Wednesday, May 15, 2019

Peuchen


(Illustration by Dave Allsop comes from the PathfinderWiki and is © Paizo Publishing.)

I’m a big fan of Dave Allsop’s art—he did the Bestiary’s woeful mite and the amazing papinijuwari I was so excited about a few months ago—so I’m a little bummed that his peuchen, while beautiful, doesn’t capture the scale of the beast.  What he’s painted looks like an exotic species you’d see on display in a fantasy reptile house or curled around the arm of some sorceress.  But it’s actually a roughly human-sized (Medium) monster that punches in at a mighty CR 10.

And that, in a nutshell, is why I like the peuchen: It’s a pretty good dragon substitute for low-level campaigns.

But let’s back up.  The peuchen is a cryptid from Andean mythology, especially Chile and Argentina—likely a mashup of the boa and the vampire bat—that is a feared shapeshifter who drains the blood of livestock and lone shepherds. Pathfinder’s version follows that outline almost exactly (right down to bleed and blood drain abilities, as well as the ability to cast hold person and vampiric touch).

I’m always looking for good non-European monsters I can point GMs to, and the peuchen definitely checks that box.  (Which is awesome, as South America is probably our least-represented continent in terms of Bestiary monsters.  Even Antarctica has a better selection once you start throwing in Lovecraft, John Carpenter’s The Thing, Hollow Earth tales and other pulp inspirations.).  Then again, if you’re a Euro diehard, the peuchen reskinned could make a perfectly acceptable version of Fáfnir the dragon.  I’m also always looking for ways to tell bring more intimate, narrative and folktale-inspired gaming into Pathfinder.  And I can totally see a slow-moving, low-XP campaign where a PC’s parent’s death hangs over the campaign…with the peuchen teased as the culprit all along but finally revealed somewhere around Level 6 or 7, just as the players are really coming into their full powers.

But if you want straight-up hack & slash…well, Camazotz is about the most badass god/devil/demon (depending on your game world) out there.  Someone’s got to clean out his creepy jungle temple superdungeon…and guess what’s the perfect monster to fight on Level 10?

Nutmeg’s value to spice traders isn’t just from its rarity and taste—it’s also dangerous to harvest.  Peuchens delight in polishing their scales with the crushed aromatic seeds of the nutmeg tree.  Harvesters in the Bluewater Isles need adventurers who will guard their crews from the cunning winged snakes.

The fey of the Bier of Bone—bloodthirsty pixies, tooth fairies, quicklings, redcaps, and worse—all serve the mad leanan sidhe Umlar.  Her prize pet is a peuchen the blue of a bird of paradise.  Recently she has been distracted by the charms of a larabay (who secretly plots to steal her throne), leaving the peuchen as the main guardian of her ivory hoard.

Years ago, a silver-tongued drover talked his ways out of the jaws of a peuchen by offering to deliver livestock the likes of which the winged snaked had never tasted.  Intrigued, the peuchen agreed, and was rewarded with Huwari beef from the Olfshires—a kind of cattle newly brought by Northern colonists.  Desiring more such delicacies, the peuchen and the drover began trading Northern cattle for alpacas, llamas, and other livestock. Today the drover is the most powerful beef importer in the thriving colony Sor Pelag, with the peuchen as his silent partner—and occasional enforcer.  When a new source of flesh—glowing, duergar-raised deep oxen—threatens the pair’s monopoly, they turn to murder to keep their balance sheets in the black.

Pathfinder Bestiary 5 189

The history of nutmeg is actually super interesting.  Nutmeg is also one of the reasons that, while Pepsi always does better in blind taste tests, Coke is more popular in reality—the nutmeg in a Coke Classic sets off more flavor sensors and yields a more complex, richer experience over the course of the entire can.  (At least according to some New Yorker article I read years ago.)

I keep waiting for my day job to hand my some kind of nutmeg-related project, but so far I’ve only played around with turmeric and bay leaves.

Looking for the penguin?  We covered that way back here.

Tuesday, May 14, 2019

Pelagastr


(Illustration by Roberto Pitturru comes from the PathfinderWiki and is © Paizo Publishing.)

The serpentine proteans are chaos incarnate—so much so that they can change their shape, their vital organs shift around constantly, they can just regrow new sensory organs, they are in constant flight, they are always under the effects of a freedom of movement spell, and many of them cause warpwaves that ripple through and twist reality itself.  But at least they’re bound by some basic laws of corporeal existenoh God there’s an incorporeal version isn’t there?

