Showing posts with label Old Night. Show all posts
Showing posts with label Old Night. Show all posts

Wednesday, August 05, 2026

Kimnor Rugova

I don't know why I've made so many iterations of Revecca von Lechfeld, but I haven't done the actual iconic characters for Old Night. Anyway, here's Kimnor Rugova, iconic grisling swashbuckling shadow sword (although he also usually carries a rapier and flintlock pistol. At least he does in this image.) Tomorrow I want to get a good Dominic Clevenger.

Normally my Kimnor has a Van Dyke moustache and beard, but here's a clean-shaven version of him. I'll generate the next type when I'm available to do so (I think I need to wait almost seven hours before my limit resets.)

I've also been working on kemling variants, but I'm not yet sure who these are. The one with the mustard yellow might an NPC gangster villain, Vaspar Oksandros.




And finally, I took my old Frankenstein's monster Werner Otten, and made him look a little bit less like the movie version with the beat up old suit coat, and more like a D&D flesh golem.


UPDATE: the "real" Kimnor, with his beard and shadow sword. 

Kemling gal based sorta on the same original.

"Dark Bridgetown". I had an earlier version done like this, and I wanted to again.

An AI image that I found online. Actually, a few of them.



Wednesday, July 29, 2026

Bridgetown

I haven't quite decided where to put Bridgetown, but I really like it as a dense, yet small market town built entirely on a large bridge crossing a large river. It will probably cross the Humber River north of either Pinytop or Cockrill's Hill, or the Black River in Timischburg. The town is, obviously, built on a single bridge. I have a neighborhood of Port Liure based on this idea too, if you look up posts tagged PORT LIURE and the post titled X IS FOR RUA DE XAVIER, you'll see it. That's more of a single neighborhood in a dark, haunted hive of scum and villainy, though, whereas Bridgetown plays it more straight, as a small town built on a large bridge, and guarding a strategic river crossing, as well as acting as a funnel for river traffic; only relatively low barges can pass underneath the bridge. More often, traffic stops at Bridgetown, unloads, spends the night, assesses a toll or tax, and reloads on to either caravans or wagon trains bound by land to the various towns and villages of the Copper Hills and the Golden Wolds (if on the Humber River) or reloaded the next day on another boat or barge, and sent down on the other side of the bridge further up (or down) the river. Because of this strategic chokepoint nature, Bridgetown is a relatively wealthy town, and because of its wealth, it pays for a standing peacekeeping force that enables it to be independent of the power struggles between Garenport, Barrowmere, or Bucknerfeld, all of which would love to take control of it and bring it into their fold of control and patronage. 

Obvious threats and dangers to Bridgetown include the Tazitta tribesmen, when they're on the rise (as in the DARKNESS IN THE HILL COUNTRY campaign), queerness from the Plateau of Leng in the north seeping southwards, and just the wild wilderness around it, the Haunted Forest is nearby as well.

Anyway, here's various images of Bridgetown.



Above are the original images. I decided I wanted it both lower to the water and more contained on the bridge, without hinting at more town on the banks. The following are all the same version, but in different "moods."


This one is meant to be set during a snowless winter day, but it kind of looks dead and abandoned to me.


The standard version, without any real mood per se. Just as is, straight up.


Although I wouldn't call Old Night a cheery fantasy setting, I thought it wouldn't be a bad idea to have at least one town that kind of gives off a homey and even pleasant vibe, so this is the version meant to do that; simply the standard one, but made brighter and more colorful.

An finally, the "fall colors" version, which is also meant to be more inviting than not.

I actually kind of like the last two probably the best; I want Bridgetown to be a more pleasant place the players are invested in protecting, and maybe even in setting up a homebase here that they can return to when not out doing other things.

Over time, I'll add a bit more to Bridgetown; some NPCs, rumors and other stuff to facilitate making it an interesting place.

Thursday, July 23, 2026

A few AI image modifications

A few modified AI images, including some Realm of Files modifications—probably the last ones I'm interested in making, a slight modification to "Revecca on vacation" and a slight modification of my half-orc one-shot character, originally based on a Hero Forge model I made of an Old Night orc character PC.

Mostly just got rid of her dumb arm tattoo. If I'd noticed that at first, I'd have done it right away, but I didn't notice it until later. I think it modified her hair slightly though.

Darker Five O'clock shadow on both his face and head, mostly.

Lots of ravens. Too many. But also changed the tower

A few minor changes. The dock seems to just do down into the water in this image, but I was running out of images to replace it with.


