Showing posts with label Stuff You Can Use. Show all posts
Showing posts with label Stuff You Can Use. Show all posts

17 January 2015

Small Town Horror

On one of those sites where people chip in on a list, there was a thread concerning elements you might find in a small town, suitable for a mystery or horror campaign. 

I don’t GM horror.  I think it’s a uniquely difficult milieu for gaming, and I believe it takes a rare player to manage.  But I seem to have a knack for producing these little bits, and I know small town New England intimately.  Herewith my own entries, for your edification.



1) There's a stereotypical country store (fitting into the milieu), with four elderly men sitting on the porch, smoking pipes. But they don't talk. They never talk, except when directly addressed, and then only curtly and briefly. They are always there, from just after sunup to just before sundown, they always sit on the porch in the exact same order, and they just stare at the street traffic ... including one who’s plainly blind, with a cane, but staring anyway. Puffing silently.

2) There are no pets. Anywhere. No dogs, no cats, no parakeets. There is evidence of pets - the occasional dog house, the bird cage in Mrs. McGarry's window, the bin of rabbit food in the feed store - but no critters. Except by nightfall, one can hear the occasional cat yowl or dog bark ... but never see any.  If the PCs bring a pet with them, it will go bonkers the moment it breaks the town line, berserk and doing its level and continual best to Get Away.

3) The perky young sales clerk behind the counter of the five and dime is a different one every day. She's friendly, wholesome-pretty, hourglass-figure, is always a cheerleader at the local high school, always an orphan (living with an uncle and aunt), always a parishioner at the Congregational church over on the corner of West and Bridge Street ... and looks blank and confused if asked who was clerking there the day before.

4) Speaking of Bridge Street ... the bridge crosses the Mill River, where the old abandoned furniture mill is, right up against the mountain. No one ever goes there.  No one lives on the other side of the river, either.   And no one in town will talk about it except to reaffirm that everyone stays away, because, well, they "just do." The local police will drive across the bridge once per shift, do a donut, and come right back across, losing no time to do so.

5) There's a modest town green, with a band gazebo, an old war monument, a public drinking fountain built a century ago ... and a weathered sandstone menhir entirely jarring and out of place amidst the 19th century granite and decor. On the menhir is a bright yellow ceramic 1950s style bowl. Broken. It's always there, no one will talk about it, and the villagers will gasp in horrified consternation if anyone touches it. Even so, they'll plaster strained smiles on their faces, won't talk about it, and try desperately to change the subject.

6) Every 66th day, the high school sports teams change IDs. In December it was the Red Raiders; now it's the Lakers. Completely new name, completely new uniforms, completely new mascots, for all the school's teams. Booster club jackets will suddenly change to conform. It will be as if there never was a difference. The town's weekly newspaper will have sections clipped out of the back issues at the library which would indicate the old names ... or they'll be replaced.

7) Something you tell one person seems to spread to the rest of the town instantly.  Mention on your first trip into the town to the waitress at the diner as you're paying your tab that you're a writer for the Patriot Ledger, when you cross the street to get a pack of smokes at the corner store, the proprietor affably says, "My, bein' a reporter must be an excitin' job, eh, sir?  I keep reading of all them criminals in your paper!"

8) At six minutes past 7:00 pm every day, all the residents above the age of ten, all at once, break into a couple of verses of a song popular on the charts ten years before. It is a different song every day (and a very discerning and musically apt PC will realize that the first initial of the song title the first day is "H," the second "G", the third "F", slated to count backwards to "A" during their stay), and no one sings for longer than about fifty seconds. If asked why they do it, the PCs will get answers ranging from "We just like it" to "This is just something we all do."

(Yes, this is indeed the 66th minute after 6 PM.)

9) All the televisions in town, be they old-fashioned analog sets with dials or digital jobs with remotes, lack Channel 2; they all start at "3." The only exceptions are three sets, all with navy blue cases; one in Town Hall, one in the Congregational Church basement used for social hour, one in the local barber's shop. In every case, the PCs will be told the sets are broken, and they will be prevented from examining them, physically if necessary, violently if it comes to it.

10) No family name in the town's two graveyards seems to have any living relatives in the town now; even townsfolk who claim their families have lived there for generations have no one buried there. If asked, they will say "Oh, Grandpa Leach was buried up around Ballardsville" or some such other location, but even if a PC goes to the Ballardsville cemetery to investigate, no such grave is found ...

11) There's some relatively common plant (dandelions, say) which grows right up to, but not into the town; the break is sharp enough to accurately demarcate the town line. Locals will shrug and respond "Tain't never tried, mister," or "Plant some your own self, if you've a mind," or some such; in any event, they're blandly incurious.

12) Digging into the soil with a shovel, below about seven inches (trowel depth), will produce a slightly ringing tone, as if you're digging into metal-laden soil. Nonetheless, the dirt doesn't look or feel any different. Digging into the dirt across the town line -- even inches apart -- has no such sound.

13) Tree sap for all trees in the town, no matter the kind, is unusually runny and ruddier in hue than normal. Any local products made from tree sap (maple sugar and syrup, for instance) will have a similar tinge.

14) There's a popular vanished brand in town, one no longer extant in the real world. The men use Hai Karate aftershave, ailing children are dosed with Peruna, the local auto dealership proudly peddles 2014 model Packards and Nashes, the grocery store has Lucky Strike Green on sale and the breakfast cereal aisle sports boxes of Quisp and Quake. The brand is plainly up to date, the product is new and sound, and the labeling carries all appropriate current dates, up to and including bar codes even for products that vanished decades before such things were mandatory. The locals react to questions about the same way you would if a stranger dashed up to you and blurted out "Omahgosh you're drinking Pepsi, where did you get that??" If pressed, a salesman will say "Well, mister, they come on the delivery truck every week with all the other new stuff."

15) The local weekly newspaper is a county-wide paper, supposedly printed at the county seat ... but it doesn't actually exist outside of town, and the address on the colophon is on a street that was redeveloped into a ten-acre wide shopping mall (the clerk at the county Registry of Deeds snorts and says "Heh, Oliver Street's about where ladies' lingerie is at Steiger's now, pal") decades ago. Nevertheless, the local library has musty old issues dating back forty years or more ... and, doubly creepily, the paper's "Town Talk" section has ongoing columns and articles for at least three other towns that don't exist, but for which locals can be found to claim to have relatives living "up that way."

