Showing posts with label Appreciation. Show all posts
Showing posts with label Appreciation. Show all posts

31 January 2022

A Tribute NPC: Valthor

On the gaming forum I most patronize, there's been a character creation challenge running the last month: come up with a new character every day in January.  A lot of people went with a number of different systems.  Mostly I stuck with GURPS and Fantasy Trip, but I dabbled in OD&D, two different rules iterations of Empire of the Petal Throne, Champions, Lamentations of the Flame Princess, original Traveller, etc.  This was one of my entries: 

Valthor (GURPS fantasy character)

This was one of the original five characters in my campaign, a somewhat-grimdark barbarian who would dedicate slain enemies to his grimdark tribal gods.  I still have a 1980 character sheet for Valthor – by then, fairly experienced – and rather than try to explain my baroque heavily VD&D system, I’ve popped it into GURPS.  Valthor was a relatively uncomplicated character, classic barbarian type.  Gambled for the fun of it, started a combat throwing hatchets and then waded in with a greatsword, well-practiced in martial arts, had a price on his head, nothing all that much out of the usual for adventurers.  I include him because ...

* Those quirks?  Heh.  Well.  Those stem from the influence of the Arduin Grimoire in my gaming.  I cheerfully incorporated its character quirk list, and Valthor turned up with the “Flesh tastes bad to monsters” quirk.  So okay.  The group’s fighting a wyvern, and the wyvern gets a critical hit in on Valthor.  So – in the very first incidence of me rolling on that Arduin table, the “Genitalia severed” entry comes up.  And the last thing Valthor sees before he passes out is the wyvern screwing up its face, and spitting out that which it had just bitten off.  Much hilarity, and Valthor wore a solid steel cup for the rest of his adventuring career.

* Valthor’s player Rick was a born-again Christian, and his faith was an important element for his whole life.  Someone asked him how he could reconcile playing a guy who worshiped dark barbarian gods with that faith, and I’ve always remembered his answer: that he figured that the Lord God Almighty, omniscient creator of heaven and earth, had enough on the ball to recognize the difference between fiction and games, and real life.  A level of common sense uncommon then and damned rare now.

* Finally ... well.  Rick went career in the Navy in 1982, and eventually settled in the Midwest.  I hadn’t heard from Rick since the spring – coinciding with me taking much of the year off from social media – but found out only yesterday that he’d died back in April from COVID.  He was an old friend, and a good man, and he passed away too soon.  He played a material role in my start in this hobby which not only is one of the enduring elements of my life, I met both my wives through it.  So should any of you want to put Valthor in as an NPC somewhere, I’d be grateful, and know that my friend’s impact is still out there.

Martial arts, the Navy and his faith were so important to Rick.  Rest well, old friend.

 
ST: 14     DX: 13    IQ: 11    HT: 14   Speed: 6 (reduced)             
 
Advantages: Acute Hearing/2; Attractive; Charisma+1; Danger Sense; Discriminatory Smell; Extended Hearing Range; Fit; Language: Altanian (N/-); Language: Avanari (A/-); Outdoorsman Talent+3; Strongbow.

Disadvantages: Bloodlust; Low TL+1; Social Stigma: Outlaw; Struggling.

Skills:  Armoury (fletcher)-13; Bow-13; Camouflage-14; Climbing-12; First Aid-11; Gambling-10; Karate-14, Religious Ritual-10; Riding-12; Seamanship-11; Singing-14; Stealth-12; Survival-14; Tanning-12; Thrown Weapon: Axe-13; Tracking-17; Two-Handed Sword-15; Weather Sense-13

Quirks: Deep bass voice; Devout (tribal god); Flesh tastes bad to monsters; Protective of genitalia.

06 October 2021

Tidbits II: We Were Gamers Once, And Young ...

Spring 1979: While I’d been GMing solo sessions with my younger brother Mike since the previous year, my first actual campaign started later.  I didn’t start keeping my famously insanely detailed records until March of 1981.  But the timeline involved my high school classmate Laurey starting school at UMass-Amherst at the end of January 1979, and shortly thereafter I visited her out there, and we and our fellow high school classmate Marilyn got into a startup Empire of the Petal Throne game GMed by the guy across the hall from Laurey.  So ... I’m thinking this couldn’t be earlier than May 1979, the point where Laurey and Marilyn would be back home in Plymouth County for the summer.

I'd picked up City State of the Invincible Overlord and the Judges Guild core Wilderlands package; that's what I used to start.  Right from the beginning, though, I wasn't satisfied with the dungeon fantasy flavor of Random Stuff Randomly Strewn, or with the Wilderlands/JRRT standard of oases of high civilization in the middle of howling wildernesses, with orc hordes in bowshot of every town's walls.  The pen went flying fast.  (I still use the Wilderland maps as the underlying basis for my world, even heavily edited, but only out of decades of inertia; I'd create my own if starting from scratch.)

