Fantasy Cuisine – Get It While It’s Haute

When the emperor sits down at his table, surrounded by the assembled kings, nobles and merchant princes of his domain, his servants do not serve dishes assembled for their succulence, but rather for their expense. In the world of emperors and kings, one entertains to show his guests just where they stand in relation to the throne – i.e. beneath it. Of course, the table setting is part of the overall effect – plates and utensils of porcelain, silver and gold – but the dishes, composed of rare and wondrous ingredients is just as important if not more so. Thus – the patented Nodian Random Haute Cuisine Generator. With a mere handful of dice, you can cover the tables of nobles, kings and emperor’s alike with meals fit for a gourmet (or gourmand).

The true origin of these tables was in a document I use while stocking my random hex crawls. I call it “The Thesaurus”, and it began as just that – a thesaurus of color words so I didn’t have describe everything red as “red”. It soon expanded to land forms, people and then food and clothing. There are just too many excellent words out there not to attempt to use them all, you know. Having this little storehouse of knowledge, I came up with this as a way to present at least the edible part of it. You can use these tables to concoct strange fantasy recipes (either to serve players as guests, or to send players after on kingly quests) or just use them when trying to stock your own world’s and dungeons.

The process is simple. First, choose a style of dish or roll it randomly on that first table. The style of dish show you how many rolls you must make on the different ingredient tables to discover just what is needed to bring the inventive gourmand’s imagined recipe to fruition.

Once you have determined the style of dish and the ingredients, it is up to you, as Referee, to describe the dish. A few samples are included at the bottom of the page. So grab some dice and get cooking!

Oh – and before I forget, two websites were invaluable in teaching me a bit about medieval cooking: Medieval Cookery and Gode Cookery.

* Indicates that cheese is called for in the recipe, rather than milk

DRINK 

 

EGGS

FRUIT

GRAIN

MEAT

MILK

OIL

SPICES and HERBS



SWEETENER


VEGETABLES

Sample Dishes

The Emperor Norton is hosting a garden party for the luminaries of Brobdinag and Laputa, and his cook has worked up the following dishes to show off. The first is a thick soup of cuttlefish, komatsuna and horse gram spiced with long peppers. This will be preceded by an aspic made with duck eggs with pyrolisk and ackee suspended in it and a chickpea frytour made with cottonseed oil and spiced with Szechuan peppers. Yummy!

Deviant Friday – Joe Pekar Edition

Joe Pekar – AKA JFury – besides being a generally skilled artist, is especially skilled at pin-up art. If pin-up art offends your sensibilities, you’ll find a treasure trove of offense (NSFW) on his Deviant art page. Enjoy some of his tamer offerings here, ladies and gents.

Warrior Queen

Baroness

Furry Girl

Cloak and Dagger

Asajj Ventress

Wonder Woman

Geisha

Superman

Djinni Girl

Hermione

AmericanNinjaX Lines My Colors

Conan

Black Cat Gets Away

Invasion America!

I came across this article recently positing an invasion of the United States by the Nazis during World War II. It immediately brought to mind two games from my wargaming past – RISK and Axis & Allies (and Invasion America, though I never actually played that one). I got RISK as a kid and immediately fell in love with it – one of those “I didn’t know something like this even existed!” moments. I was big into militaria and WW2 as a kid – watching Victory at Sea on Sunday mornings on the local TV station (KVVU, Channel 5) and playing war with other kids in the neigborhood. I remember my first game was played against a friend in the neighborhood and my dad. I played the blue army, naturally, and my father the red army. When he finally beat me, I felt like I’d failed the USA and let the Soviets conquer the world – what a lousy feeling. Fortunately, he gave me some pointers – mostly on not spreading myself thin and attacking at all costs – and I improved quite a bit at RISK. I now move at a snails pace, building up so much depth that attacks crash against me like waves on a shore. The last time I played was a few years ago, with my daughter. The first game I played with her she couldn’t roll a bad dice and she won. She decided RISK was a great game. The next two went to me and she decided she was going to take a break from RISK for a while. C’est la vie.