16) There aren't any local maps. Anywhere. Markets don't sell any, the police and firemen shrug and claim they don't need them, the clerk at the assessor's office sighs heavily and admits she spilled a coffee cup on hers last week, and they're still waiting for a new one from the printer's.  Word is that you can scavenge one from the library, but it was printed in 1851 ...

17) When you walk into the five-and-dime, the store's playing musak - but the instant you walk in, the musak flips to stereotypical horror movie incidental music: cellos playing a loud DUM DUM DAAAAHHHH, oboes in minor keys, a quick violin pizzicato. After a short tympani roll, the horror theme music stops, and bland cheerful pop musak more typical of such places resume. The aforementioned perky young clerk, if asked about it, says "Yes ma'am, I sure heard that. Last time they played music like that was, gosh, the day there was the accident at the sawmill."

18) The town's cemeteries prominently display war dead, whether through notable monuments, sections where Revolutionary War (WWI, Great Patriotic War, the Boer War, etc.) dead are clustered, wars noted on headstones. Plainly the town is heavy on military service -- the aforementioned monuments list a few dozen names apiece -- but one notable war is conspicuously and inexplicably absent. An American village will have a Civil War monument and a Vietnam War monument, but no WWII monument and no sign of WWII casualties or involvement, for example.

19) There are three times as many of a particular business as a town that size, in its location, could possibly support. A small town far away from highways with four (seemingly thriving) gas stations, for instance. 

20) There’s a key element of national history that the locals seem to get badly wrong.  For example:

Oldtimer: Why, it's true, ma'am. Clark County only rejoined the Union in 1955. Big flap about it up around the county seat back in the day when them reporter fellas found out it'd been exempted from Reconstruction, yes'm ...

Bewildered PC: (interrupting) ... err, but, sir, this is Iowa -- the state never seceded in the first place!

Oldtimer: (furrowing his whitened brow) Ma'am, I don't know rightly what to tell you. We never had much t'do with the lawyer fellas up to Des Moines. (takes a puff from his pipe) Anyway when the reporter fellas up at the county seat found out the county'd seceded in 1866, why they ...


21) The shabby Congregational church the PCs investigate (or the town clerk's office, or the Chamber of Commerce, etc ...) has two completely contradictory pieces of computer equipment up and running: a top-of-the-line Gateway FX quad core overclocked gaming PC and a WiFi hookup with a 30 year old Panasonic KP dot matrix printer. The clerk sees nothing amiss in this, claiming that she doesn't know much about these computer things, or where the wireless router might be ...

22) March only has 30 days. Every calendar in town says so, every reference book backs that up, and somehow all TV, radio, cell and transmission reception starts going on the fritz on the afternoon of the 30th ...

23) No one in town wears blue. No article of clothing has a scrap of the color in it, or wears any logo that would. That aside, blue is used in common decor, draperies, paint, wallpaper and everywhere else about as often as it would be in anywhere else.  Inexplicably, “blue jeans” are still called that, even if they’re scarlet or mauve.

24) Any items made of silver or silver-plated that the characters bring with them start to tarnish, and tarnish unnaturally fast. Items that leave the PCs' possession cease to do so.

25) One of the town's two cemeteries is decommissioned now; graves started petering out in it after WWI, and dates on headstones thereafter became quickly and increasingly sparse. The second to the last date is 1955 ... but there is one single headstone, not in any unusual spot or sequestered at all from the other graves. According to the headstone, the person there died the day before his or her 100th birthday ... and though the date of death is 1986, no grass grows on the gravemound.

26) Cars are visibly around, about as many as the locale would normally support. Locals can be seen cheerfully washing and waxing them, they are in carports, driveways and on sidewalks as appropriate, and Slim down at Slim's Garage gives you a friendly wave before going back into the SUV's engine to finish the tuneup. Cars all see reasonable signs of use: baby seats set up, a styrofoam coffee cup in the holder, books and papers in the backseat, mud or frost in appropriate seasons. Yet no one is ever seen by the PCs to drive one, and none are ever visibly on the roads, although the town's one traffic light changes at appropriate intervals. The PCs can also hear appropriate car sounds ... horns outside their hotel window, the sound of an engine revving around the corner ... but they will never see one in motion, and should they dash to investigate, the most they'll ever see is someone getting out of a newly parked vehicle or a cloud of exhaust fumes just around that corner there ...

Should the PCs stake out a spot where they know a car should arrive soon -- that friendly couple Dave and Karen, say, with Dave due home from work in a few minutes -- either Karen will get a phone call from Dave apologizing, but his sister's not feeling well and he's going to run over her groceries, or Dave's silhouette will suddenly appear through the window, and he'll reply blandly that sure, he just got home from work, why there's his car in the garage right there.

The locals will universally assert that they do, indeed, drive, that deliveries are made, that the bus comes through twice a day to the city ... although they never will say "Look, there goes one now." They will react much the same way as you would if some nutcase came up to you and insisted that no cars ever drive by in your own hometown.  If you insist they do so, right now, just to prove it to you, this is the point where they will Cease To Be Amused By The Outsiders' Tomfoolery, direct you to stop wasting their time, and take yourself elsewhere.

27) After school, every afternoon at the same hour, a bunch of kids are in the junior high’s schoolyard, playing duelist with boffer weapons.  One kid is plainly superior to the others, winning every fight, even against odds.  The next day, that kid is still out there; all the other kids are different.  The next day the same, and the next one after that.  If that kid is ever to lose (either through PC interference or some other machination) the new winner is there the next day, all the kids are different, and the cycle begins anew.  On that first day, the old champion stands at the edge of the schoolyard, looking on with bleak, redrimmed eyes.  If approached, he’ll run like the clappers.  In any event, the PCs will never see him again.

20 December 2014

11 Odd Village Customs

(written for a competition on another site)

We gawked at the villagers, all in their best clothes, marching towards the field to the slow cadences of drum and pipes.  Dray rubbed the side of his head, looking as if he’d swallowed a bead of Dreamdrowse.  “Gwythar,” he muttered, “Am I still drunk, or did that old geezer really say they were all marching to ‘Judgment Day?’”

Me, I wheeled my mount around.  I’d heard it too, and if “Judgment Day” was in that bloody field, I was going to be galloping in the other direction fast as I could!