So, welcome to the pelagastr!  And it gets worse, because these creatures, while not being part of material existence, delight in it—the Material Plane in particular—dipping their limbs into reality to smack adventurers around or magic jar-ing themselves into humanoids to wear their skins for a while, just for kicks.  They are natural spies and investigators, and unlike other proteans seem to originate directly from the Maelstrom itself, rather than promotion/evolution through the protean caste structure.  So even for creatures of chaos, pelagastrs are…chaotic.

If you’re looking for more on pelagastrs, definitely check out Pathfinder Adventure Path #99: Dance of the Damned, which has room for far more lore (as well as teasing a possible pelagastr master) than the Bestiary 6 write-up.  But in the meantime, here are some adventure hooks to get you started:

Efreet loathe pelagastrs for the disorder the cause—and the plans they ruin with their incessant spying and possession.  Five maliks known as the Fist organize a pelagastr hunt every year.  The prize, a unique statue carved of ruby, is worth a fortune in and of itself, or it may be exchanged for a favor from one of the five fearsome lords.

The Anchored Isles are a chain (literally, thanks to adamantine fetters of extreme size and age) of floating earthbergs hovering where the Planes of Earth and Chaos intersect the Plane of Air. Here the artists and aesthetes from the Circum Sensoria allow pelagastrs to ride their bodies, unlocking the doors of perception for both parties.  But when a clique of pelagastrs begins a new fad of riding mortals into the experience of death, adventures must step in to separate the sense-mad participants.

The Snallygaster & The Pelagastr isn’t a sign you’d see above most public houses—but then again, Cardumond, with its cosmopolitan society and no less than three magic colleges, is no ordinary city.  And things are about to get even more unusual for the tavern.   Earlier this week, a pelagastr (a recent escapee from the university’s Hall of Conjuring) chanced upon the pub. Delighted by the sign outside, the pelagastr has decided that, now that he’s arrived, all that’s lacking is a snallygaster or two…and he his currently herding two giant specimens toward the tavern at this very moment.

Pathfinder Adventure Path #99 88–89 & Pathfinder Bestiary 6 214

My notes for the first draft of this post references a Snail Mail video where Lindsey name-checks my radio station—the link to which has long since vanished.  Oh, and it references me not doing my show the night before…because of snow.

Also the saved file dates from January 30. 

I…yeah, I should really post more often, huh?

Monday, January 21, 2019

Paradise Dragon


(Illustration by Leesha Hannigan comes from the PathfinderWiki and is © Paizo Publishing.)

It was pretty much inevitable that we’d get planar dragons.  (Honestly, I expected them sooner than Bestiary 6, but outer and esoteric dragons arrived instead, a sign of Pathfinder’s pulp sci-fi/horror obsession).

What’s not inevitable is their naming convention.  It would have been really easy to just slap planar monikers like “Abyssal” or “Maelstrom” on top of these dragons.  Instead, we got something far more interesting: names that seem more conceptual, more distilled, that tap into essential aspects of those planes—apocalypse, bliss, crypt, edict, havoc, infernal, paradise, rift.  You feel like each dragon species could have its own planar layer or demiplane based on its specific descriptor.  (Elysium probably has many fields; Havoc feels like a specific one.)  It’s not a huge difference, but it’s a subtle and meaningful one. More importantly, it’s a surprise from the authors, and this late in the Bestiary life cycle surprises are to be treasured.

So…the paradise dragon.  Like all planar dragons, it manifests a chunk of its home plane around itself (a nice touch that feels very video-gamey or anime but still awesome).  The paradise dragon’s specific special abilities also pack a lot of heavenly flavor.  The text indicates that they create holy sanctums of light and harmony to shield their followers, and that extends to their abilities, which aid, heal, resurrect, rebound, bull rush, or banish as needed, allowing them to reshape even the battlefield to their liking.

Like archons, these dragons are pretty much the ne plus ultra of right and good…but for adventure design purposes, there’s always that one bad apple more concerned with his particular rightness than the public goodness.  Also, in the single sentence of descriptive text we get, B6 mentions these dragons attract followers…and what policies or actions a planar dragon deems necessary to protect its followers may not jibe with PCs’ plans.