The dramatis personae, in no particular order.


My first players were high school classmates of mine
: Laurey, Mal and Jackie were in my graduating class, Rick was in the next one, and we'd all been in the chorus together.  My younger brother Mike (an avid sword-and-planet reader who was a class behind Rick) made the fifth player.  Mike played Korak, a barbarian firmly in the Conan mode and with a Conanesque future; Rick played Valthor, a more Norse-style barbarian; Jackie played Alexandra the priestess; Laurey played Seka the courtesan-mage; and Marilyn played Linden the stick jock.  Classic Howard/Leiber style early RPG play, really, that was 70s gaming for you. (This also set a significant pattern for my whole gaming career; note that this was a majority-female group.  Save for a single semester at my first college's gaming club's sessions, I would never not have at least one woman at my table.  That was decidedly NOT 70s gaming standard, and it was a while before I realized that this was not merely unusual but highly so.)

I wish I remembered what the first adventure was.  (Likely it was pedestrian enough by my present-day standards that I'd cringe in retrospect.)  I do remember that I set the table with the weary party, walking on a dust-clouded road, heading for the great gate of one of the mightiest cities ever founded ...  I ran a couple of the JG published scenarios early on -- Dark Tower, Thieves of Badabaskor -- as well as a homebrew dungeon or two, and the CSO remained the home base of the party for a couple of years.

Early on, though, I got geopolitical, but that's a tale for another time ...

* * * * * * * * * *

The crew shook out fairly fast.  Mike, Rick and Laurey were in my campaigns for years, but Jackie was my first encounter with the Gamer Girlfriend stereotype; she played pretty much because the rest of us were, and she dropped the hobby like a hot potato when she and Rick split up soon after.  Marilyn was the root cause for my abandonment of random gen and journey to variant homebrew; she hated playing anything but wizards, went along only grudgingly with the STR 18 DEX 16 fighter-type she rolled up (unfortunately, I hadn't yet wrapped my head around RAW being a suggestion, not a mandate, and I cajoled her unwillingly into it), and ditched her for greener pastures soon enough.  She was only an intermittent player thereafter.  

That being said, our gang was heavily dominated by graduates from Silver Lake.  Of my first fifteen players only four weren’t high school classmates of mine: the aforementioned EPT GM and another UMass player of his (both of whom lived in the Boston area), and Rick’s martial arts teacher and his wife.  We wound up playing a lot of our games in the teacher’s home through to the end of 1981.

By 1982, Laurey and I fell out over my dating my future first wife, and Rick went career Navy  around the same time.  Mike was an occasional player for years to come, and was a regular as late as 1987; his final curtain call was in 1989, at a massive run that involved seventeen past and then-present players, and I needed two assistant GMs just to handle it.

It's odd how this underscores the longevity of my current group.  My wife and another player, Todd, have been gaming with me since 2003, and they're the youngsters of the bunch.  Andrew's been gaming with me with some breaks since 1990.  Dave's been gaming with me (with likewise some breaks) since 1987.

 But that, too, is a tale for another time ...

15 August 2021

Exotic Settings: Lohvian Cuisine (II)

The second part of the setting information I have for Loh is the cuisine writeup.  As I've mentioned before, serving yourself a helping of Wikipedia is just dandy for setting detail, and what's listed below is mostly from the respective articles on Malay and Indonesian cuisine.  Bon appetit!

"I'm tellin' ya, it's made with orc meat!

 Food is *never* eaten with the left hand.  Chefs pay attention to the fragrance of dishes, adding floral and herbal essences to produce tantalizing odors.  These powerful essences – sometimes only one drop is needed – are sold by apothecaries.

Elements: Common ones include nasilemak (coconut rice) often used as a base.  Other standard bases include meats stewed with thick gravy, seafood seasoned with turmeric, spicy noodle dishes, selaika (= peanut butter), serikaya (coconut jam).  Channa is the foundational fried flatbread; it looks like a crepe, spread out until paper thin usually by "tossing" it on a flat surface, and gathered into a long rope-like mass. This "rope" is then wound into a knot or spiral and flattened.  It is usually served with a vegetable- or meat-based curry, or used to eat a thick stew, and is also commonly cooked with cheese, onions, red beans, chocolate, mushrooms or eggs.

