The Girl Detective

Eleanor Keyleth Brienne [d’Medani]

 

“Elle”

Elle lit her cigarette, taking a long draw before letting out an exasperated breath. “They did what?!” she exclaimed, after hearing from her companions that the d’Mir Gang had blown up the Skyfather’s hoard. Ein Zelteil, the mad artificer, and San-Gaeo d’Mir, his thief companion had apparently leapt from the flying tower as gold literally rained down on the heads of the Vulkoori tribesmen, acting as their guides. Her contract with Morgrave University to retrieve the stolen Sanguineous Tome hadn’t prepared her for angry drow tribesmen, insane Reidran bureaucrats, killer yaun-ti, and incompetent Wayfinder “assistance.” She was a long way from Sharn, and angry giants were the last thing she wanted to deal with today.

-Brother “Doc” Wilson’s Journal

-Cleric-Accountant of Kol Korran for Acquisitions Inc., Dar Qat, Xen’drik

– 8th Lharvion, 998 YK

The Girl Detective

From Veronica Mars to Velma, girl detectives have always been a favorite character archetype of mine. While I could have gone with a male detective like Sam Spade, I’ve noticed female detectives are more likely to form adventuring parties, while male detectives inevitably act alone. Veronica and Velma surrounded themselves with their classmates, facilitating teamwork to solve mysteries. Their ability to form these parties was integral to my early organization of Non-Player Characters into NPC Parties, which act as foils and competition for the Player Character Party. This party mechanic coupled with their plucky nature makes them dogged pursuers of the PC Party, making them excellent, identifiable antagonists. They also look great in trench coats and fedoras.

Elle is one of my earliest recurring Non-Player Characters. When I was DMing my first game ever, a d20 Modern adaptation of Sid Meier’s Alpha Centauri, based on the GURPS book of the same name, I was beginning to watch Veronica Mars, which features Kristen Bell as the eponymous girl detective. It may have been this influence that inspired me to set a female antagonist against a predominantly male Party. In the Alpha Centauri game, Eleanor O’Brian is an insurance agent sent to investigate the various terrorist-related disasters around a hotly disputed colony on Planet. In spite of her efforts, she is consistently one step behind the Players. She is always following the clues, picking up the pieces after the PC’s adventurers, the hunter but never the hunted.  She rarely gets her men.

Lover, Fighter, Half-Orc with a Killer Chin

In the Alpha Centauri game, Elle is never able to enlist help from allies to help her capture the PCs. This changed when I decided to run my first Eberron game, Eberron Prime: Xen’drik. In this incarnation, Elle is given more resources to pursue her quarry, most notably the addition of sidekicks and Party members of her own. Her first sidekicks are two bumbling Stormreach Watchmen affectionately named Wiggum and Lou. These two guards unwittingly aid in the PCs theft of the Sanguineous Tome, mostly by revealing weak points in Morgrave University’s security. As her quest to retrieve the Tome and capture the d’Mir Gang (PC Party) sends her deeper into the jungles of Xen’drik, she acquires more allies. After being interrogated by Reidran officials at Dar Qat, “Doc” Wilson, a shifter cleric-accountant of Kol Korran and Dar Qat refugee, joins her Party. When the NPCs learn the PCs are headed for the lost Obsidian City in order to return the book to the Sulatar Empire, the Wayfinder Foundation sends their best adventurer, the boisterous half-orc Bruce ir’Caivyrne to help her (and reap the rewards of finding the ancient drow civilization.) The introduction of Bruce would foreshadow future partnerships in alternate universes in which he and Elle are explicitly working toward the same goals. In the end of the Xen’drik game, the girl detective and her friends would eventually join the multiverse traveling Ein aboard his airship.

With his loud, aggressive, totally egotistic personality, Bruce ir’Caivyrne is a natural foil for Elle, who is stubborn, independent, and willful. The sole heir to the noble House Caivyrne, a half-orc family that his risen to prominence through shrewd business arrangements with House Thrashk, Bruce forgoes tradition and etiquette for a life of adventure. In Eberron Prime, he is primarily a thorn in the straight-laced Elle’s side, representing the Wayfinder Foundation and Morgrave University, who each want the prestige that comes with finding the hidden drow metropolis, the Obsidian City. His relationship with Elle changes, however, in Gestalt Eberron: Mecha, due to the rare inclusion of a female Player, who is an exceptionally infamous changeling thief. In this game, Bruce is the dominant player in their partnership, since he also is a dragonmarked private investigator. It just happens that both private eyes are chasing the same quarry, agreeing to team up to share resources. The PC Party in this game, however, is leagues away from the two detectives, after they commandeer an experimental airship, which is part of a sentai-style giant fighting robot. Complete Eberron: Demons actually solidifies the two characters partnership with both of them being active agents in Breland’s Dark Lanterns. Since the Party is predominantly male again, Elle is the dominant character, acting as Bruce’s handler much like a young “M”, while Bruce is a street-fighting, infiltrating assassin very much in the vein of a young James Bond. If you’re curious about whether this partnership will lead to romance between the two, I don’t know, but opposites do have a tendency to attract, even briefly.

Barmaid, Private Eye, Continuing the Brienne Legacy

As my Eberron games became more complex, more supporting characters for my iconic NPCs were required in order to create a consistent, living world. When I decided to run the spin-off game Eberron Prime: Sharn, which details the adventures of two employees of Item Creation Corporation on the mean streets of the City of Towers, I wanted to include characters that were related to Elle’s Party (The Ir’Caivyrne Expedition). This led to the introduction of Eleanor’s two sisters, her middle sister Luisa Jennsen Brienne, who is a journeyperson barkeep for Little Barbarian Breweries, and Charlotte Mishann Brienne, a House Tarkanan thief and her youngest sister. The Brienne sisters act as both allies and enemies to the Party, depending on the goals of the PCs. The Item Creation Corporation employees, a bard and a wandering swordsman, save Luisa’s Little Barbarian Breweries tavern from Boromar Clan gangsters intending to exact Hostellers’ Guild fees from her franchise. While Luisa quickly became an ally, her little sister Charlotte finds herself in direct conflict with the employees after convincing them to help her steal the ultra-rare Wizards & Wayfinders Customizable Card Game card, “The Day of Mourning.” In interactions, both NPCs voice their opinions on their eldest sisters’ decision to become a private detective. The Brienne sisters would not appear in future Eberron sessions until the Complete Eberron games, however the inclusion of NPCs families adds depth to their lives when they aren’t helping or hindering the Party.

Currently, I am dungeon mastering two games in the Complete Eberron universe, which has been expressly created to introduce new characterizations to existing iconic characters. Since nearly all D&D 3.5 and even some Pathfinder material are legal, I began considering alternative builds for Elle, who has always been a Master Inquisitive. In the Demons game, the PC Party liberates the camp of Wyrmwatch, Q’Barra installing their own rulers and forming their own government. After this event, I realized that if the PCs are going to go around forming governments and micromanaging towns in the world, it would be interesting if instead of being a private investigator, Elle represents a major government. Thus, I made the decision that Elle is now a spymaster for Breland’s Dark Lanterns, currently undercover in Newthrone. With her partner Bruce ir’Caivyrne [d’Tharashk], a probationary agent for the espionage agency, they are staking out a Brelish MP, who is attempting to exchange important information with a Twelve informant. At the moment, Bruce was implicitly introduced in my most recent session of the game, foreshadowing the introduction of Elle later on in the game.

Guitarist, Thief, the Youngest Brienne Sister

Across the expanse of time and space, in Sharn in the year 997 YK, during the Morgrave University game, Charlotte’s gang is plotting on hitting the university’s vaults for an arcane artifact. Charlotte’s introduction is largely foreshadowed, much like Elle’s introduction in the Demons game. When Morgrave’s lone A/V guy, the PC Party’s artificer, fixes and upgrades her electric guitar, he unwittingly makes friends with “Molly,” the gang’s changeling bard and lead singer of the girl’s cover identity group, the indie band The Guitar Heroines . While in Eberron Prime, Luisa is a barmaid, she has graduated from the NPC classes into full PC classes, carrying on Elle’s mantle as the Brienne sister’s girl detective. After founding the Meddling Kids, Jr. Inquisitive Agency on campus, Luisa becomes a mentor to Vicky “Vivi” Belmonte, a nosy, know-it-all student who I investigating the PC Party’s mad scientist after a massive arcane accident at the player-created Department of Planar Research. As the Morgrave game progresses, the Brienne sisters will eventually become more important to the events of the game, interacting directly with PCs.

As my first truly unique NPC, Elle holds the most sentimental value. Her background and attitudes toward the PCs have always changed as I have interpreted and reinterpreted her for different Players and PC Parties. She has gone from a beleaguered insurance agent in the future, to a tough-as-nails Master Inquisitive, finally becoming a member of Breland’s espionage community. While in previous games, I made sure to make her active in the PC’s lives, I have decided to instead focus on introducing new NPCs, rarely utilizing Elle and the rest of my iconic characters in order to add more mystery to their stories. If you’re ever in one of my Eberron games, you’ll probably see a cigarette smoking half-elf woman in a fedora shadowing you through Sharn’s dark streets, then it is probably Elle or one of her sisters taking an interest in your activities.

Editor’s Note

Yeah, I got some serious writer’s block this week. This is the continuation of Dramatis Personae from the Old Blog. Elle, Luisa, and Charlotte all appear in The Brienne Chronicles, which I may post at least excerpts of later on. I may or may not alter them for source material for non-Eberron speculative fiction. In the least, I have all weekend to create a buffer for new material.

When Warehouse 13 starts up again, expect me to post about it. The same goes for Fringe after the season finale! I also need to do one on Veronica Mars one of these days. Bruce Campbell is pretty awesome too. See! I have ideas! :/

1 Comment

Filed under Dramatis Personae, Dungeons & Dragons, Literary (Napkin) Classics, Series, Tabletop Roleplaying Games

Early Adopter’s Lament (Or How I Caved & Learned to Love Minecraft)

Introduction

After a NaNoWriMo binge in last year, I joined my friends in playing Minecraft. They had been playing for the better part of that month, whilst I feverishly worked on my Eberron fan-novel, The Brienne Chronicles. Through a mix of peer pressure, addictive gameplay, and general cheapness of the software I ended up playing the game for a week straight before returning to the real world. The review that follows was posted on November 30th, 2010.