Saturday, May 09, 2026

Next wave of banners, and new pages

Because I had banners for it, I created a permanent "page" on the blog for Cult of Undeath, the original campaign brief. I'll do one for each of the campaigns that I've thought of eventually, but first let me noodle with potential banners to include. I want to update the Darkness in the Hill Country banner, so here's some alternatives to that, with the fonts included. The decorative runes or script is the R'lyehian font, and the initial main font is 1492 Quadrata lim, one of my favorited "alternative ShadowDark" fonts. (ShadowDark and before that Labyrinth Lord use JSL Blackletter. While I like that well enough, I want to have something similar but not identical, so I tend to avoid it.)

I'll probably keep the same decorative script along the bottom and just mess with some alternatives for the main text. This next one uses the Backbone font. Slightly less decorative, and one that I've been using for the Old Night and Shadow of Old Night labels already.

This next one is simply called Blackletter. I also have a similar Blackletter HPLHS, made by the H. P. Lovecraft Historical Society, but I think I'll just run an option with this one for now. I wish it were just a little bit "messier" looking, instead of having clean lines. I like the letters better than the Quadrata lim, but I like how Quadrata lim looks... eroded, for lack of a better descriptor.

I'm on the fence about this one. The font is called MonksWriting. It's similar, but a little less decorative, and yet.. somehow maybe even harder to read.

It helps to know more or less what I want so I can trial similar fonts and see what I like. This one is called Older Dictator. It's pretty "fat" looking, but I otherwise kind of like it. I doubt it's my favorite, but it looked better than I expected, so I'll let it sit and stew for a while and see what I think of it later.

This one is Dioszeghiensis Regular, which is a mouthful of a font name. I like it a lot, and it is messier looking, but maybe almost too messy looking for the color and shadow effects that I'm putting on it. If these banners were just black on white, some of these fonts would work better, I have to admit. The color scheme works well for this blog, though, which is what I need these pages to do. I can always adapt them later to cleaner black on white with no drop shadow, or more muted drop shadow, if I want to.

Another attempt at a messy Medieval blackletter font, this time Fran Sancisco Hilton. Same commentary applies here as above.

For the final one, I'm going to try Sovereign, or Sovereign Regular, as it seems to be labeled differently depending on how you look at it.

UPDATE: The more I look at these, the more convinced I am that actually, I think I do want simpler without the effects, i.e., if I do a gradiant font, it will just be dark gray to black and fairly subtle, and I'll get rid of the drop shadow effect which is cool looking, but which doesnt' help readability in complex blackletter decorative fonts, I don't think.

Here's three options for Terror In Timischburg. All of them are B&W (or grayscale, at least). Lovecraft's Diary is the name of the runic font. The first one is Guerra_Santa for the main title, which is one where I often can't resist using the underscores, which look like those shields. The second one is the Blackletter HPLHS, which is nearly identical but a little bigger and broader than Blackletter, another font that I got somewhere. The last one is Sovereign, which I'm determined to find a place to use, because I quite like it. This might be the one where it comes in first.





Tuesday, April 07, 2026

Genesis of Old Night

Every few years, I like to type up a retrospective of my homebrewing efforts, and how I got to where I am now. It helps me to focus to step back every three, four or five years or so and type it up again. There's not exactly a straight thru-line from my earliest homebrewing attempts to where I am today, but with a few twists and turns, you can get there starting from around 2000-2001 or so. Whatever homebrew I did before that was not organized and not preserved; I don't have any record of it, and it wasn't very systemic. It was more just me doodling with names, maps and concepts. My first homebrew attempts, therefore, probably date back to the earliest 1980s when I used to sit in middle school doodling out Tolkien-like fantasy maps and thinking about writing stories in those settings, or putting D&D or other RPG characters in them. But alas! Whatever I did back then is long lost. Most of my earlier 2000s work is also lost, since I did a lot of that work on Geocities, which went defunct years ago and I didn't archive it. But at least I have a record of having done them!

Anyway, this will tell how we got from my more systemic homebrewing, at the very beginning of the 3e era, until now, where not only the settings, but the entire game is homebrewed and it's not really very D&D-like at all in some ways.

I'm also leaving off any dead-end setting developments. I doodled with lots of concepts and ideas, but this list only has those that ended up contributing in some way to where I am today with Old Night.

