Saturday, January 29, 2011

Virtuosos of Villainy: Eli Tomorast


Few villains in all my home Greyhawk campaigns have struck a nerve with players as much as Eli Tomorast. Tomorast is one part Freddy Krueger, one part Belloq from Raiders of the Lost Ark, a dash of Pinhead from Hellraiser all mixed together in a Greyhawk pot. All of this is what makes this diabolical, demon-clawed mage my favorite villain of all time. Unlike many module villains however, Eli Tomorast has a rich back story to match his evil appearance, as well as the perfect base of operations to conduct his plots: the dungeons of Maure Castle

Background: Eli was created by Robert J. Kuntz and Gary Gygax to be the main antagonist for the AD&D module, WG5 Mordenkainen's Fantastic Adventure. Based on Kuntz and Gygax's home campaign, this module retells the early exploits of the Citadel of Eight (Gygax's own character, Mordenkainen for instance is only 12th level.) as they go beyond the "Unopenable Doors" and discover one of the most difficult challenges of their careers in Eli Tomorast. Though he is ultimately meant to fall to the heroes, his evil was too good to stay dead for long. Tomorast made his triumphant return in the Dungeon Magazine #112 mega-adventure Maure Castle cowritten again by Kuntz. This epic dungeon-crawl greatly expounds upon previous material and delves further into the background of this evil character.
 
Tapestry depicting the Lost City of the Elders.

Eli Tomorast is a renegade Seeker of the Arcane (a group of scholarly explorers and treasure hunters) who allegedly destroyed their chapter house in Highfolk. It is also known that Tomorast earned the enmity of the Silent Ones of Keoland. Possibly hiding from his peers, Eli first set up shop in the dungeons near ruined Maure Castle around 550 CY. A diary found in this lair reveals his previous expeditions including one to the Forgotten Temple of Tharizdun where he learned dark secrets from its priests, and more recently a place of myth he stumbled upon called the Lost City of the Elders. It is here, Eli gained his signature hand-grafts and captured a particularly nasty guardian demon named Kerzit. Evidently Tomorast strongly desires to return to this otherworldly place again, and much of his work below Maure Castle might have been towards this goal.


Powers: Tomorast is a billed as a wizard, artificer and madman. He is responsible for creating many magic objects, most of which are deliberately cursed. The worst of his creations however come from the pages of his Tome of the Black Heart, an evil book he chanced upon in a curio shop in Greyhawk City. This includes the rituals to summon and bind the demon Kerzit and the plans to create the Terrible Iron Golem. 

Where most evil wizards would be happy just hiding behind minions and flinging spells into combat, Tomorast shows off his most sadistic, intimidating side: his demonic hands. Eli likely gained these profane appendages during his visit to the Lost City. Who they belonged to and what deal he made to gain them is unknown (though I speculate they are originally part of Kerzit). What is known about them is their horrible melee and magical effects. 
Eli's claws and spikes are as deadly as any fighter's blade and he takes delight in using them to shred other spellcasters apart instead of using spells. And while he does have a full compliment of killing spells at his disposal, the demon hands have other inherent powers to make Tomorast an even more tenacious opponent. His left hand can boost his dexterity and armor class, while the right hand improves his chances to hit with held weapons (however he accomplishes that!). Should both hands hit the same target in melee, the poor victim can end up paralyzed and possibly lose a level! Defensively, when Tomorast's hands are clasped, his armor class and saving throws are improved, plus he gains some healing. Yes indeed, a fight with Eli Tomorast is like none other.