How I Caved and Learned to Love Minecraft

I never intended to spend my weekend spelunking in virtual caves on my friend’s Minecraft server. In fact, I went out of my way to avoid playing Minecraft altogether. It is so terribly trendy. I can’t stand trendiness, especially geeky trendiness. Unfortunately, I yielded to the siren’s song of mining and crafting. I am now on my roomie’s server, exploring lava-filled caves, hiding from the undead, and looting the world for its natural treasures.

I have this character flaw when it comes to new Tech. I wait. Mostly I wait because I tell myself I won’t cop to the trends. I tell myself, “I’ll see what happens.” I tell myself, “It’s just fad.” But then something draws me in. Maybe it’s pragmatism like with Facebook, allowing me to keep up with people I rarely speak to in person. Maybe it’s because I think it’s an excellent way to promote my own material, like when I joined Twitter to advertise my Heroes webcomic. In any case, I eventually become an earlier-than-you adopter.

The Early Stages of Addiction

It was, however, probably inevitable I’d end up trying the game. After all, Penny Arcade covered it in their webcomic! Gabe goes from “punching trees” to a mighty king of his own tower in a matter of days. After that a few weeks passed, a couple of twitter users I follow began posting about their experiences playing Minecraft. They described their projects in the game, posting pictures of their progress. It seemed interesting, but I considered it a fad. A few more days pass, my roomie yutaka returned from work exclaiming, “We’re playing Minecraft!”

He showed me some videos about the game he’d been watching that day. Since he’s an IT guy, they’re mostly about the engineering projects that can be done in the game, namely awesome mine cart roller coasters. He also showed me a video about one player’s adventures. He downloaded and set up a server pretty much that night. Yet, still I restrained the urge to buy a copy (only about $13 USD*) to play with him. I decided to bide my time see what he was doing with it. Eventually he convinced my other roomie to play. My other roomie immediately began to build sprawling, floating castles! (I’ll admit it. That is cool.) I still didn’t join, instead focusing on my writing and other stuff.

Well, I must admit defeat. I “caved” and bought a copy to play with my friends, joining the ranks of Minecraft early adopters. I also have to say, it is not just a simple fab. Minecraft is like the beginnings of the Matrix. A simple environment with infinite possibilities. You can create, build, and rebuild as you see fit. As my other roomie described it, “It’s like Legos.” If building isn’t your cup of tea, there is always exploration and resource gathering, which are just as addicting. I love loot, especially when I have to go through hell and high water to get it. I’m an explorer. So now, on yutaka’s server, I own an entire valley! If you’re wondering how I spent my weekend, I’ve spent it in the Internet’s Largest Dungeon.

Postscript: Minecraft 2011

I haven’t gotten to play much Minecraft since I moved out of my friend’s house. My laptop is way too slow to play single player effectively, so I rely on Yutaka’s SMP server. Unfortunately with the introduction of Beta, the server has been down for maintenance until CraftBukkit has a stable release.

Yesterday, Yutaka sent me this picture of his game, inspiring me to post my review.

Yes, that is the moon from Soul-Eater!

*Minecraft Beta currently costs about $20 USD.

3 Comments

Filed under Literary (Napkin) Classics, PC, Series, Video Games

Big Damn Heroes: The Fantastic Battlefield in Eberron

Well, look at this! Appears we got here just in the nick of time. What does that make us?

Big damn heroes, sir!

Ain’t we just?

Comic Book Adventurers

The Last War is the most important historical event in the Eberron campaign setting. It sets the stage for the geo-political situation in Khorvaire, lays groundwork for the introduction of the many secret societies and conspiracies that control the world, and provides players with easy plot hooks to base their character concepts around. An entire game supplement, The Forge of War, details the events of the hundred year conflict in minute detail and the anthology Tales of The Last War provides some stories of some characters’ adventurers during its waning days. There is a wealth of information on who took part in each battle, how many troops they had, and even some famous adventuring parties in both books. In spite of this fact, there is a dearth of art showing these battles; thus describing the war to other gamers can be tricky.

Who do you think will win?

The art of the original Eberron Campaign Setting book comes straight out of comics. Since Eberron is about larger than life characters taking over-the-top actions, comparisons to comic book heroes, who often find themselves in the same situations are quite apt. The Players can be Batman in Sharn. They can be a manga inspired ronin like Ogami Ittou from Sarlona. They can be alienated mutants with grudges against society anywhere in Eberron. They hit harder, fly faster, and are just better than the world’s average inhabitants. They have the best weapons too.  Of course, they can take on hundreds of nameless warriors in a single sitting. They can shake down Sharnite thugs before lunchtime. Naturally, they’d end up in hyper-stylized action sequences when the shit hits the fan.

Most of the art, however, keeps to the post-war period where most of the game’s action takes place. There is, however, one exception in which we are given a glimpse of a battle during the latter part of the war. The combatants are bathed in a sickly red light as they stare each other down. One side, in the top interior panel, square-jawed, metallic warforged stare down their opponents in the lower interior panel, wretched Karnnathi zombies. Finally, we see the warforged cut down the zombies in a way that is reminiscent to the battle between Sauron and the Last Alliance in the film Lord of the Rings: Fellowship of the Ring. With a flick of their wrists, the zombies are cut in half. This piece is lacking.

It's like The Lord of the Rings, but with robots and zombies!

While the art does provide a bit of information about who is fighting whom in the Last War, it is overly focused on warforged and zombies, the common soldiers of the war. There is very little place for the insanity of an adventuring party, clad in magical armor and piloting an airship, would bring to this battle. We see the massive numbers of the common soldier, be it living construct or intelligent undead. We see the effects of the many spells used in the war on the environment, creating a blood red sky, but not the casters who did it. There is no one individual who stands out in this battle, unlike the heroic scenes in the rest of book. The Player Character is neither a nameless warforged nor unknown Karnnathi zombie. There are no heroes.

Big Damn Heroes of the Last War

In war films, the common soldier is the everyman in extraordinary circumstances. He begins naïve to the brutality that he will inevitably come up against in his travels; slowly he comes to rely on his fellow soldiers, sharing his experiences of home with them. They fight for one another, bonding and building a brotherhood out of shared duty. He does everything the audience would expect of him, rising to occasional heroism after a heroic speech and valiantly dying for his country. He is Captain Miller, Staff Sergeant Eversmann, and more recently, Staff Sergeant Nantz.

The Player Characters aren’t everymen. The everymen of the Last War are quite dead- or in the least horribly maimed. This is not to disparage their sacrifice, but the Player Characters in Eberron rarely represent the common man. If their characters began that way, through the course of their backstories and the nature of the Player, the PC becomes something extraordinary. They rise above the battlefield.

The everyman on the fantastic battlefield.

There are two war films out in theaters today. The first is Battle: Los Angeles, which is referenced above. The second is Zack Snyder’s new film Sucker Punch. Battle: Los Angeles follows the common soldier through a fantastic battlefield in which he faces off against faceless aliens bent on stealing Earth’s water. The everyman is embodied in the square-jawed Aaron Eckhart. Sucker Punch takes the viewer to multiple fantastic battlefields, each a psychological extension of its heroes. Our heroes are the imprisoned girls of Lennox House, a sanitarium circa the 1950’s.  Battle: Los Angeles is a standard war film with a science fiction premise, while Sucker Punch is a fantasy film that twists the imagery of war films.

In Battle: Los Angeles, we see everyday Marines fighting in an LA warped by an alien invasion. The world doesn’t begin extraordinary; neither do the movie’s protagonists. In the opening scenes we see Staff Sargeant Nantz’s soldiers playing games, worrying about their weddings, drinking, and training. They have families, friends, and lovers. What changes for these men, who do act heroically throughout the film, is their environment. Evil aliens in their flying saucers invade Earth, wreaking destruction and mayhem with their advanced robotics and railguns. Throughout the film, the everyman is reacting to fantastic circumstances, elevating his actions to something extraordinary. In one scene, Nantz blows up a drone by attracting it to a gas station with his radio, which the drones are programmed to attack. When he returns to his squad, he greeted with clapping and likened to cinema legend John Wayne. Yet, Nantz is just a common soldier hours from retirement, who is forced back into the line of duty. The importance of the everyman on the fantastic battlefield is reinforced when one of the civilians the soldiers are protecting picks up a machine gun, attempting to kill the invaders before sacrificing himself to protect his son and country. These characters are elevated from ordinary to extraordinary because of their environment. In a way, their actions provide an excellent explanation for how an NPC in Eberron can be heroic, but they aren’t inspirational fodder for Players.

Fox Force Five on the Karnnathi Front.

Sucker Punch isn’t a traditional war film. It uses the imagery of war films to convey the protagonists’ fight against imprisonment. The “war” the Lennox House girls are fighting is against concepts like corruption embodied in the skeevy staff of the sanitarium. In their dreams, the Lennox House girls are Big Damn Heroes! Zack Snyder’s use of quick cuts, slow motion, and detailed cinematography, honed from his other comic book movies, 300 and Watchmen, allowing him to present each girl as a comic book hero. During the World War sequence, we see Sweet Pea (Abbie Cornish) cut through hordes of German zombies, eventually saving her sister Rocket (Jena Malone). In the dragon sequence, Amber (Jamie Chung) banks and weaves between two support beams holding the bridge to the castle up. Her canny flying traps the creature, allowing Babydoll (Emily Browning) to slay it. The hyper-stylized action puts the heroes at the forefront of the scene, recalling the earlier comic art in the Eberron Campaign Setting book.  They overshadow the everyman, because they’re just that cool. Jon Hamm, the most Aaron Eckhart-like character in the film, is ominously called the High Roller, who seeks to steal Babydoll’s body, brain, and soul with a lobotomy (and heavily metaphorical rape).  He’s a parody of the everyman. When we see him in the sanitarium at the end of the film, he shows misgivings about operating on the girl, but he certainly doesn’t excel under his circumstances, lobotomizing Babydoll anyway!  The Lennox House girls, on the other hand, are a Dungeons and Dragons adventuring party in all of their silliness, because they create the environments they exist in, dominating the battlefield with their willpower.

 

Fly casual.

The Big Damn Heroes of the Last War don’t lead troops into battle. They’re in airships, free-falling unto hordes of zombies, slicing them with their magical weapons. They’re blasting warforged with their wands. They’re given quick and dirty objectives with few rules to impede their goals. They’re stand above the rank-and-file soldier. When they do join the common man, they instill awe amongst the ranks. In the end, the PC adventuring party in the Last War gets to slay the dragon and keep all the glory, becoming paragons or pariahs on the fantastic battlefield.

