#Lore24 – Entry #224 – Helica Month #12 – To Become a Tamer

Excerpt from the Journals of Azita Gaji, Explorer of Helica, Seeker of Knowledge, Blessed of Saghirah

The rest of the days we spent upon Ukejama were mostly uneventful, thankfully, though the seas about the island remained more dangerous than a handful of weeks ago thanks to the influence of the Transgressor.  There was not a fishing boat that went out alone and without armaments.

As we awaited our summoner’s chance to prove himself, I formally took Zubayr’s collar and became an apprentice Tamer and began learning the art of bending the elements to my will.  There was no particular ceremony involved, as he simply placed the enchanted leather about my neck, and began my training with the fine art of sensing the raw magical power that I would learn to wield.  This started by depriving me of my sight and other senses as he manipulated those elements around me.  As I was no stranger to long hours of intense focus, I developed this skill within a day. 

Each element has a particular feel to it, as one would expect.  I suppose I would describe them thusly, though the full description would take much longer to describe:  Fire is chaotic and discernably hot, air ephemeral and with a kind of rushing sensation, earth is weighty and course and unyielding, and water is cool with an underlying weightiness that gives you a sensation of being swept away. 

If I struggled at all with this exercise, it was in sensing the fifth element, which I had not previously experienced.  Zubayr told me he was using it, and had me probe with my awakening sixth sense to see if I could sense it.  At first I did not, but then I became aware of the curious presence of this element, this Void that underlay all other elements.  It is a sensation of negativity, I suppose would be one way to describe it, of darkness and nothingness.  This is the most difficult of the elements to master, as it can be used to debilitate enemies, draining their very essence to sap their strength, drain their mana reserves, or to physically crush with the great power of the forces beyond.  Though I could sense this element’s presence, it would yet be some time before he would teach me of it further; for now, being able to realize it was there would be enough.  Once I had learned enough, I would need to claim a stave of my own to help focus my spells, or, preferably, a runic blade as would better augment my existing martial training, combining sword and sorcery.

By the time we would leave Ukejama, I would be able to rapidly sense the invoking of the elements, had begun manipulating them myself with beginner exercises, and Esekia had tamed the Amaranth Makani without incident.  I could only wonder if Makani grew tired of so much sudden attention.  We would depart upon the next stage of the Crusade aboard a vessel filled with other summoners who had passed their first trials, bound for the volcanic island of Vallalava, home of the Amaranth Cinza, though our voyage would not be without its dangers, for the world of Helica possesses dangers other than that of the Transgressor, and for all of our will to work together to stop the Wicked One, the conflicts of personality and ego inherent in the souls of mortals would prove quite troublesome upon this journey.   

#Lore24 – Entry #223 – Helica Month #11 – The Many Amaranths of Helica

Excerpt from the Journals of Azita Gaji, Explorer of Helica, Seeker of Knowledge, Blessed of Saghirah

Once I had managed to set up my lantern, I began clearing the accumulated dust and dirt of a few hundred years from the walls of the chamber.  Beneath them lay carved murals, most still with their brilliant paints still visible, though many had suffered cracks and collapsed sections due to the shifting of the earth around them.  I had no way of knowing for sure, but I got the sense that these were perhaps ancient even in the heyday of Grad Artanais.

The chamber was generally circular in shape but was composed of twenty-four walls set at slight angles to one another to form the angled circle.  The murals themselves were each about three-feet wide and as tall as the chamber itself, about twelve feet, and covered twenty-two of the walls, the last two being reserved for the entrance I had used, and another which was collapsed after a half-dozen feet. 

The first of the murals I examined were of fantastic creatures at once familiar and strange, bearing features of the wildlife of Helica, but grander, more exotic, and possessed of an intelligent countenance.  It was when I laid my eyes upon the foxlike figure of the Amaranth Glacia within an otherworldly snow-covered forest that I realized what these murals were.  Sure enough, as I progressed, I discovered images of the great birdlike Makani amongst the clouds, Cinza the fire dragon in his volcanic realm, and Kayalik the equine Amaranth of earth in a rocky valley.  Then there was Saghirah in her winged feline form, imperious upon her throne, above her temple in a great desert, and Nur-Atahk, the majestic, winged serpent guardian of the holy city of Tyraguard.  And yet, that was the entirety of the Amaranths I recognized, a mere six of the twenty-two! 