Dungeon Craft - The very first systemically organized homebrew I did was me following the methodology of Ray Winninger's old Dungeon Craft articles in Dragon Magazine. They used to be available on the WotC website, so I could read the entire run, including articles that I didn't actually own the issue. Most of them were written late in the 2e period, but they continued into the 3e era, so people coming back to D&D, like me, with 3e, found them. This was a pretty vanilla D&D setting, not terribly unlike Nentir Vale in retrospect, except without the 4e elements like dragonborn and tieflings, which I hadn't even heard of yet. I might yet have a little town map somewhere of this, but it doesn't matter; it was where I started, and nothing here is really my speed anymore. The only thing that I'd say about it is that it reminded me that I wasn't really all that into the D&Disms, and was already leaning into a much more overtly sword & sorcery, lower fantasy kind of vibe. Not exactly grimdark, but looking that direction, at least.

Faerytale - the first setting where I made significant changes to the rules and fluff; elves were now seasonal and more heavily based on faerytales (hence the name) and there were blue-skinned winter elves with white hair, golden-skinned autumn elves with red or orange hair, gold skinned summer elves with dark green hair, and paler skinned elves with pale green hair for spring, etc. The setting didn't necessarily turn into anything too different, other than the fact that it was deliberately starting to step away from D&D vanilla into something else. 

Faerytale II - I decided partway through to revise the Faerytale setting, and do something a little more dramatic in terms of stepping away from D&D, and make more drastic changes. This is also where I decided that the PCs having a roving commission to investigate supernatural threats came in, where I first explicitly linked them to Fox and Mulder of The X-Files TV show, which was still on in the early 00s, but getting ready to end shortly. That, naturally, turned my setting more towards low fantasy and a darker tone. Specifically, the idea that monsters and magic might not really be believed in by "normal" people in the setting, just as they aren't in the real world, although of course the PCs would come across both much more frequently because it was their job to protect normal people from them. 

This ended the first phase, as I gradually stepped out of just being "a D&D setting" because I was already starting to feel like D&D wasn't going to cut it to realize my vision. It just wasn't the right system for what I wanted. Of course, I continued to dabble in D&D or D&D-like systems for many years. It wasn't until fairly recently that I found a way to divorce myself from setting assumptions that are explicitly baked into the system of D&D, honestly. 

<  †  >

Bloodlines - While still working on Faerytale II, I came up with this idea. From a system standpoint, it used d20 Modern. d20 Past hadn't even been released yet, but I approximated it with a few house-rules. I also specifically didn't have any of the normal D&D races, although I did have all six types of planetouched races, which were new to me and kind of interesting still, as "exotic demihumans" relative to elves and dwarves. I also had geography that was heavily inspired by prehistoric Lake Bonneville, including perhistoric Rancholabrean fauna. It's surprising how much Bloodlines actually ended up being Old Night in many ways, just early and primitive. In spite of all of the development in the settings listed below, in many ways I just came back to Bloodlines in the end.

Dark•Heritage Mk. I - Building on the ideas of bloodlines and weird tainted heritages, I came up with the first Dark•Heritage in, oh, 2002-2003 or so. I'd just watched the DVD of Attack of the Clones and its sequence on Geonosis, which was clearly meant to look a lot like Barsoom and John Carter, given that Lucas was known to know about it and be a fan, and that was my inspiration. What if instead of a science-fiction-like tone, I'd taken the same ideas of Barsoom, Leigh Brackett's Mars, Flash Gordon, Star Wars, etc. but more fantasy. I was also influenced by what I thought steampunk was, before I realized that it was really just a cringier and nerdier version of Goth dress-up. China Miéville was probably an influence here too; I'd just read Perdido Street Station, and while it disappointed me, I liked the idea of it, at least, especially the idea of a novel, steampunk influenced Lovecraftian fantasy setting. I literally had features on my map that were inspired by Mars, though; a gigantic canyon a la Valles Marinaris and gigantic shield volcanos like Olympus Mons and the Tharsis region. 

