Showing posts with label Dragons. Show all posts
Showing posts with label Dragons. Show all posts

Sunday, August 28, 2022

RPGaDay Challenge 2022 - Day 21


Here's a big secret from my World of Aerth / Winghorn Guard campaign world unknown to most of its players and their PCs even to this day. Others have had to risk life and limb to find this bit of lore and here I am giving it to you all for free. 

You're welcome.

Why Dragons Have Hoards...


Uncommon Dragon Hoards
Art and Concept by Lauren 'Iguanamouth'


"Greetings and Salutations friends, as well as all seekers of knowledge Arcane and obscure who are not yet friends. Perhaps you are mere acquaintances. Perhaps you wandered in off the street. Hmm, now where was I? Oh yes, I am the one and only Ipperius Argenti-Hydrangea WitSpear, proprietor of Witspear's Wondrous Wizardry Emporium and consultant to none other than The Winghorn Guard on matters of myth, legend, folktale, and truth, for on Aerth these things are all one and the same. 

Today I shall reveal the history of Dragons and why they are such avid collectors of...well...that depends on the Dragon. You see it all began at the beginning, as most things do. The first fact you must understand is that every people on Aerth have their own creation myth and all of them are so very, very wrong. Yes, sadly it's all nonsense I'm afraid. 

The multiverse was created by The Great Alicorn, or Winged Unicorn if you prefer, in the Oldest of Times. Creating an infinite array of Universes is difficult work as you might expect, so The Great Alicorn created helpers to assist in the construction. These helpers were The Dragons. 

Each Dragon used the vast knowledge, power, and skill it had been given to form the Stars, the Planets, and all the non-People bobs and bops that form the Cosmos. Red Dragons used their fiery breath to carve canyons, Silver Dragons combined Ice and their ability to Stop Time to form glaciers, the iridescent Pearl Dragon breathed life into the environment, and the Poison Gas of the Green Dragon prevented said life from growing out of control. 

One assumes this all took a ridiculous amount of time but as the Winged Unicorn had not started Time ticking yet in the same way we know it now, it was completed right on schedule. It was quite exhausting however, tiring in a way that only making Universes can be. Before the Dragons went down to a long deserved slumber, The Great Alicorn held a celebration to thank his creations for their efforts. During the festivities, Tiamat - the multi-headed foreperson of the Chromatic Dragons - asked, "So what becomes of all of creation now as we go to sleep?"

"It will be run by my newest creation, Gods", said the Winged Unicorn, "Deities, beings of great power very different in form from yourselves. They will explore what you have made, run it for a time, and eventually make creations of their own to live in it I would imagine."

The Metallic Dragons all nodded. What a splendid idea. What a grand experiment!

The Chromatic Dragons were not so pleased with this news. "We did all the work and the enjoyment and rule of it goes to someone else? Not even to you but new beings who did nothing to help forge it? That seems unfair and more than a bit foolish." All eyes turned first to Tiamat as she finished uttering these words, then to The Great Alicorn to see his reaction. 

He gave a warm smile and handed her a drink. "An interesting assessment. I shall think on it." And so he did...

The thoughts of Multiversal Creator Entities do not form quickly. The Dragons, even Tiamat, grew tired of waiting for the Winged Unicorn to change its mind and drifted off to slumber. They made their beds in the places they'd built that they favored. Caves were very popular, as were deep forest groves, and under the dunes of deserts. So tired were they that they slept for a thousand years and more. 

Sort of. You see, Tiamat and the Chromatics didn't go to sleep right away*. They rallied and argued, planned and schemed, and made a foul pact with one another that when they woke up they'd take the worlds they'd made for themselves. They were owed! It was their handiwork after all! 

When they did eventually wake they found the Universes were very different places. They were full of People. Yes indeed, the races of Humans, Dwarves, Wilders, and Elves - and even stranger sorts - had taken residence in the Dragons' domains. The people were using THEIR wood, rock, and metal! They were living in their forests, deserts, and snowy mountains! No! No this would not do. 

Today...if you wonder why the Dragon hoards stolen gold be aware; to her it is HER gold. She made it. It's hers. The Green Dragon by the river has taken back her wood in the pile of ornate furniture she sits on. That artwork gathered by the Blue Dragon of the Eastern Sea was created with paints made from minerals and plants he helped construct!