What were the names of these other Amaranths, and why were they not revered to this day?  Why were some of them more human in appearance than others?  Were they perhaps no longer living or unable to exist upon Helica?  Had they been destroyed at some time during the past, perhaps during the first battles with the Transgressor?  Had these Amaranths been forgotten to time?  Or had the church tried to hide their existence like they had attempted with Saghirah?  Had they too had representations in the temple complex in Grad Artanais that had been buried and lost?  So many questions flooded through my mind then.  This had to have been what Saghirah had wanted me to learn on Ukejama!

Though I didn’t have names to go along with most, I hastily began sketching the murals to the best of may abilities, making sure to include as much detail as I could manage, especially the symbols and ancient lettering I was not familiar with, for I would surely be using these as a guide for my future research.  There was so much yet to learn, so much that had been lost of Helica’s history that I may never know, but Saghirah willing, with her blessing, maybe I will uncover those lost truths, or at least, the most important of those truths.

#Lore24 – Entry #222 – Helica Month #10 – Upon Ukejama Island

Excerpt from the Journals of Azita Gaji, Explorer of Helica, Seeker of Knowledge, Blessed of Saghirah

Though I have never been to Ukejama Island previously, I was aware through my research that there were ruins from the same age as the holy city of Grad Artanais dotting the jungles of the island, though there was little information on what they may have once contained, to the point that I seriously doubted they had ever been seriously explored. 

We arrived mostly intact from our journey through the demon-infested seas, the frequency of attacks lessening as we got further from San Granalle where the Transgressor first appeared.  So, when we arrived at Ukejama, we found the locals on alert, their fishing fleets staying closer to the island itself, but for the most part, life hadn’t changed in this distant place.  The villagers were hungry for news of what had happened, and their were plenty of others aboard, seeking to have their chance to become full-fledged summoners, who were eager to tell them all of what had occurred. 

Ascending the holy mountain to the temple of the Amaranth Makani was a challenge for Esekia and Zubayr, the first having lived an easy life in the temples of the capitol city Tyraguard, and the second having not been on a serious adventure for some time.  For the Stalker and myself the ascent was enough to get the blood flowing, and paled in comparison to my journeys across the sacred peaks of Temismere. 

As it would turn out, we had little to worry about in terms of guarding our charge during this time, for the many would-be summoners who sought to tame the Amaranth meant that we would have to wait our turn, which gave me a chance to explore the ruins for myself.  Though of the same vintage as the city of Grad Artanais, the ruins hidden within the jungles were of a different civilization, one that was not immediately recognizable, and likely lost, the stone structures mostly overgrown or buried by what I could assume were massive upheavals of the land itself, perhaps during the first coming of the Transgressor when the world had first fallen under its terrible influence.  Unfortunately, I would be unable to immediately find signs of a shrine to Saghirah, for I could find no access beyond perhaps a hundred feet into the structures, so bad was the collapse.

I was about to call my explorations finished when I found a hidden pathway amongst the last of the ruins I could find, the place partially flooded due to its proximity to the sea.  The passage was treacherous to say the least, for I feared a collapse at any moment, but I could not leave it unexplored.  My perseverance was worth it, though, for I came to a mostly intact chamber which contained signs that it had once been related to the Amaranths, perhaps once maintained by the priests and priestesses who once served them.  Here, I would learn much.

#Lore24 – Entry #221 – Helica Month #9 – Taming the Five Elements

Excerpt from the Journals of Azita Gaji, Explorer of Helica, Seeker of Knowledge, Blessed of Saghirah

During the long days in which we traversed the sea from the mainland toward Ukejama, I would have several conversations with the Tamer known as Zubayr.  His kind are known as masters of black magic, the destructive and debilitating side of magic, opposing the restorative and enhancing side that is white magic.  I knew something of his order before, of course, the Order of the Tamers of the Five Elements, but now that we had joined together in a common goal, I was able to glean more information about them and magic in general, however difficult it was.  Zubayr isn’t especially talkative, preferring to remain in his cabin for the most part, pondering the mysteries of the cosmos as it were.

