https://m.youtube.com/watch?v=DbPJi-_94ms
Maybe not. Good vid. Idea is all land vertibrates have nostrils in front.
Blood vessels indicate maybe those sauropods like Brachiosaurus did too.
My Notes. And art 'n origins from D&D, books, comics, movies, video games, etc.
https://m.youtube.com/watch?v=DbPJi-_94ms
Maybe not. Good vid. Idea is all land vertibrates have nostrils in front.
Blood vessels indicate maybe those sauropods like Brachiosaurus did too.
Hah you saw they re releasing the neo geo, new console version still backwards compatible with original cartridges? Out in November
Elminster Aumar, known as the Sage of Shadowdale, was born around 212 DR in the kingdom of Athalantar. His life changed dramatically when a dragon killed his parents, leading him to seek revenge and eventually become a powerful wizard after being trained by elves and a sorceress, while also experiencing a life of thievery and adventure
You know... from the gpt.
==========Possible Names from me, not ai slop
==========
==========Below is the ai backstory. Below that is an edit of it.
He was born where the dirt never really leaves your hands.
Out beyond the last real road, where fences give up and forests take over, his family kept a small stretch of land carved out of wild country. They weren’t rich, and they didn’t try to be. They raised what they needed, traded when they had to, and learned early that nature wasn’t something you owned—it was something you survived alongside.
His name is Rowan Hale.
As a boy, Rowan didn’t talk much. While other kids learned stories from books, he learned them from tracks in the mud, broken branches, and the way birds went silent before something dangerous moved through. He could tell when a storm was coming by the smell of the air, and he knew which animals to leave alone—and which ones needed help.
The magic came quietly.
It started with small things: a wounded fox that didn’t run from him, a dying sapling that somehow took root again after he sat beside it for hours, whispering without knowing why. His mother called it a blessing. His father called it something to keep quiet about. Out there, anything strange could bring trouble.
Rowan didn’t see it as strange. It felt… natural. Like breathing.
As he grew older, the woods began to answer him more clearly. Vines shifted when he asked. Animals lingered near him, not as pets, but as equals. A hawk once followed him for three days straight. A wolf pack let him pass through their territory untouched, watching but never threatening. He never claimed to control them—he understood them. And they understood him.
Then came the men who didn’t.
A band of raiders—cutthroats and deserters—pushed into the region one hard summer. They hunted recklessly, burned brush to flush out game, poisoned a creek to trap animals more easily. When Rowan’s family confronted them, it didn’t end in words.
By the time it was over, the land was scarred, and Rowan was alone.
Grief did not break him. It hardened him.
He buried his family where the forest meets the field, planting trees above them—oak, ash, and pine. He stayed there through the changing seasons, and the magic within him deepened into something sharper. No longer just growth and healing, it learned teeth.
The next time the raiders returned, they didn’t leave.
Rowan did not chase them in anger. He waited. The forest helped him. Paths twisted. Roots tripped. Wolves howled in the night, driving fear into men who had once brought it so easily. One by one, the raiders fell—not to rage, but to inevitability.
Afterward, Rowan understood something important: nature does not forgive. It balances.
Now he walks beyond his home, carrying that balance with him.
He is not a druid in robes, nor a wandering sage. He looks like what he is—a man from the country. Worn boots, practical gear, a bow that’s seen real use, and a quiet intensity that makes most people think twice before crossing him. Animals still travel with him at times—a crow on a branch overhead, a stray dog that refuses to leave, a stag watching from the trees—but never as servants.
He protects wild places first. People second.
But when people become the kind that poison rivers, burn forests, or prey on the helpless… Rowan doesn’t hesitate. To him, they’re no different than a blight or a rot.
And rot, he has learned, must be cut out.
============================================
==========version edited below [it is REALLY a Druid vibe, too much for the char]==========
Ideas for cantrips or 1st lvl: https://ashenvault.com/pathfinder-sorcerer-spells/
Out beyond the last real road, where fences give up and forests take over, his family kept a small stretch of land carved out of wild country. They raised what they needed, traded when they had to, and learned early that nature wasn’t something you owned—it was something you survived alongside.
