A D&D Next legendary creature of terror, inspired by the marvellous Innistrad MTG setting.
Be afraid, be very afraid..!
Zendikar - 13th Age
A "conversion" of the beautiful Zendikar plane from Magic: The Gathering into a 13th Age setting!
Warning: fantastic visuals ahead!
A new urban-fatasy fiction project!
It's the near future, and it's a historical day for aviation.
Something feels wrong, though.
What is going on?
Begin to find out in the first chapter!
ABU HELL: Flight FZ001
Zendikar - 13th Age
A "conversion" of the beautiful Zendikar plane from Magic: The Gathering into a 13th Age setting!
Warning: fantastic visuals ahead!
The World of Cthon
A new cosmology and setting template that concentrates all the planar location into the material world!
Cthon: First Age
The First Age of Cthon in detail!
The primitive and deadly world that ended with an immense disaster, going deep underground and becoming the Underdark and Lower Planes of the later ages!
Cthon: Elder Gods
Meet the Elder Gods of Cthon, a class of deities that includes classic lovecraftian beings, classical evil gods and entities, and demonic lords of DnD!
Zendikar - 13th Age
A "conversion" of the beautiful Zendikar plane from Magic: The Gathering into a 13th Age setting!
Warning: fantastic visuals ahead!
The Dawn of Sorcery
A "legend and lore" post wrote before my World of Cthon cosmology idea, it explores sorcery as channeling of raw magic, predating wizardry and eventually originating it!
A big real-world mythology figure inspired the story... Which one?!
Not yet part of the #dndnext blog carnival "If I Ruled The Multiverse", but I will adapt it to World of Cthon soon!
Tuesday, September 15, 2015
Thursday, September 10, 2015
Even if I didn't have a very positive initial reaction to what I saw in the new Ranger alternative brought to the community by Mike Mearls, I want to call this initiative a New Hope.
First of all, because I wrote so many times about the issue, and I'm finally seeing some movement at least in the direction of a class that finally has more identity, originality and uniqueness.
Second, because I think the effort needs encouragement and positive feedback to actually improve and become a great piece of the game.
I will not discuss here of what could happen if it ever becomes official, nor any other "it's the end of the world as we know it" things. I just want to compare this new Ranger with the expectations I have, and the expectations I see around. And I'm going to do it in detail, following the order of the document that was released with the (draft) class.
First of all, the feedback and the motivation
What I see written in the first part by Mearls seems to coincide with my thoughts. The Ranger having begun as just a mix of classes, the signature features becoming available to every other class (thus stopping being signature), the Favored Enemy thing being too little to become a new signature feature, and the problem of the animal companion ending up being too little or too much.
I would stress again, based on this, what I always say: until we stop trying to "do the ranger" and start trying to understand what it is to "BE a ranger", there is no hope for this archetype: it's gonna end as a sub-archetype of something else, and unfortunately lots of people are fine with it. But from my extensive experience, the people that are fine with it have never questioned themselves about what the Ranger should be and could be. And this is the question that matters.
Because we all already understood that the "Ranger as we always knew it" is just doable with other classes, but that doesn't mean the Ranger should be just that. It just means it shouldn't be what it always was. And anyone who opposes this is just not interested enough in the outcome, (because don't forget that for some people, warriors are just an accessory for spell-casters) and as such, logically, these people are not the best to consult for this matter.
So to wrap it up: the Ranger must be re-thought from the ground-up.
The concepts behind the new Ranger
Stop ranting and give us some ideas, L.A.!
- About Skirmish: make it more of a skirmish. More movement, less stealth, more attacks.
- About Ambuscade: make it so that it works in difficult terrain or Favored Terrain, while in others it should require long setup.
- Also use scouting as a signature: by spending time in an area, the Ranger can set it up, prepare traps maybe (subclass: Trapper), but especially set up some cover to be used defensively or even aggressively.
- Connected to this, let the combat style of the Ranger involve the use of terrain. In a previously scouted terrain, the Ranger not only does Ambuscades, but can have small reaction-using attacks and movements that lure the enemy into Disadvantage, make them slam into each other while chasing you, make them hit branches or trip on rocks. The Ranger should have a limited ability to even manipulate the terrain (with enough time), so that it gives these opportunities later on. The key is that the Ranger should scout ahead and prepare the battlefield to his advantage,
- If we want a more survivable Ranger, we need the "Herbal Poultices" back: they were great, they stay true to the roots of the Ranger, and they represent the superior foraging abilities.