2 Comments

Filed under Dungeons & Dragons, Eberron & Pop Culture, Films, Media, Series, Tabletop Roleplaying Games

Yuki is a Pimp! The Cardcaptor Sakura Drinking Game

I’ve always considered myself to be a generalist geek, which means I like to survey of all available fandoms from Dungeons and Dragons tabletop gaming to Doctor Who to otaku-dom. Since the end of senior year of college, I even join my friends at Otakon, partaking in a mix of Asian cinema and random anime. Recently, yutakabareru introduced me to Cardcaptor Sakura, a hilarious anime by CLAMP. Due to its formulaic nature, while we were watching, I was able to come up with drinking game rules on the spot. The following are the rules I posted on twitter. Warning: They may result in death! Don’t drink and drive.

The Rules

Sure, they look innocent...

You’ll need the following for this drinking game.

  1. Friends, cause drinking alone is lame. If they cosplay as their favorite Cardcaptor Sakura characters, then they don’t have to bring food.
  2. Alcoholic beverages, cause it is a drinking game!
  3. Cardcaptor Sakura-themed food, like traditional Japanese food, sweets, especially cakes, etc.
  4. The Internet, cause you might have to use google links to music, videos, etc.

When to Drink

  • Drink whenever Yamazaki lies about the episode’s topic. Come up with a tall tale like him, if you’re not drunk.
  • Drink once if anybody says, “kawaii!” Say the word with the characters in an irritatingly kawaii fashion.
  • Guess the card(s) Sakura uses to seal this week’s Clow Card, losers drink once. Losers drink twice if Li gets the card. Losers drink thrice, if Meilin helps Li get the card. If Sakura seals the card through puzzle solving, losers who incorrectly guess the solution drink. If the players need clues, like Sakura, and lose, they have to finish their glass/bottle.
  • Everybody drinks & sings Will Smith’s “Men in Black,” when Tomo’s bodyguards make an appearance.
  • Drink if anybody mistakes a Clow card for a “ghost” or “spirit.” Sip your drink for each of Sakura’s nervous sweat drops.
  • Drink whenever Kero drinks! Then, make-out with an inanimate object. Eat when Yuki eats, making out is optional, but suggested.
  • Drink whenever Yuki is a pimp. Come to think of it, just drink whenever Yuki is on screen. Sing “It’s Gendou,” but replace “Gendou” with “Yuki.”
  • Drink once whenever Tomo uses her camcorder, use an empty bottle/glass as a camera. Drink if Tomo mentions she forgot either her camcorder or a battle costume for Sakura.
  • Drink if Sakura is wearing a battle costume. Drink twice, if it is related to the episode’s theme, for example, Alice in Wonderland or music. If a player is wearing the episode’s battle costume, he/she does not have to drink for that scene.
  • Drink if your favorite relationship is on screen, ie. Sakura/Tomo, Rika/Sensei, Kero/Food, Yuki/Everybody!, etc.
  • Drink if Toya’s occupation is integral to the episode’s plot, like working at the aquarium in “Sakura’s Heart-Racing First Date.”
  • Take a break during the episode’s “Leave it to Kero.” Come to think of it, just take a breather during the credits. Toast Kero in the final “Leave it to Kero” segment. (If possible, blame his segment’s cancellation on FOX executives.)
  • Don’t drink when Meilin succeeds at something she plans to do. If she receives a compliment, you also don’t have to drink. If Li actually helps Meilin do something, without being passive-aggressive, you don’t have to drink at all this Act. If Meilin fails at doing something, drink once. Drink twice, if Li is somehow responsible for her failure. Blame it all on Meilin.
  • Drink whenever Mizuki mysteriously appears in the scene as if from nowhere. Drink twice, if Yuki appears soon after her arrival.
  • Drink if Li gives Mizuki the “evil eye.”
  • Drink if magic is used to enhance certain qualities in people or things, like Rei’s running abilities or the sweetness of cakes.
  • Drink if Toya calls Sakura a “monster.” Do your best Godzilla impression or mimic Sakura stomping her brother.
  • Drink if Toya and Sakura fight about chores. If Sakura wins the argument, you don’t have to drink. If Sakura loses the argument, drink and grab a broom to sweep up dirt.
  • Drink if Sakura has her Tokyo Tower dream. Drink twice, if she realizes an important detail about the dream (ie. that Mizuki is watching her).
  • Drink yourself into a stupor before, during, and after watching Cardcaptor Sakura: The Movie dubbed. You won’t need the brain cells to appreciate it anyway. Seriously, who hired these people?! Kero is not a surfer.

If you like these drinking rules, I also found a general anime drinking game.

This post is subject to edit without reason, since we haven’t seen the entire series, so new rules could be added later. It does contain spoilers, if you haven’t seen Cardcaptor Sakura. Many of these rules involve audience participation, so be careful. Share and Enjoy!

Editor’s Notes

My Old Blog was resurrected by servermancy recently;  however, I had already decided to scrap the old Literary Napkin and use the Azureloudnoise subdomain for a game development blog (ala The World of Notch).  Thus, the above post is a continuation of Literary (Napkin) Classics, but is pretty much me just copy and pasting directly from the Old Blog. I’ll come up with more original material!


Leave a comment

Filed under Anime, Fandom, Literary (Napkin) Classics, Media, Series

Things to Do on a Rainy Day

When you’re unemployed, it’s a perpetually rainy day without some eccentric cat to bring a bag full of zany misadventures to cure your boredom. During the summer of 2008, I had graduated college optimistic I’d find a job. I was so optimistic that I invited my friend yutakabareru to be my roommate. At that time, he was gainfully employed and I had begun searching for work. Six months later, I still hadn’t found work and yutaka had quit his job! We were two gamers on a couch. In order to keep ourselves sane, we launched our own Heroes screencap webcomic, inspired Darths and Droids, GWI: Game without Initials.

 

Meet the GWI Party

I spent most of my time online surfing TV Tropes, a quantum singularity pulling the bored over its event horizon. When I was “researching” tabletop gaming tropes for ideas for my Eberron game, I clicked through the different Player Archetypes, eventually discovering the Darths and Droids entry. The entry begins with this question, “What If Star Wars as we know it didn’t exist, but instead the plot of the movies was being made up on the spot by players of a Tabletop Game?” It also mentions how Jar Jar Binks, the albatross around the fandom’s neck, is portrayed in a redeemable, identifiable, and less annoying way. It seemed to have an interesting premise and characters, so I had to check it out.

 

Summon Bigger Fish!

Not only was the comic hilarious, but it was well written and realistically portrayed the social interactions within a Gaming Group. At that time, the only tabletop gaming inspired webcomic I was familiar with was Order of the Stick, so this was the first online comic I read that actually showed the interactions between Player and DM. The DM’s need to negotiate with his Players is shown in his interactions with Pete (R2-D2). Pete’s entire character concept is one big negotiation, providing the reader with the origins of Artoo. The DM originally enforces the rule that Pete can only speak in beeps and boops, because he takes Mute as a disadvantage. It also showed the DM’s need to improvise. Sally, the youngest member of the Group, invents Jar Jar Binks on the spot, faithfully portraying the zany sidekick throughout the entire game. Her imagine explains many of George Lucas’ more unique creations. Finally, it shows what happens when DM and Player work together toward creating a fun game for everybody. Annie, a drama student, is always asking the DM question and reacting to his responses . She eventually portrays Anakin Skywalker, working with the DM to create an interesting storyline for her character. Darths and Droids is an honest portrayal of a Gaming Group, showing how the game brings friends together for a night of thrilling action, hilarious comedy, and the suspense of the dice roll.

What is this "fourth wall" you speak of?

During the weeks that passed, yutaka and I read the recent strips as they were posted every Sunday, Tuesday, and Thursday. We speculated on how the writers would incorporate various elements from the Prequels. We wondered how this would eventually affect the Original Trilogy, which the writers are planning on adapting. We debated on whether the DM’s style was feasible under certain circumstances as they applied to our own Gaming Group. One night, it finally dawned on us after watching Heroes; we should make our own screencap comic.

Since we were both fans of Heroes, we decided to adapt Darths and Droids’ premise for the hour long prime tv show. Our webcomic has an androgynous Player with anger management issues play the super strong stripper Niki. A wishy-washy, ethically mindful Player portrays Mohinder. A pair of fourth wall breaking pranksters portray the time traveling duo, Hiro and Ando.  Finally, Peter(?) players none other than… Peter Petrelli! These gamers are participants in the Tim’s, the DM’s, play test of an experimental new game system he’s worked on with a friend. They are the kind of extreme personality types that our Gaming Group would attract. It is a recipe for hilarious hijinks, conflict, and confusion!

GWI ran for three months before the first Azureloudnoise server failed. During that time, I experimented with Twitter, using it to promote the comic, whilst posting sample strips on various web forums. I also learned the very basics of comic writing. Yutaka learned a lot about Photoshop as we spent hours getting down the look and design of each strip. We eventually settled on multi-colored dialogue boxes to represent the cross-talk and banter that occurs at the game table. Unlike Darths and Droids, Tim’s Group isn’t above cutting each other off or finishing each other’s sentences. Each strip would include notes from the creators. Inspired by Penny Arcade, we took on the avatars of Hiro and Ando’s Players. For three months, we were badass webcomic creators.

Since then yutaka and I have both found employment, but we still want to write another webcomic on another Azureloudnoise server. So, maybe sometime in the near future, you might read another online comic respectively designed and written by yutakabareru and me. Until then, read Darths and Droids and enjoy the samples of Game without Initials.


1 Comment

Filed under Comics, Fandom, Media, Tabletop Roleplaying Games

Dramatis Personae: Prologue

Forward

Before my Old Blog was whacked by mobsters because it was a snitch, Dramatis Personae was a retrospective of my iconic Non-Player Characters through the ages. I have been running D&D games since college and these characters were the ones I kept returning to session after session to pester, betray, and foil the Party.

Originally, the introduction below was part of a longer post that included details about Elle K. Brienne [d’ Medani], her sisters, and their friends and foes. I’ve decided to split this post up into trilogy beginning with Prologue, continuing with The Girl Detective, and ending with Elle’s Trivia.

These posts also provide a bit more background on my fanfic series about Elle and her friends- The Brienne Chronicles. I plan on returning to both Dramatis Peronsae and The Brienne Chronicles with my New Blog.

Complete Eberron is currently on long term hiatus.

***

Prologue

There was a time long, long ago, when I actually played Keith Baker’s Eberron Campaign Setting. In this ur-period, my Gaming Group played in games under another Dungeon Master with a strict interpretation of the setting. During these games and pre-game sessions, I developed some of my earliest characters. These characters would eventually become iconic NPCs that bring life to the Eberron Multiverse.

