

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Barking Alien





Sunday, October 25, 2026

Hosts of Freaky Ghosts - Revenants - Part II

 "OK so, to recap what has happened so far; Sebastian Pott gets this mysterious invitation to come to the Houston Zoo in Houston, Texas to check out a possible haunting. Pott finds out the place is known to haunting by its first Zoo Director, a former Circus Animal Trainer named Hans Nagel. The staff of the zoo know about this guy and that his spirit seems to be present in the Commissary Building, Recently, [relative to the events of Pott's notes and journal entries regarding the event we're discussing] another possibly supernatural entity seemed to be active around the newly upgraded Primate House. 

Investigated by Pott with the help of Zookeeper and amateur Photographer Jane Ballard, the duo were surprised by a ghost with a very physical form. How physical? Enough to hurl our man Pott a good forty feet! Thinking fast, Miss Ballard snapped a quick photo, flashing that bulb right in the spooky bastard's face. Excuse my language. Now here's what happened next..."

David Nelson, Ghostbusters Home Office, New York City, NY, October 2026


"I have at this point seen many strange things in my investigations of the paranormal;  unexplained lights, shadows without people to cast them, phantoms appearing and disappearing at will, and yet I found myself completely flumoxed by the sight before me as I had never been before.

This was no vaporous apparition, no glowing orb, or insubstantial shade.This was as solid as myself or Jane, well seven feet tall, massive and muscular, and clearly displayed the complexion and coloration of the deceased. He also bore a truly enviable handlebar mustache. It was both dashing and distinctive. 

He wore what appeared to be a full body leotard, one with a spotted leopard pattern, and a similar looking fur vest. The ensemble immediately reminded me of a Circus Performer, perhaps a Sideshow Strongman, albeit one from the 1930s or early 40s. Circa Hans Nagel's time in the world of sawdust and grease paint perhaps?




I hadn't noticed it first, hurt and petrified with fear as I was, that Jane had moved to cover behind a nearby bush. As the entity started to regain it's sense of sight (note that it appears to see through it's eyes like the living instead of through some psychic sense), it swiveled its head about as if searching for something. It seemed to find it, as it suddenly when stopping off towards who-knows-where. I'll tell you 'who', Jane Ballard. 

"I'll bet he's heading for the Commissary! That's where Nagel's ghost appears!", she shouted.

I forced myself onto my feet, wincing in pain but keeping my wits about me as best as I could. As briskly as I was able, I walked over to Jane and then both of us took off after our Strongman Ghost. Whispering as if our quarry could hear us I asked my companion, "Why do you think it'll be going to the Commissary? Is there some connection between our Strongman and the former Zoo Director I'm unaware of?"

"I just might be whistling dixie but ol' Hans Nagel worked in the circus as a Lion Tamer and animal trainer before becoming the first Zookeeper here. Is it so hard to imagine he might've known a Strongman?," Jane said, clearly excited, scared, and trying to speak quietly at the same time. Her hypothesis made sense, though it brought me no closer to knowing what to do once we reached the entity.

We reached our goal just in time, as I was very close to passing out from a pain in my chest that was making me run short of breath. What I thought was a bruised rib would turn out to be slightly more serious, though clearly not fatal. Thanks to Jane and her zookeeper keys, the two of us were able to enter the facility and look around, almost immediately noticing that something seemed amiss. It was dark, there was no one else there, and yet we could hear footsteps and objects, perhaps feed bags, sliding across the floor. Jane gave my hand a squeeze, which quite honestly caught me by surprise. She then moved to turn on the lights. 

Once the front entry of the Commissary was illuminated, the two of us were shocked to see the Strongman 'Ghost' with his large hands wrapped around another ghost's neck. As the two struggled with each other, Jane stared in disbelief as I scruntized the two 'men's expressions. 




The Strongman wasn't just gritting his teeth and grunting, though he was definitely doing that throughout the conflict. No, there was definitely more going on. He was 'speaking', moving his lips and mouth though no sound could be heard. For his part, the ghost of Hans Nagel was stone-faced and tight lipped. And that, I surmised, was the problem.