1) Strewing Day

Every year, on the festival of Barley Harvest (in the late spring), the village of Athelren holds a “hay-strewing” to fulfill the terms of a strange bequest.  Legend has it that a local woman left the field upon which the village’s temple to Ratri -- Goddess of the Shadows -- was built, so long as the villagers provided enough hay to cover the sanctuary floor on Barley Harvest, and did so within the span of an hour.  The reason for this odd condition is unknown, except for the jocular rumor that the woman was troubled by the squeaking of the congregants’ Darkday-best boots -- worn on the holiday -- on the basalt stones of the sanctuary!  An antique hourglass, fashioned of black walnut, is used to time the ceremony, and has a place of pride year-round in a niche behind the altar.

2) Judgment Day

Taking place a week before every solstice and equinox, the manors around the north Aldrya Valley hold local court.  Traditionally rotating around four of the central manors (Diamondblade in the spring, Redwave in the summer, Willowlight in harvest time and Moonfire in midwinter), this is far more ceremonial than a true criminal court, although locals lose little chance to daunt outsiders and travelers.  The people of each manor march to the host manor, led by two sergeants-at-arms bearing polished weapons and by two players with pipes and drum; behind them are two long garlands carried by the village youth -- flowers in season and greenery otherwise.  The stewards of the manors act as a collective court, ruling on disputes between residents of differing manors, as well as handling minor matters of hooliganism and vandalism.  After the court, a festive fair is held.

3) Chase Day

An old tradition in the village of Ambleside holds that the rich fields around the community used to consist of wastelands, scorched and ruled by a terrible dragon.  The mighty hero Princess Verella Waflo Elyanwe, bearing the great battlesword Meldil, is said to have driven the dragon away in a ferocious combat lasting hours, redeeming the land for the ancestors of the villagers.  In the second week of winter, the local church’s bell is rung continually for the three hours the battle was said to take -- to “keep the dragon away” -- and mock combats and tourneys of skill are held amidst the clamor.  One custom for Chase Day is for village maidens to dye their hair to ape the blonde Princess’ flowing tresses.  The festival is commemorated further in slang; someone who makes a great deal of noise in Ambleside is said to be “keeping the dragon away,” and any young woman who practices arms with the village militia is called a “Lightdancer” after the pseudonym Princess Verella is said to have used in her errantry career.

4) The Feast of Wine

Many villages in the uplands of the Mithlantra wine growing districts practice similar customs during the Feast of Wine, which happens in the fall when last year’s vintages are first broached.  Traditional line dances are performed, generally by competing teams wearing colorfully embroidered uniforms (aping the realm’s military dress of four centuries agone) that are passed down from parent to child.  Each team leader -- the team’s “Captain” -- wears a close-fitting cap, each fashioned from the fur of a different animal, after which his or her team is named.  Part of the festival involves the Captains having a dance contest of their own, using long poles with which they mimic the fighting style of a duelist in stylized, improvised battles.  The losing Captains must pay a forfeit of half a gallon of wine to the winner, and the losing team members traditionally each give a silver penny to be shared by the orphans of any dancers deceased in the last year.

5) Blessing of the River

Every spring, on the first Waterday after the ice breaks up on the Aldrya, the manors of the northern Aldrya Valley have this traditional ceremony.  Legend has it that a man fell into one of the creeks of the watershed and was set upon by leeches.  Fearing death, he prayed aloud to Wavedancer, spirit of the waters, who swept the bloodsuckers away with a wave of her hand.  As an offering, he is said to have broken a rich cake in his hands and scattered the crumbs on the water.  Each cottage provides a small cake or loaf of bread for Wavedancer on this day, which the head of the household breaks into one of the local streams; tradition holds that the stream into which a household offers a loaf will draw fish ninefold from it during the year.

6) Packet Race

Some of the finest tea in the world grows in the mountain country of Arsiriand.  The “first flush” -- the first picking in the growing season of the topmost inch or two of the tea leaves, both the sparsest take and the most highly prized of the season -- is picked in mid-spring, and the day this is packed sees this traditional race to the lowland trading stations.  Samples of the new tea is packed into quart-sized stoneware bottles, each handed to a fleet footed youth; depending on how high the village is up the mountainside, the race can be anywhere from three to ten miles long.  The first one to make it to the trading station with the bottle intact wins a coin of gold (generously provided by the tea trading compagnia) and is looked upon with great favor in his or her home village, especially as a marriage prospect.  It is considered very bad luck to interfere with a runner (or for them to interfere with one another).  One bottle is always set aside, and kept displayed in the village’s tavern with those of previous years as part of the historical record of tea cultivation.

7) Binding Festival

This curious custom, now dying out except in a handful of villages in the Linaldan backcountry, is observed in the late spring.  Its ostensible reason, as far as historians believe, was to raise alms for charitable purposes.  The women of the village, on Lightday, will seize an unsuspecting (unmarried) man, blind him with a thick woolen cloth, and demand a forfeit of a coin to set him free; it is considered very poor sport to attempt to break free when surrounded.  The men, on the following day, practice the same bindings on unmarried women.  Those who lack coins -- or who do not wish to pay -- can pay a forfeit of a kiss to one of his or her captors, chosen blind and at random.  It is considered very unsporting for the kiss to last less than the time it takes to recite a brief prayer (30 seconds, about)!  The fun lasts until the village reeve blows an ancient horn, reserved for the purpose in the village tavern, at which time the village gathers for a feast and the collected coins are distributed to those who most have need of them.

8) Toasting the Trees

According to tradition in rural sections of the Aldrya Valley, the third Darkday of the new year is the coldest day on the calendar.  In order to preserve the fruit trees that are the agricultural mainstays of the district, toasts are drunk to their health on this day.  Villagers carrying lanterns and a jug of hard cider (generally provided by the orchard owners or local taverns) make the round of the manors’ orchards after dark.  The children -- who always find it a great treat to be allowed to stay up after dark -- run around screeching out traditional warding cries to fend off evil spirits.  At a designated tree in each orchard, a villager drinks a toast to the tree (often there is a traditional cup, saved for the purpose), wishing it good health and fresh life in the spring.  “Horn fill, horn pull / Give us two score bushels full!” is an example of the toast used, which varies from village to village.  Some villages are said to practice fertility rites after the toast, involving two young volunteers by the bole of the tree after the children have moved on to the next orchard.