Dragons aren't stealing and hoarding...they are taking back what's theirs."

AD
Barking Alien

*Incidentally, this is also why Dragons sleep so much and why their lairs sometimes seem too small for them to fit in. First, they are still tired from building the world. Second, when they went to bed in that cave it looked very different from how it is thousands of years later. 




Tuesday, July 24, 2012

Will Wonders Never Cease

A New Follower! Lots of Hits! Virtually No Comments!

Wait...huh?

Oh well...

A lot of things to touch upon this evening so let's get started shall we?

While walking by this small thrift store I pass by each and every work day, I decided to peek through the window at the used books. I do this one every week or two and though there has never been anything that caught my interest, I keep doing it just in case. Years ago I did the same thing at another such goodwill store near my old job downtown, periodically peering in from time to time and I came upon one of the
Terra Trade Authority books. Ever since then I check out these kinds of stores in the off chance they'll have something cool.

Well luck was with me yesterday as I spotted two books I've been trying to get back ever since my copies were lost in the late eighties or early nineties. I found them both in hardcover and in very good condition for only $6.00 each!



'Flight of the Dragons' by Peter Dickinson is an oddly scientific look at dragons, with detailed theories on the pseudo-science that would enable such an animal to have actually existed in the real world. The book is full of neat illustrations, great stories and, although too science-y for my take on dragons, it is an excellent source for the kind of thoughts that go into world-building and alien creature design in RPGs. In addition, Dickinson gives scientific explanations for many of the legends attributed to dragons so, 'Ecology of the Dragon' anyone?




'Giants' by David Larkin is a book much more akin to one of my all time favorite books ever, 'Faeries' by Alan Lee and Brian Froud. Combining stories from myth and folklore with some fantastic illustrations, Giants is the perfect companion to Faeries, Gnomes and other such fantasy reference books. I am reading this one first and loving it. Very intriguing and giving me tons of fuel for an Ars Magica game (should I ever get to run one again).

Although I am not into D&D,
Noisms has an excellent theory/concept of the how D&D style exploration and adventure might fit other historical eras better then it's default pseudo-medieval setting. I recommend checking it out.

It's official (although it will be officially announced at our regular Champions session this Saturday); I will not be running the next campaign my regular gaming group will be playing. Instead, one of my great players and good friends, Ray, will be running a campaign based on the Japanese Anime/Manga
Hunter X HunterShould be a blast!

Happy Birthday to Lynda Carter! A wonder woman above and beyond her iconic role.

Sad to hear of the passing of Sherman Hemsley, gone at the age of 74. While I am not a religious man (and that is the understatement of the century), if I did believe in an afterlife I would imagine he'd be movin' on up.

Also, Rest In Peace Sally Ride, the first woman in space. A big inspiration to many in and out of the field of space science and a charming person in her own right, she leaves this Earth for the unknown frontier at the age of 61.

OK, lots more to come! Not having to work on a new campaign makes me feel so free. I have all this spare time. I think I'll...ooh, I know...I'll jot down some future campaign ideas...

Yeah, yeah I know. It's in my blood.

AD
Barking Alien





Monday, February 27, 2012

Not-So-Secret Secrets From Our D&D-But-Not

Maybe it's a cleansing of the palette after so many Supers Game dishes. It could also be the result of the unseasonably warm weather here in New York. Perhaps it's an undigested bit of beef. Whatever the reason, I feel like posting some bits and bobs of meaningless trivia from my D&D-But-Not campaign universe, centered on the world of Aerth.

What follows are 15 not-so-secret secrets about the world, its inhabitants and elements of the campaigns set there that make it special to those who have played in it as well as myself. Some of these points of interest are known by some of the players. Others elements are known by other players. There is a least one NPC who knows at least one of these things as well. No one person knows every secret on this list.

Well, until now, since you do.


***


1) When the Elves, who are well known not to be natives of Aerth or it's Realm, arrived, they were divided into six tribes. One new tribe has formed, the Half-Elven. One tribe has died out. There are now nine tribes. The math is not wrong. Perhaps history was mistaken.

2) There are believed to be no more than five hundred Orcs left on Aerth. Most were killed in The Great Goblin War or The Aerth War. Many were hunted to near extinction by Men, Dwarves and Elves in the years that followed. The largest Orc settlement is on an island to the South of the old world continent. The Order watches the island to make sure the Orcs are left alone (with all that implies).