Condiments: coconut milk, lime juice, plum vinegar

    belacan (sauce with chili peppers, shallots, garlic, fermented prawn paste)
    sambalado (green chili blended with garlic, shallot, tomato, lime juice, salt, then sauteed with oil to make a reddish paste or relish)
    goreng (fried shallot, red chili pepper, shrimp paste, salt, sauteed in coconut oil)
    petai (chili, garlic, shallot, sugar, salt, crushed fried peanuts, sauteed in light oil; used for chicken dishes)
    terasi (relish made of cucumber, cabbage, shallot, vinegar and pineapple)
    kerisik (toasted and salted coconut shreds, appears dark brown)

    curries (ariaya = chicken, aridagi = prawn, arikambi = mutton, ariika = fish, arikuda = bean)

Fruits: lychee, jackfruit, tamarind,

Spices: lemongrass, basil, nutmeg, turmeric, ginger, mustard seeds, fenugreek, galangal, pepper, cardamom, clove, cinnamon, coriander, anise – all traditionally stone ground.  

    dasar (shallot, garlic, coriander, lemongrass; used with so-called “white” dishes)
    mera (red chili pepper, shallot, tomato, coconut sugar, salt; used with “red” dishes)
    kunin (shallot, garlic, turmeric, coriander, ginger, black pepper; used with “yellow” dishes)
    lawar (orange chili pepper, anise, turmeric, ginger; used with “orange” dishes)

Meats: Fish, prawns, goat, lamb, chicken

Drinks: Tea is often served with ginger, jasmine (Vydra) or other floral elements, or coconut milk

    beras (rice beer)
    dedén (potent drink made from seared cane sugar, thick, brownish, very intoxicating)
    charaya (potent 90-proof drink distilled from rice wine)
    goribon (coconut palm wine, milky white)
    hanaza (distilled 60 proof rice brandy)
    inlichi (low alcohol lychee wine)
    kinomol (pale green rice wine, with different types of rice going into different blends)
    oshikun (weak millet beer, sometimes flavored with peanut or hazelnut)
    ruoma (plum wine)
    traitha (pomegranate wine)
    uladi (ginger wine, flavored with citrus; often cut with water to make a refreshing summer drink)
    zivani (distilled and stiff plum brandy, lavender colored)

Dishes:

    ambaka (charcoal-grilled chicken marinated in coconut oil and peanut sauce, with a spice rub before)

    acari (pickled vegetables and fruit with dried chili, peanuts and spices)

    ammasak (chicken casserole with sambalado and noodles, sometimes spiced with clove or anise)

    angangi (chicken slices simmered in a tomato base with shallot, onion, garlic, galangal, pepper, and lime)

    arisa (porridge/dumpling made from coarse-ground millet, mixed with seasoned minced meat)

    begedil (rice noodles dressed in a gravy made from belecan, tamarind, cucumber and dried shrimp)

    bobotin (spiced minced meat mixed with scrambled eggs)

    gulai (goat stew with unripe fruit, turmeric, pepper, ginger, lemongrass and coconut milk)

    kankang (bean stew served with cumin, onion, garlic, lemon juice and other optional ingredients)

    kwetia (stirfried rice noodles with pork and spices)

    laksa (spicy chicken/fish noodle soup)

    maridzo (savory goat- or mutton stew made with raisins, slivers of fish fried in sugared sauce, various vegetables, and heavily spiced)

    mikari (millet noodles with spicy curry soup)

    nasibriyan (saffron rice with meat-and-vegetable curry)

    nasikato (rice, minced fried chicken, belacan, with garlic, ginger, shallow, scallion, lime juice and/or vinegar as secondary ingredients, served in savory leaves)

    tabak (channa formed into a spiraled pyramid, filled with meat, onion and spices, then deep fried)

    urlambu (savory rice porridge made with a mixture of lemongrass and meat/veggie slivers, usually eaten communally)

Desserts:

    burketan (brown rice porridge with coconut milk and sugar)

    chendol (iced thick drink containing nokdumu, coconut milk, rice flour and dried fruit)

    cucimul (thicker channa, sweetened with sugar, served with jam)

    kaludol (minced fruit, rice flour, coconut milk)

    melhdoá (thick fruit pudding, custard-consistency and served hot)

    neninél (fruit sliced very thin and layered with perfumed sugar and spices over fine pastry sheets.  Sometimes served with dreamdrowse or moondust between the layers as well)

    nokdumu (lemongrass jelly, comes out black or dark green)

Street foods:

    alèl (thin slices of meat smeared with hot spices and seed paste, then wrapped in leaves and baked in the ashes of a slow fire)

    ambuya (sticky ball of sago or tapioca starch, alternately dipped into a spicy/sour gravy and a tomato base)

    ampla (cracker made from river fish – usually mackerel – rice starch and seasonings, and deep fried)

    lekor (savory fish cake)

    lemang (rice, jackfruit and coconut milk cooked in a hollowed bamboo stick)

    mélmél (fried rice kernels mixed with salt and spices, and served in little rice paper cones. Some vendors insert a tiny metal statue, coins and other “favors” into the mix for children)

    murtabak (channa stuffed with curry gravy)

    otakota (grilled fish cake made of ground fish meat mixed with tapioca starch and spices: ginger, turmeric, galangal, nutmeg, pepper, cardamom, tamarind)

08 August 2021

Exotic Settings: The Land of Loh (I)

So ... on the gaming forum I frequent these days, there's been a recent debate on exotic settings -- what elements are desirable, how to do it, what not to do.  And I mentioned the recent work I'd done in putting the culture of this region on my gameworld together, and promised to post some sections for people's review.  This will not be for everyone, and the section I'm posting here is particularly long: no skin off of my nose if you pass it up!