- Make the animal companion, the big one, follow the Ranger only from afar. It must be a conflicted relationship: it can come in moments of great danger, and/or once a day when the Ranger "convinces it", and it can't be just called on the spot: it's another of those things for which the Ranger should need a long preparation, maybe even a Short Rest spent only for that.
Complement this big animal with a smaller, much more faithful one, that harries enemies, does some damage, distracts, trips, whatever: like a familiar but much more combat-focused. It can also dies, but then the Ranger could get a new one as well, although of course not without some work.
Saturday, September 5, 2015
Vurokk Dahvre (aka Vurokslaw Dedahvrov) is a name that, if googled, might even be mistaken for an official character of Magic: The Gathering, and its Zendikar plane in particular.
That's because I really wrote a lot about him, and played him for a while in a Zendikar-set D&D campaign, albeit a prematurely ended one.
He is the only character I would like to keep for the new campaign that me and my original Zendikar DM (and beloved friend) Gonzalo are going to start soon, set back into Zendikar, but in the updated timeline, matching the new Battle for Zendikar expansion (#mtgbfz), and with the new fifth edition of D&D (#dnd, #dnd5e).
- His looks seem a bit too gothic when put next to the usually practical/pauper outfits of the typical Zendikari adventurers.
- He is a user of dark magic, possibly even divine in nature, something that not even the vampires in Zendikar are known for.
- He's not cunning, wise, or very resilient, which are probably the distinguishing abilities of a successful adventurer in Zendikar.
- He's not even a native of Zendikar, or at least his ancestor weren't (it's unclear).
- The gothic appearance is actually supposed to be just a styling of very practical/pauper materials, typical of Zendikar: the armor is not metal, but giant scorpion chitin, the mask although black is carved out of the skull of some demon or worse, and so on.
- The "dark divine magic" he is supposed to use in D&D terms is actually just plain Black Mana in Magic terms, thus molding up nicely in the setting, which is supposed to translate D&D concept into Magic ones, when applicable.
- He sports a combination of abilities (strength, agility, and charisma) that is rare and even unique (you never see them all high, all together in any character, usually), making him a character that is sought by the typical Zendikarian "Expeditionary Houses", because he is not replaceable.
- Even if he is not native of Zendikar, or descended from non-natives, he doesn't know it (although sometimes he suspects it), so for all purposes he is and acts as a true Zendikari.
Monday, August 31, 2015
With my already long-time friend Gonzalo we once delved into the Zendikar world with D&D.
He mastered a great adventure that in true Zendikar style was a puzzle-heavy dungeon delve in an exotic land (Tazeem).
It stopped short of turning into a full campaign, because of defections of players and the impracticality of forums. But it was already starting to include a bit of Eldrazi in it. It was an element of Zendikar nearly impossible to ignore, even if it's been confirmed that they didn't originally belong to the setting, in the designers' view.
Some time later I took interest in the very D&D-derived 13th Age table-top RPG, and more than in the game itself, in its approach to role-playing and setting-building. The concept of Icons, the Non-Playing Characters with enough influence in the setting to become political forces, and the relationships of playing characters with these Icons, fascinated me.
So I went on to create the "Icons of Zendikar", and an incomplete but usable set of locations and story hooks to go with them.
I also kind of attached a few parts of our campaign story (especially the parts that actually never came to be played) into the story hooks, advancing a bit the whole story-line. Eldrazi where largely absent, mostly due to my personal dislike of them.
My dislike for Eldrazi is mostly due to a love for Zendikar: when you love something, you don't want to see it spoiled and ruined. Other than that, I also think they did them too well: they are really alien and it shows. And I don't like that. I would have liked them more if they would have been less alien, more Zendikari. But then their purpose would have been defeated, so I still "accept" them. I just prefer not to deal with them in role-playing.
Now Battle for Zendikar is coming, and with it a new wave of excitement and will to role-play into Zendikar (shared with Gonzalo!), but also a new wave of Eldrazi madness.
So this post will be a brain-storming about how to make a cool adventure set in Zendikar, even in the Battle for Zendikar times, but without much influence of the Eldrazi.
"I search for a vision of Zendikar that does not include the Eldrazi."Wall of Omens flavor text
So where in Zendikar could we have an Eldrazi-free or Eldrazi-light experience?I have multiple answers.
We know from the story released so far, and the lands artwork, that Tazeem still has pockets of uncontaminated nature. But it's basically a continent under siege, so it should be largely excluded.