3) If you know a Mountain Dwarf and he is slain, be sure to gather all his parts and pieces and bring them to the Mountains at the End of The World. Your friend will likely be returned to life. Though he is unlikely to be your enemy because of such a gesture, he might not remain your friend.

4) While there are Half-Elves in the world, the Half-Elven of the Island of Corin are not all half Elven. Some are three quarters Elven. Some are one eighth. Most couldn't tell you how much Elf is mixed with how much Human. They are simply the Half-Elven of Corin, as inaccurate a name as that is.

5) To find the Cornerstone of The World, set sail for the North Western Sea until you see a triangular hole in the ocean. Continue on until you are swallowed by a storm that appears to pull you toward the hole. Turn your vessel facing away but do not try to sail back the way you came. Let your ship be pulled backward to its doom. This is difficult for anyone but so hard on the captain of the vessel that many of them go mad. If they don't and if you can do what is required, the storm will clear and you will find a triangular island of grey stone, pale sand, ashen plants and a small hill with a cave. This is the Cornerstone of the World. This is the last piece of Aerth left untouched from before the world was finished. The gods left it untouched because they couldn't decide what to do with it. The Steel Grey Dragon lives in the cave. He may help you. Or not.

6) Cooshee, also called Cu Sith, the Elven Hounds, howl at the Sun, not the Moon. They awaken Elven settlements much the same way roosters do on Human farms.

7) Dwarves, like Dragons, have Lantern Vision. When things get dark, their eyes light up, casting long, beams of light like those of a hooded lantern. This makes it very easy for them to see in the dark but it also makes them easy to see. The light comes from the fire in their souls.

8) Humans have both Spirits and Souls. Dwarves have Souls but not Spirits. Elves have Spirits but no Souls. Wilders, often called Halflings, have Spirits and Souls but usually one is stronger then the other. Gnomes are rumored to have both but only one at a time.

9) Elves don't have Souls and so they do not dream. This is why their sleep is called Reverie. When Elves Reverie they relive their entire lives up to the point where they went into that Reverie for the night. This is why Elves live so long and still remember so much of it. They see the events again and again every night. This is also why many of them seem melancholy and why they try to fill their lives with so many light moments.

10) The power of the gods is based largely on how many people worship and believe in them. Gods who are no longer worshipped become weak, warped and even mad. These 'Forgetten Gods' do not cease to existance however, even though that might be for the better.

11) Watch for falling stars. It is rare to see one but they hold great power and wonder and are well worth looking for. If you catch them at the right moment you can make a wish. If they fall to Aerth they often hold something marvelous inside them. Many are made of rock or metal with magical properties.

12) You can reach other Realms from Aerth in a number of ways. You can climb Mount Olympus, walk the BiFrost Bridge, walk down to the Gates of Hell or up to the Gates of Heaven, find the hidden monument to Sigil, The City of Doors or read from The Order's Codex of Infinite Planes (more commonly called Realms). Once on your way there may be complications with your chosen path.

13) Goblins are the most common and numerous of all the thinking creatures on Aerth. They exist in many varieties, shapes and sizes. Many similar looking types are given different names by those that dwell near by. There are big, furry ones (Bugbears), short furry ones (Bugaboos), man-sized, bestial and pale (Orc), man-sized, bestial and ruddy (Hobgoblins), medium to small with thick, armored hides (Norkers or Norkies) and dozens more. Ogres are not Goblins. Trolls are not Goblins. Kobolds are related somehow.

14) There are three species of Troll on Aerth and all are related. Legends say there was originally but one and something went wrong over the ages. The Jaette are larger then Humans, brutish, mean and extremely strong. The Huldra are so Human like as to pass for Humans except for some minor oddity they often try to hide but simply can not. Huldra women, for example, are usually quite beautiful but have the tails of cows. Many Huldra men have a third eye, pointed ears or oddly large eyes or mouths. Vitterfolk are the result of interbreeding of the Jaette and the Huldra and are remarkably intelligent, kind natured and clever. Many wonder if the Vitterfolk are what the original Trolls were like.

15) Dragons are not hoarding treasure. They are taking back what's theirs.

AD
Barking Alien







Monday, January 23, 2012

Year of The Dragon!

Happy Year of the Dragon Everybody!




onsidering who we are this should hold a very special place in our hearts. ;)

AD
Barking Alien

P.S. Our dragon is 'Red's Blue Dragon' from Fraggle Rock.