A caveat: much of this is not original.  The concept of Loh comes from Kenneth Bulmer's Dray Prescot/ Scorpio series, and three of his later books in the series were set there.  It's a teensy bit generically Oriental, but far from excessively so.  A good bit more comes from M.A.R. Barker's seminal RPG Empire of the Petal Throne, and its setting, the empire of Tsolyanu on the world of Tekumel.  A large reason EPT never really took off, despite being the second RPG in print after D&D, is that its Malay/Mayan fusion of a setting is weird to Westerners: too exotic, too non-European, too violent, too sexualized, not in keeping with Ren Faire/Merrie Olde standards of chivalry.  I've always felt I was more adaptive than creative, and it saves a great deal of time to take what smart people have written and twist it to my own ends.  (Therefore, no nonsense about plagiarizing in these setting posts; I cheerfully admit that much of this is not my original work.) 

So ... here 'tis.  Lohvian culture practices and miscellany.  Loh = the region; Serioli = the language and ethnic group.

* * * * * * * * *

Politics:  Nominally, the Empire of Walfarg (currently styled the “Empire of Taira”) still exists, and the Seal Emperor rules from the Jasmine Throne in Tsungfaril, with the High Lords of the Twice Thirteen Dominions as His loyal servants and lieutenants, in a vast realm ranging down the great Valley from the Wizards’ Realm almost to the sea.

The facts on the ground are far different. In fact, the Emperor reigns, not rules, and the sway of Tsungfaril does not stretch much beyond the core dominions: Mindroling, Jenderak, Chai Yarchen, Hul Cheka – and in weaker reigns, not always that far.  In an Ottoman-like system, the various High Lords jockey for position and influence, in ever-shifting coalitions and cabals ... formally paying lip service to the Jasmine Throne, effectively as independent warlords.  

The three dominions that now comprise the nation of Mirdain are formally an independent kingdom, defying the Emperor’s writ.  So, too, it has been many years since Tsungfaril’s writ ran as far as controlling Vankaris, Lohrhiang, Simbiling or Chai Seletari, and the Dominions further downriver are only nominally are part of the Empire: words on paper and empty titles proclaimed before the Jasmine Throne.  The Dominion of Ternantung is not even that much, and it is carefully left unsaid in Tsungfaril that there used to be two more Dominions: Vinkleden and Panjang, now part of the New Moon Confederacy and the westernmost reach of the ancient imperial lands.

The Clan: The fundamental unit of Serioli life is the clan. Most Lohvians live with others of their clan in a common dwelling, or “clan house.” A small clanhouse might have only the extended generations of a single family, while those in great cities might house over a thousand clan members, servants and slaves.

Serioli children know who their mothers are (see Marriage Customs, below), but paternity is often casually tracked, and the identity of biological fathers is not usually considered terribly important. Adult males are “clan-fathers” or “clan-uncles” to a child, while adult females are “clan-mothers” or “clan-aunts.” Children are commonly given “school names” when they survive to nine months old, and do not receive their adult names until their 14th year, upon which they earn their majority. Lifestyles are polyamorous, and many formal marriages are triads or groups.

Clanhouses may be as simple as rural dwellings of thatch or sod, to walled estates or multistoried complexes.  Middle-class clan houses include a walled front courtyard where transactions and deliveries take place; an entrance hall, with sitting-rooms off to the side; a refectory which doubles as a celebration hall; slaves’ quarters and animal pens around the rear; warehouses for mercantile clans; sundry kitchens, restrooms, closets, etc.  Private family apartments are the norm among higher clans, with those of a higher lineage within a clan having preference.  Separate dormitories are common for children, young men and young women (although fraternization is not frowned upon).  Some clans also have large baths tended by specially-trained slaves, massage rooms, workshops (for the crafting clans), or other facilities.

Most clans have traditional occupations, so in addition to being the centers of family life, clanhouses are where the bulk of the trade and commerce of Loh takes place.  Those (say) born into a stoneworking clan are trained in masonry as they grow.  If the clan’s occupation is not to one’s liking, a young adult – at age 14 – is free to engage in a number of occupations, such as the military, the priesthood, the civil bureaucracy or sorcery.  It is difficult, however, to take up a different trade under the control of a different clan.