His name is Rowan Hale, Osprey Fengorn, Ylf Blklzrd. Ylfar . Ylgorn.
As a boy, Rowan while he learned stories from books, he learned more from tracks in the mud, broken branches, and the way birds went silent before something dangerous moved through. He could tell when a storm was coming by the smell of the air, and he knew which animals to leave alone.
The magic came quietly.
It started with small things: he could see further in the dark than his friends. A breeze would stir up leaves in the exact way he would imagine it just a moment before. Sometimes he could feel magic coming from a place alongside a wooded trail, then suddenly gone as quickly.
Rowan didn’t see it as strange. It felt… natural. Like breathing.
As he grew older, the woods began to answer him more clearly. Vines shifted when he asked. Animals lingered near him. A hawk once followed him for three days straight. A wolf pack let him pass through their territory untouched, watching but never threatening. He never claimed to control them—he understood them. And they understood him.
Then came the men who didn’t.
A band of raiders—cutthroats and deserters—pushed into the region one hard summer. They hunted recklessly, burned brush to flush out game, poisoned a creek to trap animals more easily. When Rowan’s family confronted them, it didn’t end in words.
By the time it was over, the land was scarred, and Rowan was alone.
Grief did not break him. It hardened him.
He buried his family where the forest meets the field, planting trees above them—oak, ash, and pine. He stayed there through the changing seasons, and the magic within him deepened into something sharper. It learned teeth.
And he wasn't exactly alone after all. Besides the animals, one day he found a magic item... seemingly left for him. It might have been a rod or a wand... didn't matter, he knew as soon as he touched it what it could do.
The next time the raiders returned, they didn’t leave.
Rowan did not chase them in anger. He waited with the item of magic the fairy[or unknown] left behind. The forest helped him. Paths twisted. Roots tripped. Wolves howled in the night, driving fear into men who had once brought it so easily. Waiting down a twisting rabbit trail with just enough openess to see the bastards from afar, he'd strike. One by one, the raiders fell—not to rage, but to inevitability.
Afterward, he understood something important: nature does not forgive. It balances. So it was with him.
The magic in the stick spent, his family avenged, he set out. Now he walks beyond his home, carrying that balance with him.
He is not a druid in robes, nor a wandering sage. He looks like what he is—a man from the country. Worn boots, practical gear, a bow that’s seen real use, and a quiet intensity that makes most people think twice before crossing him. Animals still travel with him at times—a crow on a branch overhead, a stray dog that refuses to leave, a stag watching from the trees.
He protects wild places first. People second.
But when people become the kind that poison rivers, burn forests, or prey on the helpless… Rowan doesn’t hesitate. To him, they’re no different than a blight or a rot.
And rot, he has learned, must be cut out.
Fighter Wizard Elf
Very interesting. One of the main authors of 3e, Ars Magica, 13th Age, etc. (and teamed with main guy from 4e for one of those games after 3e) from what I understand, is Jonathan Tweet.
Sly Flourish talks about midway thru: https://www.youtube.com/watch?v=ecEqsFoCPZY
https://slyflourish.podbean.com/e/fighter-wizard-elf-%E2%80%93-lazy-rpg-talk-show/
Can buy on drivethru here (vanilla link, no affiliate or yt stealing, etc.) : https://www.drivethrurpg.com/en/product/561593/fighter-wizard-elf-my-rules-for-bare-metal-d20-gaming?src=hottest_filtered
Time 5:10, yt about Osric. That mage, just edit out the clocks.
Free PDFs:
And maybe more after that
Full Mage, from the free PDFs on drivethru:
From free version:
LibreWolf is Built on FireFox with all telemetry turned off. Comes w/ ublock origin. Sounds nice.
Duckduckgo doesn’t use Chromium, uses webkit and and.
And many super unknown browsers from Japan and stuff use other things, not Chromium, says the commentors.
GloomRaider... guy says "Gloomraider is an RPG based on Shadowdark, but with many changes or adjustments taken from or inspired by the 1970s and 80s editions of D&D. In this video I .."