While I played in only a handful of Eberron games, I found myself often discussing with the DM and Players in my Group the different possibilities for characters in the setting. The earliest of these concepts actually never saw play in an actual game. I don’t remember his name, but the character is a kalashtar psion expatriate, currently residing Aundair. In Aundair, he became an anti-monarchist pamphleteer. While I don’t have any iconic kalashtar character, the anti-monarchist pamphleteer archetype recurs in Complete Eberron: Demons in the form of the LEFT resistance movement.  Eventually, that DM was able to finally arrange and plan a proper game. It was during this game I introduced my first iconic character in the Eberron Multiverse, the gnome barbarian cook “Gag” Great Spoon! “Gag” can only be described as a mentally ill, shell-shocked cannibal, because he was my first barbarian character. He often gets “ingredients” for his culinary catastrophes from the entrails of his enemies. “Gag” also happens to be an avid self-promoter, hoping to set up an independent brewery in Sharn, the famous Little Barbarian Breweries. In spite of (or because of) this fact, he became de facto Party Leader. That was the last Eberron game I ever played in to date. Then I came up with Xenophon Theodosius d’Thuranni (“Dragon”), who is an exile from his House, a world-class mathematician, and overly influenced by A Song of Fire and Ice by GRR Martin and Neal Stephenson’s epic Cryptonomicon. Unfortunately, Xenophon’s novella length backstory would lead to a falling out between my Group’s DM and I, inspiring me run my own Eberron games. My urge to play this character eventually led to Eberron Prime: Xen’drik, where the last iconic character is introduced by my friend/co-DM Yutakabareru, the mad inventor Ein Zeteil of Item Creation Corporation.

Adaptation

While Wizards of the Coast’s iconic characters fight, sneak, and blast their way through the hypothetical dungeons of the D&D Core, my iconic Eberron cast have multiple adventures in a complex multiverse, designed to offer the most out of the campaign setting. In each universe (“’verse”), they are reinterpreted to meet the demands of the game’s narrative, player input, and the DM’s whimsy. In this way, every interpretation and reinterpretation is “canon,” allowing for different versions of each character to inhabit the same space, not that this has happened in any of my games yet. For the purposes of explaining the backstories of these characters, I’ll keep this generalized, since there are some aspects of their lives I haven’t decided yet. I’ll explain their inspirations, their various interpretations, and their implementation in each game.

The Eberron Multiverse consists of at least three major universes, each with different backstories and explanations for The Day of Mourning. When I refer to a game, I also refer to which universe it takes place in. These universes are also numbered, showing the process of world-building that takes place during each game. Eberron Prime (Eberron 1.0) is the first Eberron universe and closest to Keith Baker’s material. It is created to allow a more open-ended play, which was shunned by the Group’s previous DM. There are two games in this world, Xen’drik, which introduces Ein Zeteil and Item Creation Corp., ending in the creation of his multiverse-traveling airship, and Sharn, which details the adventurers of two his employees in Khorvaire. Gestalt Eberron (Eberron 2.0) is the second Eberron universe, built utilizing the gestalt rules; it is predicated on the existence and production of more powerful magical items during The Last War. This universe has only one canonical game, Mecha, which is about a conspiracy to build sentai-inspired mecha to combat a threat to the entire world. Finally there is Complete Eberron (Eberron 3.0) much like the Ultimate Marvel Universe; it reinterprets a lot of the events and characters in my previous Eberron games. I am currently DMing two games in this universe. The Demons game is about a rag-tag band of troubleshooters, who routinely solve the problems of the characters they encounter, unfortunately they are also traveling with demonic entities. Morgrave University is a game that takes place a year before Demons, which is about the zany adventurers of the college’s students and faculty. In all these games, the iconic characters make appearances, working for or against the PC Party.

This post is the first in a series that will include the histories of Eleanor “Elle” Keyleth Brienne [d’ Medani], Xenophon Theodosius d’Thuranni (“Dragon”), “Gag” Great Spoon and Little Barbarian Breweries, and finally, Ein Zelteil, his airship, and Item Creation Corporation.

1 Comment

Filed under Dramatis Personae, Dungeons & Dragons, Literary (Napkin) Classics, Series, Tabletop Roleplaying Games

Bards’ Song

I’m a sucker for songs about Star Trek, Star Wars, killer robots, and the Internet. “The Picard Song” has been one of my favorite cult tracks, since I heard it in my friend’s dorm room in college.[1] MC Chris’ “Fett’s ‘Vette” remains on my IPod, surviving multiple updates in which other songs were cruelly deleted. These songs celebrate fandom and they’re classic for that reason alone.

Unfortunately, they’re one-hit-wonders. I couldn’t tell you who actually created “The Picard Song” without doing research on Google. I don’t really follow MC Chris.  I don’t even own a Weird Al album! In general, I like to follow bands. I download and purchase entire albums. I own discographies. However, there hasn’t been a band for fanboys (and fangirls) that I thought warranted further investigation.

 

Last week, Nerdbasterds posted the music video to “This Fantasy World” by fangirl folk artists The Doubleclicks from their “Beta Testing 1-2-3” EP. I very rarely if ever sit down for a music video, but I enjoyed the animation. The eponymous song just happens to be about the awkward romance between two gamers. Charm person is described accurately! The squalor of a gamer’s basement is perfect. How many people can turn “primarily Windows-based computers” into a verse? It has a familiar indie folk sound. Naturally, I decided to make a very low DC Research check.

Angela (guitar, lead vocals) and Aubrey Webber (cello) are the sibling singer-songwriter duo behind The Doubleclicks. They debuted on Youtube with their song “Modern Poetry.” Inspired by John Coulton, they’re posting a song each week. Their latest song is a cute, little diddy about the alienation of the apostrophe. They’re literate. They have a great strings section. They mention D&D, World of Warcraft, and living on the internet, but these allusions aren’t the subjects of their songs. They might have a spot on my IPod.

I downloaded the rest of “Beta Testing 1-2-3.” You can find most of the songs on the EP on their Youtube channel, except for one, which I think should be added later- “Technical Writer.” When I saw the title, I thought it would be a parody of The Beatles’ “Paperback Writer.” I was pleasantly surprised to discover; instead, the song satirizes the limited career options for hardcore writers.  While  walking a mother asks her son about what he wants to be when he grows up. He responds he wants to be a technical writer.  In order to avoid burying one’s BA in English in a “lonely, comfortable hole,” the choice between starving[2] and taking jobs with limited creative control needs to be considered. I admire the boy’s pragmatism and his mother’s concern. The starving writer’s imagination is stifled by corporate monotony. But, everybody needs a creative outlet, even if it is found in the “clear and simple prose” of manuals.

Thankfully, English majors can also turn to blogging and folk music.


[1] Heck, it’s an Easter egg on this blog!

[2] Or buying Ramen noodles in bulk.

6 Comments

Filed under Dungeons & Dragons, Fandom, Media, Music, Video Games

Sing Muse! An Introduction to Saecularum

This is the story of a time long ago – a time of myth and legend. When the ancient gods were petty and cruel, and they plagued mankind with suffering…


Did you just punch Ares in the face?

I am no fool. I know better than to meddle in the affairs of gods. Unfortunately, despite my ardent dislike for capricious deities, who interfere in the affairs of men, I find myself currently running a game inspired by Wizards of the Coast’s Deities and Demigods. In this game supplement, the prospective Dungeon Master is given actual stats for not only Greyhawk’s gods, but also the Greek, Egyptian, and Norse pantheons. I never intended to run a game based on this material, since I consider the notion of applying Dungeons & Dragons character design rules for omnipotent beings to be antithetical to the term “omnipotent.” When I looked over the book, I stated as much to my roommates, which led to a debate about the implications of PC Parties actually fighting gods. I argued to them that even if a Player did kill a god, there was probably some awesome, unquantifiable god behind him, which the Player could not possibly conceive of, let alone fight! Thus, the homebrew setting Saecularum was born out of my need to prove this point.

I could’ve merely ran an Eberron game in which the Players meet Vol or commune with the entities in the Silver Flame, but, as I’ve mentioned in an early blog entry, these so-called deities are merely exceptionally long-lived beings with god-like powers. They are not walking, talking reality-altering gods. They cannot make and unmake mortals with a snap of their fingers. They cannot create burritos that are too hot for even them to consume. I needed to create or find setting material for a world where gods do exist.  Naturally, the book provides stats for Greyhawk deities, but I’m not familiar with them, so I decided to run a game using Earth’s gods. Once I had decided upon that detail, I realized that simply placing Greek or Egyptian gods in a standard fantasy setting just wouldn’t do. There had to be some reason for their existence, so instead, I opted not to remove their original contexts.

Since I intended to run the game using a mix of the Pathfinder & D&D 3.5e rules sets, I was naturally faced with the question of how to explain magic on Earth. By allowing gods to exist in our world, I was able to quickly answer this question. In Saecularum, magic and the gods stem from a unifying Source, a One True God, whose energy permeates the infinitely expanding universe.  The notion of a One True God (the Source of all Magic) stems from my interest in Gnosticism and Neoplatonism, each of which argue that the world is an illusion created by some all powerful entity. In both cases, that entity is known as the demiurge. While not always considered malevolent, on my alternate Earth, the demiurge is the respective creator god(s) in each culture’s mythology.

The child deities of the One True God, inspired by the acts of Sophia, create the Earth as a machine to collect and store its magical energy. They hope by collecting this energy they will eventually find a way back to the Source. Each pantheon invariably credits itself with the creation of the world, but in reality, all of them are responsible. Humans are created next to serve the gods by creating and storing magical energy. Originally, humans are unable to reach their magical potential, living peacefully amongst the gods in Paradise, until Pandora/Eve manifests magical abilities which threaten the gods’ existence. Her use of magic will cause humanity’s exile from Utopia and begin the War of the Gods.

Highly Recommended!

The concept of a War of the Gods allowed me to define the relationship between the many, many gods and humanity in a familiar way. My primary inspiration  for this relationship is Neil Gaiman’s American Gods, which presents gods as manifestations of people’s beliefs, allowing for two versions of Odin (an American and a Scandinavian Norse god). Since humans provide gods with magical power (and vice versa), each entity is dependent on the other. This does not mean gods and humans live in harmony like in, my secondary inspiration, Hercules: The Legendary Journeys and Xena: The Warrior Princess “the gods are petty and cruel.” Amongst the original child deities of the One True God, known as the Old or Elder Gods, there are two factions who meddle in the affairs of mortals- The Demiurge and The Sophia. The Demiurge, seek to usurp the One True God’s position, treating humans as nothing but cattle. They are against humanity achieving its magical potential. The Sophia, on the other hand, want to join with the One True God. By extension, this would require joining with all life on Earth, so they are explicitly for humans reaching the limits of their magical abilities.  I have not determined exactly where each pantheon or individual deity amongst the traditional pantheons rests on this issue; however, it is safe to say that the gods rely on mortals for their power.