9) Kandrice’s Day

“Two in front and two behind,
Wavering in storm and sea,
Lovers wish yourselves to be,
Sealed with tokens sure to find.”


This cryptic charge from the famed seer Sana Kandrice Ravenswing has been long remembered in her home village of Alfirin on the Warwik seacoast, provoking a custom even in her lifetime held around her birthday in late winter, which has spread up and down the coast within the province of Vindelka.  The young unmarried men of the village will spend weeks carving or scrimshawing elegant tokens out of shark’s teeth or bone, and the day before the festival cook them into fruit tarts or pastries.  These are all put on display at the church (or the common room of the village tavern) in groups of two rows of two.  The local maidens are encouraged to use traditional divination methods to discern which tart holds the token of the young man she most favors; these include the throwing of bones or polished rods, the dropping of candle wax drippings into cold water, casting aromatic herbs into flames and watching the smoke, and myriad other methods.  On the day itself, the young ladies each pick a tart, and it is said that the fates look kindly upon her marrying the young man whose token is within the tart she picks ... although a great deal of trading surreptitiously often takes place.  In any event, each group of eight -- the four young men baking the pastries in each double row, and the four ladies picking them -- are considered bound by the choices, almost as if they are kin, and can ask one another for aid or favors in the next year.

10) The Fire Dance

Held on the day before midsummer on the north Warwik coast, this fair is a joyous festival, marked with feasting, agricultural trading and gift-giving.  The cap of the festival is a traditional dance by the village’s seven best dancers.  Each one, a half hour after full dark, appear in a customary costume wrought of gull feathers, dyed in riotous hues and with a feather cape.  The dancers bear torches to the coastline (preferably on a cliff or other promontory, if available) and perform a stylized dance, all in a line, weaving between one another interchangeably while waving the torches around.  It is a dangerous dance, and part of the prowess of the performers is displayed by seeing how close they can come with their torches to one another without actually setting one another on fire.  The origin of the Fire Dance is believed to stem from the old suppressed custom of “wrecking,” where coast dwellers lured merchantmen into the rocks with false signals so that they might turn scavenger on the shipwrecked cargoes, but folklorists do well not to mention this to the villagers, who take strong offense at the suggestion.   

11) Graveyard Day

North Point is a veritable wasteland, thrust out into the sea and scoured by winds; it is a bleak and unlovely place, with only firs and spruces for foliage.  The only protected dell in the village is the local graveyard by the Manannan temple.  Every spring, on a day colloquially known as “Graveyard Day,” villagers come to plant flowers around the graves, and it has become something of a local competition amongst the schoolchildren, who “adopt” graves and turn them into veritable gardens.  A great deal of the children’s spare time is taken up with weeding and grooming the grave plots, a task not appreciated by a certain minority of the village folk, who believe the practice impious.

11 September 2014

Mountain-combing 101

My current party just got out of a jaunt into the mountains, deep in the backcountry ... a semi-lawless area much like Appalachia, with isolated hamlets, mountain men, beleaguered trading posts, offbeat folkways and haunted ruins.


I don't like "wandering encounters," per se.  What I'd much rather do is compile lists like this one, pick one that suits me to throw in for local color, and then cross it off.  Likely I'll get to the end of the list in a dozen years or so.

Obsidian: An outcropping peeking through a blanket of moss, there are several hundred pounds available, in both glossy black and charcoal grey, with the occasional paler striation.

Old hut: Nobody has lived here for a while, but it has been used as an emergency shelter recently; there are a few logs of firewood, a small cache of a few pounds of smoked meat (only mildly rat-chewed), a bundle of tattered blankets on a wood frame bed, and the place has been swept and tidied.  It’s solid enough for decent shelter in a heavy storm, with a bit of patching up.

Mountain Man: Old as the hills, and his language is riddled with pithy slang.  His weathered packbasket is full of herbal forage and interesting colored stones.  If treated with courtesy – and especially if gifted with wares or foods from the lowlands – he'll be inclined to share his encyclopedic knowledge of the area for miles in every direction, and knowledge of everyone there is to know.

Children: Here for the fun of it, collecting nuts or rocks, scavenging herbs, or just playing; their holding or hamlet is within a mile. Whatever they're doing, they'll be annoying to the PCs.  If they're molested outright, they'll scream, scatter ... and the PCs will find out that at least one of them has a sling that very much is NOT a toy.

Hawk: The hawk seems to follow the party, and occasionally makes diving runs at them, without quite striking home.

Campsite:  The area has a number of campfire beds and a lot of trash, as if a hundred people had camped here, and only a day or two ago; the ashes are still warm.  They seem lavishly equipped, from the debris around, and are very careless with fire setting, sanitation and the concept of living lightly on the land.  The trail they took is thataway ...

Bearhunter: A man snores inside a decrepit lean-to, not willing to be awoken.  If he is rousted -- which he'll do if anyone approaches too closely -- he’s irascible, unwilling to deal with the party, and a vicious, deadly, veteran fighter.

Amphorae:  Four large capacity (30+ gallon) stone jars are half-buried in a gully. They look old and worn, and weigh over 50 lbs apiece.

Waterlogged saddlebag: This heavy 60-lb saddlebag has broken (or severed!) straps.  It contains sodden tradegoods -- with current tax and tariff seals -- some waterlogged clothing, and water-damaged letters.

Odd dirt:  The soil along this stretch is colored differently, strikingly so, than the prevailing soil in the region.

Serpents: Three large snakes sun themselves on a large, flat rock that’s underneath a break in the canopy.  While they’re venomous, they’re not aggressive, and will flee into the underbrush if approached.

Pillar: On a rocky outcropping is a tall, weathered marble pillar, 30' tall and with a flaring pedestal at the pinnacle.  It is carved in runes from a dead language, in the style of a bygone age.  Just getting out to the base, on the outcropping, is a technical climb of moderate difficulty, and it’s exposed to the weather.

Statue:  A weathered stone statue is set in a dell on the hillside.  The statue is well preserved considering its antiquity, but is greenish from the moss and algae in the area.  Locals like to leave flowers and gifts of fruits and nuts on it, believe it to depict a regionally worshiped deity, and will freak out if it's molested or in any way disrespected.