Marriage Customs: Everyone gets married: to be an adult bachelor/ette is considered weird, and people just don’t take conspicuously unmarried types other than uhus seriously.  Group marriages are common, and many patterns are possible.  The outright social rules are:

    (1) marrying someone from a higher status clan is laudable, but a “marriage price” needs to be paid upward as compensation;

    (2) you can’t marry within your lineage, but there is no incest taboo otherwise – for instance, if your father is from a lower lineage, he would take his wife’s clan name upon marriage, and it would be quite legal and proper to marry a half-sibling from the father’s first marriage;

    (3) by contrast, it’s also weird to be a virgin upon marriage, and sexual experimentation as a youth is expected ... but only within your lineage and generation.  Experimenting with one’s (teen, full) sibling is expected; doing so with your best friend’s parent/child is taboo.  (Further, while premarital sex under these circumstances is the norm, premarital pregnancy as a result is shocking and not to be tolerated.)

    (4) blatant cross-generational marriage is frowned upon, but this is determined upon lineage lines, with considerable fudging and jostling.  Even so, a much older person will almost never marry a much younger person, fudging notwithstanding ... if children are necessary, concubinage is one way out.  (Children born of slaves, however, are always, always held illegitimate.)

    (5) Societal pressure to be married is so strong that widowers will often marry wives’ younger sisters, and widows their husbands’ younger brothers.  Such a marriage will keep the link between the families and maintain the existing household structure intact.  However ...

    (6) ... a person may also be wed to a dead person.  In the ceremony (and often in the nuptial bed) the role of the deceased is acted out by a stand-in, more often than not a lineage relative of the deceased.  Any children born of the union are attributed to the dead spouse, and are recognized as his/her descendants; it is a cultural imperative that no one question the parentage.  A ghost can thus become the culturally and legally recognized parent of a newborn child.

Society:  An important element is the concept of khomoyi, or “place.”  Everyone has a role, and is expected to fulfill it.  Striving to achieve unseemly heights, ambition beyond one’s station, is considered somewhat blasphemous.  Likewise, failing to maintain one’s station is considered a threat to society.  

This is tied to the dual ethic of lan (noble) and bussan (ignoble) actions.  To act within one’s station is lan.  It is noble, for instance, for someone born into a mat-weaving clan to participate in the clan business of weaving mats.  That person can also nobly seek to be a simple soldier in the ranks, or a low-ranking acolyte in a temple.  Acts of presumption, in contrast, are bussan.  Should (say) the mat weaver join a temple and ambitiously begin to scheme to be the High Priest, he would be looked upon as behaving in an unseemly and ignoble fashion. Similarly, should someone from a high ranking clan take up the work of a simple laborer, society would be shocked at such ignoble behavior.  Failure to behave “nobly” reflects badly upon the clan as well as the individual, and clan members will be quick to react to such behavior.

These values are situationally subjective.  Is not a woman lan when she performs acts of charity and kindness?  Is she not bussan when she acts in a violent fashion?  In both cases, these are dependent on whether the recipients are worthy of the behavior.  To show kindness to a sworn enemy of one’s clan may be lan to his clanmembers; it is certainly bussan to one’s own.  The Lohvian understands, as few outsiders do, that morality is malleable and situational, and the only sound path is to cleave to one’s clan and faith.

Should a person continue ignoble behavior, the clan will seek to correct it, first with advice, then with sanctions.  Ultimately, a persistently ignoble member will be ejected from their clan.  To be made “nakomé” – clanless – is considered a horrifying fate (using the term to someone, as it happens, is a deadly insult).  Such people will find themselves without lodging or employment, dependent upon handouts, unprotected, and only acts of startling nobility and character would induce a clan to invite a nakomé to join.

Attire:  The well-dressed Lohvian wears a poncho-like tunic called a firya, overlapping four or five inches down from the shoulder, open down the sides but secured with loose, often-decorative lacing.  A double sash (slightly offset to form a flattened “X”) belts the firya, often plaited with the clan’s colors.  Loose, baggy trousers are also worn by both sexes, though kilt-like garments are also in fashion.  Headgear is diverse: turbans (among the upper classes), basketcaps and headcloths all common.  Full robes are also worn by the upper classes.

More uncommon garments include the so-called “mage’s mantle,” a sleeveless knee-length mantle almost exclusively worn by sorcerers, generally patterned, embroidered or colored in styles particular to the order.  Priests often don gi-like open heavy shirts, but almost invariably wear braids at the shoulder (very like European-style military fourragères) that denote faith, status and rank; a Heraldry (Serioli clerical) roll will determine the exact status.  Finally, it is a custom that wearing a grey silk scarf is a privilege reserved for warriors who have slain an enemy in combat.