Human belief is the most powerful magic in Saecularum.  In American Gods that belief is so strong, it causes the creation of New Gods, representing people’s beliefs in the Internet, used cars, and government conspiracies. The eponymous Saecularum or New Gods threaten the power and influence of the Old Gods. These New Gods are born out of humanity’s failed attempts to combine magic and technology, ultimately leading to the destruction of Atlantis, which I’ll cover later in this series. The creation of magical items is strictly regulated by the gods, so humanity creates is forced to rely instead on the rational sciences. This leads to another divergence from our familiar Earth- the 19th century steam engine is invented by Heron of Alexandria in 50 CE. With its invention, Steam, the first New God, is born. Steam and his brethren challenge the power of the Old Gods, since they do not understand or care about the regulation of magic. This, in turn, leads to rebirth in the arcane arts and the creation of magical items, despite the schemes of the Elder Gods to prevent it. It also creates a world where zeppelins hover over Alexandria during the Crusades, broadcasting Muslim propaganda.

By positing New Gods born out of scientific and social advancement and Old Gods, who are emanations from the One True God, I reinforce many of the same themes brought up in my Eberron games. The New Gods are paragons of science, deities created by inventors, artists, and philosophers. The Old Gods are the defenders of superstition, attempting to regulate human potential. Despite having quantifiable stats, gods are nonetheless not nearly as powerful as they may seem. They are, in the end, beholden to the One True God. By positing a Source, I have the ultimate MacGuffin, which allows for various conspiracies by both Elder and Saecular gods acquire, join, or otherwise control it. The gods remain locked in a never-ending war to reach the One True God.

In the gods’ eternal war for human souls, where will your character stand?

Editor’s Note

See, I told you they were related. This post has been edited, including new links and slightly less clunky diction.  I’ll post more about Saecularum later, after I look through my old notes. This game is also on long-term hiatus, though I plan on running another session sometime.

1 Comment

Filed under Literary (Napkin) Classics, Pathfinder, Series, Tabletop Roleplaying Games

Meddling Kids! Science & Superstition in Eberron

Science and Superstition


When I was young, I never really played outside, despite my parents, who attempted to get interested in sports. This naturally failed as I was far too busy watching Saturday morning cartoons. On any given weekend, I’d be in front of the television watching Transformers, G.I. Joe, Voltron, The Real Ghostbusters, Speed Racer, Johnny Quest, and, of course, Scooby-Doo! Where are You?. While all of these shows are great, Scooby-Doo is the show that left one of the greatest impressions on me in later years. I never knew it then, but it would influence not only the shows I would watch afterward, but also, my Dungeons and Dragons games.

An important theme, which plays a part in a lot of my games, is the conflict between science and superstition. While Eberron is considered to be a fantasy setting for the purposes of including most of the swords and sorcerery prevalent in D&D, I’ve always considered myself to be a science fiction fan. When I was young, science fiction was epitomized by two shows- The X-Files and Star Trek: The Next Generation. Both of these shows represent the dichotomy between science and superstition found in many Scooby-Doo series.

 

Picard tells manical cyborgs to STFU!

Scientific skepticism is represented by Star Trek. In Star Trek: The Next Generation, most of the monsters are created by abuses in scientific experimentation, meaning they have mundane sources, such as viruses, strange astrophysical anomalies, or the Borg’s ubiquitous, dehumanizing cybernetics. They are also defeated with the very same use of scientific theory, such as using logic to deprogram a lost Borg or insane computer program. Criminals in Scooby-Doo often play upon the populace’s fears of ghosts, lizard men, aliens, and other monsters, taking advantage of their victims’ lack of deductive reasoning. The “meddling kids” use deduction to expose monsters as nothing more than a corrupt adult in a costume. Science and reason save the day, where superstition and fear cannot. Science brings light of civilization to the darkest reaches of the universe, carried by Captain Picard on the USS Enterprise and Scooby in the Mystery Machine.

 

"Join the Alien Conspiracy! We have great benefits."

Superstition, on the other hand, is represented by The X-Files and the notion that paranormal occurrences are real, malevolent forces plotting against society. This theme also, naturally, lends itself to more conspiracy-driven storylines seen on The X-Files, which features Mulder and Scully facing off against the mysterious Cigarette-Smoking Man and real-life aliens. While in The X-Files humans are actively consorting with aliens for control of the world, the paranormal conspiracies in the original Scooby-Doo are far more down-to-earth. The criminals are in cahoots with each other to hide an artifact or steal money and are using the monster to keep onlookers away. In The Thirteen Ghosts of Scooby-Doo unlike in the original series the monsters are, in fact, as real as Mulder’s aliens. They are really out to get you. They can, however, be defeated through back-engineered alien technology (and bullets) in The X-Files or by trapping them Ghostbusters-style in a magical chest. You should still be careful though, because they can actually terrorize you in the night.

In Eberron, the meddling kids unmasking paranormal conspirators could be either the Player Character’s Party or the DM’s Non-Player Characters. From the point of view of some characters, the adventurers could actually be the monsters that deserve exposure with shrewd skepticism and the best magical forensics money can buy. The concept that the Party is a malevolent conspiracy that threatens society is what leads Elle in all her incarnations to work both for and against the Players. Since Eberron is a Dungeons and Dragons setting the monsters are quite real. Demons and devils regularly conspire to manipulate the outcome of wars or the core fabric of reality. So, in this sense, when the Party unmasks a group of cultists or Dreaming Dark agents manipulating kingdoms, they are to the cultists the “meddling kids.” In Eberron, the monsters really are out to get you, but you can also be a monster out to get them right back.

Science and superstition are regularly conflict in Eberron. While Keith Baker has never stated whether or not the gods exist in the setting, I have always held that Eberron is an atheistic universe. If the Sovereign Host and Dark Six ever did exist, they left millions upon millions of years ago. The old gods do not take an active part in people’s lives. There are new god-like beings that regularly take part in the events that shape the world. They are dragons, demons, the Silver Flame, the Undying Court, and many others. These “new gods” are regularly worshiped by those who don’t comprehend that they are nothing more than ascended beings, originally as mortal as their followers. Vol is originally an elf like the Undying Court. Dragons can be slain. Demons are simply evil outsiders. The Silver Flame is never sapient until Tira Miron, the couatl, and the demon merged with it. Yet, people still believe in these “gods”, often despite the advances in magical technology and sciences. Magic, originally placed on the side of superstition, is actually a rational science in the world. This fact is especially evident when viewing the artificer as somebody who manipulates the very nature of magical items through a deductive understanding of magic. An artificer has books on magic, unlike a wizard who has books of magic. Somebody has to keep the magical trains running on time. This conflict is especially evident when the PC Party sometimes representing science clashes with the new religions like the Silver Flame or the Blood of Vol, representing superstition. In Eberron, Mulder’s aliens and Scooby’s ghosts can be trapped in magical chests built by mad scientists using reason instead of superstition.

Meddling Kids, Jr. Inquisitives Agency

Tuesdays at 7:30 EST on Cartoon Network

Recently Cartoon Network broadcasted its new Scooby Doo series, Scooby-Doo! Mystery Incorporated, an edgier interpretation of the original series, featuring the Gang in their hometown of Crystal Cove, California. There they debunk paranormal crimes much to the chagrin of the townsfolk, who rely on paranormal tourism. This new series has three major features which makes it an excellent example of either an NPC or PC Party in Eberron. The first feature is a consistent setting that allows for reoccurring characters, such as the inclusion of the Gang’s parents, including Fred’s father, the Mayor, and the town’s sheriff, who regularly attempt to prevent the kids from solving mysteries even escorting them back to school in handcuffs. The second feature follows from the first, since the consistent setting allows the Gang to solve a season-long mystery about the disappearance of the first Mystery Incorporated. Just like how Veronica Mars details Veronica’s season-length investigation into the murder of her friend Lily Kane. Finally, Mystery Incorporated focuses on the group’s relationships, especially romantically. Since they are in high school, the Gang is discovering they are attracted to each other. Velma and Daphne regularly attempt to get Shaggy and Fred, respectively, to return their amorous advances with hilarious results. This is especially evident when Velma desecrates two graves after Shaggy considers possibly viewing a horror movie marathon with Scooby instead of going to prom with her. Fred also realizes his feelings for Daphne after his traps, which he is obsessed with, fail to both catch the monster and endanger his friend. He is needless to say riddled with guilt after these failures. All of these features taken together provide an excellent frame of reference for a faction I created before watching the show, yet still inspired by the Scooby Doo franchise- the Meddling Kids, Jr. Inquisitives Agency!

“I Would’ve Done It Too!”

A Brief History of Meddling Kids, Jr. Inquisitives Agency

When I was designing groups for my Morgrave game in Complete Eberron, I wanted to have a faction that is very similar to Mystery Incorporated in Scooby Doo, considering the influence it has had on the stories in my previous Eberron games. Since I had decided in the Demons game, Elle K. Brienne would be a spy for the Dark Lanterns; it fell to her sister Luisa to become my new girl detective in Sharn. This naturally led to me assuming that unlike her two sisters, Elle, who serves in the military, and Charlotte, who is a thief, Luisa actually attends college. While she is attending Morgrave University under the Masters of Mystery apprenticeship program, she forms a group to solve crimes around campus, since the Morgrave Watch is far too complacent and corrupt to be of any real use to the student body. Thus, I had the beginnings of Meddling Kids.

There have always been student groups devoted to detective work on the Morgrave campus; however, none of them reach the level of infamy as Luisa’s group. The Meddling Kids, Jr. Inquisitives Agency is officially formed in the year 990 YK, during Luisa’s sophomore year of college. While they never solved any crimes of note during the first semester of her involvement in the group, they eventually become famous for solving the Aereni Mummy Hoax in the second semester of that year. With their canny magical forensic skills, Luisa and her friends are able to expose a gang of thieves, who were using a fake “mummy” to prevent investigation into the theft of many antiquities in the Devina Museum. While the thieves are manacled, one of them shouts, “We would’ve done it, too, if it weren’t for you meddling kids!” The Morgrave Raider student newspaper promptly runs an article with the headline, “Meddling Kids Unwrap Museum Mummy Mystery” from then on the group is known as Meddling Kids. Luisa graduates in 992 YK joining the independent detective agency that sponsors the Masters of Mystery program.