Sorrow: The still figure of a beautiful, auburn-haired woman, freshly killed by a deadfall that broke her back, is fallen couple dozen yards upstream from which the party was drinking, bathing or fording, just moments before – the water pooling around her.

Skinning knife:
  An uncommon knife made by local hunters, sporting a twelve-inch blade (which seems to have been salvaged from long-ago blademasters’ work), of fine craftsmanship, the haft and sheath made of polished bear bone.  It can't have been lost long; the edge is keen enough for shaving.

Leviathan:  The skeleton of an unidentifiable creature of impressive size is calcifying, stretched across the mountainside.  Its fangs alone are the length of swordblades.

Bathers: Near a calm mountain pool, a group of naked bathers either wave, and invite the PCs to swim with them with suggestive comments ... or stare and cover themselves in embarrassment, whatever the opposite of the party’s prevailing mores suggest.  (The water, if PCs indulge, is icy cold; the locals are used to it.)

Forester: A woman appointed by the Crown to patrol for poachers and enforce the Game Laws; the territory is either beyond the scope of the local noble, or the noble is opposed to her actions, and eager for her to be taken down a peg.  She is an expert in the ways of the high reaches, and greatly knowledgeable – if not “book smart” – about natural philosophy.  That being said, the locals have no use for her, and will give the cold shoulder to PCs obviously friendly to her.

Black pool: A natural crude oil release leaves a sticky, warm, viscous residue.

Shield: This steel shield (fashioned in the style of a bygone age) is weathered, but the heraldry is still visible – though even a trained lowland herald couldn’t recognize it.  It's tarnished, but not rusty, which given the environment is flatly impossible.

Will O’The Wisp:  Just after sunset, the PCs see dancing lights on a misted ridgeline.

Cultists: A clutch of Shub-Niggurath cultists pray in the thicket. They do not take kindly to having their ritual interrupted.  Before turning irrevocably and implacably hostile, the cultists will demand (once only) that the party convert to their ways, and allow the Dark Deity’s holy soil to cover their bodies, in submission to the will of the earth.

Gravesite: A rotting plank, crudely carved, lists the names – so far as the locals knew – of a caravan slain to the last man near here.  It rests on a large barrow under which the victims were buried, and exhorts passersby to pray for their souls.  (PCs seen by the locals not to do so are treated as godless, and with suspicion.)

Look sharp!  A strong brisk wind coming in off the mountains. The clouds overhead are moving fast, but you can see bad weather on its way ... rolling in like an avalanche.

Fossils:  Fossilized stones and shells of common sea creatures, as well as ancient imprints of fabulous creatures long extinct.

Cache: A smuggler’s cache, marked by a strip of colored cloth (or a hatchet blaze) tied to a tree, allowing the smuggler to retrieve the goods at some later date.  These are either illicit, or subject to taxes the smuggler is dodging.

   
       

31 August 2014

How To Fix Religion In Your Game

It's long been a truism that gamers dislike playing clerics.  Most clerical PCs are the result of "We have to have one of everything" / "We can't adventure without a healer!!!" mindsets.  The people who play them, more often than not, are the weary volunteers, the folk who showed up late when it came time for chargen, the ones who were bullied or browbeaten into it, the ones for whom it was Their Turn To Play The Cleric.

A couple factors go into this.  Some claim it's because the world is becoming atheist, but I don't buy that: certainly in America, the notion that religion is less dominant than it used to be would be farcical, and the trend from the 70s on forward -- the entire history of the hobby -- is for the United States to become more religious.  But there surely is a marked nervousness about the concept in RPG circles.

This is, in fact, nothing new. RPGs have always, generally speaking, sucked at depicting religion and faith. Part of this is the OD&D dungeon fantasy mindset, where it was important to know what level your cleric was, what nifty magical toys he had, and oh, of course, what alignment he was, but pesky things like doctrine, dogma and ritual practice were afterthoughts at best. I had more than one conversation in the Seventies with players of D&D clerics where they could rattle off all the stats and items, but were shaky on the names of their gods ... except that, of course, the anonymous gods in question were "Lawful Good!"  In the game that Gygax built, clerics were just a different type of fire support unit.

Beyond that, the bewildering array of deities most fantasy campaigns and settings had, combined with alignment, contributed to a bulletpoint view of religion. Sure, the Sea God's about water, uh-huh, uh-huh, and sailors worship him, uh-huh, uh-huh, and, like, dolphins are his messengers, uh-huh, uh-huh, and, well ... alright, alright, he's Lawful Good!  Okay??? Nothing about doctrine. Nothing about history. Is the clergy celibate? What does a wedding service look like? Are they in favor of slavery?

We never knew those things, and since there are twenty other gods, each with their sets of bulletpoints, we don't have any traction for what any other god is about either. Three gods, sure, we could get a handle. Thirty, and who can be bothered?  Nope: it comes down to
"Bunsgrabber is the God of Partying Down.  His alignment is Chaotic Horny.  He is depicted as a young man with a great tan, wearing cutoffs of purest gold.  His priests always wear sunshades and strange caps with horizontal visors pointing backwards, and his High Temple is at the coastal fort of Lauderdale."

Beyond that, since there's a strong streak of distaste in some circles for any roleplay that gets in the way of tactical planning and execution, we can readily see where the conflict comes ... the more so in that cleric/paladin types in D&D and other such games are portrayed, more often than not, as humorless scolds blending the worst of medieval Catholicism and the Inquisition. Their faith never does seem to benefit the party ... the only impact it has is "Damn, we can't do X because the cleric will go into a tizzy."

There are ways to mitigate this, above and beyond the extensive advice I give in my Starting From Scratch: Faith Manages post:

* Slash the number of religions in your setting. By a lot. A half dozen is about what people can handle, at maximum.  Campaigns work fine with three faiths.  Or two.  Or even just one.

* Develop those religions. What do they believe ... comprehensively? What are their practices? How are they trained? What does the hierarchy look like? (And please, how about we not just parrot the Roman Catholic church?) Is there any similarity in temple architecture? What's their take on icons? Do they allow group marriages? Do they trouble over marriage at all? Give the players some meat to chew, here.

* Consider that in sharp contrast to how most GMs portray a polytheistic society -- as, in fact, henotheistic, where people worship only one god but ignore the others -- make it a genuine pantheon. It doesn't matter if I regularly attend services of the Sea God; if my daughter's getting married, I'm going to make sacrifice to the Fertility Goddess. I might recite a rote phrase to the Fire God when firing up my hearth. I'll surely sacrifice to the War Goddess before going into battle.