Bala Ged, one of my favorite continents (actually defined as a sub-continent of Guul Draz, a bit like India is a sub-continent of Asia), has been completely destroyed. And apparently, Sejiri was destroyed as well, I guess being the continent from which Ulamog came out (but that's not canon, just logic because I wouldn't see the titan going there to destroy something, since there's little life anyway).
These leaves us with three continents: Murasa, Ondu, and Guul Draz.
Murasa: the "Retreat to Kazandu" option.One of the spoiled cards caught my eye and mind immediately: Retreat to Kazandu.
Guul Draz: the "Another Kind of Evil" option
Ondu: the "Sea-faring Adventures" option
The mainland of Ondu is not a very interesting place, and the description of it coming from the new dual cards doesn't sound similar to the one given with the old Planeswalker's Guide... There is probably some confusion among the designers themselves about what's in Ondu and what's on Murasa, because it seems like they regulary mix the two continents, in terms of environments, in particular regarding the "verticality of the landscape" (which I like to think to as a constant of Zendikar, actually!)
Other options remain!
- Bala Ged is still alive! - Bojuka Bay was such a hidden place that not even the Eldrazi found it...!
- Aerial Tazeem - The highest floating parts of the Vastwood are still safe havens, and Emeria could be the ultimate exodus target.
- Hidden Islands - After Jwar lie more islands that are somehow warded off from the rest of Zendikar, maybe thanks to the Strand of Jwar. Old isolated civilizations could be still living there as they used to before the very first advent of the Eldrazi, 3000 years before!
- New Continent! - Much like the above but bigger: the Zendikari explorers suck, and they hadn't mapped all of the continents yet!
- Underwater Sejiri - Sejiri is destroyed, but under its ice, an unexplored underwater world remains, where the Sejiri Merfolk are planning a counter-offensive, or maybe just want to remain hidden...
- AKOUM - Yes, I had forgotten about it, no, it wouldn't be a main option since the Eye of Ugin where the Eldrazi where released from is exactly here..!
Friday, July 17, 2015
The "State of the Game" official podcast on the D&D website was a huge surprise for me and guys like me: they finally admitted having given the Ranger class nothing really unique, no true definite identity, and admitted that they want to work it out and present variants that solve this issue.
I don't want to link now the posts in which you could see that "I told you that!" - But I friggin' told you that!
Now, on to business:
The Ranger as it is today (read: as it always was)
The parenthesis is there to explain the origin of this whole issue.
We tend to associate words with what we know the word for, not with what the word could potentially represent. Due to this fundamental human weakness, every single iteration of the game has tried to refine, fix, and improve a class that was flawed *in its roots*.
The problems of the original Ranger are the following, and they apply to the Ranger as it is today:
- It's a hybrid class, let's face it. Everything "typical" of the Ranger comes from another class, except for a few things that (even worse) come from Background territory.
- It was meant to describe a specific character, we even know his name. The very word "ranger" basically comes from that character. The class evolved a bit only when it also needed to describe another specific character, and we know the name of that one too. Still: no class should describe unique characters. Unique characters should use the classes to be better described, which is totally different.
- It casts freakin' spells. And still it tries to describe a particular archetype of expertise-based warrior/specialist that, if having all the skills and derived advantages it should have, would have no need of spells, other than no time to study them, or no time for the eventual mystical connection needed to receive them.
- It's portrayed as a tree-hugger (a completely Background-territory concept) for no other reason than pure blatant cliche. To make a comparison, if such a Background-tied concept would be tied to the Fighter, we would have Fighters being described and having *features* such as "Beer-Fueled", "Obsessive weapon polisher", and "Being unable to speak without shouting". These kind of things should be completely out of a class, they just don't belong there.
- It has no fighting mechanic that makes it different from any other man swinging or firing a weapon, other than some minor things like "extra damage or extra attack" choices, which could belong to just about any other class and don't tell anything about how is the Ranger something different.
- But what about armor? Take the feat.
- But what about hit points? Take Constitution, maybe feat.
- But what about the animal companion? Animal Friendship or Familiar spell or plain-old training and Animal Handling skill.
- But what about two-weapon fighting or archery? Yeah, what about them? You have them.
If the Ranger has to be just "the class for those people who want to mix classes but don't want multiclassing", I hope you realize how pointless and shallow that is. The designers, fortunately, realized it now.
