
Similarly, fans point to various reptilian humanoids in sword & sorcery books as possible sources for the carnifex of this adventure. However, it's entirely possible that Moorcock and Moldvay simply drew from the same alchemical sources. It seems likely that Moldvay drew from the sword & sorcery genre of fiction while writing this adventure, but if so, his specific sources remain unknown.Ĭertainly the idea of traversing multiple mystical realms to reach a final goal has appeared in stories such as Michael Moorcock's "To Rescue Tanelorn …" (1962), which featured a trip through five realms and five gates. Otherwise, this is just a one-off adventure that wasn't particularly influential. He did resurrect some of the pulp-ish feel, which was otherwise fading as Zeb Cook's Known World became Bruce Heard's Mystara. Sadly, Moldvay's last work for the Known World didn't have the same impact as some of his earlier adventures. Now, he was returning after four years away. He had helped to create the setting in X1: "The Isle of Dread" (1981), then continued to imbue it with a pulp-ish feel in X2: "Castle Amber (Chateau d'Amberville)" (1981) and B4 "The Lost City" (1982). "Twilight Calling" marks the return of Tom Moldvay to the Known World. Given the increased assaults on D&D in the mid '80s by moral minority groups, it's somewhat surprising that TSR was willing to publish an adventure explicitly based on alchemical esoterica … but the connection isn't obvious, and it would be a few years yet before TSR began notably bowdlerizing their production to appease these minority censors. The original Dragon article can add considerably background to this adventure. The adventure isn't explicit about all the connections, but The Rainbow Realm is Mercury, The Green Realm is Venus, The Red Realm is Mars, The Black Realm is Saturn, The Blue Realm is Jupiter, The White Realm is the Moon, and The Yellow Realm is the Sun.
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"Twilight Calling" uses those seven planets as "realms" that the players can visit, full of archetypal meaning. There he reveals a set of alchemical allegories that link together the seven "planets" (actually the sun, the moon, Mercury, Venus, Mars, Jupiter, and Saturn) with archetypal entities and a variety of elements, from colors and metals to angels and devils. Author Moldvay first wrote about "The Seven Magical Planets" in The Dragon #38 (June 1980). That may be because the conception of the "seven realms" in this adventure considerably predates the Immortal Rules. They're evocative, colorful, and not really part of any larger cosmology. Instead it presents yet more one-off "realms" of the sort found in previous Master adventures. With that said, "Twilight Calling" doesn't reflect the new rules for Basic D&D's outer planes that appeared in the Immortal Rules. The Master-level adventures had already focused on Immortals (including Alphaks and others), but "Twilight Calling" can actually be used as a M/I bridge, giving players the opportunity to become novice-level Immortals. "Twilight Calling" was the first Master-level adventure released following the publication of the Basic D&D Immortal Rules (1986). It also sort of continues the story of Alphaks that ran through the two previous adventures, but because it doesn't follow the story of Norwoldian conflict that those adventures began, it's not considered part of the "Alphaks trilogy", which instead concludes with M5: "Talons of Night" (1987).
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"Twilight Calling" continues TSR's series of supplements supporting the Basic D&D Master Rules (1985). Like the flying castle of M2: "Vengeance of Alphaks" (1986), it's a castle that floats on the clouds! But this one looks bigger and more intimidating. For the second "M" adventure in a row, the cover of "Twilight Calling" shows the big fortress at the climax to the adventure. It was published in November 1986.Ībout the Cover. M3: "Twilight Calling" (1986), by Tom Moldvay, is the third Master-level adventure for Basic D&D. Gather the mystic symbols, create the key, and defeat the Carnifex, before it's too late. Will you heed the lunatic ravings of a dying madman? Travel to the top of Guardian Mesa, and enter the Septahenge. Your party may be all that stands between life and death. From seven symbols comes one key.Īlphaks the Dark desires that key, by which he plans to release death and chaos into the realms of man.
