The Wizard of London, by Mercedes Lackey

The Wizard of London is Mercedes Lackey‘s reconstruction of The Snow Queen, by Hans Christian Andersen.  It comes as the fifth book in her Elemental Masters series, and follows in her tradition of giving the heroines of the story considerably more power and input than they had in the original versions.  As with almost all of the other entries in this series, this one is also set in England in the early 1900’s.

If you’ve read any of Lackey’s other books in this series (or indeed, nearly any of her other books at all), then this story’s style will be intensely familiar to you.  Even if you don’t know the original fairy tale, there are few surprises to be had here; the biggest puzzle I faced came in deciding which of the groups of main characters would be the primary representatives of the original fairy tale.  That said, Lackey is a solid author and routinely manages to make the predictable entertaining, which in my opinion is quite an accomplishment.

Do I think you would enjoy it?  Most likely, yes.  Do I have a few other thoughts to share?  Read on.

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Dominions 3’s Manual Seduces, Conquers All

I sure did say a lot of mean things about Dominions 3 when I wrote about it last time.  I finished on a positive note, to be sure, but if you didn’t read that last bit it might have looked like very mild hate mail rather than an admission of my affections.  I won’t take those comments back (I still think they’re true, confirmed through further play), but I do have a few other thoughts to add.  First of all, giving me a copy of this game for Christmas is both wonderful and somewhat mean.  Secondly, I’m (not so) secretly in love with the game’s manual.  Third… well, my third thought is that the game is far more captivating than I had realized that it would be from my time as a spectator.

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Dominions 3, God of Time-Consumption, Awaits You

Remember how I mentioned that I would tell you about Dominions 3?  Today is your lucky day.  First off, here is what I said last time:

Dominions 3 looks like someone fell in love with Master of Magic and then decided that it wasn’t nearly complex enough.  And that it needed more gods, wars, and magic.  At a glance, it looks like something that will most appeal to a certain core of strategy lovers, but the concept is absolutely wonderful regardless of your interest in the genre.  You play a god rushing to fill the gap left by the disappearance / death of The Old God, and you must expand to outdo all the other pretenders and secure your own position.  It has territory based command and control, resource management, spell research, a military focus, and more numbers than you can shake a stick at.  Several of my friends are very excited about it, and I’ll let you know more when I’ve played it for a bit.  If it is more accessible than I anticipate, I will do my best to proselytize and spread the good word of the new god, Dominions 3.

That sounds pretty exciting, doesn’t it.

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Prologue + Chapter 1: Memories

Well, it’s not complete done yet, but I felt it better to post it than to tweak it forever; here is the first chapter of a slowly building novel! I really want to call this a first draft, and many changes may be made yet, as there is one character I want to rework (too tropey), two scene I want to re-conclude (awkward ending), and one scene I need to re-write (just all around too staccato and not flowing well enough). But overall, I hope it’s enjoyable :)

But with that glowing endorsement, here is Chapter 1 of Book 1 of The Steam Wars, “Memories” (and the Prologue as a bonus!)

I’ll be updating formatting over time, and will keep the final version of each chapter here, with the most recent update date at the top.

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Fleshing out the Details

So now that we have a setting, let’s add in some details! One thing that can derail a campaign most are details. Why? Well, because details are at once meaningful and arbitrary. That is, details have to be consistent with your universe, and they shouldn’t establish any themes which your  universe/story isn’t tackling, but they also aren’t always important. I once had to name a tavern at random. So I decided on a color and an animal/cooking object. After all, Black Bull, and the White Swan, or the Red Ladle, are all perfectly good tavern names. And this is how I ended up with the Red Bull Tavern, something Henry was so nice as to tease me about it here, and I’ll probably never hear the end of how I named the Mayor ‘Hamer’, which was intended to be pronounced “ha-Mare”, but ended up being called “Mayor ha-Mayor”. So it is important to make sure to make sure that your random details are unobstructive. But how do you craft important details that are meaningful?

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Azorius: A Teaser

This is the blurb/teaser to a universe I’ve been developing for use in a series of short stories (and soon to be an RPG):

Long ago, history tells of a great war between all the kingdoms, of magic that tore up the earth and sundered the sky, of demons and gods that walked the land, casting down hundreds where they glanced and calling down lightning from the heavens and fire from hell. These wars raged for decades, consuming all the races of the world. And when the dust parted and the blood cleared away, war was the least of anybody’s problems. The dead had risen. Few weapons could be used efficiently against the undead; mortal blows hardly even slowed them. In months, fully a third of the world’s cities were unlivable.

It was then that a major breakthrough was made: magic could damage, and destroy the undead. But while divine magic could repel the undead, arcane magic attracted them, worse, it could create them! Thus began the Great Purge. Any magic that wasn’t sanctioned by the church was hunted down, quickly and brutally.

Now, years later, the world is at an equilibrium. Maybe a quarter or a fifth of the cities and town from after the war survive, but they do survive. Each town is protected by a few priests; the larger the town, the more priests. And that protection remains under a few conditions: any magic users are turned over to the church, the church’s rituals are kept sacred, and the church can take anybody under the age of 18 into the clergy, at any time. If those rules are broken, the town risks losing its protection. And with these rules, rebuilding has begun, of cities and of roads. Of society.

But rumors linger, of rogue magic users who control hordes of undead, or of guilds of magic who seek to use the undead for their own nefarious research and goals, and worst, of corruption inside the church itself. But not all rumors are bad. Some tell of guilds of magic who seek to end the undead problem, of rogue magic-users who roam the countryside, seeking pockets of survivors or of magical artifacts that ward off the dead, and even of cities that escaped the devastation.

This is the realm of Azorius, and these are the tales of its people.