A RANGER SHOULD BE A SKIRMISHER WARRIOR: AN EXPERT IN USING TERRAIN, RECON, AND WISDOM TO GAIN ADVANTAGE IN COMBAT, USING HIGH SPEED AND MOBILITY TO COMPENSATE WEAK DEFENSES, AND WITH THE ABILITY TO ENGAGE, HARRY, AND EVENTUALLY KILL MANY FOES AT THE SAME TIME, POSSIBLY EVEN IF/ESPECIALLY WHEN THESE FOES ARE FAR APART AND/OR FAR AWAY.The statement could sound a bit too serious and modern, but it's just because it needs to stress out technical differences. Without breaking much the immersion into the world of fantasy roleplaying, or D&D in particular, we could say that the Ranger is:
- The kind of warrior that concentrates on the environment around him/her other than the foes.
- The kind of warrior that patiently scouts an area and observes enemies for hours before attacking, to maximize every advantage.
- The kind of warrior that is always moving and using momentum to dart around the battlefield, nearly dancing around the enemies, and making them die the death of the thousand cuts while pinning them in a situation or terrain from which they can't easily escape.
- The kind of warrior that would set up traps,
- The kind of warrior who works best alone.
- The kind of warrior that can guide his/her allies across difficult terrain, or save them from immediate environmental dangers.
- The kind of warrior that uses beasts as a tool for combat, sometimes forming close bonds with a beast that becomes the only reliable companion to fight in his way without spoiling the plans.
- The kind of warrior that takes on the most difficult to reach enemies, by navigating the terrain better and faster than others, and/or by harassing them with bursts of arrows.
- The kind of warrior that can have a whole bunch of people concentrated on him/her to no effect, because he/she moves better and faster, knows the terrain better and uses it better, and is sometimes difficult to spot or catch.
- Both should be experts/specialists, as opposed to pure fighting machines/generalists (aka Fighters).
- Both should care about their surrounding more than the generalists, because they depend on them both for attacking and survival.
- Both use intellectual abilities more than the typical soldier.
- Both are weaker in defense, stronger in attack, at least in general.
- Both should be able to create the situations they need to excel/survive, at least in some limited fashion, when they can't find them in their surroundings.
- A Ranger should be an expert in survival, terrain, the use of animals, possibly the making of traps or at least ambushes. A Rogue could be an expert of anything, even the Ranger stuff, but will never get the benefits that the Ranger gets from its particular expertise.
- A Ranger should be a specialist of open, possibly natural terrain, movement across it, and long ranges (hence "ranger"), whereas a Rogue should excel in close quarters, provided he can use or create a distraction and/or a hiding/escape.
- A Ranger should use a lot his/her Wisdom, whereas a Rogue should use a lot more Intelligence and Charisma.
- A Ranger should focus more on open movement as a defense, whereas a Rogue should focus more on hiding or distracting.
- A Ranger is stronger than a generalist Fighter in attacking multiple enemies, whereas a Rogue is stronger in attacking only one enemy at a time. None of them are strong in attack against a tight group, which should instead be the specialty of the Fighter, that has the defense skills to survive thick melees.
- A Ranger could create the favored situation using his/her animal, previous terrain recon, and/or with bursts of movement and maneuvers aimed at separating the enemies, making them more manageable, whereas a Rogue could create the favored situation by improvising a diversion, distracting, feinting, hiding, or dirty-fighting alongside a more imposing ally.
And that's it from my side: I hope the designers will follow these new ways at last, after I suggested them for so long. Sure, crafting mechanics that actually represent them could be harder than just describing things like this, but I have a few ideas in those regards as well.
And in fact, I will conclude with a bonus: a pitch for a truly unique Ranger mechanic.
Instead of attacking once (or more times, depending on additional attacks), and subsequently dealing damage accordingly, as a Ranger you can attack every enemy you move close enough to, or every enemy in line of sight in case of ranged weapon usage, with a single attack roll and damage roll. You just split the total damage as you wish among the enemies whose AC you hit with your roll.
Thursday, September 18, 2014
Well, finally after the intellectual injury that I felt during the #Theros period, a new Magic expansion comes. (To add offense to injury, I even liked Theros' art and mechanics, making me even more mad about the flavor...).
Khans of Tarkir looks like it will become one of those expansions that catch me completely, like #Innistrad or #Zendikar (although nothing can beat Zendikar for me, really).
What are some good bullet points about Tarkir as a D&D setting?
- The land is wild and dangerous but includes some civilization in many different forms.