Eli in the Home Campaign: As I mentioned before, Tomorast has earned a special place of hate in the memories of my friends. We never played WG5 with the pre-generated characters from Gygax's game, Mordenkainen, Bigby the mage, Riggby the cleric and Yrag the fighter. Using our own characters they faced the same dangers and came to the same results, battling and running from the Terrible Iron Golem, finding loads of magic items only to find them horribly cursed and even pestered by Tomorast's minions like the one-eyed familiar Rel. Lastly, the climatic encounter with the guardian demon Kerzit and the final show-down with Tomorast himself was one of those edge of your seat combats that left some dead and others eager to leave. 
It would be several game years later that I resurrected Tomorast (well before the storyline of Dungeon #112) in a plot to force the PCs into delivering to him some dangerous magic object out of the Forgotten Temple of Tharizdun. This of course didn't set well with some of the PCs who had personally had a hand in killing him the first time. Needless to say they did the quest and in the end killed Eli a second time. This led to an act so heinous and vile by these so called "heroes" that to this day it still amazes me. The players were so insanely vindictive against Tomorast that they took his corpse and had him stuffed to stand in their character's tavern back in Greyhawk City. They would later regret this move.
Many years later, with the publication of Maure Castle, Eli Tomorast cheated death yet another time. Thanks to the PCs, the preserved body in the tavern made it easy for Eli's allies to resurrect him again, this time to aggravate a second generation of characters. To date, my players managed to search out only about 1/3 of the dungeon (never mind the three expansions published after Dungeon 112!) until a near TPK against a severely buffed Kerzit caused them to turn tail and never come back. Tomorast is still down there laughing at them. Should they ever read this article, I hope my players take Eli's challenge someday and try to finish what they started.

Tuesday, January 25, 2011

Must See: Dragonchess!


Breaking Greyhawk news: Grendelwulf over at Axe & Hammer has posted a must see project that should impress any hardcore Greyhawk fan. He is undertaking the creation of a three-tiered Dragonchess game as designed by Gygax in Dragon Magazine #100. Needless to say this is something I'd never have the patience to try, so I'm looking forward to living vicariously through Grendelwulf on this one. Good luck!

Addendum: I did a quick search and I never knew this, but there is a Dragon Chess boardgame out there in publication that from the looks of it has absolutely NOTHING to do with Gygax's version. There is no way the creators of this board game could not have heard of EGG's chess variant. Must be why its spelled with two words instead of one.

Update 4/4/2021: It seems Grendelwulf's site Axe & Hammer is no longer in service. Link was removed.

Saturday, January 22, 2011

Greyhawk City Weather Forecast

Yet another batch of snow is on its way and with it comes a new batch of moaning and groaning from everyone I talk to. Anyone who says they like winter is either lying or lives in the sub-tropics. I certainly denounce Telchur and his ways but I've decided to save my complaints this week and work on something constructive, like listing all the things that are good about winter, related to Greyhawk.

Snow Barbarians: The Schnai claim to be the strongest and are the most numerous of the northern Suel peoples. They once held the embattled Frost Barbarians (Fruztii) under their sway and generally only pay heed to the Ice Barbarians if there are Sea Barons to fight and Aerdy coasts to raid. The best part about the Schnai is where common heroes go to the four corners of the Flanaess to seek adventure, the Schnai go beyond; casually sailing across the Solnor Ocean to the mysterious isles of Fireland to fight dragons, giants and the elements.
 
Greyhawk Weather Generator: Originally published in Dragon Magazine #68 and later added to the World of Greyhawk Boxed Set, Greyhawk's intricate system for determining the weather has always been one of the most daunting things about running the setting. There is no fewer than nine steps in determining a daily weather report. Everything starts from a baseline latitude of 40 degrees (roughly the north coast of the Nyr Dyv) and from there random charts cover everything and I mean everything from high and low temperatures, to chance of precipitation on up to special weather phenomena. The whole system covers six pages and details terrain effects on weather, wind chill adjustments, high wind effects and other game related adjustments do to weather. A typical blizzard for instance lays down 2d8+8 inches of snow, lasts 3d10 hours, cuts movement to 1/4 and vision to 10 feet. The chance of getting lost is 35% and wind speed is 3d8+36 (mph).  This added realism is incredible and was part of AD&D's charm back then, but I for one would only roll these results in advance as it generally bogged down game time. Good thing there is handy Greyhawk weather generators online to calculate this stuff on the fly. 

Kostchtchie: This snowy cover from Dragon Magazine #119 depicting the demon lord Kostchtchie beating down on some Roman soldiers is among my favorites of all time. Kostchtchie, who is right out of Russian folklore, first appeared in the Lost Caverns of Tsojcanth. Many years later he would be featured in the Dragon #345 article Kostchtchie: Prince of Wrath by James Jacobs
Uldra, Snow Elves and more: Issue #119 also featured the wintry Uldra created by Calle Lindstrom. These small, blue skinned fey were made available as a player character race for AD&D and later adapted to 3.5 D&D for the excellent arctic setting book Frostburn written by George Strayton, Wolfgang Baur and yes, James Jacobs. Wolfgang Baur also wrote the chilling adventure Raiders of the Black Ice in Dungeon #115 for the Greyhawk setting. The Uldric pantheon includes Aslak (the Wide One), Maitak (demigod of nature and mountains), Salturen (god of justice) and Talminen (god of freedom). 