* Remember the posts where I talked about mages, and that the vast majority of them are going to be researchers, academics, in service, carrying out official duties and the like, as opposed to being enchanters doing nothing but churning out goodies-on-demand for PCs?  The same thing with clerics.  Priests should not be doing nothing but lazing on barcaloungers at their altars waiting to heal PCs.  They should be working on sermons and homilies, or in long prayers that can't be interrupted, or in the middle of holy ceremonies, or managing their parishes, or performing pastoral duties ... or off healing their parishioners.  (Seriously, I'm much more likely to have burned healing spells on my parishioner Rolf the carpenter, who just fell off the damn roof, or on his wife, who's having a rough time giving birth, or on their teenage son, who fell into the damn hearth and got badly burned trying to get Papa's supper going, than to be hanging onto them on the off-chance non-faithful adventurers wander by.)

* Turn off the god tap. Seriously, folks, faith ought not be a public utility. If you're not a worshiper of my god -- or at least pay lip service thereto -- my healing powers ought not work on you. If I'm a white light priest in a party of murderhobos, my powers ought not work at all. But, by contrast, if you roleplay some serious faith, perhaps the local priestess of the Fire Goddess should see that, and be more favorably inclined to you because of it. Give people some incentive to do this.  A character makes an act of devotion: attending a service, reciting prayers (the whole thing, not "My character recites the Creed of the Sea"), lighting devotional candles ... fair enough, the character gets +1 for the next important roll.


03 August 2014

Need a quick scenario?

One of my weapons is a magnificent book: the Funk & Wagnalls Standard Dictionary of Folklore, Mythology and Legend. Now I'm a folklorist generally, which is why I got the book, but I realized that it's a terrific tool for gaming. Alright, let me open the book to a random page, five times. I'm going to take the first motif listed on the second page revealed:

* Egg curing. This is a folk medicine technique wherein an uncooked egg is rubbed over the patient's naked body. If used to dissipate fever or evil curses, the malady is supposedly sucked into the egg, and it's then buried in a stream.  (I'd wager that it'd be bad to cook the egg and eat it.  Something might be made of that.)  If used for diagnostic purposes, the egg is split open and examined by a haruspex.

* Moonstone. An examination of the folkloric properties of moonstone; its divinatory properties, that in some cultures it brings good luck, that in others it brings terrible luck if it isn't your birthstone.

* Soul-bird. A bird born in the forest at the same moment an infant is born, and the fate of the one depends on the fate of the other.

* Lauma. The New Guinean belief that a soul leaves a man at death and has an independent existence thereafter, something that can also happen temporarily, causing illness in the living person.

* Eagle dance. An Indian dance mimicking an eagle's flight, often associated with weather or battle magic.

There. Anyone who can't whip up an evocative scenario incorporating all of those elements isn't trying hard.

(The book's out of print, but you can find it in abundance on Amazon for as low as $8.  That's less than you'd pay for a hamburger at a restaurant these days.  Heck, you can even find the 1949 edition for sale.)

13 June 2014

Adepts of the Doxology

“Are you alright, Sana?” I screamed, daring a glance back at the fallen wizard, that lizard of hers screaming like a tea kettle.  I didn’t hold out high hopes - that damn crossbow bolt was sticking IN her, and it sure didn’t look good.  For any of us - me, Dray, the four remaining sellswords, we were holding off Tellek’s band of renegades at the wall, and we’d done for a dozen of the bastards at least ... but there were a couple dozen more, and now they were pissed.

“Wolf Lord’s nut sack, here they come,” spat Dray.  I nodded and gripped my last two throwing knives, feeling in front of me to make sure the axe was there and ready.

S-S-S-S-S-S-SHING!  The front wave was flattened, knocked down as if by Upuaut’s own scythe.  S-S-S-S-S-S-SHING!  I stole another glance back, and there was Sana Avennia, staggering forward - that bolt still sticking out of her! - shaking her flail at the enemy line.  S-S-S-S-S-S-SHING!  The bronze links rang in the night, and damn me for a civvie if it wasn’t a sweeter sound than temple bells.

“Eyes forward, Gwythar,” Avennia hissed, wiping the blood from her mouth with her free hand.  “We’re not done for yet, but neither are they.”  S-S-S-S-S-S-SHING!


ADEPTS OF THE DOXOLOGY OF SAN DESTINAKON

(NB: This is one of the wizardly orders from my campaign, which some people have found interesting and poached for their own.  For those of you scoring at home, "Fristles" are cat people, "Khibils" are fox people, "San/Sana" is a term of respect applied to scholars in general and wizards in particular, and the system information below pertains to GURPS.  Adapt as you wish!)

The Adepts practice animation and body control magics.  While the order does not discriminate, a preponderance are Fristles and Khibils, both races native to the desert home of the order.  Further, all Adepts carry bronze flails which they use as foci for their magics.  However, the Adepts can and do also use the flails as weapons, and are some of the most skilled warriors among wizards.

Their schola is in the far-off western desert of Mycretia, and most Adepts train there, making wizards of this otherwise useful and well-regarded order more uncommon the farther from there one gets; along the Talendic coast, Adepts come to parity with Wizards of Fruningen in numbers, while it is quite rare to find an Adept beyond the Pazidani Peninsula.  Adepts are schooled in a demanding and punishing regimen which includes a degree of mysticism and ascetic practices unusual amongst magical orders.  Privation, starvation and mortification are known to be part of the training.  Self-flagellation is a notable part of their practices, commonly employed when Adepts believe they have failed or faltered in a task through carelessness, clumsiness or inattention.  Nothing beyond rumors exists of the private rituals they undergo.  “Listening to the Wind” is known to be an element of meditation, although what that means is unrevealed.

What is known is that the last stage of the Adept’s training involves the feared Desert of Blood, ringed with cruel mountains, where he must survive naked – with only the bronze flail for a tool – for one month.  There, in a haunted land where the flow of mana is slight, is where Adepts learn to cope with weak or erratic mana flows; this also stands them well in enchanting magical artifacts, something at which the order excels.  Adepts who survive leave the Desert with a familiar, almost always a winged dragonet slightly smaller than a house cat, believed by observers to be sentient.