I was introduced to AXIS AND ALLIES (one of the greatest game covers ever, by the way) by some guys I worked with at a video store (VIDEO PARK – World’s Largest Video Store). They also introduced me to SUPREMACY. Fun stuff. I learned the hard way that AXIS AND ALLIES is designed to replicate the strategies used in WW2 – almost like wargame railroading. You wander too far off the reservation, and things can get tough. I can still remember a good friend of mine and I were going to be playing the Axis in a game and we spent the entire day at work plotting our strategy. We seized on the idea of Germany building an aircraft carrier and threatening the USA with its fighters – the Allies would never expect it – we would be unstoppable. Unfortunately, we were playing with a guy who didn’t think in terms of military strategy, but rather game strategy – and he also had a knack for rolling dice. Germany built its ill-conceived carrier and, like the real carrier built by the Germans, it took forever, was finally stuck in port, and then unceremoniously sunk when the Allies came across the Channel. Still – good times, and very instructive about the importance of understanding the logic of the game rules over the logic of the “real world”, even in terms of old school, rules-lite games.

A Purr-fect Day for a Celebration [MM!]

Happy belated birthday to Julie Newmar, the one true Catwoman in this guy’s opinion. I’m a day late on her birthday, but I wanted to mention it just the same and, of course, throw in some MM! stats. Those who have followed the blog for a while might remember that Catwoman and Invisible Woman got some MM! stats very early on in the process. Since then, the rules changed quite a bit, so here’s some revamped stats for one of my favorites.

And if you’re going to use her in your Mystery Men! campaign, don’t forget the goons, for crying out loud!

Trivia: Ms. Newmar made her own Catwoman costume.

Also – I’m two days into the Mystery Men! Dark Renaissance campaign that I’m running on Google+. It’s working well so far, with slugfests in Seattle, Chicago and New York and some snooping in Washington DC. Hopefully the players are having as much fun as I am. I’ll probably start some game recaps on the blog in a couple weeks – I want to make sure I don’t reveal anything to players that shouldn’t be revealed, and a two week lag will probably ensure that. If the campaign goes well, I’ll turn it into an adventure for a future issue of NOD.

Taking a Bite out of the Dungeon

World traveler, bon vivant – the gourmand is both, traipsing across the globe to experience everything it has to offer. Even dungeons cannot escape the curiosity of the gourmand – after all, how are you to know what fresh shrieker or violet fungus tastes like if you don’t crawl into the underworld and harvest it yourself!

The gourmand is a strange class, though there some method to this madness. I got it in my head to produce an article about random fantasy cookery – i.e. random recipe with random ingredients – and then thought that a gourmand might be a good accompaniment to the concept. My inspiration comes from two sources. The first are traveling eaters like Anthony Bourdain and Andrew Zimmern – Zimmern especially for his iron stomach and nearly infinite courage in putting exotic things into his mouth. My second inspiration was the ever-lovin’ blue-eyed Volstagg, heftiest of the warriors three and proof that one can survive the dangers of a fantasy realm without being built like Conan (the Barbarian, not O’Brien).

The Basics 
Hit Dice: 1d8 per level, +2 hp per level after 10th.

Prime Requisite: Constitution, +5% bonus to earned XP if 13+. A gourmand needs a strong stomach to tread where their palette takes them.

Armor: Gourmands can wear any armor but plate – it’s too restrictive. They can use shields.

Weapons: Gourmands have traveled all over and gotten into plenty of trouble, so they’re capable of using most weapons. They are barred only from those that take more intense training – swords and bows.

Special Abilities 
Gourmands specialize in eating – in quantity and variety. A gourmand’s goal is to taste everything that is edible and non-poisonous at least once. They aren’t fools or cannibals – they aren’t going to nibble a zombie or give green slime a try – but they are intrigued by owlbear steaks or a tossed salad of assassin vine leaves and treant nuts (okay – that last ingredient doesn’t sound right – but come on – they’re flora, not fauna). Gourmands must have iron stomachs, and their training grants them a +2 bonus on saving throws against poison. Their enhanced search for caloric satisfaction, however, requires them to consume double the normal amount of food for members of their species (i.e. double rations).

Gourmands are driven to try exotic foods. They must consume something new (a new spice, a new meat, a new fruit, etc) once per week or fall into a terrible black mood and suffer a -5% penalty to earned experience. This penalty is cumulative, up to a maximum -20% penalty. Each new food consumed, however, is worth a 100 XP bonus to the gourmand.

Where magic-users keep spellbooks and leech’s leechbooks, gourmands keep cookery books, collecting and inventing all manner of recipes, and recording their culinary experiences. These books must be kept, but they do not offer a gourmand any special abilities or impose on them any special restrictions if lost.