Another cold-weather player character race found in the pages of Dragon is the Snow Elf from the article, In the Frost and Snow by David S. Reimer in issue #155. These druidic flavored kin of the Valley elves, hail from the Crystalmist Mountains according to the article and worship a lesser elven deity named Tarsellis Meunniduin (god of mountains and wilderness). 
Frost Giants: I can't speak about cold Greyhawkian races without mentioning Frost Giants! G2 Glacial Rift of the Frost Giant Jarl was the second part of the Against the Giants series and is still in my mind the definitive module on frost giants. Jarl Grugnur's realm also found in the Cystalmists, has it all: polar bears, yeti, winter wolves and of course remorhaz. For more on frost giant culture and some new frost giant domains, check out CruelSummerLord's article over at canonfire.

There is so much more I could cover; Wintershiven, Icy Sea, Polaria, Telchur, Telchuria, Cold Marshes, Frostmen, Vatun, White Dragons, Frostrazor, Icehand Plain, and so on...but that's for another day and another winter!

Tuesday, January 18, 2011

Review- Channel Divinity: Vecna

The latest installment of Channel Divinity in Dragon #395 over at Wizards of the Coast, features none other than our favorite archlich of Greyhawk and all-around impaired deity, Vecna. Unfortunately as most eDragon articles require, you'll need a DDI subscription to read this article (by long time print Dragon writer, Robert J. Schwalb). While many of you have severed ties with post-Paizo Dragon, your pal Mortellan has finally decided to take one for the team and signed up to see how the new fluff for old Greyhawk classics is being handled for 4th edition. As it appears in this article, Vecna and his cult seems to be treated with respect for previous writings such as Core Beliefs: Vecna in Dragon #348. Let's look at some excerpts:

"He was the first to sacrifice his body to gain immortality as a lich. He used his magic to raise up an army of undead and conquer an empire. He was betrayed, dismembered, and swallowed up by the Shadowfell to fight a war against his one-time companion and eternal rival for eons. And eventually, he stole divine power for himself to complete his apotheosis and become the god of secrets, the undead, and necromancy."

(An amazingly concide summary of many edition's worth of Vecna-canon if I do say so! It smoothly fills the current Shadowfell in for Ravenloft but otherwise manages to include nearly everything one needs to know about this deity.)

"Yet for all that Vecna embodies the darkness, he is also the god of secrets, the lord of whispers, and the keeper of forbidden knowledge. Given the wickedness at large in the world, almost anyone would agree that some things should remain hidden—that certain truths should be left undiscovered. It is in this capacity that some unlikely individuals find their paths intersecting with those of light’s champions to keep secret what should never be revealed."

(The article is mainly on how to play a devotee of Vecna so here we have a perfectly justifiable reason to play an evil character among your standard party archetypes. It has an almost X-Filesy angle to it, albeit not Mulder and Scully searching for the truth but rather, your Vecnan is the shadowy Cigarette Smoking Man instead.)

"Vecna was once a mortal of great magical power. Magical mastery enabled Vecna to secure temporal power, with the assistance of his companion Kas. At some point during his ascent, he created the Lich Transformation ritual, then became a lich, and finally authored the Book of Vile Darkness...."

"...there are tales about how Vecna was born to a despicable witch who showed him the path to darkness before she was herself cast into a pyre by righteous zealots."

(Here is a couple more snippets showing the background of Vecna. I am not sure if he was attributed to the Book of Vile Darkness before, but it seems to work with the direction of the article. More on that in a bit. The bit about his mother being a witch and pyred is slyly from the Vecna: Hand of the Revenant graphic novel. Not canonical but full of tasty story elements that have been picked up by later authors over the years. Here again, it works with the point of Schwalb's article.)

"Too many variations exist for anyone to discover the actual truth and this is just how the Maimed One wants it. Keeping the circumstances about his rise to power secret ensures no one can replicate them."