The paradise dragon Pearl of Moonlight discovered the long-hidden prison lair of Alefbetraxus, an elder wyrm.  Overawed and a little infatuated by his age and grandeur, Pearl seeks to free the primordial dragon, and she will brook no interference.  Unfortunately, Alefbetraxus is still guided by his instinctual drives, one of which (in fact, the reason for his imprisonment) is to eradicate any and all forms of elemental planar pollution.  Poor Pearl has no inkling what he might do to the world she guards, where one in twenty humans has geniekin blood.

Paradise dragons are discouraged from dwelling too long on the Material Plane, as cults inevitably form around them.  The empyreal lord Enoch the Admonisher, Scourge of Pride, makes it his business to test the character of these paradise dragons, often using powerful adventurers as cat’s-paws.

Since the Shattering, there has been no single lawful good plane—a triumph of existential undermining sponsored by the daemons of the Shroud.  What remains are scattered islands of conceptual reality—the Seven-and-Seventy Heavens—each one held together and defended only by the iron will and adamantine claws of a paradise dragon and its followers.  (This includes whichever archons haven't yet fled the multiverse in shame.)

Pathfinder Bestiary 6 104–105

Not all the planar dragons appear in Bestiary 6; some show up in Pathfinder Adventure Path issues.  I think at time of writing we’re still missing one from the Maelstrom (PathfinderWiki indicates it’s the tumult dragon).  (Or maybe that plane rejects having a designated dragon species as being too orderly…or maybe doesn’t need one, thanks to the protean race…)

Speaking of the dragons we got (or didn’t)…we were probably never going to get all of the abomination, humour, mineral, thaumaturgic, sin, and virtue dragons that Mike McArtor teased all the way back in Pathfinder #4: Fortress of the Stone Giants.  But I fervently wish we had gotten some of them, and to this day I love the weirder, wilder Golarion they suggested.  If you ever get the chance to dig up the early Pathfinder issues—especially those explosive first 18 issues—do it!

Sunday, January 13, 2019

Papinijuwari


(Illustration by Dave Allsop comes from the Paizo Blog and is © Paizo Publishing.)

As this blog has unfolded, one of the themes we’ve hit on many, many times before is that the larger and more powerful giants become, the more they move into the realm of folklore and myth.  You can envision a world where ogres, hill giants, and even certain conceptions of stone and fire giants could be natural outgrowth of evolutionary and environmental forces (for a given value of “natural”).  But once you get past frost giants, natural shoves out of the way in favor of supernatural.

The paradigm for this is the cloud giant race, which comes to us not from Norse myths, but children’s fairy tales—and boy does it show.  Between their magical powers, their cloud castles*, and the Manichean, good/evil alignment split of cloud giant societies, it’s clear we’re dealing with creatures out of story and legend. (*Cloud castles seem to be more a D&D thing than a Pathfinder thing if you’re reading the manuals closely, but I like them so let’s just go with it.)

Now, if you ever shivered in fear when your parents read “Jack and the Beanstalk” to you at bedtime…imagine the stories cloud giants tell their kids.  What could terrify a monster child who regularly helps his mother grind human bones into bread?  The answer is the papinijuwari.

As you might guess from the name, the papinijuwari is a monster from Australia’s indigenous people, specifically the Tiwi of Bathurst and Melville Islands.  It’s a cyclops but worse, searching with its single lambent eye for the young and the weak to devour.  They’re such figures of terror that shooting stars are thought to be papinijuwaris flying overhead (a pretty stark departure from the wishing stars we Americans grow up with!).  All in all, it's a hell of a monster.

What I love about Pathfinder’s papinijuwari is that the designers have translated the monster into game stats without sanding down any of the horror.  They feed on disease. They wear skulls, because of course they do.  And they fly through the air by clutching a burning torch, a detail from folklore I’m so glad the Bestiary 5 designers retained.  (Interestingly, according to the rules this talent works only when the papinijuwari is 500 ft. above the ground, which raises questions about how they take off and land—can they only fly from mountaintop to mountaintop, or magical cloudbank to magical cloudbank…and do they just plummet to the ground …or are they allowed to land?)  But never mind the physics—take a look at that image from Dave Allsop.  Now imagine that thing hurtling down from overhead, landing with a thud in a three-point stance straight out of Iron Man, torch held aloft, hunger gleaming in its eye as it sniffs the air for its prey.  Now that’s a monster.