Gestures:

    Arm held outward, palm down, two fingers extended: interruption will NOT be tolerated.
    Both hands, palm down, fingers spread widely: apologies.   
    Clapping the hands together: summoning a slave.  Rather a deadly insult if obviously NOT doing so.
    Clapping a hand to the throat, taking it away, and raising the chin: “I bare the throat” – the ritual resignation of Jikaida, and generally meaning “You win” and/or “I give up.”
    Clasping the right upper arm of another with your right hand: Fervent greeting of close comrades.
    Fingersnapping: applause.
    General interjections, hesitation markers or response particles: Ai, Cha, Hai, Khe, Ohe, Tla.
    Hand out, palm up, rocking side to side: Asking for help.
    Holding the left hand breast-high, folding the fingers inward, and shaking it slightly back and forth: disapproval.  “I don’t agree.”
    Making a circle of one’s thumb and forefinger, and making an emphatic jerk of the hand: insinuating the other person is clanless, a strong insult.
    Palm held upwards: general approval
    Slapping the fingertips into the palm of the same hand: Between lovers, denotes affection and sexual desire.  Between others, an obscene gesture.
    Slapping the chest with an open right hand: Llahal!
    Tapping the middle three fingers to one’s opposing upper arm: A faith greeting within Upuaut circles; an insult – “Burn you!” – to someone known not to be of the faith.
    Two fingers touching closed lips: agreement, acknowledgment; very much so, if the fingers are tapping.

Holidays: Above and beyond normal Celduin holidays, Lohvians celebrate these:

    Hasanpór (Kelusse 1): a day of feasts, gift-giving, pageants and parades.

    Rites of Kaopan (Planting season): ensuring the fertility of the fields through the placement of blue and yellow paper hexagons, incense, and sacrifice (the most highly prized which involve slaves).

    Drénggar (Hisivan 10): The Unveiling of Beauty, commemorated with spectacular rituals and debauched orgies. 

    Menggano (Hisivan 17): The Enhancement of the Emerald Radiance.  Following close on the heels of the Unveiling of Beauty, with a whole week to recover in between, Lohvians throw themselves into this festival with a will, honoring it with elaborate feasts, more ritual, and more orgies. 

    Lésdrim (Celebros 10): The Birthday of the Seal Emperor.  Commemorated with military parades and drills throughout the bounds of the old Empire – even in far-off dominions in which Tsungfaril’s writ runs very thinly indeed.  Held on this day no matter the actual birthdate of the reigning Emperor.

    Vraháma (Oranor 10): Celebration of Splendid Victories, commemorated with military pageants at local military barracks and at temples of Upuaut.  Battles prominently attributed to localities are highlighted.

    Ngaqómi (Alatur 12): Feast of the Many-Colored Lanterns, where rice lanterns are sent skyward, followed by block parties, feasts ... and the occasional orgy.

    Chitlásha (Harvest time):  Masque of the Old and the New, celebrated with public carnivals.

Proverbs and Idioms

    A habit once formed is a rod of laen.
    Give an enemy no time even to say farewell to his last breath.
    Bad blood never dries.
    It is not seemly for a mortal to overmaster the Gods: saying of the epic hero Hrugga, who won the world, two moons, and half as much again from the Goddess Vasha – yet graciously continued to stake everything he had on each play until he had lost it all back again.
    Brave times demand brave men.
    Do not worry about being there for the launching, just be there for the laying of the keel: mariners’ saying relating to having children.
    What lasts longer, the mountains or the River?
    He has never strayed from his color: the highest praise one can offer; the literal meaning is obscure, but is thought by some to refer to the White Lotus’ lodges.
    Like groping for a sovereign in a barrel of snakes.
    Men act not because of honor or duty but for a slight to their great-grandfather's chamberpot.
    Naivete is the clay from which heroes are molded.
    Nothing truly glorious is attained through moderation.
    Let us nobly end what treacherously began!: statement by a Seal Empress (whose forebear was a usurper) to her executioners.
    ... since the gods were children.
    Webs spun over webs make for tangles.
    The head of an enemy is a joy for one's descendants.
    To bargain with a Warwiker (Menaheem, Confederate, elf ...) is to throw away one's purse.
    Trust was ever the death of heroes.
    We are the People, and our lands are the World.  All else is the concern of barbarian gods.
    What greedy eyes cannot see, clever hands cannot steal.
    Where power exists, there are deeds.

Miscellany:

    * Gamelan: The national musical style, performed in ensembles with metallophones, gongs, drums and bamboo flutes. 