This is particulary good because it offers variety in playstyles. You could have dungeon crawls in the bowels of the #Sultai decadent cities, intirgue on their surface, wild adventures throughout #Temur and #Mardu territories, with Mardu offering a cool militaristic/nomad background and Temur focusing more on primal aspects. #Abzan organized cities would be good for crime and politics adventures, while #Jeskai monasteries could house arcane weirdness of all kinds.
- Each clan has multiple focuses, allowing for different types of characters in it.
The Sultai (my favorite) are about necromancy, opulence, assassination, intrigue, and even world domination.
The Abzan are about law and order, with a focus on defense and passive isolationism.
The Temur are the go-to clan for primal forces, druidic magic, beasts and the wild in general, but also have a good bit of martial prowess in them.
The Mardu are the typical "horde" clan, the icon of the setting if you wish, with "raiding" being the standard form of living, but with some dark magic (especially concealment) in it as well.
The Jeskai are the most "enlightened" clan, with monks being prominent, but also wizards and a pursuit of knowledge and perfection in general.
- There are a few nice peculiarities about magic in Tarkir.
The "morphs" are basically just concealed creatures or things that fight with some kind of elemental or purely arcane force power. There are artifacts and spells to look what these morph "clouds" conceal, and it's a form of magic available to all clans, something connected with the world itself maybe, worth exploring in D&D even as a new mechanic.
- Dragons are apparently absent, but at the same time their presence is felt.
The spirit dragon Ugin is trapped somehow here in its homeland (although he was prominent in Zendikar, so it must be or have been a planeswalker), and Sarkhan Vol is a dracomancer. The spirits of dragons may be the basis of elemental/primal magic in Tarkir, and some dragons may still be alive, trapped in hybernation beneath the ices that they indirectly brought after their last war (some sort of nuclear winter!).
- A guide to the setting: Part 1 (Intro, Abzan, Jeskai, Sultai) and Part 2 (Mardu, Temur, Planeswalkers)
There is even mention of locations and prominent NPCs. I'd say it makes for a nearly ready-to-play world!
- Quite a few interesting races!
The new tage on naga, the brand new Ainok that come in canine or ursine variants, the extremely original take on djinn and efreet... There is really plenty of races to choose for Tarkir characters!
- There are strong connections with Zendikar!!
This is not really an advantage of Tarkir as a D&D setting in general, but for me personally it is that and much more!
All in all, it's really not necessary to convert these signature mechanics, because more than anything they represent the style of the clan, which is already apparent if one builds a character well-inserted/themed in/around the clan.
Races! The Ainok!
Ability Score Increase. Your Dexterity score increases by 2.
Speed. Your base walking speed is 25 feet.
Saturday, September 6, 2014
A tweet-title for this mini-blog-carnival post induced by Critical Hits!
Here is the original post by legendary Dave Chalker: quite an awesome list, especially because it reminded me of the Zaratan (a turtle-island thing!), and made me think of ways I would use it..!
As my few readers might imagine, my list is gonna be a bit counter-intuitive... But let's start with no further ado! (Usually I don't do it when I declare it, but here fortunately there's really no possibility of writing any useful introduction..!)
10 monsters I use in every D&D campaign:
The gothic factor is really impossible to ignore, and where the campaign flavor is not really gothic-y, I tend to use their stats for re-flavored variants. In general, having a cool stony decoration taking life is something that makes my adventures... Mine! Ah, there's no way these monsters won't be customized by me with particularly nasty martial prowess and/or divine magic... They're just made for these things!
(I know the illustration is that of a Malebranche Devil, but that's how my gargoyles look like, when not of stone!)
- Faeries (of any kind)
The Seelie Court and even more so the Unseelie Court are always present, somewhere, in my campaign worlds. And when these beings come into play, strange things happen. For me, fey/faeries equal morality madness: it's an occasion to introduce truly strange and contrasting morals and ethics to the campaign and make the players question themselves both about these critters and themselves! Who's doing right? Who's the bad guy? When tricksters are beautiful or even cute, the lines of these questions are very blurred!
(The illustration is that of Oona's Blackguard, from MtG: an example of dark faerie flavor!)
- Faerie dragons / Pseudodragons / any tiny dragon!