Gourmands are, of course, expert chefs. They can cook almost anything and make it palatable to others, and can take quality ingredients and make dishes so exquisite that they act a balm to body, mind and spirit. A gourmand with a pound of grain (processed, preferably), a pound of meat, a pound of fruit or sweetener (honey, for example), a bottle of spirits (or beer, wine, etc) and a pinch of salt or spice, can prepare a meal for up to six people that can have healing qualities. The gourmand must decide how magnificent his dish will be and then make a percentile roll to see if he succeeds. Failure means he concocts an awful mess with no benefits other than food in the belly and various gastric complaints for the remainder of the night.

Restore Vigor: Restores 1d8 hit points plus one hit point per gourmand level.

Cure What Ails You: Removes any disease afflicting the eater, but does not remove any damage already done by the disease.

Soothe Mind: Frees the eater’s mind from any curse or enchantment.

Revitalize: Restores 3d8 hit points plus one hit point per gourmand level and removes all damage from one ability score.

Restore Spirit: Restores all hit point damage, ability score damage and one lost level.

This fantastic feast can be stretched to feed more than six people, at a -5% penalty to the gourmand’s roll per extra person. Each exotic ingredient added (i.e. owlbear in place of beef) either gives the gourmand a +15% or -5% to his roll. The Referee should determine which (bonus or penalty) with a flip of a coin (or equivalent) without informing the gourmand of the result. The meal takes one hour to prepare and requires basic cooking equipment (pot, pan, knife and fire).

A gourmand’s fame often precedes her, and can be a curse as well as a blessing. Gourmands of first to fourth level never have trouble finding an invitation to dinner in their home town, and have a 1 in 10 chance of an invitation by a local aristocrat. Gourmands of fifth to eighth level enjoy such invitations within their home kingdom or country, gourmands from ninth to tenth level in their home region and gourmands of eleventh to twelfth level throughout the world and gourmands of thirteenth level or higher anywhere in the cosmos.

These invitations come with a price, of course, for the host expects the impress the gourmand and receive a hearty endorsement of their table. The gourmand, however, becomes increasingly picky as they grow older, and their dedication to their art and philosophy require them to render an honest verdict of the sampled fare. A gourmand that has dined must roll 1d20 and beat his own level to find the fare satisfying. Every 100 gp spent on the feast by the host grants a +1 bonus to the roll, up to a maximum bonus of +5. However it goes, the gourmand must give a monologue on the quality and creativity of the prepared feast and then suffer a reaction roll from his host. If he praises the feast, the reaction roll is made at a +3 bonus. If he derides it, the reaction roll is made at a -3 penalty. Naturally, the companions of a gourmand are also invited to these repasts, and they must suffer the same consequences as the gourmand.

The final challenge of the gourmand is one of weight. Each week the gourmand does not spend in vigorous exercise (i.e. fighting monsters or at least running away from them) results in a gain of one pound. Pound gained in excess of what would be considered “standard” or “average” for their species and gender, are treated as weight from equipment and can thus slow them down.

Image by Frans Hals

News from the Land of Nod and a little more Mu-Pan

Busy weekend, but a good one. I finished my fifth Hex Crawl Chronicle The Pirate Coast – and just need to send it along to the good people at Frog God Games. Next up is The Troll Hills, in which I try to incorporate every version of troll I can. If you have an OGL troll you’d like stuck into those very dangerous hills, let me know.

Oh – for that matter – the Tome of Horrors Complete is now available. I have scads of lairs in that tome and did the conversions of the monsters from Tome 1.

I’m about 1 week away from publishing NOD 10. Contents should be …

Mu-Pan – continuation of the hex crawl in NOD 8. I’ve been running excerpts all month.

Polyester Road – this is a mini-game/mini-campaign about truckers hauling goods on post-apocalyptic highways. The technology is mid-1970’s and the mutations not too gonzo.

Monstrous Evolutions – two race/classes for Pars Fortuna in the tradition of beast-people. In this case, the “beasts” are a rust monster and owl bear. Will include an illustration and a mini-adventure.

Chim-Chimera-Cheree – The random chimera generator I posted on this blog with a nice illustration.

The Leech – A fantasy doctor/surgeon class for Swords and Wizardry – think of this class as the medical equivalent of Indiana Jones’ archaeologist.

Phantastes – a few more chapters of the fantasy classic.