P.S.S. I hate Google and Blogger. Hate them. It get less functional everyday and the new interface is gawd-aweful. As we advance we get crappier?









Wednesday, March 16, 2011

Muppet Monster Manual

FRACKLE




FREQUENCEY: Uncommon*
NO. APPEARING: 3-8
ARMOR CLASS: 7
MOVE: 10'
HIT DICE: 3
% IN LAIR: 10%
TREASURE TYPE: A
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By Weapon or 2D4
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Creep Out (See Below)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low to Average
ALIGNMENT: Chaotic Neutral
SIZE: Medium (3 1/2' to 5')
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Frackles are medium sized, somewhat avian looking humanoids covered in shaggy, unkempt fur. These strange creatures come in a variety of colors and have even been known to have skin of one hue and fur of a different, completely clashing one. All have some sort of beak like snout and many sport sharp teeth and fangs but other details can vary widely.

Frackles are, by and large, sneaky, dishonest troublemakers without the wits and guile to be especially good at the trade. While you will occasionally run into a Frackle con man of some skill, for the most part the Frackles are henchmonsters most likely to be found in the employ of a smarter ne'er do well on a budget. For the aspiring villain, keep in mind that the Frackles are not evil per se, simply opportunistic and can be chatty when bored. Give them something to do and don't make it complicated or they might spill the beans on your plan.

Frackles normally attack with a bite or a simple hand held weapon like a club or a hammer. Their only real special ability is that they just creep people out. Their weird appearance and strange voices (often high pitched, cracking or scratching) cause anyone who spends more than one round in their presence to save vs. Petrification / Paralyzation or be Creeped Out, suffering a -2 on all rolls until they get used to being around these things (Lasts 6 rounds minus Wisdom Bonus - So a character with an 18 Wisdom (+4) is only Creeped Out for 2 rounds).

Frackles have simple, oddball names like Gloat, Mo or Boppity but are just as likely to be referred to by their shape, color or appearance like Blue Frackle, Green Frackle, Cagey Frackle, etc.

*Frequency is a bit off in these entries just like it is in the original Monster Manual. I mean, weren't Goblins 'Uncommon'. You know, the things you met and fought constantly in every dungeon everywhere for the first three to five levels of your characters existence. Yeah. Frackles would be 'Uncommon' like that.


HEAP




FREQUENCEY: Rare
NO. APPEARING: 1(2)
ARMOR CLASS: 3
MOVE: 30'
HIT DICE: 7
% IN LAIR: 10 %
TREASURE TYPE: C
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-30
SPECIAL ATTACKS: Swallow Whole
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Neutral Evil
SIZE: Large (7-10' Wide, 7-9' Tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

These wandering, mound shaped Monsters are always hungry and will eat practically anything and anyone. Only vaguely humanoid in form, a Heap has no real neck to speak of and a head that is largely all mouth. Some Heaps have numerous spindly appendages that give them a spider-like appearance. Visual variations on the Heaps are often used to identify individuals and types. The Gorgon Heap, for example, has a long snake like trunk for a nose while the Green Heap and Purple Heap definitely have a more arachnid oriented visages.




A Heaps primary mode of attack coincides with its primary purpose in life, which is to eat things in one gulp with it massive jaws. On a natural attack roll of 19-20, the Heap can swallow a smaller-than-human sized opponent whole in one bite. A Human sized opponent is considered to have half their body in the Heap's maw and half out. A victim so eaten, if still alive due to hit points, can certainly attempt to climb out of the Heap's mouth. Be aware that the Heap will attempt to bite down on anyone leaving and even go so far as to try and push them back in with its spider-like legs.

Heaps usually hunt alone but will occasionally team up with one other to intimidate prey into staying put and not try to escape.

The Heap species should not be confused with the compost pile oracle known as 'The All Knowing Trash Heap' of Fraggle Rock.