 

Morgrave Student, Over-Achiever, Meddling Kid

Currently Meddling Kids is sponsored by Luisa Brienne herself, after forming her own private detective agency. Since the Masters of Mystery program is not nearly as large as it was when she was in school, Luisa has only one apprentice- the over-achieving Vicky “Vivi” Belmonte. “Vivi” is very intent on discovering the true nature of the PC Party’s Department of Planar Research after a magical disaster during one of her classes there causes multiple injuries and the “disappearance” of one student. She believes Professor Stein, the PC mad scientist, is corrupt and will endanger the school if his experiments continue. Unfortunately, she is having trouble finding the evidence she needs to implicate her teacher, since even Dean Larrian ir’Morgrave believes the disaster is merely an “accident.” Until she can find this evidence, she is unable to continue her investigations in earnest, but this will not stop her from doggedly pursuing the completely innocent, mad scientist.

Player Characters interested in joining the Meddling Kids, Jr. Inquisitives Agency should be interested in solving crimes and possibly entering into the Master Inquisitive prestige class whilst attending classes at Morgrave University.

Editor’s Note

This article was posted around September, 2010.  There is a much longer post about Elle Brienne, her sisters, and their friends and foes later.  That post precedes this post, but I want to work more on my Pathfinder homebrew setting, Saecularum. My explanation of the inspirations and themes of that setting, explicitly reference this post. It’s all related somehow.

Scooby-Doo! Mystery Incorporated is currently on long-term hiatus, due to contract negotiations between the show’s producers and the studio.

2 Comments

Filed under Dungeons & Dragons, Eberron & Pop Culture, Literary (Napkin) Classics, Media, Series, Tabletop Roleplaying Games, TV

Morgrave University Course Catalog, Autumn Semester 997 YK

Introduction

Before my Old Blog was committed to the local sanitarium, because of its delusions of grandeur, it was primarily used to post various extras to my Eberron Multiverse games. The second game in Complete Eberron, the most recent incarnation of Keith Baker‘s Eberron detailed the lives of the students and faculty of Khorvaire’s most prestigious college- Morgrave University.

The design of the catalog is heavily inspired by University of Delaware‘s catalog, circa 2004. If you’ve graduated from UD, you might recognize the language and course numbers. The magical curriculum was designed with help of my friend (and roomie at the time) yutakabareru. Needless to say, there were some discussions on how one teaches advanced magical sciences on Morgrave’s shoe-string budget.

I was pushed into posting the catalog by fellow Eberron DM @petersonsdc and my friend @nello_puddin. Without them, my Old Blog would not exist.

Complete Eberron: Morgrave is currently on hiatus. See your academic adviser about enrollment.

***

Morgrave University

A Beacon of Knowledge Shining from the Tallest Towers
Autumn 997 YK to Spring 998 YK

A Beacon of Knowledge from the Tallest Towers

Course Catalog for The Autumn Semester

Beginning 1st Rhann, 997 YK &
Ending   9th Vult, 997 YK


Message from the Dean

Your decision, dear Student, to attend to Morgrave University is truly on of the Momentous Choices you will ever make as a young Adult. It is a Choice to live a life of Adventure, carrying on the traditions of Breland’s Greatest National Hero, my Bold Ancestor, Lareth ir’Morgrave!

As he sailed up the Hydra River in Xen’drik, in his Quest for the Fabled Fountain of Everlasting Life, he knew that in order to continue his Legacy, he had to provide for Future Generations of Explorers. You will gain the necessary Skills and Experience at Morgrave University to become one of the Most Renowned Adventurers in Eberron.

Morgrave University’s numerous Courses and Apprenticeships will give you the Skills required to begin your Life of Adventure. In Morgrave’s classrooms, You will hear the Tales of Great Adventurers and Learn the Theories that will Lead to Breakthroughs in Archeology, Business, and Magical Engineering from our Honorable Professors. If you prefer more Field Work, Morgrave University offers the most Comprehensive Apprenticeship Programs in all of Khorvaire. Your Choices will Guide your Education, dear Student.

Unlike any other University in Khorvaire, Morgrave University is an International Campus. Our Study Abroad Programs are the First of Their Kind in the World, sending our Faculty and Students to deep into the Unexplored Jungles of Xen’drik, the Dark Continent. Under the Protection of the Morgrave Outreach Association, the University’s Adventuring Guild, students can participate in Excavations around Stormreach, learning First Hand about the Ancient Giant Civilizations that dominated the World.

The Class of 1001 YK is especially Fortunate. The Academic Year of 997 YK to 998 YK offers You the opportunity to Participate in Morgrave University’s First Expedition to the Forbidden City of Haka’torvhak in Q’Barra. During the Summer semester of 998 YK, you will come face-to-face with the Dreaded Black Dragon that protects the Necropolis. While the Autumn Semester of 997 YK will allow new Students to experience the Glorious Government of Brelish Democracy in action! My brave Cousin, Laird Graham Rove, a Morgrave alumni and Larethian Explorer of Xen’drik, is continuing his Adventures by campaigning for City Councilor of Upper Menthis, Sharn. With Fighting Giants Spirit, I am Confident that We, the Students and Faculty of Morgrave University can defeat the Incumbent, my tailor, the Zil gnome Thurik Davandi!

Sincerely,

Larrian ir’Morgave

Dean

Course Catalog

Arcane Theory

ARCN 409: Spell Syntax I

An introduction to the Syntactical School of Arcane Theory. Students will learn how to read and interpret scrolls, spell books, and analyze magical sentences.

ARCN 453: Simulation of Arcane Networks

The simulation of discrete events through the use of spells in the Divination School. Using finely crafted silver wrought mirrors, environments will be reconstructed in order to determine events that are occurring in the temporal present. The use of Divination to Interpret the Draconic Prophecy will also be explored.

ARCN 481: Magical Intelligence

The creation of living constructs, specifically the basic design of the arcane-neurological networks that are contained in every living constructs’ brain. Problem formation, search strategies, and the application of logic are analyzed. Students will dissect dead living constructs.

Archeology

ARCH 103: Introduction to Archeology

Concerning the history of archeology, methods of fieldwork and artifact analysis, theories of humanoid behavior in research. The adventures of Lareth ir’Morgrave will be used as a model for the modern archeologist.

ARCH 251: Sharn’s Pre-Galifaran Anthropology

Concerning pre-Galifaran societies in along the Dagger River. The customs of the Sharaat peoples and their artifacts discovered in Sharn’s ruins. Professor Henry “Bowser” Templeton will regale students with stirring tales of his explorations.

ARCH 401: Applied Tomb Raiding in Xendrik

Concerning the architecture and artifice of the tombs of the Giant kings. Analysis of traps, riddles, and tomb ecologies. The final examination will include a simulation of the dangers that dungeoneers experience in the Tomb of Elemental Evil. This course may not be taken Pass/Fail. Failure means injury and possible death! This course is required for archeology students interested in Morgrave’s study abroad programs in Stormreach.

Divine Applications

DIVN 101: Humanoid Anatomy

An introduction to the study of humanoid anatomies, providing a foundation for the future study of humanoid physiologies. Includes an overview of the anatomies of the dominant races of Khorvaire.

DIVN 222: Magical Pharmacology

The production of curative potions. Their ingredients, the alchemical processes used to synthesize them, and the nature of the positive energies used in their creation. The proper administration of these potions in the field will be covered. The practical applications of curative potions will also be taught. The final exam will include the creation of one curative potion without instructor assistance.

DIVN 241: Magical Basis for Nursing

Examines pathophysiological concepts as a magical basis of disease processes. The effects of lycanthropy and other magical diseases on humanoid anatomies will be examined. The treatment of diseases victims through divine spells, such as Remove Disease, will be emphasized.

Druidic Sciences

DRDS 300: Principles of Animal and Plant Genetics

Introduction to the principles of sensing natural environments and the basics of animal empathy.

Economics

ECON 100: Basic Economics

Concerning basic economic principles, including supply and demand, taxes, and how the Dragonmarked House regulate Khorvairan markets.

ECON 303: The Black Market & The Artifact Trade

Concerning the relationship between tomb raiders and the black market. Students will learn how to “fence” ancient artifacts “found” in exotic locations. The best places in Sharn to buy, sell, and barter artifacts away from the eyes of King’s Citadel and Sharn Watch.

ECON 390: The Dragonmarked Houses

Concerning the relationship the Dragonmarked Houses play in the regulation of Khorvaire’s economies. Analysis of the legal basis for their monopoly on magical goods and services, the formation of independent businesses separate from the Guilds, and how each of the Five Nations interacts with the Twelve.

Foreign Language Studies

DWARV 105: Elementary Dwarven I

Introduction to Dwarven alphabet and language, development of basic speaking, listening, reading, and writing skills.

DWARV 106: Elementary to Intermediate Dwarven II

Continuation of Elementary Dwarven I. Increasing mastery of the basic skills of speaking, listening, reading, etc.

DWARV 107: Intermediate Dwarven III

Strengthening grammar skills, continued practice in speaking, listening, writing, and reading through conversation, texts, and songs.

Other Languages: Elven (Aereni, Valenar, Drow dialects), Gnome, Orc, Reidran, Goblin, Conversational Draconic for non-Magic-Users, Giant, Common (Brelish) as a Second Language.

History

HIST 101: Early Khorvairan History

Concerning Khorvairan history beginning with the rise and fall of the Dhakanni Empire and the founding of the Kingdom of Galifar (1 YK).

HIST 103: Eberronic History I

Concerning the earliest creation myths about the Three Progenitor Dragons (Eberron, Siberys, Khyber), the Wars of the Dragons, including their battles with the Demons and Giants. Special emphasis will be placed on the early Giant civilizations in Xendrik.

HIST 270: History of Modern Sarlona

Concerning the conquest of the early Sarlonan kingdoms, Reidran isolationism, and the current relationship between the Khorvairan nation-states and the kingdom of Reidra.

HIST  323: Karnnath during the Last War

Concerning Karnnathi society during the Last War. Topics include The Long Winter, Karnnathi battles with Cyre in the Talenta Plains, and the rise of the Blood Cult. Special attention will be paid to the decisions of King Kaius I during this period in his nation’s history.