Dark•Heritage Mk. II - Mk. II went a different direction; I had a different "origin story" for the various races (although I still used the same ones) and rather than being a desert, the setting was now a shattered world with fragments floating in the aether (which was really just air that you could breathe) and you traveled around in airships. This was a radical departure, but it also was a cul-de-sac; after actually running the game for a little while, I decided that I didn't like those ideas and went back to something much more like what I was doing. I was heavily influenced, however, by darker fantasy, Cthulhu-like stuff, and all that, as the last one had been. I was firmly in the headed towards grimdark camp. (I will point out that when I actually read some real grimdark fantasy, like George "Rape Rape" Martin and Joe Abercrombie, I didn't really like it. Glen Cook's Black Company is as far in that direction as I enjoyed stuff, and honestly, I'm not sure that even then I want to go even that dark most of the time. But clearly, my direction was firmly established by now, and none of my setting development has been high magic high fantasy since at least the Faerytale II paradigm. By this point, I was much more explicitly calling out low fantasy horror-tinged alternatives in the systems and tone. 

Dark•Heritage Mk. III - I had recently read the (new in 2000) book Tarim Mummies by J. P Mallory and Victor Mair, and when I abandoned the floating chunks of rock idea of Mk. II and went back to the Mk. I pseudo-Mars desert, but the maps that I drew were inspired by the Tarim Basin of the Medieval Silk Road, as described in the book. This version of the setting got quite a bit of development, and a novel outline that I never actually wrote, but it also devolved into me sperging about cultural details. I realized, at some point, that it wasn't fun anymore, so I let it sit and looked at some other things instead. Meanwhile, some tinkering in specifically non-D•H stuff ended up getting rolled into the next iteration of Dark•Heritage, so now's a good time to add a break and talk about some of the other stuff that I was also doing.

<  †  >

Leng Calling - Deliberately doing something more D&D-ish, just as a break from my non-D&D design that I'd spent a lot of time with. This was just slumming for fun, but I ended up really liking it. The basic idea of the setting was that it was a gigantic Jupiter-sized planet, but the density was such that it had Earth-like gravity. This was just to give me space to do whatever I wanted, but I didn't develop the entire planet by any means. I actually had a Mediterrean-like sea in the middle of the map, with land on all sides, kind of like the Roman Empire geographically. 

Demons in the Mist - Another game where I basically made it up as I was running it. The gag here was that none of the standard D&D races (except human) or any magical classes were allowed, so I had some psionics, and lots of swashbuckling types. Two characters in particular stood out, because the players gravitated towards a darker Odd Couple kind of relationship between them. One was a womanizing human swashbuckler, and the other was a hobgoblin rogue/fighter, who wanted an airship by hook or by crook. The two ended up constantly sabotaging each others efforts, but couldn't imagine life without the other. The setting was based on a weird idea that someone else was also doing at the time; that the lowlands had a cursed mist full of demons and stuff, so people had to live on mountains, plateaus, tepuis, and the like. I found a map of the British Isles if the sea level were higher, put some labels on it, and decided that the "sea" was demon-haunted misty lowlands. People traveled by long bridges, airships and the link between the island plateaus. It was fun. I made up the setting literally as I was going; I hardly had anything set before I started. 

I'm not sure what I exactly borrowed from this setting other than a willingnes to be silly and gonzo, other than orcs/goblins as a mainline PC race, and the psionic soulknife as a kind of Psylocke or Jedi-like character class. I loved both ideas. And the one was, while kind of sillier than I normally run, still very much related to the darker demon-haunted stuff that I like to do.

Modular DND Setting - I found that I was reborrowing lots of setting elements in more than one setting, so I decided to archive them as modular setting elements that were, in theory, stand-alone but which I could use in any setting. This included the first iteration of Baal Hamazi, which was fairly similar to what it still is, Kurushat, which was also similar to what it is now, although based initially on being something like Eberron's Darguun and later something like the Iron Kingdon's Skorne Empire. I didn't keep it that way for long, the Kurushans became an exotic human ethnicity fairly quickly. I also had Tarush Noptii first developed here, which later became Timischburg, the Vampire Kingdom. This actually was the seed for a lot of elements that I—eventually—stopped treating as modular and just incorporated them into the developing Dark•Heritage setting when it came around to its next iteration.

Pirates of the Mezzovian Main - I also ran this for my regular home group right around the same time. I took the idea of Leng Calling (which was a tongue in cheek reference to the Falco song "Vienna Calling". I also made this up, to a great degree, as I was running it, just taking broad ideas like Cryx from Iron Kingdoms, Kurushat from my Modular stuff, etc. and throwing it into a new geography based on the Mezzovian Sea of Leng Calling. This was a lot of fun to run too, and between that and Demons in the Mist, I felt like I was softening my approach to the D&Disms a little bit, and was less interested in going out into a spergy "realistic" fantasy setting, like Dark•Heritage Mk. III was becoming. The fact that I was actually having more fun running and tinkering with Modular-DND, Leng Calling, Demons in the Mist and Pirates of the Mezzovian Main convinced me that my approach to Dark•Heritage was the wrong one and I needed to step back, take stock, reevaluate, and come up with a new Mk. IV that was significantly different than what I was doing. 