Symbol: A bronze flail.

Garb: Adepts wear robes in a diamond checkerboard pattern, usually in brownish and black colors: brown, bronze, umber, tan, brass and so on.  It is usual to wear a mantle which covers the shoulders.

Template: In addition to the Mage and College of Mage Templates:

    Advantages: Ally [Familiar, at least 10+], Flagellant’s Blessing [1], Language [Hrestoli, full written and spoken comprehension, 6] and 2 points chosen between: Better Magic Items [1], Controlled Cantrip [1], Elixir Resistance [1], Far Casting [1], Improvised Items [1], Mana Compensation [1], Mystic Gesture [1], Quick and Focused [1], Rule of 17 [1], Staff Attunement [1], Willful Casting [1].  Include to those in the base Mage Template: +1 to ST or HT [10], +1 to DX [15], Fit [5], High Pain Threshold [10], Rapid Healing [5].   

    Disadvantages:  Disciplines of Faith/Mysticism [-5], Vow [Keep cult secrets, -5].  Include to those in the base Mage Template: Chronic Pain [varies], Wounded [-5].

    Primary Skills: First Aid (IQ+0) [1], Flail (DX+1) [8], and at least fifteen spells taken from the following colleges: Animation, Alteration, Body Control, Enchantment, Movement (ML+0/-1/-2) [all @ 1 apiece].

    Secondary Skills: Include to those in the base Mage Template: Area Knowledge (Mycretia, IQ+1) [2], Religious Ritual (IQ-1) [2], Survival (IQ+1) [2], Theology (IQ-1) [2].

30 May 2014

Tidbits: The Evil Prison

For my own part, I hate the "Everything Evil Has To Be Dressed In Black, Sporting Spikes, Dripping Ichor and have Grimdark Names" cliche.  I've liked to have Evil High Priests be genial old duffers, who beyond the necessity of sacrificing your souls to their dark gods see no reason to be cruel, discourteous, or stingy with their tea and cucumber sandwiches.  After we're done torturing you to death, sir, are there next of kin to whom you'd like your remains sent?

Your Evil Prison, therefore, shouldn't be a Gothic hellhole situated on a windswept crag in the ocean.

I'd name it something like Hollybrook.  The grounds are verdant and lovely, filled with stately trees and floral arbors.  The walls are of a pleasant cream-yellow stone quarried nearby, and the attendants – tall and handsome to a one, with open, broad smiles – are clad in robes of matching hue.  It is true that smoke billows from the chimneys no matter the season, but it is always the pleasing scent of wood smoke ... however much no lumber deliveries ever seem to be made.

Indeed, no deliveries of any kind – of provisions, of supplies – are made to Hollybrook. Only the prisoners ever come – in the bright cream-and-crimson lacquered carriages that are the familiar symbol of the prison throughout the Kingdom.  Sometimes they're even seen again, their gaze hollowed out with enduring horror, as they haltingly stumble through the riven shards of their lives.  But of what goes on behind the sun-washed walls of Hollybrook, no one has ever said.

16 May 2014

History Nuggets of the City

Something I just dredged up the other night was this list, part and parcel of one of those large forum collaborative lists.  This one was offbeat history nuggets that you could toss in to your City De Jour to provide local color, and these were my contributions to the list.  Enjoy!

1.  Summers in the City can be very hot, and there are roofed-over viaducts, sunk halfway below ground level, linking many streets; these are walled with baked white clay from the river bank, and kept very clean as a rule.

2.  The City is home to the cult of a popular darkness goddess, and many businesses have hours deep into the night, because devout worshipers avoid stirring in daytime hours.  These businesses are marked with a silver medallion etched with a flaming candle.

3.  An old law, repealed nearly a century ago, required that all bricks bear the craft mark of the mason; the City’s buildings over a three century stretch can be reliably dated from the marks.

4.  The City is very old, and layer has been built on top of layer, raising the City at this point sixty feet above the surrounding plain.  Excavations for basements routinely break into ruins of earlier eras.

5.  A fundamental law is that no one can venture abroad after full dark without a torch- or lamp-bearer from the Linkmen’s Sodality, as well as having at least one person present with a bared blade.

6.  The City’s clock tower flies a green and gold streamer if the ruler is physically present in the City (not often; the nearest palace is ten miles away), and a plain purple streamer if a member of the ruling family is.

7.   All roads leading into the City’s main market square, as well as the first couple hundred yards of every road leading from the City’s gates, are especially wide.  The story is that during the Northwestern Rebellion two centuries ago, the rebels in the City held out for six weeks due to their ability to barricade the streets, and the ruler who rebuilt it swore she’d never let them do that again.

8.  The City has two principal market squares, North Market and Diamond Market.  They are in fierce competition, and partisan loyalties have arisen depending (in many cases) where your parents and grandparents shopped.  It’s not uncommon for family and friends of stall owners from one market to engage in petty spoilage and vandalism in the other.

9.  For the three years of the exile of the ruling family last century, the City’s mint produced silver pennies (thriftily enough) with dies of the previous ruler’s face, but defaced with a crude bar slashed across the dies.  Possession of coins of that period is just this side of illegal; flashing one is a well-known sign of anti-monarchical sentiment, and sending one anonymously to an aristocrat or government official a well-known warning to Beware.

10.  Many larger homes from last century have bricked-up windows, a relic of an unpopular “window tax” which assessed a surcharge for every dwelling with more than ten windows.  Some buildings from this era have extra-large windows, at a cost to the stability of the structure.

11.  Surviving wallpaper from five decades ago is flat white and hand-stenciled, a relic of an extortionate tax upon printed or painted wallpaper.

12.  From the point of an infamous massacre during the sack of the City four centuries ago, it has been considered very bad luck to bring dead bodies along any of the four main arteries entering into the market square.  Funerary processions go to tortuous lengths to avoid the route.

13.  Surviving wooden constructions from the City’s “colonial” period are uniformly a faded brick red, a dull blue-grey, a washed out golden-brown or a faint dove grey - relics, it is said, of the somber and austere religious beliefs of the day.  (In point of fact, the house painters of the day loved bright hues ... but over three hundred years, paint does fade.)

14.  Buyers and sellers in the market squares are champion hagglers ... but for some unknown reason, no one will haggle over barreled bulk beers, wines or spirits.