Though the common practice of using black magic involves the casting of “spells” that are well known amongst its practitioners, such as hurling balls of fire or creating fissures in the earth to crush enemies, the art is actually much more involved and considerably more difficult because of the mental focus.  They are called “Tamers” for a reason:  they are literally willing the raw magical essence and the very elemental makeup of the world to bend to their will, and it is the words of power that are spoken with these spells that help to maintain that focus.  It is conceivable that other “spells” could be performed, or certain effects combined, but this is exceedingly difficult for even masters of the order, and thus why the common spells have become thus. 

It is similar for those who practice white magic, in that intense focus is required and their focus involves “prayer” instead of the arcane spell words, though instead of taming elements, they are calling forth the power of the One True God.  Though I could not get him to tell me more, Zubayr hinted that there may be other sources for such powers.  I wonder if perhaps he means the Amaranths?  Were they not worshipped as divine beings in the times before the Transgressor and Phyresis? 

It is possible to use elemental magic to some extent without using power words, usually during the early training of a Tamer, when they are just learning to sense the elements and to manipulate them.  However, to be effective tools against the demons and the spawn of the Transgressor, the additional focus from using the words, and through channeling that power through a stave, turn these effects into truly devastating weapons. 

I would also learn from Zubayr that I possessed some potential for learning to tame the elements.  It was on the second leg of our journey, on the way to the volcanic island of Vallalava, after we had to assist in repelling some of the Transgressor’s spawn from the ship that he first sensed it within me.  It is barely enough to be classified as a potential student, he said, but it is there, and curiously, he didn’t recognize it when we first met.  He told me that it is not unheard of for such a thing to happen, either someone’s potential awakens later in life, or perhaps being around demons and the spawn of the Wicked One as much as I have, has changed me in some way. 

Or perhaps it is a side effect of the blessing bestowed upon me by Saghirah?  If it is true that the Amaranths can grant the same powers of white magic as that of the One True God, then perhaps she has awakened this growing potential within me?  I will have to ponder this more as we travel.  I feel that I must submit myself to Zubayr’s instruction and don his collar as his apprentice now that he has made the offer.  We will need all the help we can get on this crusade, and I can only imagine such knowledge will benefit me in the future.

The Time, where does it go?

I swear, this year is just flying by.  It’s been an eventful year, with a slant toward the frustrating rather than the good or bad.  Have had a lot of weather-related damage to the house and have had to have the roof and front porch replaced entirely, have been fighting the lawn mower pretty much all summer to figure out why it keeps breaking belts, and have had various other things come up to fill in the gaps, but I won’t go into details here.

I’d rather focus on how my RPG projects are faring since it’s been four or five months since I last updated here.  I’ve not been idle, though my focuses have changed and evolved…or my brain has just jumped around like a cat chasing a laser pointer, take your pick.

01

The I-89 Megadungeon Project

I had to put this project on hold back in June.  I still like the idea, but I kept running into the same problem:  lack of excitement.  By this time, I was making progress into the sixth level of the dungeon, but my excitement began to wane.  I realized this was due to lack of development for the setting and a lack of inspiration for the design of the level itself.  

For the setting, I had never really delved too deep into it, my focus being more on my science-fantasy setting at the time, along with my actual tabletop gameplay being fantasy-focused.  So, the post-apocalyptic vibes just weren’t flowing.  I began to lose interest in the level as I’d had it originally planned, because things just started to seem far too similar to previous levels.

Basically, I was working on a secret underground military base, but it felt a lot more like the hidden government facility I’d just finished the month before, basically more office-like and less top-secret military project.  This was during the height of the Great Lawnmower Saga of 2023, so I had been feeling a little drained in general, and just decided to shelve the project for the time being and focus elsewhere, and pick it back up later once the ideas started flowing that way again, and likely with a complete redesign of that level.

02

My TTRGP Games, and A PF2e Rant

I’ve kept up with my actual tabletop games pretty consistently thus far.  The Abomination Vaults game I’ve been running is still moving along at a steady pace.  The players just finished level 4 during the last session, and are beginning some additional content relating to the town’s Founder’s Day festival, which is tying in with the need to retrieve four items that once belonged to the founders.  I’ve been keeping track of the players’ progress daily in game, and it has proven very useful in providing additional ideas for new encounters and enemies outside what the AP itself offers.