Freeport Fan - The final "I threw it together literally while running it" campaign of this period was "Freeport Fan". I took Freeport, the Green Ronin city-setting, and whipped up a vaguely East Indies like geography, plopped Freeport in the middle of it, and ran this based on the same premise as The Hangover, which was pretty new at the time, so this must have been 2010 or 2011 or so, I think. It was many of the same players as Demons in the Mist, but sadly, lightning did not strike twice, and this didn't really pick up as well, and ended up fizzling before finishing. But between "Mezzovian Main" and this one, I became 100% convinced that pirates and sailing needed to be an element of Dark•Heritage, which meant, of course, that a Dune, Barsoom or Mars-like geography wasn't going to work anymore. 

<  †  >

Dark•Heritage Mk. IV - This version of the setting had a Mezzovian Sea, yes, taken from both the Leng Calling and the Pirates game and imported directly, into the Dark•Heritage model, surrounded by the faltering Terrasan Empire, but with a Kurushat, a Baal Hamazi, an al-Qazmiri, and a few other things all thrown in as well. This model lasted for quite a while, I drew a big map on a piece of posterboard, and I had a lot of fun developing this version of the setting. This is also the first time that I started adopting Microlite as the system of choice for the game, which, alongside the major disruption in setting assumptions, is a big part of the reason that this version of the setting required the break above. Much of this was developed online, although I did it more on these blogs than in Geocities or Wikispaces, or offline in notebooks like much of my earlier work. Most of the posts on this blog with the Dark•Heritage tag belong to this Mk. IV vintage, so the material, while not well organized in that regard, is all available literally right here. Which is a long way of saying that I eventually got around to something that resembled Bloodlines above, except almost by accident rather than on purpose. 

Cult of Undeath - At one point long ago I decided that I wanted to convert the Carrion Crown adventure path by Paizo into something that I would use. When it was done, I had a campaign that had very little resemblance anymore to the original that it was supposedly based on other than a focus on Gothic horror in a fantasy setting, a new version of m20 that was a D&D knock-off rather than something more explicitly for my own setting, and a more fully developed evolution of Tarush Noptii into Timischburg, the Gothic horror setting element, now more fully realized and capable of supporting an entire campaign, just like Ustalav, which it kinda sorta was meant to replace. This is the same Timischburg that later was "eaten" by DH5—but let's not get ahead of ourselves. Let's just say that this is became an integral part of my current campaign setting. 

Timischburg - Although originally named just for the country of Timischburg around which it was based, this was really the rest of the setting; Timischburg itself was already pretty detailed in the past phase. I added numerous new elements, although many of them were reworkings of stuff from my Modular-DND days or elsewhere. Some of these elements were later shed, but they also were the core of what would later become Old Night too. Many of them were, admittedly, peripheral parts of Old Night, like Gunaakt, which is referenced but never meant to be visited. But such is life. 

Mammoth Lords - A side project meant to be Vikings in North America, but fantasy; this eventually, after a bit of mapping, and converting the "Vikings" into various European cultures like Anglo-Saxons, Normans, Celts and ... of course, also Vikings, was the geographical core of what would later become the Hill Country. Which is kind of ironic, because it started off specifically meant to be a side project unrelated to the Dark•Heritage stuff, but as I started to tire of the Mk. IV version and think that I needed a fresh take on the setting, this is what I eventually ended up looking towards. 

<  †  >

Dark•Heritage Mk. V (DH5) - It took a little while before I really started sketching out what this version of the setting would look like, and I have a lot of noodling around with foundational ideas before I finally settled down and started doing stuff with this. The old Mammoth Lords sketchy draft map was revised and expanded and became the Hill Country. After I had this roughed out for a little while, I decided to add Timischburg to it, and then eventually Baal Hamazi, and it became the Three Realms. Near the end of this phase, I also added the Corsair Coast, Lower Kurushat, and Nizrekh, although with less detail (so far.) Although the name changed, in reality this is just the not fully developed Old Night setting; by the time I added those last elements to the setting, it really doesn't have anything that Old Night doesn't except for the name. I also continued to develop the system from its original m20 base into basically what it is now. 