(This is a brilliant suggestion for using all references about Vecna, no matter how lame or contradictory. Even placing his reign in a timeline is difficult because everything about the God of Secrets is a myth at this point, and thus no one can know for sure but him! And maybe Kas...)

The article continues on with the Whispered Commandments, common to all cults of Vecna no matter how fractured they may be; 1. Follow the Subtle Path, 2. Nuture the Seed of Darkness, 3. Reject All Deities But Vecna. I won't go into the details but it's good stuff.

Next up is a section on the Keepers of the Forbidden Lore, a special sect of Vecna, useful for a PC follower:

"Contemporaries of Vecna when he walked the world as a lich, they were enforcers charged with gathering dangerous lore and returning it to him, whereupon he studied and perhaps compiled it in the Book of Vile Darkness."

(These people do not want the world destroyed as a Tharizdunite would, or overran by undead as a Kyussian might. No, they want to save the world like any other hero. Except that they find and lock away any dangerous knowledge they find until which time their master wants to make use of it.)

The rest of the article is on more motivations for playing a Vecnan, choosing suitable races, classes and so forth. It finishes up with some deity-specific Feats for a follower of Vecna. For obvious reasons I won't cover those here, but needless to say if you play 4th edition they should be what you need for your next evil character. I may give it a try myself someday.

Update 04/04/2021: WotC no longer makes 4E digital Dragon available on their website. Link changed for reference.

Friday, January 14, 2011

Big Changes to Wizards 2011 Schedule

Culled from a couple other informative gaming blogs, Wizards of the Coast has recently announced a major round of changes to their 2011 product schedule. Primarily affecting gamers of all editions is the discontinuation of their plastic minis line. As much as I hate the look of those ugly blobs of plastic, they are infinitely more useful than metal minis for D&D play. The timing of this with the promotion of new collectable fortune cards will fuel much gamer speculation going forward, as to what D&D is becoming.

Now more specifically to Greyhawkery, this same announcement also brings a slight blow to "4e-Hawk". Apparently they have decided to cancel the upcoming magic item accessory, Mordenkainen's Magnificent Emporium.

What?! Cancelled? CURSES!!!!!

This is a book I had lampooned harshly back when it was unveiled at Gencon 2010. Basically this was the pitch for MME:

"...a book of magic items designed to inject more story and descriptions into magic items. Not just a bland history, but a real story hinted at by the item’s description."

Well shucks, I guess I got my wish. Mordenkainen won't be demoted to a magic item shop-hedge wizard in 4e. Satire aside, it really could've been a good book fluff-wise, but maybe Greyhawk dodged a bullet here. Who knows? This blogger predicts that the Emporium may still be salvaged by Wizards albeit in the form of a collectable card set (yeash) comparable to recent products they have put out. I kind of agree here, they would not let a book full of magic items go to waste, so one way or another they will see print.

Personally what's a shame in all this is that MME was really the only Greyhawk relevant news I could squeeze out of attending Gencon last year. Here's hoping for something better in Gencon 2011...

Update 4/4/2021: This Mordenkainen book ended up being released for 4E after all in September of 2011.

Thursday, January 13, 2011

Greyhawk Comic #302: Grey Lore

If knowledge is power, then
Delleb is an atom bomb of information. 

The comic is back! Delleb is here to unload some more Greyhawkery on your brain in this week's installment. Be prepared to read... Enjoy!

Tuesday, January 11, 2011

This is Where I'm Retiring To


This place ain't real! Or is it...

I've quite often seen references online about Grayhawk, pertaining to real estate and/or golfing. Heck one time years ago I was golfing at my local course and randomly found a ball-cap on the fairway that said Grayhawk Golf Club on it. Talk about an omen! Anyhoo, on a whim I decided to check out one of these Grayhawk websites. Hmm, not too bad. I could live there, if I had the means of course. Just imagine, if I lived there I could mail everyone I know in the Greyhawk community "Needfest" cards and the return address would say its from Grayhawk! How cool would that be? And I'd have to name my home something Gygaxian, like Castle Grayhawk or Vault of the Mort. No? Well, I can dream!

p.s. Unfortunately Arizona has lousy professional sports teams. Hockey in the desert? I say thee nay!

Update 04/04/2021: The link to the "Grayhawk" site is no longer active, but I'm sure a quick Google would still find more contemporary websites.