I tried taking a deep breath, though I found it more than a little difficult. With what air I could intake I shouted, "Tell'em he's right Nagel! Apologize! Say your sorry!". The Zookeeper's Ghost laughed, though it was just like the Strongman's words; obvious but unheard. I was quickly informed by Miss Ballard that my approach was not going to work. In life Nagel was a daredevil, a maverick, and a man who faced lions and alligators. He was not going to back down. In fact, that is essentially how or at least why he tied; he refused to lose an arguement. 

Understandable. I went with 'Plan B'. "He's trying to kill you! Let him!".

Nagel's spirit stared at me like I'd bitten the head off of a chicken. Then he slowly seemed to catch on to my thinking. He smiled at me thinly and winked. A moment later, the spectral zookeeper went through the motions of flailing, choking, and eventually went limp. As Jane and I held our breath, frozen in place and unable to away, the Strongman looked down at Nagel's 'fallen' figure and began to calm. As his 'breathing' eased, he began to fade away, and moments later he disappeared completely. A few seconds after that, Nagel vanished as well.

Jane and I stood up and slowly approached the spot where the ghosts had manifested a few mere minutes ago. At that moment, I felt a hand touch my shoulder. I nearly leaped out of my skin, looked behind me and saw the Zookeeper's Ghost resting his hand on me and smiling. He nodded to Jane, then did the same to me, and then he once more faded from sight. Shortly thereafter, Miss Ballard contacted a local hospital and drove me there so the doctors there could see to my injuries. They were indeed more serious than I'd estimated but nothing so terrible as to be crippling. I stayed overnight at the medical facility and then Jane drove me to a hotel, periodically checking on me. It seemed to me that she must have had some Nurse training of her own. 

I wrote a detailed report of what had happened to the Zoo Administrator, Garrett Moore. I gave him my contact information, including where I would likely be heading next, and let him know I would speak with him by telephone in two days to answer any questions he might have. I believe what we encountered was a rarely seen type of ghost referred to as Revenant. Unlike a traditional apparition, Revenants are solid. They are more like 'The Risen Dead' then some ethereal spirit. However, they aren't some kind of Vampire, Mummy, or Zombie but most assuredly ghosts. Something, some intense emotion and/or an element related to their death experience, makes them very corporeal indeed. 

I was quite impressed with my 'assistant' on this investigation, Miss Jane Ballard, without whom I might not have made it through the events that transpired fully intact. We have decided to remain in touch."

-Sebastian Pott, June 1950.

"My very first encounter with the supernatural was when I was serving with the US Marines, operating in the Middle East in the late 1980s. After my unit defeated a terrorist cell and started heading back to our command post, a lone insurgent attempted to hand out a little payback. Two other Marines and myself trapped our attacker in an abandoned buildling. Spotting him or at least his shadow, I called in my position and started to pursue. I quickly came across the fellow, who I was absolutely certain had been killed over five hours earlier during our initial confrontation with the terrorists. I was sure of it. I remembered his face. He was young, younger than me at least, and had very distinct eyes. They looked different now, hollow, but were clearly the same eyes. 

As he attempted to reload his weapon, it seemed it had jammed or something, I walked closer, my weapon pointed right at him until I got within 15-20 feet at most. I quietly but clearly said to him, "You're dead, man. It's over." He froze, looked at me - hell, through me if you know what I mean - and whispered a curse word in his native tongue. His face fell and his shoulders slumped and then he just disappeared. He just faded away until he was gone. 

Even after all this time with the Ghostbusters, that first time really haunts my dreams. For lack of a better word.

All this to say, be extra careful if you establish that the entity you're facing is a Revenant. They are ghosts but that are 100% solid. If they punch you, it hurts. If they have a firearm, they can shoot you. A Revenant knife with cut you and yes, you're gonna bleed. This isn't getting slimed, my friends.

Often, they are trying to accomplish something that they failed to do in life. If you can figure out what it is and help the Revenant complete their goal, it is very likely they'll 'move on'. Many, though not all, are susceptible to some material or energy which hurts them and through which they can not pass without suffering 'injury'. They are usually Class IVs and are best identified as Spectral Masses or Corporeal Undead, even though they kind of bend those definitions."




David Nelson, Ghostbusters Headquarters, New York.
Ghostbusters Inc., International.

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Barking Alien