Old Night - Current state. Everything was already there, but when I codified it officially, I changed the name, and that's all that differs really from DH5. It went through a bridge label, DFX, or Dark Fantasy X for a while, but again, nothing changed. Old Night crystalized a few things from DH5 and added to them but it's still essentially the same setting.

Monday, April 06, 2026

Old Night as Darkest Dungeon

The video game Darkest Dungeon, in two versions (I and II) plus its various DLC add-ons is a pretty iconic D&D-like setting with a grimdark, overtly Lovecraftian overlay, and a small amount of primitive firearms. Darkest Dungeon (I'm not going to keep italicizing it, even though it's a title and that would be correct. Too much trouble.) is very much a dungeon-crawler, which I'm not interested in, but otherwise, it sits very well alongside similar darker, Lovecraftian games with a slightly more "modern", i.e. Late Middle Ages or even earliest post-Middle Ages social and technological take; kind of a 1400s-early 1500s instead of classical High Medieval, like the Warhammer Fantasy Roleplaying Game, which is also not really focused on dungeon-crawling. When WFRP was developed in the middle 80s, dungeon-crawling was considered very passé in the British market that it was initially developed for. It's odd to see Darkest Dungeon feel quite a bit like Warhammer FRP, but re-focused again on dungeon-crawling, when Warhammer FRP explicitly rejected that model of play. Then again, for an indie computer game, dungeon-crawling is an easier model than anything else to utilize. You just go through levels fighting monsters, after all. The Solomon Kane stories that I'm reading right now are kind of the late end of this period too, supposedly taking place more or less in the late 1500s or early 1600s. The Three Musketeers also takes place in the early 1600s. To give a couple more examples of similar vibe properties.

However, if firearms are quite rare for social or cultural reasons rather than common among soldiers, then Medieval style equipment could linger alongside early firearms, making a feel that's slightly anachronistic, yet exactly what I want. All it takes is a blackout on knowledge of how to make them; if very few can actually do so, then there's no way to replenish stocks quickly, so firearms by default become quite rare. And maintenance of them, or even availability of new powder, can also be limited. This is the model I want for Old Night. Heck, I even have a strange manufacturing center that can be the source of all firearms and powder; Gaskarfells. If only one place and one power group within said place understands the secret of gunpowder, and it's a closely guarded state secret not unlike Greek Fire (except "state" secret isn't quite right; more like a powerful semi-freelance guild secret), then I get exactly what I want; common soldiers don't have access to firearms. The Rangers, maybe, and a few other eccentric or wealthy adventuresome types might have them, but they only. Everyone else still has to use Medieval style equipment as their default. But with them being "out there" they can occasionally fall into unusual hands, such as the iconic Darkest Dungeon Highwayman. For what it's worth, the era of the Romanticized English Highwayman is a little bit later than the era of Solomon Kane and the Musketeers, being more late 1600s and early 1700s. It actually overlaps with the so-called "Golden Age of Piracy" if that's something that means more to most people. I want, simply, a Gothic, dungeon-punk aesthetic over a grimdark fantasy setting that's less like the Hanseatic League or Holy Roman Empire of the 1500-1600s and more like a combination of Medieval England and frontier America, but before the advent of repeating weapons, which was a force multiplier for the Americans, and the cause of the Old West cowboy age being a thing that could happen. 

Now, I'm not trying to make Old Night into a Darkest Dungeon table-top simulator, but I do want to have a quick look at the classes for Darkest Dungeon, and do a quick "would they fit in Old Night, and can I build them in Old Night" kind of analysis real quick. Not necessarily trying to model all of their specific abilities in the Darkest Dungeon game, but certainly the more high level archetype. 

In alphabetical order:

  • Abomination: I actually have a pseudo-iconic, Claud Lupescu, who kind of fits this Jekyll/Hyde archetype. But he's special, and not actually very iconic, because I'm not 100% sure that I can build him as is as a PC with the rules. In fact, I'm quite sure that I cannot, so I removed him from being considered "iconic"; he's rather a a unique monster/NPC. So, this is an unusual situation to start the list off with; I literally have a character that fits this archetype, but he's exceptional and shouldn't be necessarily replicatable with the rules like normal. 
  • Antiquarian: The antiquarian is not good in combat, either for offense or defense, but is optimized for detecting treasure. You can easily create a simulacrum of this archetype by focusing on skills, research and scholarship.
  • Arbalest: An arbalest is actually a heavy crossbow, not a character class, at least outside of Darkest Dungeon, but the arbalest character class is a sniper who focuses on using an arbalest of sorts, or even almost a ballista being carried as a personal weapon like Jesse Ventura carried a minigun in Predator. The arbalest also uses a bola, so it's an interesting type of build. I don't have a bola in the equipment list, but I could easily whip one up if I wanted to.
  • Bounty Hunter: This archetype can be easily modeled and feels right at home already in Old Night.
  • Crusader: The crusader is really just a classic knight, with a touch of Paladin. Nothing too fancy, and can easily be modeled "close enough" in Old Night. 
  • Grave Robber: Really just a thief or rogue in the D&D sense; a versatile fighterish type who isn't super tanky, but can do ranged and melee and some independent support quite well. 
  • Hellion: Similar to the D&D Barbarian, this can be done reasonably well already in Old Night. It's a pretty basic archetype, or at least it would be if they didn't make her a girl, which is odd and anti-archetypal. Very "modern audiences" friendly, though. Ugh.
  • Highwayman: A pretty basic fighter type, but without the focus on melee. More of a striker/DPS type in terms of video game terminology. You give him a pistol and a short sword or dagger, and you've got the Highwayman already in Old Night.
  • Houndmaster: You create something like a fighter, but give him an animal companion, and you're good to go. This isn't a complicated archetype to create either.
  • Jester: I'm not sure that this archetype even fits, honestly, in Old Night. He's kind of a weird one. You could cobble together something that looks a bit like him, I suppose. 
  • Leper: This is mostly just a tweak to the heavy fighter archetype.
  • Man-at-Arms: Another tweak to the heavy fighter archetype. A little more defense oriented than the Crusader, but that's not important in the Old Night context as much. 
  • Musketeer: A clone mechanically to the arbalest, so it works the exact same way. In Old Night, obviously, this archetype would carry a blunderbuss rather than a big, heavy crossbow.
  • Occultist: Although the occultist has some weird mechanics, it's really just an expression of the darker sorcerer type archetype, exactly the same as any magic-using characters in Old Night.
  • Plague Doctor: A bit of an unusual archetype, who uses some area effect "bleed" attacks (plagues) with some healing. I might need to come up with some area effect type attacks that a PC could access if I wanted to do this guy.
  • Vestal: a healer. I don't really have normal magical healing, because Old Night doesn't use that paradigm.
For the DLC only classes, there's a few more, although how "archetypal" they are is questionable, even moreso than some of the ones above:
  • Flagellant: Not sure that I need to have this; as he takes damage, he gets tougher, although of course, closer to death. It's a bit of a mechanical gimmick rather than an archetype, so I'm not worried about trying to recreate him.
  • Shieldbreaker: A flexible glass cannon fighter type. Just another slight tweak to the fighter. 
I've also create a Hero Forge model, and then loaded my image of it into ChatGPT and then Grok to get an iteration of it that looks more realistic. Not sure I got exactly what I wanted, but it's not bad. In high and lower contrast versions.


I also got some other images, not based on my Hero Forge original; just based on the prompt. These are OK too.






Thursday, March 19, 2026

Dire "wolves"

Another option of what a dire "wolf" may have looked like. They've got a pretty wolf-like form, but I made them tawny-colored and kind of shaggy compared to a wolf.


I've long had the idea of tawny, shaggy, heavier wolf-like canines. Here's a few "browner" options, where I tried to get it to make them less wolf-like in form. Honestly, though, this is less about actual dire "wolves" from the Rancholabrean fossil record and more about "bone dogs" from the old Dark•Heritage setting, revitalized and reintroduced into Old Night.




Although, ironically, the D&D "dire wolf" would probably fit them fairly well, or something more like the Middle-earth warg or D&D worg, perhaps.

UPDATE: I'll not as an update that just since yesterday when I generated these, grok stopped allowing me to generate more updates and Imagine stuff. I'm not going to be subscribing just to generate a few images here and there.

Monday, March 09, 2026

Back in the saddle

Well, last time I posted, I said I was rushing off to my parent's current home town due to my father's illness taking a turn for the worst. I think we all saw it coming, but less than twenty-four hours after I arrived, he passed away. Obviously, I've been kind of occupied lately, and haven't made any posts.