Coming up for NOD 11 – A journey into Hell (hex crawl inspired by Dante’s vision of the underworld), Action X (mini-game of special operations teams in the Cold War) and probably something spooky for Halloween – probably a dungeon crawl in a haunted manor.

And now, two encounters – one from Mu-Pan, the other from the Pirate Coast. Enjoy …


0108. The floor of this valley is a chain of shallow lakes linked by channels of sandy, sluggish streams. The lakes are heated geo-thermally, and this has made the valley steamy and verdant. In ages past, great creatures akin to reptiles lived in the valley until they were hunted to extinction by the ancient elves – many an old elven sword has a pommel wrapped in leather cured from their skin and ancient elf lodges often have their strange, massive heads mounted on the walls.
While these massive beasts no longer roam the valley, their spirits do, and are encountered here on a roll of 1-2 on 1d6 (1-4 on 1d6 during a full moon). Use the following table to determine what kind of animal is encountered.
1-3
Ankylosaurus: HD 8; AC 0 [19]; Atk 1 clubbed tail (special); Move 9; Save 8; CL/XP 8/800; Special: None.
4
Brontosaurus: HD 25; AC 6 [13]; Atk 1 stomp (special); Move 9; Save 3; CL/XP 25/5900; Special: None.
5-6
Stegosaurus: HD 15; AC 2 [17]; Atk 1 bite (special), 1 spiked tail (special); Move 9; Save 3; CL/XP 15/2900; Special: None.
7-8
Triceratops: HD 15; AC 0 [19] front, 5 [14] back; Atk 1 gore (special); Move 12; Save 3; CL/XP 15/2900; Special: None.
9-10
Tyrannosaurus: HD 18; AC 4 [15]; Atk 1 bite (special); Move 18; Save 3; CL/XP 19/2400; Special: Chews and tears.
The dinosaur spirits are ethereal, and can thus only be harmed by silver or magical weapons and spells of force or dispelling. Their attacks cause 2d6 points of chilling cold damage and force a victim to save or be drained of one level.
One of the shallow lakes is an illusion, hiding an ivory palace of the ancient elves – one that has been abandoned and forgotten for centuries. The palace is composed of eighty-one cells, each with a vaulted ceiling and connected to four adjacent vaults via a short (5 feet long) passage. These passages are blocked by walls of force, each one a shimmering curtain of one of five colors – cerise, ultramarine, gamboge, myrtle and heliotrope.
The palace has four entrances; each of these entrance cells has only three curtains for force blocking further access to the palace. One of these entrance cells contains a colored tetrahedron of metal, the exact color being determined randomly (see below). In the middle of each cell there is a tripedal stand which fits this tetrahedron. By placing the tetrahedron in the base and tapping it with something metallic, the corresponding colored curtain of force disappears for 1 minute. The colors of the curtains in each cell should be determined randomly with a d10 (1-2 = cerise, 3-4 = ultramarine; 5-6 = gamboge; 7-8 = myrtle; 9-10 = heliotrope), and the color of the tetrahedron changes (using the same random table) when it is brought into a new cell. This makes moving through the strange palace quite a chore, and potentially dangerous as there is a slight chance one will enter a cell and be unable to exit due to the color of the tetrahedron.
Each time a cell is entered, there is a 1 in 1d6 chance of a random monster (CL 3) appearing in the cell. These monsters are given the same random colors as the rooms and tetrahedron, and the color of the creature makes it vulnerable to a single form of attack: Cerise = cold, Ultramarine = fire; Gamboge = silver; Myrtle = steel and Heliotrope = wood. All of these beasts can be harmed by magic missiles. Their bodies disappear after one leaves their cell.
The center cells of the palace are combined into a single large chamber. In the middle of this chamber there is an elf-hewn idol of a four-faced, eight-armed and eight-legged goddess. Each pair of hands holds a golden plate hidden by a pelt of sable. The plates face the curtains of colored force, and these colors determine what secrets are etched on the plates. The plate facing a cerise curtain is attuned to fighters (and rangers and paladins). The plate facing an ultramarine curtain is attuned to clerics (and druids). The plate facing a myrtle curtain is attuned to thieves (and assassins and monks) and the plate facing a gamboge curtain is attuned to magic-users. A plate facing a heliotrope curtain is replaced by a portal into the void, per a sphere of annihilation.
Looking upon a plate not attuned to their class forces a character to save vs. blindess. Looking upon the proper plate grants a magic-user a new spell of their highest spell level (though it must be written into their spellbook), a cleric or druid access to a magic-user spell that can be associated with their deity, a fighter-type a +1 bonus to wield a random weapon and a thief-type a +10% bonus to use one of their skills.
7238. Dinsan: Dinsan is a city of 6,000 people situated atop a plateau that rises 200 feet above the surrounding landscape and looks over the source of the river. The city is quite ancient and the buildings show their age. Although the people are productive, growing sweet, golden barriers (sun berries) and turning them into a very potent liqueur favored by the Ying nobility.