Magical Engineering

MIEG 302: Magical Differential Equations: Scroll Inscription

Solutions and applications of magical differential equations used to inscribe spells on scrolls. Techniques include basics of spell inscription on parchment, the tools required to do use, and an introduction to more advanced techniques, such as the inscription of multiple spells on the same scroll.

MIEG 305: Spell Processing I: Wand Construction

The application of Spell Trigger Theory of Magic Item Production in the creation of wands. The mathematics of spell charge calculations, the effects of metamagic techniques, and the processing of multiple spells on the same wand will be examined.

MIEG 306Spell Processing II: Staff Construction

Advanced application of Spell Trigger Theory in the production of Staves. Utilizing skills learned in MIEG 305, students will calculate charges, examine metamagic effects, and understand the basics of staff construction.

Military Theory

MILT 106: Basic Military Theory

Concerning basic military principles. Students will learn to rappel, use a map and compass, and familiarize themselves with the basic traditions and ceremonies of the Brelish military. No military obligation associated with this course.

MILT 206: Elementary Military Theory

Concerning core military theories. This course builds on the basic principles learned in MILT 106. Students learn how to use swords and crossbows, develop public presentation abilities, and enhanced leadership techniques with structured evaluation and feedback. The branches of the Brelish military are explained and career opportunities are discussed. No military obligation is associated with this course.

MILT 306: Applied Military Theory

Concerning the implementation of military tactics learned in previous courses. This course is designed for students preparing to join the Officer Training Corps. Focuses on leadership development through small unit leadership opportunities and counseling. Students will participate in small unit tactics and training, simulating company- and platoon-level command. Fine tunes marksmanship, swordsmanship, land navigation, and knowledge of Brelish military drills and ceremonies. This course is personally taught by Wroat Military Academy graduate, Captain Horatio “Bootless” Graves, a Veteran of the Last War. A commitment to join a Military Academy is required.

Natural Philosophy

NATP 101: Introduction to the Natural Philosophy

Concerning astronomy, geology, alchemy, the basic elements, and mundane healing techniques. Students will be introduced the empirical method, critical thinking, and the divinization of natural occurrences in their world.

NATP 109: Elementary Geological Discipline

Concerning the principles of the geological discipline. Topics include the formation of mountains, cave networks, predicting the locations of dragonshard deposits, and an overview of dungeon ecologies.

NATP 110: Elementary Alchemy

Concerning the principles of the alchemical discipline. Students will learn which ingredients are needed to produce basic alchemical items, such as acid, alchemist’s fire, a sunrod.

NATP 309: Introduction to Dragonshard Prospecting

Concerning the basic techniques of dragonshard prospecting. Students will learn how to identify, classify, and locate Eberron, Siberys, and Khyber shards in simulations of field exercises. Morgrave University also offers this course in Xen’drik.

NATP 310: Intermediate Alchemy

Concerning the application of theories learned in Elementary Alchemy. Students will produce with instructor supervision the following alchemical items: acid. The final examine will require students to produce acid without supervision.

NATP 409: Applied Dragonshard Prospecting

Concerning the application of the techniques learned in NATP 309. Students will form hypothetical “prospecting companies”, using the skills learned in previous courses. They will begin mining for dragonshards in Breland or Xen’drik. These dragonshards will then be “sold” to Morgrave University faculty. Morgrave University offers this course and NATP 309 as an apprenticeship in Stormreach.

Necromantic Arts

NECS 606: Research

Independent research project designed with Academic Advisor and Necromantic Arts Professor.

Psionic Theory

PSIC 314: Brain and Behavior

Study of brain mechanisms underlying hunger, sex, aggression, learning, memory, perception, sleep, and waking. The basic understanding of these mechanisms will be applied to other psionic techniques learned in future courses.

PSIC 411: Brain and Magic

Study of the brain under the conditions of many “mind-affecting” psionic powers and magical spells. The effects of these spells and powers on humanoid behavior will be examined under controlled circumstances. Students will participate in a laboratory experiment in which certain, select spells and powers will be tested.

Rhetoric

RHET 101: Great Khorvairan Rhetoricians

Concerning a survey of the theories of Khorvaire’s greatest thinkers, including Galifar I, writings of the First Brelish Council, and an account of Tira Miron’s miracles.

RHET 102: Introduction to Rhetoric

Concerning the basic esoteric problems of the Age, including, the nature of good and evil, whether there are gods, and the nature of reality.

RHET 200Business Ethics

Concerning ethical theory applied to the moral problems in business. Topics include an analysis of the Korth Edicts, the responsibility of the Dragonmarked Houses to consumers and workers, and actions the Khorvairan nation-states can take to regulate the Guilds.

RHET 320: The Metaphysics of The Draconic Prophecy

Concerning free will, familial inheritance of destiny through Dragonmarks, predestination, and how the Prophecy shapes the universe.  Brother Xenophon Theodosius d’Thuranni explains his “Theory of Everything,” unifying divine, arcane, artifice, and even psionics into one comprehensive cosmology. Belental Heirm’s Deviant Celestia is required reading.

Apprenticeship Programs

At Morgrave University, we understand that sometimes Experience is the best teacher for a student, so with this in mind, our school offers many apprenticeship programs around Sharn. These programs provide students with access to Masters of Adventure, Business, and Magic. While taking courses at the university part-time, a student can supplement his or her courses with an Apprenticeship for Credit, providing him with not only the resources required to enter his chosen occupation with confidence, but the experience to compete in the highly competitive spheres of Adventure, Business, and Magic. If you are interested in pursuing an Apprenticeship, please contact your Academic Advisor for more information.

Masters of Adventure

Morgrave Outreach Association Apprenticeship Tours

Young adventurers eager to begin their careers can apply for Apprenticeship Tours with the Morgrave Outreach Association, protecting their fellow students and instructors, while learning vital skills needed to survive in hostile environments. Students will learn from active adventurers in the field of dungeoneering and tomb-raiding. These Adventurers are personally hired and approved by Morgrave University, ensuring that they are the best of the best in all of Eberron. Graduates of this apprenticeship program include King Boranel’s nephew Lujaad ir’Wynarn, who is currently slaying giants and savage drow for the riches of Xen’drik!

Masters of Business

Little Barbarian Breweries’ Journeyman Innkeeper Program

Sharn’s legendary barbarian cook, “Gag” Great Spoon, chairman and founder of Little Barbarian Breweries personally invites Morgrave University students to become apprentices in one of his inns. Each year, Master Great Spoon personally selects the most inventive, competitive, and driven Morgrave students to train under the very authorities in the fields of hospitality, business, and magecraft. During their apprenticeships, students will participate in the Twelve-sponsored Olladra Cup, in which they will own and operate their Little Barbarian Breweries inn, competing against other apprentice-run independent and Guild inns on Sharn’s mean streets. Graduates of this apprenticeship program include the famous warforged cook Twister, who regularly creates delicacies enjoyed at the monthly Tain Gala, and the founder of Karnnathi Fried Chicken, Colonel Corben ir’Laffoon.

Masters of Magic

Item Creation Corporation’s Arcane Archivists Program

The mysterious inventor Ein Zelteil has thrown open the doors of his immense Warehouse #13 for Morgrave University students with an adventurous nature and intense devotion to the artifice of Magical Items. In an undisclosed location somewhere in Sharn, Item Creation Corporation’s Warehouse holds artifacts and magical items of such immense power they were not meant for the Eyes of Man. Master Zelteil annually selects the best of best students of acane magic and artifice in order to study these mysterious artifacts with the hope of understanding the Very Nature of Reality. These lucky few will act as archivists and researchers, working under Item Creation Corporation’s best inventors and arcane engineers, leading Breland and all of Khorvaire into a glorious Future! Graduates of this apprenticeship program include Ein Zelteil’s current CEO of Item Creation Corporation, the dwarven genius Matrox III ir’Lorenz.

Officer Training Corps

Morgrave University Supports the Brelish Armed Forces

It is the Duty of Every Citizen to support His Nation against the Territorial Aggression of Her Enemies. Commissioned by Queen Wroann’s Generals and originally implemented in Queen’s College at Wroat, the Officer Training Corps is meant to prepare the students of Breland’s universities for Service in the Her Majesty’s Army or Navy. The Mission of the Military Theory & Officer Training Corps Program is to produce the future leaders that will defend our Mighty Nation from the threat of the Scion-Pretenders! In this program Veterans of the War will develop student’s martial prowess, responsibility, teamwork, and cultivate a “take charge” attitude.

Queen Wroann Needs You!

Since the Mandatory Service Acts of 897 YK & 912 YK, all Morgrave University Students are Required to Participate in Military Theory Courses augmented by Service in The Officer Training Corps. During the First Year of this Extensive Program, students will learn the following skills: basic use of swords and crossbows, map reading, land navigation, healing in the field, and military decorum. They will learn to Fight with Chivalry! The Second Year of the Program introduces Students to advanced leadership techniques, including elementary military tactics, a simulation of Platoon- and Company- Level Command, and will allow Brelish Army Officers to Select potential candidates for further education at The Queen’s Academy. These Cadet Candidates will be given Commissions upon Graduation.

Her Majesty’s Armed Forces Benefits

Those unable to become Cadet Candidates will Serve their Nation in its Time of Greatest Need in the Brelish General Infantry or Grand Fleet. They will be Protecting their Homeland from invaders on the Front. Their sacrifice for their Kingdom will not go unrecognized. Those who return Home will be given Scholarships to the University they left during their Tour of Duty. This Voucher is not only extended to Enlisted men and women, but is also included in The Officer’s Package. Cadet Candidates, after receiving their Commissions will receive this Voucher, along with a certain amount of Land claimed from Breland’s Enemies. Should a Soldier in Active Duty be declared Missing in Action, Killed in Action, or Prisoner of War, his or her family will receive Benefits from Her Majesty’s Armed Forces. All Veterans of the War receive the Best Medical Care offered under the Sovereign Nation of Breland’s current Contract with the Dragonmarked House Jorasco.

-BOHMG9SYP’12YK

-Acting-Dean Arcturus I ir’Devina, 5th Vult, 912 YK

-Morgrave University Registrar Press, Spring Semester, 913 YK

Study Abroad Programs

Harkening back to Lareth ir’Morgrave Expeditions up the Hydra River in 717 YK, the Tradition of Exploration is engrained in the university that bares his Name. With this tradition in mind, Morgrave University offers students the most comprehensive Study Abroad Programs in all of Khorvaire. Our faculty with the assistance of the Morgrave Outreach Association often find themselves excavating ruins deep in the jungles of Xen’drik. The university, however, has begun expanding these Programs to include the Nations of Greater Khorvaire, allowing students a chance to study in Aundair, the M’Ror Holds, and even Karnnath! Finally, Morgrave offers students the Once-in-a-Lifetime Opportunity to meet one of Eberron’s most revered and awesome Creatures, the Legendary Black Dragon of Haka’tvorvhak in a joint Morgrave University and Wayfinder Foundation Expedition to Q’Barra’s Forbidden City.