In fact, it might be my favorite monster in Bestiary 5, and that’s a book that includes the liminal sprite.  Best of all, I never even noticed it—not once—until I sat down to write this entry.  Which is a great reminder that, even in a book I think I know, there are always surprises waiting—and the reason I blog is to find them and share the excitement with you all.

Now to spoil that valedictory ending with a postscript: I think the best way to deploy papinijuwaris is to drop mention of them in your very first session.  Make them sound like an old wives’ tale; make them sound positively ridiculous—nothing like the grim and gritty horrors your players are actually going to face.  Drop another mention at 4th level or so, and then say nothing for ages  And then, when they least expect it, rain evil giants down upon them with a vengeance.

Adventurers use an ancient ritual to call a meteor shower down upon the necropolis of a lich.  The aerial bombardment destroys the hated undead’s tower and reduces his city-state to rubble.  But the devastation also draws the attention of a tribe of papinijuwaris eager to feast on the lich’s diseased subjects…and perhaps make a home for themselves in this new untapped hunting ground.

In addition to its usual reprehensible cargo, a slave ship arrives in port with a strange cyclops chained in the hold and a crew sick with blister fever.  The slavers quickly grease the palms they need to slip free of quarantine, and soon plague and a papinijuwari run rampant through the city.

An adventuring party is brought together by loss. They are all survivor of cloud giant depredations—some lost family to raiders, others were raised in villages overseen (quite literally) by lords in cloud castles overhead, and still others had their homes just scooped away by giant dredges.  No matter where their travels take them, they all know that they are gaining in power and resources until the day they can challenge the giants on their own misty turf.  And just as they are gearing up for their first assault on their oppressors, the king—the high king!—of the cloud giants approaches them.  “I need your help,” he tells the shocked adventurers, “for my oracles have read the signs.  The enemies of both our races, the papinijuwaris, are coming.”

Pathfinder Bestiary 5 188

If you’re looking for ways to break out of Pathfinder’s and especially D&D’s default Eurocentric atmosphere, I think there’s an amazing campaign just waiting to be constructed out of fragments of Le Guin’s Earthsea novels, Australian and other Pacific myths, and your own imagination.  Start with the papinijuwari and go nuts.

Monday, January 7, 2019

Pakalchi


(Illustration by Jose Parodi comes from the Pathfinder Facebook page and is © Paizo Publishing.)

Pakalchis feed on the fear and insecurity of failing relationships,” says Bestiary 5.  And if you’ve ever been in a failing relationship, that’s pretty much all you need to know to convince you that these sahkils are the absolute worst monsters in B5—end of story, full stop, done.

And that’s even before you take into account that they can skip between the Material and Ethereal Planes (never a good thing) as a move action (even worse)…dominate you into giving into your worst instincts, fears, and insecurities and sabotage your love…and then strangle, poison, or pierce you to death when it’s all over and you’re no longer amusing to toy with.  Remember how mad Iago made you when you read Othello in high school?  This is Iago with game stats and semi-immortality.  She may be CR 9 on the page, but she’s CR 29 against your heart.

Also, one last note to underscore why pakalchis are the absolute worst: they feed on “failing relationships.”  Not troubled, not star-crossed, not tumultuous—failing.  (And since sahkils are former psychopomps, from a lore/flavor perspective it’s not unreasonable to assume that they have at least a little foresight/precognition about such matters.).  In other words, these relationships were already doomed.  The hurt was already there.  Pakalchis make it vastly worse so as to feed on the couple’s misery…but if you slay a pakalchi, that’s not going to lift the dark clouds over its victims and make flowers spring up in their footsteps.  It just means the relationship is likely going to flounder and fail anyway…and when the end comes, there won’t even be a monster to blame.

Young men in town have been disappearing—often after violent quarrels that leave their sweethearts heartbroken (and too often sobbing and bruised).  Certain signs—vines in unlikely places, bits of clothing caught on thorns, and trails of flower petals—suggest a nymph or some other fey influence.  But the true culprit is a pakalchi whose domain includes a thorny thicket in this world and a grasping, hungry forest on the Ethereal Plane.