The city is notable for seven grand constructions. The first is a central tower with a single, large wooden gate. This tower is the entrance to the plateau, as it connects with a tunnel that spirals up through the plateau. This tunnel is guarded by albino apes chained to the walls. The roof of the tower is conical and set with six mirrors. As the sun hits these mirrors, it sends a beam of light to strike the face of one of the six statues.

The six statues represent the six founders of the city. Each of the founders is represented by a faction in the city, and while the face of a faction’s founder is illuminated, that faction governs the city absolutely. This makes for rather confused government, though the locals are fairly used to the arrangement and almost take pride in it.

The first faction was founded by Binua, a priestess of Inzana. Her sohei are now commanded by Temang, a muscular woman with a round face and long grey hair. The sohei wear armor lacquered red and brass masks meant to depict Inzana, the sun maiden. The sohei are warlike and easily annoyed, and demand almost constant tribute to their goddess and her sacred monkeys.

The second faction are the samurai descended from the army of Chireng and now ruled by Agchaan. Agchaan is a straight-forward, brash woman with fiery green eyes. Agchaan is big boned and has a small-featured face. She and her samurai rule with wisdom and restraint, following the bushido code zealously.

The third faction are the shugenja of the White Order, a band of moralists who outlaw alcohol, gambling and promiscuous behavior while they are in charge. They are all ascetics who wear simple white loincloths and who anoint their bodies with the oil of stinging herbs. The White Order was founded by Manalch and governed by Haampi, a small man with a thin face and sunken eyes.

The fourth faction are the ninja of Geri, the so-called Jade Prosperity Society. The ninja are a crime syndicate of smugglers and assassins who run protection rackets even when they are not in power. The ninja are ruled by Uncle Take, a secretive man, tall, with a long face, who runs a shop of calligraphers and keeps white mice.

The fifth faction are the wushen of Geran, a monkey hengeyokai who preached the values of laughter and festivities. The city takes on a Mardi-Gras atmosphere while the monkey lords are in power (though not all of them are monkey hengeyokai). The wushen are governed, loosely, by their eldest member, Mudar. Mudar is a willowy men with a heart-shaped face. He and his priests dress in silk tunics and pantaloons, carry staves and wear monkey masks.

The sixth factions are the descendants of the slaves who constructed the city-state and the tunnel through the plateau. They are no longer slaves, and most of the time work on repairing buildings and constructing new buildings. When they are in power, however, they run rampant through the city destroying the work they had done and causing new destruction – though never to the houses of the other factions or the central tower. They are led by the half-ogre Suhaz.

|    Temang, Sohei Lvl 6: HP 20; AC 3 [16]; Save 9 (7 vs death & poisons); CL/XP 7/600; Special: Banish undead, spells (4th). Kabuto, haramaki-do, haidate, masakari, prayer beads.

|    Agchaan, Bujin Lvl 6: HP 6d6+1; AC -1 [20]; Save 11 (10 vs death & poison); CL/XP 6/400; Special: Follow through. O-yoroi, dadao, daikyu.

|    Haampi, Shugenja Lvl 5: HP 19; AC 9 [10]; Save 11 (9 vs magic); CL/XP 4/120; Special: Spells (3rd). Bo staff, spellbook.

|    Uncle Take, Ninja Lvl 7: HP 23; AC 9 [10]; Save 8 (6 vs. death & poison); CL/XP 4/120; Special: Move silently, hide in shadows, climb sheer surfaces, backstab x3, read languages. Bo staff, hankyu.

|    Mudar, Wushen Lvl 5: HP 14; AC 9 [10]; Save 10; CL/XP 5/240; Special: Spells (3rd), turn undead, xxx, xxx. Kama, prayer beads.

|    Suhaz, Half-Ogre: HP 7; AC 9 [10]; Save 16 (15 vs death, 12 vs. poison & disease); CL/XP 1/15; Special: Follow through, ogre’s ferociousness, open door on 1-4 on 1d6.