I think up until even a few weeks ago, we had hopes that he would make some kind of recovery, and there were treatments that he had scheduled, but in the end, maybe this was the best way for him, at least. At 79, he wasn't young, but wasn't too old, although he did outlive his younger sister by a few years and is survived by both his older brother and sister, and of course, my mother, who now threatens to live for another twenty years, since she's on her own now. She turns 81 later this year. Another twenty years would be... well, beating the odds, let's just say. Luckily, I work at a place where my team jumped in to take care of stuff without me, and they aren't even immediately bombarding me with stuff now that I'm back. I've got over 900 emails still to read (and I've already gotten rid of quite a few—over 350) so I won't have my head above water for several days, if I even get to that point at all this week. 

I spent four days of business travel, was home for less than 24 hours before heading out of town for the weekend, and then was back less than 48 hours before heading out of town for my dad's death and funeral, which ended up being nearly another two weeks. I burned four days of vacation and my week allotment of bereavement leave. But luckily, I have enough seniority that I still have four weeks of unscheduled vacation left for the year even after the stuff that I've already done and just had to do. Another week I should have already scheduled for a vacation at the end of this month I went ahead and put in. I'll also need time off in late June for my youngest son's wedding out of state, and I'll probably burn some time at the time to go hiking in the Rockies since I'll be nearby. If the snow situation is good at the June/July crossover, I may go to Red Castle in the Uintas. That may be early for such a high mountain range, but so far at least, the snow situation has been extremely lower than average, and the expectation is that without significant changes in the next little while, the high country snowpack will be lower and will be gone sooner than on average. Normally, I'd prefer that hike for a late July or even August time frame. I think I might be able to get it done early this year, of all years, which is convenient.

If not, the Lost Creek Wilderness in Colorado is my backup plan. It's a bit lower and tends to be snow free earlier even in general. I'll probably have a third backup just in case that one's not good too, though. You never know, especially a couple of months or more in advance. A third backup isn't a bad idea.

My AI alter-ego who looks sorta like me and is a good stand-in actually looks pretty good in those two environments, which ChatGPT can replicate fairly accurately by scraping images online of those places. Although curiously, Red Castle looks a little underwhelming in that image compared to most that I've seen. I guess I'll see when I actually go there what it's really like. Also, although I like the look of a walking stick, I don't actually hike with one. That's just an affectation of mine for the AI images.

Other than that, I haven't read as much as I hoped while traveling, I haven't played as much SWTOR as much as I'd hoped because of so much travel, and my blogging has been pretty vacuous fluff for a couple of months or more, even by my already pretty weak standards. 

However, one thing that I did do while traveling was to watch/listen to some of my old YouTube videos to remind myself of where I was a year or so ago on gaming. I would like to at least finish the racial Deep Dives in the next few weeks or a month or so. I have a few left to do, and many of them are more than one race dumped together, i.e., the Elementalists are really four races, the Expansion races are several races, the High Fantasy races are several races, etc. And the human one is extraordinarily complicated, of course, as well.





Doing so will, however, get me back in the saddle when it comes to game setting development. Some of those are slight modifications to existing blog posts, but some of them I'll need to write from scratch.

Now I need to finish reading the book that I started, Write Great AI Fiction by J. W. Riceman (i.e., John del Arroz) and get a pro subscription to Sudowrite or something, and see where it goes. I'm also almost done (finally!) with Monster Manual II, and I'm getting closer to finishing Rise of the Seventh Moon, and I also started reading Cults of Freeport and should finish that pretty fast. Keeping the Trawls moving, slowly but surely. I need to finish Curse of the Crimson Throne (I'm about halfway through) before I forget what was going on when I last read the last portion of it, a few months ago now. I also have a bunch of unpacking to do tonight, so I may not get much done with SWTOR, but I'd like to do one more weeks worth of Heroics with the "Just Started" characters, at least. That's probably the only thing that I'd worry about for now, though. That's not insignificant. Technically, I'm trying to do the Tython Heroic every week with Gãndalf Greyhame, the three Ord Mantell Heroics each with Kenth Odon, Vandal Guent and Karr Tanus, the four Hutta Heroics each with Iakar Kodo and Jado Vikunn and the two Korriban Heroics with Goth Severax. That's twenty missions, and some of them are not really all that fast. That'll keep me busy for at least an hour... if I can spare that much time. 

And one more ChatGPT conversion of some SWTOR screenshots into a character sketch. Anstal Tane, my "space biker" Scoundrel character. One that I'd love to adapt somehow to Capes & Rayguns, even though Psarians aren't normally a "PC race" that I'd give much thought to.