    * Pastimes:  Loh is pleasure-oriented and lax.  Bribery and trafficking in favors are a way of life.  In Loh, you can buy anybody or anything.  The more decadent go in a big way for music, dance, mime, jugglers, alcohol, drugs, illicit sex and street parties.  This relaxation has also created a renaissance of literature and the arts.  Filled with schools, with poetry symposia, with aspiring artists and writers, Loh believes itself unequaled as a home for the intellectual elite.  The average Serioli knows more of poetry and literature than upper-class citizens of more work-oriented lands.  (That all this flies in the face of cultural precepts of moderation, frugality and modesty is a well-known paradox, and gives the clergy, busybodies and philosophers much upon which to chew.)

    * Sport: The popular sport in Loh – aside from gladiatorial matches, archery and hunting – is marotlàn, a soccer-like game played by four simultaneously competing teams of five or six a side, using a leather or canvas ball about the size of a volleyball and played on a hexagonal field.  Competitive kite flying is also popular, with the strings bearing glued-in shards of glass or pottery so as to cut the foes’ kites free. 

     Qadàrni is the curious custom of having a full-scale battle to settle a score, satisfy a point of honor, or adjudicate an intractable dispute or legal case.  The competitors can be any entity – private individuals, clans, temples, societies, and even political polities up to Dominions.  Qadàrni battles (in stark contrast to so-called “low” wars, Qadardááli, where no holds are barred) are governed by strict rules of honor.

    First off, the forces involved can be as large as the competitors can afford, although honor demands that the sides start (nominally) even, and it gains little honor if one’s forces are known to be a great deal more capable than their numerically even foes.  Indeed, to choose to fight a foe that is significantly more numerous is considered dishonorable, as the commander is seen to be putting his personal glory over all other considerations.  Secondly, to cheat, employ treachery or otherwise act dishonorably is not allowed.

    Such a battle begins at dawn and takes one hour, or when one side is either disabled – or slain – to a man or concedes; prisoners, however, may be taken.  If neither side concedes, a panel of judges determines the victor; each side nominates a judge of proven worth and honor, and those two pick a third.  The result of a qadàrni battle is considered binding and final on all.  (It is also a major spectator sport, and an occasion for a great deal of gambling.)

    * Funerals: Regardless of standard religious rites, a Serioli funeral has certain traits.  Cremation is the universal practice, and the fabric with which body is wound, and the amount and quality of the wood chosen, is heavily rank-dependent.  The ashes of infants who have not yet received their school names are always interred within their clanhouses, because their spirits are considered too young and dependent to know where else to go.  While cremations take place the day after death, if a soul is not passed on through the repositor/dikaster system, the clan holds a feast a month thereafter, to celebrate the soul’s arrival at the sunny uplands beyond the Ice Floes.  This trip is considered in Loh to take a month (and it is not considered that a soul would fail in this).  A particularly honored clan member is memorialized – if space allows – by a stone or metal plaque set in the inner wall of the clanhouse’s courtyard.

    The souls of those who die during Alyena are believed to sometimes return to their clanhouses in the form of a spirit-bird.  These revenants are always malicious and evil, no matter the character of the dead.  Further, while suicide has no particular stigma in Loh, killing oneself by drowning is considered highly shameful.  Those who do it are posthumously cast out of their clans and lineages (and the bodies tossed into garbage piles or middens), but the shame and disfavor linger like a miasma over their relatives.

Advantages (for characters born in Loh):

    Harmony [+10]: You are receptive to the flow of the elements around and through you.  You can learn the Esoteric Skills Autohypnosis, Body Control, Breath Control, Mental Strength and Pressure Secrets, as well as cinematic versions of Erotic Art, Physician, Architecture and Natural Philosophy, and detect and identify spiritual disturbances.  Those who seek or practice the harmonious life (or Varuna worshipers, since this is a variant of Blessed) sense your inner harmony, and react to you at +1.
                               
    Uhu [+9]: Serioli custom is for a third gender: the uhu, who are without primary or secondary sexual characteristics.  Uhus shave themselves bald, and their voices have a noticeable odd tang to them.  They cannot bear or engender children, and are immune to seduction (though not necessarily to Sex Appeal rolls, however much at penalties).  It is considered meritorious to be an uhu, in that one can live one’s life dispassionately and with calm.  They have preference as teachers, advisors, bureaucrats, priests and judges, the more so in that an uhu cannot rule in its own name, lead a clan or business enterprise, or have heirs-at-law (their possessions go at death to the lineage or lord).  It is considered declassé and shocking to make someone an uhu surgically; far more often, they are made so by White Lotus mages, who are paid very handsomely for the privilege.  The point cost includes the Social Regard: Respected and the Longevity advantages, as well as an offsetting Reputation between those who respect the uhu’s clear head and those who find the state unnatural and creepy.