Emika and Bez-Sha are twins—budded in the same instant from the same outcropping of direstone in the Cradle of Bones.  Though the catrina sisters were once mirror images of each other, Bez-Sha abandoned the psychopomp order to become a sahkil, gaining in power as she discarded mercy and other weaknesses.  The only hint at their kinship now is the swaying gait of their skeletal forms and the identical shade of tea roses adorning their brows.  The sisters have not spoken since Bez-Sha fled Death’s Realm, but Emika stretches her schedule and her oaths as far as they will allow to search the multiverse for news of her twin. Often this means hiring mortal adventures—sometimes with gold, sometimes with promises of future intercession in matters cosmic.

Napoleon’s occupation of Spain leads to calls for revolt throughout Mexico.  To suppress the uprisings, the Spanish colonial governments rely heavily on mercenary wizards, particularly conjurers whose summoned allies excel at breaking up demonstrations and ferreting out revolutionaries. Doing so, however, pierces the veils between this world and the next, allowing shadows, spectres, and extraplanar threats to creep through.  Recently a pakalchi managed to ooze over from the Realm of Mists.  She has taken to haunting the son of a local marqués and his betrothed, the daughter of a wealthy importer. The lovers’ misery has exacerbated tensions between the families and driven the distracted marqués to ever-harsher reprisals against his people, magnifying the fear and misery that fatten the pakalchi and her allies.

Pathfinder Bestiary 5 216

The original image of La Calavera Catrina that inspired Pathfinder’s catrina psychopomp and possibly the pakalchi actually dates from a century later than the Mexican War of Independence: 1910, rather than 1810.  But today the images of a beautiful woman and/or a friendly skeleton wearing a flower crown is so tied to Mexico I couldn’t resist playing with history a little for that third adventure seed.  Mashing up wizards and Napoleon is, of course, also a big nod toward Jonathan Strange & Mr Norrell.

Monday, December 31, 2018

Painajai Demon


As much as I love Pathfinder and D&D, being a fan can lock your imagination into certain patterns.  You hear the word “demon,” and immediately your brain spits out “chaotic evil outsider native to the Abyss” like a cash register dishing out change.  That’s why I find it essential—particularly after a childhood spent reading way too many shared-world franchise novels—to read as widely as possible to break out of those patterns.  “Demon” can mean the Lovecraftian horrors of Anthony Horowitz’s Gatekeepers series, the annoying imps inside the Discworld’s personal organizers, or even (as “daemons”) children’s souls incarnated as animal familiars in The Golden Compass.

So I dig the painajai demon because—while it definitely is a chaotic evil outsider native to the Abyss—it is also a dream-haunting nightmare that seems outside the norm for Pathfinder/D&D demons.  A spider-eyed, frothing horror that stalks the Dimension of Dreams, it spreads fear and confusion via psychic magic and conjured horrors, while controlling the landscape via mirage arcana and hungry pit. Once it has a bead on its prey, it hurls its chain spear into its victims and then drags them in close to continue their torments.  Combining some of the the worst elements of night hags, kytons, and bolas spiders, it’s a relatively fresh take on the demon category I really like.

You can certainly use painajais as written—psychic-magically gifted foils to Desna’s uinuja azata servants.  But your campaign could easily find other roles for them as well.  Maybe in your home setting painajai demons are the main threat to sleepers, rather than night hags.  What does the world look like when a bad nightmare might lead to the Abyss?  Or imagine a world where fiends are rare, like the Forgotten Realms in 2e AD&D.  What would it look like if painajai demons were the only demons known?  Players who have gotten complacent rolling dice against dretches and babaus will be in for a shock when the word “demon” automatically means a CR 14 horror waiting to ambush your dream self.

Adventurers awaken in an inn to discover every single surface covered in spider silk—and every guest but them is similarly cocooned.  The message is an unsubtle reminder that they owe a favor to the aranea queen, Leilani.  Traveling to her mist-shrouded kingdom, they are given a task that will release them from her web of obligation.  An avatar of the aranea trickster god Nasari has been captured by painajais, and party must travel into the Dreamskein to set him free.

“A stately pleasure dome” is how Armapan Singh envisioned his Taj Berin.  What he did not envision was that it would attract the attention of a pair of fiendish lovers.  An avatarna rakshasa and her painajai demon consort have occupied the palace and turned it into den of pleasures and addictions from this world and the world of dreams.  In addition to cleaning out the Taj, Singh himself must be recovered as well—preferably alive and with his soul intact—for his moderating influence is all that keeps the government’s Circle of Adepts from surrendering to their wizard-supremacist impulses.