Image by jurer2, found HERE.

Sunday Grab Bag – Better Late Than Never

Busy day – yard work and family time. Here are a few oddities I found this week …

Golden Age of Weird Department

With a splash page like this, how bad could the story be?

Russ Nicholson is Awesome Department

Nothing clever to say here – he just is.

Smoking Airship Department

Yeah, this baby will show up in a Campaign Sketchbook in a future issue of NOD. Dreadnaughts of the Endless Blue maybe. It would be aerial dreadnaughts in the late colonial period – I’d put them in Victorian space, but somebody beat me to that idea.

Looking for Cheap Hits Department

When you’re looking for page views, you can’t go wrong with Power Girl. But honestly – this is one of my favorite depictions of the character ever. Image by Chris Samnee, via Comic Twart, a site you must, if you love your eyeballs and want to give them a treat, follow now!

My Daughter is a Mad Genius Department

Playing with Fabrica Herois tonight, she created Angel-Devil. Is she a saintly savior or a devilish demon … or BOTH!?! Now we just need to work out some Mystery Men! stats.

The Resistance [Mystery Men!]

Super heroes garbed in the old red, white and blue weren’t the only ones fighting the Nazis in World War II. During the early stages of the war, as the Nazi war machine ran rampant over country after country, a group of super powered freedom fighters already living on European soil came together as the resistance. After the war, they maintained their alliance as the Resistors!

Giantess 
Creator: John M Stater (2011)

Sigrid is literally the daughter of a frost giant, and one of the last of her kind. She was discovered when Reginald Carstairs of the RAF crashed his plane into a secluded valley in Norway. Sigrid lived there alone, tending a farmstead there, and she tended Carstairs’ wounds and nursed him back to health. In the meantime, the Nazis discovered the valley and sent in an assault force to take the prisoner. Sigrid handily defeated the Nazis, but her home was destroyed. Having nothing left to do, and nursing a grudge against the Nazis, Sigrid went back to the UK with Carstairs and became the super hero known as the Giantess.

Lady Satan 
Creator: Unknown (1941)

Lady Satan was the victim of a German bombing on their cruise ship. Her fiance was killed in the attack, so she dedicated herself to destroying the Nazi menace. She primarily operates in Paris.

Marksman 
Creator: Bob Powell and Ed Cronin (1942)

The Marksman is Baron Povalski, a Polish noblemen who masquerades as Major Hurtz of the German army. Spying on the Nazi war machine from inside helps him to thwart their devilish schemes.

Blackout 
Creator: Don Rico (1941)

Blackout is Yugoslavian scientist Basil Brusilof. While working in his lab in Belgrade, it is bombed by the Germans and in the resulting explosion he becomes infused with a secret gas he was working on. The gas causes his body to grow black hair and the gas gives him a variety of powers.

Grim Reaper 
Creator: Richard E Hughes and Al Camy (1944)

The Grim Reaper is William Norris, an American student at the Sorbonne who is captured when Paris is taken. After escaping from a concentration camp, he returns to Paris to fight the Germans as the Grim Reaper.

Kismet 
Creator: Omar Tahan (1944)

Kismet is a Muslim who operates in the south of France, combating the infidel Nazis.

Spitfire 
Creator: Malcolm Kildale (1941)

Black Douglas was a privateer in service to Elizabeth I, fighting pirates or sinking galleons as her majesty pleased. Two hundred years ago he is captured and set adrift by his foes, but washes ashore on a small island. On this island he finds a fountain and drinks of it. It turns out the fountain grants him immortality and super powers. It also knocks him out for a couple centuries, until he is rescued by a German u-boat crew. When he discovers they intend to attack his country, he fights back with all the powers at his disposal.

Deviant Friday – Jeremy Mohler Edition

If you’re into RPGs, surely you’ve seen Mohler’s work (JerMohler on DeviantArt). The genres he has worked in are wide reaching (well, in terms of RPGs) and he produces strong line work and often vibrant colors that remind me a bit of Bilibin. Best of all, I think, he breaks the Maxim mold on modern depictions of women in RPGs and comic books.

Here are a few pieces of Mohler’s to enjoy …

ItR Character

The Seven Saxons

Young Queen

Baeg Tobar – Fae – Delledeir

Baeg Tobar – Shuen

Thug

Bird and Woman

Cowboys and Aliens

Pirates 4

Inuit Concepts

Alexander 04