DELBERT THE DRAGON






FREQUENCEY: Unique
NO. APPEARING: 1
ARMOR CLASS: 0
MOVE: 40' / 120'
HIT DICE: 11 ( 88 hp )
% IN LAIR: Special*
TREASURE TYPE: G
NO. OF ATTACKS: 1 / 1 / 3
DAMAGE/ATTACK: 3-30 / 3-18 / 2-12, 2-12, 3-18
SPECIAL ATTACKS: Breath Weapon, Tail Strike
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Neutral Good
SIZE: Large (9 ft Tall, 14 ft from Nose to Tail)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Delbert is a smallish, young adult Red Dragon of the type normally found in lands to the West, though he has an interest and affinity for many things from the East, notably cuisine. He spends much of his time visiting the kitchens and pantries of the Western Kingdoms discussing his favored oriental foods with cooks and kitchen help, sometimes assisting them in preparing meals. As he leaves he always requests that those he helped pass on the skills he taught them to others.

Good natured, friendly and helpful in the extreme, Delbert is nonetheless not the smartest dragon you'll ever encounter. While indeed knowledgeable about his given interests, he is clumsy, doesn't always consider that his size and bulk may not fit easily along cramped Human corridors and is generally unaccustomed to conflict.

When he must fight or simply by accident as he tries to show others the best way to make Lo Mein, Delbert will breathe a jet of fire in a slightly tighter than standard cone (3-30 damage}. He can also swing his tail for a tail strike ( 3-18 damage), which, as noted, he sometimes does naturally causing collateral damage in enclosed spaces. Finally, in an emergency or when eating a beef bowl he uses a basic claw, claw, bite attack (2-12, 2-12 and 3-18 respectively).

Delbert is 9 feet tall with a roughly 4 foot tail. His hide is primarily a yellow-orange color on his head but the rest of his body is covered in thick scales in varying shades of red.





AD
Barking Alien


Muppet Quotes

Lothar: "Speak for yourself. I'm full of the Christmas Spirit."
Cosmo Scam: "Et tu, Lothar? I'm surrounded by traitors."

Here's A Muppet News Flash!

The Frackles first appeared in The Great Santa Claus Switch, a very fun 1970 Muppet Christmas special in which a villain named Cosmo Scam (Art Carney) kidnaps Santa Claus (Art Carney) with the intention of replacing him, traveling around the world in one night and "stealing everything from everybody". Scam also captures Santa's Elves one by one and replaces them with his own henchmen, the Frackles. One Frackle pops out of a cigar box and has a familiar lavender green color and crooked nose. This creature would later evolve into the one and only Gonzo the Great (losing his Frackle status and becoming a 'whatever').

While there has been numerous 'all mouth' Monsters on Sesame Street and the Muppet Show, the Heaps date back all the way to the Muppets' appearances on Ed Sullivan.

Delbert is the proper name of 'The La Choy Dragon', a full bodied Muppet used in a TV commercial campaign for La Choy Chinese Food from 1965 to 1967. His catchphrase after helping people try something new for dinner was, "And remember (or sometimes 'Tell them'), you heard it from the La Choy Dragon!"

The Monster Manual format used here is from the Advanced Dungeons & Dragons 1st Edition Monster Manual. Unable to find my copy and rusty on anything D&D related, I hope I filled out the information correctly to represent the creatures chosen.

When Erin Palette asked me why I didn't use 3rd Edition or 3.5 with which I am more familiar I noted that all of the Monsters listed are from productions made prior to 1983. Old School Muppets deserves Old School Stats.






 

Tuesday, March 30, 2010

Dragons I Have Known

Discussing the dragons of 'How to Train Your Dragon' with a friend of mine I realize that I like the way the beasties were depicted. The creatures in the movie definitely have a form of Gygaxian naturalism but one I sort of prefer over D&D's Red, Blue, Green, Gold, Tin, Chartreuse, etc.

Left unchecked, the idea of categorizing and defining magical life can get a bit too MMO sounding for me, but if handled just right, it adds that perfect blend of realistic human nature (our desire to label and therefore believe we comprehend things better), whimsy (creative naming is fun and helps one remember) and awesome (the first time something with a funny name that you think you know kicks yours ass you gain a new found respect for it).

The dragons of my primary D&D universe are a unique case. Aside from varying greatly in size and power, they mostly follow the classic chromatic and metallic patterns of distinguishing them. This is because I've been running this world off and on for 25 years and its definitely built on old school foundations, even if the ground level up no longer really reflects that.

The following dragons hail from other places and times, perhaps even here, now, just to the left of the shadow at the corner of your eye. Others are long gone, never to be heard from again, though the woods will tell you to keep listening for them just the same.