The solution to cracking the Vault of Marbled Midnight is not a literal key but a musical one: a note no human voice can sing.  Cameron of the Knife has recruited a fleshsculpter who specializes in demonic grafts to craft a sort of vocal sac implant he believes will do the trick.  But not just any demonflesh will do—they need the throaty resonance of a painajai.  That means hunting down the hunters of the Dimension of Dreams and successfully bringing the grisly trophy home while it is still viable.

Occult Bestiary 19

Happy New Year’s Eve!

Apologies to my Blogger readers: I posted yesterday’s entry before remembering to search for an ouroboros image, and now I’m too scared of Blogger’s buggy interface to try editing the posted file.  You can see the image here, though.

If you’re looking for the outlaw troop, we’ll be covering that when we loop back around to the goblin troop.  If you’re looking for the ovinnik, we covered it back here.

Sunday, December 30, 2018

Ouroboros


The ouroboros, the snake eating its own tail, is a common ancient symbol, appearing in Egyptian, Greek, Norse, Gnostic, Vedic, and South American texts and carvings...which is interesting, because there aren’t actually a lot of stories about it (compared to say, dragons or giants or even sphinxes).  Instead, the ouroboros’s value seems to be almost entirely as a symbol—for life and death, consumption and renewal, light and dark, the circle of samsara, and so forth.

Given what a well-established symbol the ouroboros is, the first question about it was always going to be: When would someone turn the ouroboros into a Pathfinder monster?  And the second question was: How would someone turn the ouroboros into a Pathfinder monster?  (A serpent constantly eating its own tail is great from a visual perspective, but it’s going to have trouble making a bite attack.)

But if it’s a snake made of thousands of snakes…on the Astral Plane…constantly devouring and regenerating itself…with blood that’s can raise the dead or baleful polymorph you into a swarm of snakes…and it’s CR 21 for good measure…now that’s a Pathfinder monster.

I also dig the video game-ness (or 4th Ed D&D-ness) of its Self-Consumption (Su) ability—that if you damage it down to half its hit points, it stops eating its own tail, which both makes it more vulnerable, but also unlocks some of its special abilities (and makes it pissed, presumably).  I don’t need every monster to get special abilities for being bloodied, but it is a nice perk for certain significant baddies.  It also works thematically.  One of the exceptions to my “There are no stories about these things” gloss above is the Norse World Serpent, Jörmungandr, who could be considered a kind of ouroboros.  One of the climactic acts of Ragnarök is Jörmungandr releasing his tail from his mouth and surfacing to fight the gods. There’s no reason fighting an ouroboros at your game table can’t be just as epic.

Adventurers discover a divine secret: the goddess of death and the goddess of birth are one and the same. In her gestalt form, the Splintered Queen dwells in a palace ringed not by a moat, but by an ouroboros that both symbolizes her twin portfolios and makes a singularly unforgiving guardian.

Planar travel through the nested Tiers of the Celestine Stairs is difficult.  Even a successful casting of the gate spell opens the archmage’s mind to maddening influences from beyond the Tiers. (An unsuccessful casting may result in disintegration, polymorphing into a gibbering mouther, the calling of a shoggoth, or worse.)  But a few rifts connect the Tiers, the most famous being the Ouroboros Gate—a living ouroboros whose ravenous coils can be traversed to reach the vast expanse of the Astral Tier.

With the awakening of the serpent god Sardsorius, the serpentfolk race, long thought extinct, has erupted from the bowels of the earth. Worse yet, their shamans are poised to succeed in a quest that has eluded them for millennia: piercing the veil hiding Refuge, the last lost retreat of the elves. Embattled on all sides, the elves risk everything to resurrect their mythic hero king, Kin-Yalyn—including tasking a rogue band of adventurers to acquire the ouroboros blood the ritual demands.

Pathfinder Bestiary 6 206–207

Hey!  Remember me?

I think I first read about the ouroboros in the Xanth books…which means I just admitted to reading the Xanth books. (Leave me alone, this was middle school.)  The use of an ouroboros as a moat monster is a direct homage to one of these novels (The Source of Magic, I think).  While we’re at it, any elves vs. serpentfolk scenario I write probably owes a debt to Ghostwalk.

Wouldn’t it have been nice if I’d posted this entry last April, when my article on resurrection was coming out in Pathfinder Adventurer Path?  Yeeeeeah, that would have been smart.