For example, just last session, the players came across a message scrawled on the door of their home talking about the “New Blood awakening”.  I’m making things a little more exciting by not having the denizens of the dungeon be entirely cut off from the outside world with new allies that share their goals.

As far as my playing experiences, I’ve been in an Age of Ashes game for a while now as well, and have been having fun with that, though it is proving to be quite the challenge since we’ve only got three players.  Even though we’re dual-classed characters with a free archetype, it’s not enough to make up for the lack of a fourth person and those three extra actions in each combat.  We just hit level 11, and after scouting out the dungeon we have to tackle next, I’ve got doubts about our chances at success.  There are some encounters in there that will be rough for us on their own, and it’s very easy to have encounters multiply there from what I’ve heard (it’s the Quarry dungeon for anyone familiar with the AP).  Thus far, we’re considering our options for a commando-style strike, teleporting into the room with a particular boss and taking them down hopefully without alerting the rest of the dungeon, grabbing the artifact we need to progress the story, and then getting out again; since we’re using milestone experience for that game, it’s really the smartest play.  However…due to one character having a very strict anti-slavery stance, and there being quite a few slaves being held captive in the first chamber of the dungeon…our plan has been complicated immensely.  Likely we will have to try two strikes, but we’ll see how it goes next session.  TPK is always an option, lol.

The two games mentioned here have both been Pathfinder 2e games, and since we started with the system earlier in the year, I’ve had my opinions shift a bit on the system.  While initially it seemed pretty fun, I’d heard repeatedly from one particular player that being a caster was just not fun in the game; he’d played multiple casters in these games and others I’m not part of, and had nothing good to say about them.  I thought he was just bitching to be bitching, as he’s been known to do that before.  Having seen casters in action from both sides of the GM Screen, however, I’m leaning toward the camp of “casters suck” in PF2e. 

To put it simply…it’s not a lot of fun if you’re expecting your magic to be effective against enemies.  If you’re playing mostly a support caster buffing the party, yeah, you’re probably going to be having a blast, but the way these APs are setup, don’t expect to feel the same if you’re trying to damage or debuff enemies.  The way the numbers work, you’ll be lucky if most enemies only Succeed on their saves against your spells and debuff attempts.  For example, in the upcoming dungeon, most of the encounters are on the high side of the difficulty scale, and thanks to the numbers, most of the monsters will be able to get a Success on their saves by rolling 5 or better, and most of the time, that means half damage, or they get no effect from the spell at all.  If they Critically Succeed, well, it’s just no fun at all.  I feel like my spells succeed maybe 1/3 of the time at best, whereas the martial characters are hitting enemies successfully at least half the time, if not more.  I’ve dove into the debate and researched what I’m “doing wrong”, but no matter what explanations I’ve seen to the contrary, it just isn’t fun when a system that is so tight in the math, where every +1 modifier can make a difference, is so geared against me as a caster.  My numbers are behind the martials on my spell attack rolls, and I have no way of increasing those numbers through item bonuses like they do.  I can try to debuff monsters through skills, sure, but it’s usually not enough to matter in my experience (true, I guess the dice rolls are just against me most of the time), and trying to affect them with magical debuffs is just an exercise in futility most of the time.

Take a fight against a golem during one of the earlier games in the Age of Ashes for example:  all of us failed our Recall Knowledge checks on the golem, so we had no idea what spells would affect it at all.  This led to me hitting the martials with a buff or two, the cleric/champion trying desperately to keep himself and the fighter alive while they were getting pounded, and my summoner pet doing everything it could just to keep the golem knocked down and flank, because it could barely hurt the thing.  To put it mildly, the fight was a slog.  The second golem fight not so much, since we made our checks, but then the last golem fight was another slog, because we failed our checks again and had no idea of its weaknesses, and nothing I did affected them until I hit them with a cold spell.  This didn’t damage them at all, but did slow them, so I just spammed Ray of Frost the majority of the fight while knocking them over with my pet, until I had to pull the pet back, because, even though all summoners are masochists, they have limits, namely their shared HP pools.