First of all, obviously, it's a way to add dragons at low levels, and possibly tie them with the faeries. Second, they can be even more annoying than true dragons! A faerie dragon usually has spells and magical abilities that makes it a pain for adventurers to fight (or even ally with), and pseudodragons, with their random "save or sleep" sting are another major threat when in large numbers! Plus, the whole aesthetics of the campaign and/or setting change when these creatures are abundant. It basically means "in this world, common things are a minority"..!
(Link to illustration: http://ironshod.deviantart.com/art/Spiny-Woodland-Hopper-70718250 )
- Kuo-Toa / Locatah / Sahuagin
There MUST be "fishy folk" in my games... No game of mine is complete without a big part of it at least related to underwater adventuring or underwater threats coming out to do some unusual above-water adventuring! Locatah in particular (in the illustration), this forgotten-by-game-designers kin, are my favorite: their very fish-like look makes them the most alien of the three, and thus the most likely to be related to some kind of cult dedicated to, spawned by, or spawning some... ->
- Far Realm entities / creatures
And I'm not speaking Mind Flayers or other D&D classics... I'm speaking pure Lovecraftian horror!! And they MUST be aquatic. Aboleths are in fact among my favorites, and as many of you know, you can base entire story-arcs on them, even in traditional published worlds such as Forgotten Realms.
The illustration is originally Juiblex, a demon prince. But the fact I found it in a lovecraft fansite to represent a Shoggoth is telling...
But since we're speaking aquatic unfathomable horrors, I must go epic directly and call forth The Prince: ->
YES. Even if he's supposed to be an incredibly epic level guy, his presence must be felt since low levels in my campaigns. The Prince of Depths incarnates four things that I like and I already cited in previous entires: aquatic, horror, great evil, alien, blurred morality. You would say a demon prince has nothing to do with blurred moralities, but if you go by the most complete D&D lore about him, Dagon is a demon of an older generation compared to "regular ones", even other princes. He's an Obyrith, demons that basically ended up with their universe of origin already, and crawled into this universe before more regular demons even existed, and possibly even spawning them. It screams alternate creation myths and links to the Far Realm. And just as with Aboleths, Krakens, and other related aquatic masterminds, it also calls for a cult of followers, with all that such a thing implies for a D&D setting!
Finally a classic, you'd say! And yes, I like the classic-ness of Hobgoblins, particularly the fact that they're militaristic and, in D&D terms, devil-ish, due to their favored alignments and general motivations. They're cool also because they could constitute the army of another race, and because their possible link with devils might make them connected with Nine Hells-related plots. And from a simple humanoid critter, there goes a planar campaign in the making!
Everybody has a favorite undead, and I go again for a rather surprising classic in this department. Ghosts can be simply everywhere, and they are basically living (undying, actually) mini-quests for adventurers. Each ghost is a side-trek in the adventure of its own.
Again a matter of blurred morality, but nobody can deny that angels can be pretty scary. Especially because when you finally manage to stop their fury (by killing them: they would never surrender), you start wondering a bit too much about who or what you angered in doing so... In the illustration, an angel that appeared in the archive of 4e's Monster Manual illustrations online, but not on the actual manual... Never solved the mystery, and yes, although it's probably a rare case of evil angel, don't think the others were less scary!
Broad enough to cite more favorite monsters in one entry, in D&D ninjas can be anything, and in my campaigns this is especially true. There can be desert elf magic ninjas, lizardmen ninjas (Predator love, anyone?), naga ninjas (icing on the cake!), rakshasa ninjas (the revelation/transformation moment is golden, plus these cat-people die easily once revealed!), giant undead mantis ninjas (yes, I did it once), warforged ninjas (can't help thinking about that villain from the first Hellboy movie!) and sometimes even DRAGON NINJAS (Shadow Dragons of course)... The important thing is acting like a ninja. Mixing exotic combat styles to plain assassination-aimed lurking! In the illustration, Ink Eyes, a ratling ninja of the MtG setting of Kamigawa. It's an oriental-flavored example, so not very apt at displaying how many more "typical D&D flavors" exist, but she's my favorite by far!
... And 5 I don't:
Perhaps due to many players favoring the race, perhaps because they're too obvious, Drow never figured in my D&D campaigns as enemies, except for one time in which they were reflavored as the dominant civilization in a "real world setting" in which they were basically the civilization of Atlantis. And they looked nothing like true Drow.
Come on... Orcs...
I find them mostly uninteresting, with the exception of Fomorians!
Another thrill-killing critter! And I hate zombie movies as well!
At least in their single-element standard variants, they are really boring compared to many other elemental-themed creatures!
Now blog yours!
It's your turn now!