Disadvantages (for characters born in Loh):

    Code of Honor (Serioli) [-10]: Show humanity to others, especially those set under you or who owe you duty; good will is more important than following exact rules.  Influence others by example rather than by force.  Respect Serioli society, its customs and traditions.  Understand the distinction between khomoyi, lan and bussan, and live by them.  Perform your duties properly and with honor to the Emperor, your overlord, your parents, your spouse, your teachers, your older siblings and your friends ... living or dead.

    Compulsive Behavior (Ladravaya) [-5]: The Vengali Table of Correspondences is taken to extremes.  A fireplace must face to the north.  A woodbin must be painted green.  Savory foods really should only be eaten during the night time.  Pressing a sheet of lead against your chest is a good remedy for coughing fits.  And so on.  This can also be expressed as an Odious Personal Habit, depending on how obnoxious you make yourself over this.

    Delusion (Serioli chauvinist) [-5]: Everything Lohvian is just better.  Serioli is a finer, purer language than the monkey speech belched by the rabble outside the Valley.  Serioli ways are just superior.  Serioli blood is better than the thinner stuff flowing through barbarian veins.  Outside ways are not treated with contempt – it is not their fault that they were born foolish barbarians – as much as with indifference.

    Disciplines of Faith (Contemplation) [-5]: You engage in regular meditation through stillness, attention, breathing exercises and calisthenics, at least once daily.  At all times, you maintain habits of moderation in diet, possessions and enjoyments.  Other people who spend time with you, if not themselves students or fellow contemplatives, regard you as unworldly and react at -1.

    Social Stigma: unmarried [-5]: Adults in Lohvian society are expected to be married (see below), and widow/ers are expected to remarry, without unseemly delay.  Only clergy or those under strong vows of service avoid the stigma.

    Vow (The Three Treasures) [-5]: As a model for living, strive to: (1) practice mercy or nonaggression;  (2) be frugal and economical; (3) be humble, and do not dare to put yourself first.

24 January 2014

For love of Arduin

Mm, I know, I've had a couple months off.  First it was the holidays and the burnout from my extreme rehearsal/concert schedule towards the end of the year, then I was quite seriously ill for a month, and haven't yet really recovered.  Still, 'tis time to get back on track.


At the dawn of RPGs, White Box D&D was so seriously and obviously broken that pretty much fifteen minutes after it was published, a bunch of people came out with sourcebooks of new classes, races, plug-in systems and other material to juice it up.

Happily, I started GMing a couple years after that, enough time for some of those people to get their stuff into print.  There was the seminal APAzine Alarums & Excursions, where dozens of people from around the world sent in contributions and discussions, back in the pre-Internet forum days.  (It’s still being published, too.)  There was Judges Guild, an outfit that created the first large scale setting and the first published RPG city.  I was a contributor to A&E for a few years, and came upon a lot of rules that made it into my VD&D campaign, as well as made a number of contacts.  The JG City State of the Invincible Overlord was my first campaign setting, and my game world still is based off of the original JG “Wilderlands” maps.

Then there was the Arduin Grimoire.

The work of Dave Hargrave, a Vietnam vet living in the San Francisco area, the Arduin campaign was an artifact of the West Coast gaming scene in the 70s -- that gonzo, very high-entropy era of the multiverses, where characters hopped from one VD&D campaign to another and no one worried about system incompatibility, and 70th level characters weren't self-evidently ridiculous.  Hargrave was the first known GM to do cross-genre runs – light sabers and blasters and wizards and demons and all.  Self-published, in tiny print, and with the quasi-amateurish illos common to RPGs of the time, the three original books of the Grimoire had a disproportionate impact in the pre-AD&D era ... not only in rules, but in setting detail that no one up until then had attempted.

The only contact I had with Hargrave himself was in the pages of A&E (I still have a warm glow from him calling me a clever guy), but like many another gamer in the seventies, I mined Arduin like I was strip mining silver.

The calendar.  The moons.  Star-powered mages.  Deodanths.  Phraints.  "Flesh tastes bad to monsters."  Special abilities charts in general.  Rune weavers. Prismatic walls.  Spell Of The Red Death.  Blaze Of Glory.  The ever-popular Curse Of Tindalos!  The very concept of modifiers for facing.  The dreaded critical hit #37-38 (genitals torn off).  Weather tables.  Air sharks.  Kill Kittens!  The optional appearance chart.  All those lovely variant classes.  "A core hit is like a shell going off between your legs."  Multiversal's extensive price lists.  The Red Shiva Society ("Red Death to all!").  Owned and inherited equipment at startup. The revised hit point system. Aphrodisiac Aura.  The Shadow Assassin. Tamra Shadowfire walks my world, as does the Trinity, and though she has never yet been encountered, the mere rumor of Shardra the Castrator has send decades worth of parties a-tremble.

I've run GURPS for nearly thirty years now – and, alas, Dave Hargrave passed away not long after I started – but it is surprising in retrospect how much of Arduin still colors my gameworld.