The Bric-a-Brac Filthwyrm

Like all 'Filthwyrms', this medium sized snake-like dragon has long thin limbs, a narrow neck, and a slim head. It dwells in garbage piles, sewage holes, or other places where large amounts of trash are gathered. The Bric-a-Brac is visually distinguished by it natural camouflage of alternating green, brown and greyish bands of color. The wings of a Bric-a-Brac, as is common for Filthwyrms, are vestigial and always pulled tight against the body. It is nocturnal and prefers to sleep under its trash during daylight hours. Even at night it appears to have a disdain for bright lights.

The beast gets its name from its habit of not simply wallowing in humanity's waste and rubbish but collecting pieces to adorn its nest and its body, further adding to its camouflage and in some cases creating an extra layer of armor. Its breath is a flammable, noxious gas that clings to surfaces like a sticky mist (which is how it attaches items to its skin). It will aim this breath at the first person carrying a lighted torch that it perceives, resulting in a dangerous, explosive cloud burst.


The Gable Canyon Hell Kite

Do not let the size of this creature fool you into underestimating its ferocity. Barely larger than a herding dog, the red clay-colored Hell Kite of the dry and desolate Gable Canyon is a force to be reckoned with. Its 'wings' are more folds of skin, similar to those of a flying squirrel. Its extremely long tail (about twice the length of the body) has three sets of rudder fins making it phenomenally maneuverable, even at high velocity.

Often, you will see its shadow on the ground before it strikes, though the image will appear to be that of a kite gently gliding high above the canyon. Moments later, the dragon will make a dive toward its target with incredible speed, firing off a quick, thin jet of flame before shooting back up into the sky or landing on a high outcropping. The foul beast will repeat this aerial 'hit and run' tactic until its opponent is dead. It will then descend to eat or to tear off pieces to eat in safety and privacy somewhere in the canyon crevices. Mostly solitary, reports of two or three attacking at once are not unheard of if food is scarce.

The Dotted Lurking Luomber Drake

A most curious member of the dragon family lives in the ruins of Luomber Castle, nestled high in North Eastern mountains. Rarely seen (largely because few want to visit it), this creature most often makes its presence known by its unusual call, a melodic, although near-deafening, bellow of melancholy tones. It only makes this powerful and moving sound during terrible storms and on the anniversary of Hansel Von Luomber's birth and tragic death. Some believe that Hansel, a sailor and adventurer, found the dragon as an egg and raised it. When a terrible storm at sea claimed the young man's life the dragon began its endless mourning.

Many fools have attempted to pilfer the treasures of the castle since the last Luomber perished but the Drake will have none of that. He (it is often called he though no one knows its gender for certain) will defend the castle with every ounce of his being and is quite the formidable foe. The Drake has six limbs, four legs and two large wings and his forelimbs end in hands resembling a man or ape. Both hands and hind feet have large, curving, razor sharp claws that aid in climbing as well as combat. The Drake is approximately the size of an elephant, with a neck and tail half as long as its body (the tail may be a bit longer). Its scaly hide is a deep blue-black color, with pale blue-grey and grey-lavender spots done its neck, back and on its hind quarters. The smallest of these spots is the size of a thumbprint and the largest the size of a man's palm.

In addition to its fiery breath, which is blue in color and can melt the finest armor to a pool at your feet in but one or two blasts, the Luomber Castle Drake can apparently turn invisible or at least clear as one Monk observed while assisting distant relatives with the families affairs many years ago. The Monk said he felt as if he were being watched and turned to see glowing, pale lavender eyes like those of a cat, looking out at him from the face of dragon "seemingly made of water or glass. I saw the shape of it and I saw through it as well."

The Drake has never attacked clergy or Luomber kin or anyone else who has approached the castle with a lack of ill intent.

AD
Barking Alien




Monday, March 29, 2010

Now That's A Dragon

Finally! Finally someone understands the scope that dragons should encompass in a medieval fantasy world. One can be St. George's opponent, roughly the size of a dog and the next can be the Midgard Serpent.

I went to see How to Train Your Dragon last night and I really liked it. I was most impressed by the way the dragons looked, as they somehow managed to be simultaneously cartoonish, dangerous looking and in some cases majestic.

Also, without spoiling anything, there is at least one dragon in the film that I saw and said quietly to myself, "Now that's a dragon. That's how they look in my world."

AD
Barking Alien