I’m enjoying the game, but I’m growing very frustrated at how my experience as a spellcaster has been going, and everyone I’ve spoken to in my circle who has played the game feels the same way, and has similar experiences to share.  And yet I keep hearing that I’m doing casters wrong because I’m not supporting enough or debuffing enough, and that casters are super fun to play.  Well, I’m not seeing it.  Maybe it wouldn’t be so noticeable if we’d actually encounter some lower-level threats from time to time, but pretty much everything we encounter is close enough to our level that at best it’s 50-50 on my success rate or worse.  But even that isn’t a guarantee; one of the fights last game had a group of enemies using stats from another enemy we’d encountered 4-5 levels earlier fighting alongside a pair of golems we’d failed our knowledge checks on…these supposed “mooks” either got Successes on their saves or Critical Success when I tossed out a big AoE spell to start that fight, so across five or six enemies, I got a total of about 12 damage.  Yeah, really not feeling too great about that…  

03

NEW TTRPG Developments

Though I’ve been playing mostly Pathfinder 2e (and one lingering D&D 5e game which is…meh; I don’t care for 5e), my developments on my own TTRPG projects continue in other directions.  I’ve renewed my interest in a custom version of the Star Wars Saga Edition system.  I feel like this is a great option for a more cinematic-action styled sci-fantasy game, and after having played PF2e for several months now, I have changed my course a bit on revamping the system for my own needs.  Basically, I’m implementing PF2e’s Three Action Economy.  Since both PF2e and Saga Edition are rooted in D&D 4e mechanics, they mesh really well.  I’ll be reworking the SE Force powers into spell effects, and removing the condition track, replacing them with PF2e-styled conditions.  Overall, I don’t think it’ll be too difficult to do at the core level, but will take a bit more work to tweak spells and certain abilities to replace mentions of the condition track.  I’m hoping to try a play test in the next few weeks to see how it performs at an early stage.

I’ve also been developing with an eye to the Old School as well.  With my apathy toward D&D 5e already high when the Great OGL Kerfuffle of 2023 happened back in January, and my faith in PF2e as a viable replacement waning based on my experience as a caster, I’ve been looking hungrily toward trying an OSR campaign using Castles & Crusades.  The more I read into the system, the more I like what I’m seeing.  Things are just so simple.  It really does feel like an evolution of AD&D 2e (which is where my group started way back in the late 90s, though it was only a year or two before we jumped to 3e and stayed there for ages).  After seeing how PF2e has so many rules dictating exactly what you can do, it’s refreshing to see a minimal character sheet that isn’t filled with practically no restrictions.  You can try anything you want, and might even succeed if you describe it well enough or roll high enough; that simplicity is what really sells the OSR games to me.

As such, I’ve taken a renewed interest in evolving my fantasy setting over the last few months.  I’m working on some new characters and ideas to try some solo hexploration gameplay to help develop the actual campaign setting areas for the players, and have been working on renewing some old characters from my previous games and stories to work them into the newly evolving setting, while putting my own flavor into the classic fantasy staples (elves are more like vampires from the classic Vampire: The Masquerade setting, for example, in which they tend toward grand, long-running schemes to control everything behind the scenes the older they get).  Thus far, I’ve got the groundwork in place for the Curse of Cypress Isle (a hex-crawl island exploration adventure in the style of the classic Isle of Dread adventure, flavored with aspects of the real-world Oak Island treasure mythology), the Muckenmyre (a new area of the world, a massive swamp area with some interesting characters in the costal town of Grimbridge), a newly started northern area with some flavor of Skyrim (I’m using my Skyrim gameplay to try out building up an adventure using inspiration from various sidequests and moments in my current playthrough), and of course, the city of Arcavarlon, which I will continue development on as I further expand my campaign setting.

I’ve got a lot of ideas, and I just have to get them out of my head and onto the screen!

04

Onward to the Future

Well, I think I’ve gone on long enough for now.  That covers the major updates on my gaming projects.  From here, I’ll say that I’m going to attempt to get back to posting updates here more often as I go, detailing the various settings and locations within them, as well as my continued experiences as a player and GM.  

The best of luck to you on your adventures!  Thanks for reading, and keep your eyes peel for more soon!