Stormreach

Morgrave University’s campus in the colony of Stormreach offers programs for students interested in dungeoneering, tomb-raiding, and exploring the wonders of the ancient Giant civilizations. Students can participate in excavations around Stormreach, immerse themselves in the tribal culture of scorpion-worshiping Drow tribes, and help researchers investigating the lost Obsidian City. Those wishing to participate in archeological expeditions must have passed ARCH 401.

Xen’drik also offers students of the Natural Philosophies the once in the lifetime opportunity to prospect for Siberys Dragonshards. In a Partnership with the Successful Prospecting Company Acquisitions Incorporated, owned an operated by Laird Graham Rove, Morgrave University students can aide prospecting companies in apprenticeships in the Xen’drik’s darkest jungles. Morgrave University: Stormreach offers study-abroad students the opportunity to take NATP 309 & NATP 409 in the Xen’drik wilderness.

Q’Barra

Deep in the jungles of Q’Barra lays the Forbidden City of Haka’torvhak, a portal to Khyber protected by a mythical Black Dragon. The Sovereign Nation of New Galifar has invited Morgrave to research this Antediluvian Metropolis from the Age of Demons. In a rare Partnership between the Wayfinder Foundation and the Morgrave Outreach Association, our scholars will petition this great Dragon for his knowledge of the Universe. Students can participate in this momentous event during the Summer semester, 998 YK.

Until this historic event, Morgrave archeologists have begun digs around Newthrone, excavating the ancient wonders of the lizardfolk tribesmen. Students will be able to lay the groundwork for the Wayfinder Expedition to Haka’torvhak, meet lizardfolk and kobold tribesmen, and gain experience selling artifacts. Courses taken in Q’Barra can be used in lieu of ARCH 401 to fulfill the requirement for studying abroad in Stormreach. Students must, however, be knowledgeable in conversational Draconic.

The Nations of Greater Khorvaire

Morgrave University is more than just a group of towers in Breland’s most prestigious and beautiful city, but a Continental campus with branches and partnerships throughout Khorvaire. Economics majors interested in banking can apply for apprenticeships in the M’Ror Holds, working with the dwarven investment companies to finance new ventures in Eberron. Natural Philosophy majors interested in pursuing a career in astronomy can study at the Starpeaks Observatory in Aundair. History majors interested in early human settlers of Khorvaire can explore old Lhazaar villages found along the coasts of Karnnath. At Morgrave University, Learning is the Adventure!

Morgrave Outreach Association

Morgrave University expeditions often send faculty members and students into the very heart of darkness. However, students who have spent more time lifting pens than swords need not worry about their lives being wasted in the name of buried treasure. The Morgrave Outreach Association is a University-sponsored Adventurers’ guild with the sole purpose of Protecting our Valued Students in the savage wilderness. Currently, the Association has begun planning its expedition with the Wayfinder Foundation to the Forbidden City of Haka’tovhak in Q’Barra. The Morgrave Outreach Association also offers Apprenticeship Tours for students less interested in lost civilizations and more interested in protecting their fellow students from dangerous savages.

Student Life

The Adventure Continues…

When Lareth ir’Morgrave founded his college, he knew that Upper Menthis’ art galleries, luxury emporiums, and four major theatres would attract the best minds in Archeology, Exploration, and the Magical Sciences to Sharn. He saw the quarter’s artists, thespians, and merchants as natural colleagues, equally as interested in reaping the benefits of Expeditions to Xen’drik as his University’s daring professors and adventurous students. With this is mind, Lareth bought and renovated Danlannan Tower in the quarter, establishing Morgrave University in 738 YK.

Admist this halcyon backdrop, Morgrave Students know that the Adventure does not end in the Classroom. In the wards around Morgrave University, students can take in plays, buy expensive clothing, partake in the best restaurants in Breland, and enjoy classical plays at Upper Menthis’ theatres. Students interested in Zil gnomish culture can enjoy the sights of Sharn’s only gnomish district, Den’iyas. In Seventh Tower, students can find the finest emporiums and restaurants in Sharn. The antiquities shops of Little Xen’drik allow students, who are not as brave for the Dark Continent’s jungles, to bring home a piece ancient Drow or Giant Civilizations. The vibrant culture of Upper Menthis continues to attract students from Khorvaire’s Nations to Morgrave University.

The Dormitories of Breland Spire

The centerpiece of Upper Menthis is the Morgrave University campus, simply known as the University district, consisting of Danlannan Tower, the University’s primary administrative building, consisting of Lareth Hall, the Dezina Museum of Antiquities, and the Library, and its five sister towers, each named after one of the Five Nations. While the University’s other Towers, provide it with numerous classrooms, laboratories, and warehouses, Breland Spire is special in that it contains Morgrave’s greatest Resource- its Students.

Breland Spire is divided into Three Halls, separating Students of different Years into their respective Communities. Boranex Hall is where Freshman and new transfer Students first get their taste for Morgrave University’s Great Adventure. It is on the lower levels of the Tower, closest to Middle Menthis. Further up the Spire is Kason Hall, where Sophomores and Juniors continue their Studies into the Mysteries of Xen’drik!  Finally, providing the best view of the City of Towers, is Wroann Hall for Seniors and Graduate Students. Each Hall provides Students with small “convenience” stores, a fully-stocked Canteen, and quiet Study rooms. Resident Assistants act as Community Leaders for their individual Floors, keeping students Informed, Safe, and Happy with regular Meetings about college life. All dormitories are augmented with the Best Arcane Security available with the Morgrave University Watch providing twenty-four hour Surveillance. Atop this Tower is Morgrave University’s Commons, the peaceful meeting place where Students can eat, study, and play games.

Extracurricular Activities

After classes, Morgrave students can watch the Fighting Giants face off against their chief rival The King’s Bears. They can walk in Lareth ir’Morgrave’s footsteps by joining Morgrave’s prestigious fraternal brotherhoods, the Antiquarian Societies. If this does not interest them, creative Morgrave Students found their own Organizations around their favorite hobbies and past-times.

Home of the Fighting Giants!

Morgrave University’s world class football team The Fighting Giants defeated their rivals the King’s University at Wroat Bears in the First Brelish Tournament of 996 YK!  While the university may be known for its cutting-edge research in ancient civilizations and archeology, it also continues to set a high standard in athletics. Morgrave University footballers regularly receive invitations from scouts from Professional Football Clubs. Former Fighting Giant’s striker Irving Armstrong now plays for the King’s Bears Club. Dean ir’Morgrave is currently in talks with other universities around Eberron about the formation of an Inter-National Inter-Collegiate Football Tournament. In the future, Morgrave students will be able to proudly represent their alma mater in the world arena.

Along with a nationally-recognized football team, Morgrave athletes compete in Skyblade jousts and even race in the Race of the Eight Winds. With the entrance of more of shifter and warforged students on the campus, The Fighting Giants now represent the first and only university hrazhak team. As a multiethnic campus, Morgrave is not only leading the way in archeological research, but also forging new frontiers in athletics.

Antiquarian Societies

The traditions of Morgrave University are over two hundred years old. They are as ancient and esoteric as the civilizations our faculty research daily. The most lasting of these traditions is the perpetuation of our two prestigious antiquarian societies, fraternal organizations where Morgrave’s Elite meet to discuss antiques, archeology, literature, and even current events and politics. The Aureon Society traces its roots back to the founding of Morgrave itself, personally established by Lareth ir’Morgrave. With the motto “Illumination by Knowledge,” the Aureon Society is famous for producing alumni who earn vital Government Positions. Amongst the Society’s honorable alumni is Lord Abner ir’Dezina, a Member of Parliament currently voting against the Antiquities Regulation Act of 995 YK. However, even old Lareth ir’Morgrave had his rivals, thus the Kol Korran Society was formed in order to compete with the Dean’s Antiquarian Society. With the motto “Counting the Costs,” the Kol Korran Society is famous for producing alumni who become Captains of Industry. Among the Society’s honorable alumni is Morgrave’s leading Antiquities Dealer, Marcus Lagos, owner of Lagos Import/Export. He is currently in Stormreach negotiating for the transportation of more of Morgrave University’s treasures. Students interested in these fraternities should meet with a Society Representative during Pledge Week.

Student Organizations

Do you have an interest in drama? How about being one of your school’s ace reporters? Maybe, you just want to brew some beer with your friends! At Morgrave University, you can do all of these activities and more! Students interested in acting should audition for The Lost Civilization Players, a student-operated theater troupe. During Autumn and Spring Semesters, the Players regularly stage performances of their latest plays in the Commons. This Autumn semester they will perform the hit play Dusk, a stirring romance between a young human woman and her immortal vampire lover. Students who fancy themselves writers should check out The Morgrave Raider, the university’s own newspaper. Known for its hard-hitting investigative journalism, Morgrave Raider reporters regularly “dig up dirt” on events around campus. Finally, students interested in drinking only the best ale on campus should consider joining The Shining Beacon Student Brewery. The Shining Beacon’s five-star Xen’drik Special lager has won multiple prestigious awards and was once Little Barbarian Breweries’ Microbrew of the Month in Therendor, 990 YK. From art to food, student life at Morgrave is a lost treasure of its own!

Morgrave University offers hundreds of student-operated organizations based around any number of interests. The requirements for creating a student organization are rather simple. If you have a group of friends, an idea for a club, and the endorsement of a faculty member, you can form an organization on campus. It is just that easy! Below is a list of organizations you can join.

  • The Gamers’ Guild
  • The Warforged Trust
  • Scions of the Last War
  • Campus Crusaders for Tira Miron, Morgrave Chapter
  • Apostles of the One
  • The Bear’s Den, the Morgrave Chapter of the Shifter Solidarity Council
  • Students for a Cyran Nation-State
  • Women’s Social & Political Union
  • Racial Awareness Organization
  • Meddling Kids, Jr. Inquisitive Agency
  • Friends of Truth
  • Model Parliament
  • The ArtiFiction Society

Dean Larrian ir’Morgrave, 15th Barrakas, 997 YK

-Morgrave University Registrar Press, Autumn Semester, 997 YK

3 Comments

Filed under Dungeons & Dragons, Literary (Napkin) Classics, Series, Tabletop Roleplaying Games