It is interesting, and I'll say very cool for gamer folks to make their own thing to such a degree it's an official release. Wish I had the time and umph to make one.
Well, here is a lot of it for free or pay what you will:
https://www.drivethrurpg.com/en/product/513378/gloomraider-osr-rpg-quick-start-basic-rules
Free module, basic on purpose: https://www.drivethrurpg.com/en/product/515076/gloom-beneath-the-sorcerer-s-tower-osr-adventure-for-gloomraider-rpg?src=also_purchased
Personally, if it has ascending AC, I wouldn't mind giving it a try. I like what he says here:
Official description partly says this, which I like:Thanks! In short I'd say GloomRaider is like Shadowdark for AD&D instead of 5e. The primary difference is the way various mechanics are handled. I go more with old school D&D mechanics as opposed to 5e mechanics. If you are familiar with all the editions of D&D, you'll see bits and pieces of many of them in GloomRaider, like: - Ability score modifiers are the traditional bell curve -3/+3 (Basic D&D editions) - Modifier improvements are more tied to leveling than increasing ability scores (Pre-WotC D&D) - Racial ability score adjustments (AD&D) - Racial traits (AD&D) - Spells (AD&D & Basic D&D) - Casting spells includes "Vancian" style - Monsters (AD&D) - Class traits more in-line with AD&D Things from Shadowdark that I handle differently: - Advantage/Disadvantage is adding or subtracting 1d4 - Class traits are a bit different, but generated similarly to Shadowdark - Incorporates "roll-to-cast" spells differently - Gear slots is very similar but has slight differences The one-hour real time light is unchanged from Shadowdark. In general GloomRaider is more like AD&D and Basic D&D than 5e and Shadowdark, but is easily adapted into Shadowdark as houserules.
You have been blessed with certain gifts above the average folk in the world that you have chosen to put to use to either defend the world from those denizens of the dark or simply to raid into the gloom to return with riches and glory. You are known to the common folk as a gloom raider! A hero to some, a menace to others.
The idea behind GloomRaider is to take place in a "world of megadungeons". To do that, take any medieval fantasy/D&D setting (published or homebrew) and advance it 2,000 years after a post-Medieval apocalyptic event where gods, angels, titans, demons, devils, and dragons warred for control of the world. The common peoples living on the surface went underground for protection, carving out vast labyrinths in which they lived for a thousand years before being forced to escape back to the surface. And for another thousand years they've been remaking their civilizations in the sunlit world. Those old underground homes are now the "megadungeons" of the Gloom, as numerous under the lands as cities and towns are on the surface.
Gloomraider is an alt-D&D RPG that came out of work I had been doing to create my own OSR RPG since 2009 after running the Castles & Crusades RPG for a couple years. It is a mix of AD&D, B/X D&D, with some 3e D&D elements and heavily influenced by the Shadowdark RPG, plus some of my own additions.
And he said all money (from the small pay what you will thingie) will go to paying for custom art to put in the main books. Cool.
Great Analysis of book chararcters: https://www.sparknotes.com/lit/alice/character/the-mad-hatter/
Blog about 1972 film https://fairylayers.blogspot.com/2011/04/alices-adventures-in-wonderland-1972.html
In the 1959 Ben Hur movie at the start of the big chariot battle, time 2:43:00 on Tubi.
These statues are weird… remind me of the gnoll boss miniature. Slightly oft proportions, some gands too big n blocky. Stylized tho. Squatting kneeling grimacing, looking upwards clutching their weapons and shields. One guy has an axe and helmet. Another guy, holds his tiny shield like a discus, and he has what looks like a flute... see the bearded statue guy below.
https://www.youtube.com/watch?v=JJaJEUkh_b4
Looks great. Ok, it is a talker… super talker.
Styled after this 2019 game apparently https://www.wired.com/story/disco-elysium-the-final-cut/
Quote
you need similarly obsessed writers. Revachol, the city you’re in, has 1 million words per square kilometer. The game remembers that ludicrous thing you said about art and that mishap you had with that gardener. Your mind—through the talking skills—will later prompt you to become an art critic. And that gardener will eviscerate you for your comments.”