15.  Windowboxes for growing flowers is very popular in the City, and a complex “flower code” has arisen.  Connotations for certain combinations of flowers are well-known down to giving praise to the Gods for prosperity (rose, violet and marigold), prayers that a family member in military service will be safe (amaryllis, mayflower) or hope that a child will be conceived (morning glory, impatiens, poppy).

16.  The City stands at the confluence of three rivers, and has many bridges across them.  The bridges all are heavily overbuilt with water wheels for motive power, and craft shops taking advantage of the power fill every bridge.  In consequence, navigation both of the bridges and the rivers beneath them isn’t easy, and backups on both roads and rivers are endemic.

17.  Though the more squeamish and religious people disapprove, a custom predating the City’s incorporation allows shopkeepers to kill burglars on the spot, without recourse to the law, and display their severed heads outside of their shops as a warning to others.  There is no time limit to how long the heads can be on display, and some shops have century-old skulls outside.

18.  The City’s populace is hungry for gossip and news, and an informal cadre of town criers known as “Moontalkers” has arisen.  A Moontalker wears a distinctive green tabard appliqued with crossed trumpets in yellow, and calls out the news at any place where streets intersect.  People gather to listen, often blocking traffic, but while the Moontalker is speaking and wearing the tabard, his or her person is sacrosanct no matter what he or she says, a practice enforced by the mob.

19.  Although the City is the major port for the region’s thriving indigo trade, it is considered unlucky to wear the color blue; few natives dare to do it.

20.  All the City’s temples and churches, from simple shrines on up, have their main entrances face to the northeast, and in mimicry, many private buildings do too.  There are conflicting stories as to why this is, but the most prevalent one is that departing souls find that the most congenial direction to the Holy Mountain, far to the northeast.

21.  There are a welter of deities worshipped in the City, and they all have devout followings.  Between them all, festival days celebrated by one cult or another are prolific, involving parades, holidays, peculiar customs and observances, and as a result, not a lot of business gets transacted, and any business which can’t be concluded in a day can drag on a looong time.

22.  Mercantilism is strong in the City, and everyone belongs to a sodality, confraternity or craft guild.  The guilds run, and are in control of, all cultural, political and social matters, and all inns and taverns are affiliated with a particular sponsoring guild.  A citizen’s status is strongly bound to the prominence of his or her guild.  Foreigners who belong to no guilds confuse the locals, who are unsure how they fit within their tight notions of status and propriety.

23.  Graffiti is common in the City, and the walls of alleys and small byways are liberally festooned with poems, raucous exhortations to eat at this place or that, that Soandso is a bastard born or that Suchandsuch cheats at cards, and the like.

24.  There are no street signs in the City, but there are a dozen roughly defined districts, each associated with a particular animal.   A pictorial representation of the animal is etched, engraved or stenciled into buildings at every street corner.

25.  The City’s New Year is celebrated on the birthday of the eldest child of the ruler.  When the ruler dies, the date of the New Year changes, creating much confusion among outsiders in terms of fiscal and historical records.  This has been made worse on the three occasions in the last few centuries of a newly crowned ruler being childless; in such cases, the City enters an intercalary period, not part of any year, until the day when the ruler declares his or her heir.

26.  Although silting of the river delta has caused the City to retreat fifteen miles from the sea in the centuries since its founding, and the riverside wharves can no longer accommodate deep sea vessels, the City is legally still a “Port,” with a full raft of harbormasters, wherrymen, “harbor” pilots, nautical guildsmen and other officials.  Most of these posts are sinecures for the politically well-connected.

27.  The City also maintains a Swan Warden, who is entitled to four assistants and four guardsmen paid for at the City’s expense, dating back to the days when swans were game birds reserved for the ruler’s hunting.  Since the Swan Warden is formally an official of the Crown, the appointment continues to this day.  (For practical purposes, this is either also a sinecure, an honor for an important personage, or a method to create a minister-without-portfolio.)

28.  While the laws require that anyone casting a spell be a duly paid-up member of the College of Mages, that law was promulgated when the City was bounded by its original walls.  Despite the fury of the College officials, they have not yet succeeded in getting the law extended beyond the Old City to the new neighborhoods sprawling past the old perimeter.

29.  The City’s fishing boats are almost all brightly painted in all hues of the rainbow.  This dates from a celebrated boatwright of fifty years ago, who discounted by 10% all boats she made that the buyers agreed to paint in such schemes.  Her fishing boats were of unusual quality, and between satisfied buyers and those who wanted to claim that their boats were of her crafting, the custom spread and stuck.

30.  The City has a law restricting people who aren’t liveried guard or in the Kingdom’s military from carrying double-edged weapons over eight inches in blade length.  Dodges to get by this include swords with blunted blades, rapiers, foils, non-edged weapons, and single edged swords such as falchions and scimitars.

18 April 2014

Mariners' Quarter II

Sign of the Melting Block:  This old time ice selling family business has recently been taken over by Shalla Luathaich, the grand-niece of the proprietor, who has retired to the countryside.  In reality, “Shalla” is the priestess Tantra, cleric of Mallia – the dread goddess of disease – who with her three acolytes sacrificed Shalla and her grand-uncle, forged the right papers, and plan to use this business to spread disease throughout the Old City and the ships leaving for foreign ports.

Venturers’ Guild Hall:  This five-story wood-and-stucco building houses sailors and harbor pilots; fishermen have their own Guild and are not welcome here.  Non-able seamen are discouraged from hanging around save for entrepreneurs or sea captains hiring for voyages (and pay a fee to the Guild for the privilege).  Membership costs a gold sovereign, which is taken out of the wages of a sailor’s first voyage.  The annual tithe is 15 silver sinvers or 10% of a sailor’s wages (whichever is higher), and that too is deducted from seafaring pay; captains who mislead the Guild in order to mulct this are harshly treated if caught, and blackballed on a second offense.
                           
On the first floor is a large lounge where captains and officers gather, and where a large cork board tracks known shipping.  There is an administrative office, where a wall covered with cubbyholes hold messages for passing vessels.  The Guildmaster’s office is comfortable and kitschy, with the walls covered with nautical bric-a-brac, there’s cabling instead of moulding, and so on.

Most of the second floor is taken up by a meeting hall where Venturers can hold rallies, and there is a separately run teahouse on the 2nd floor balcony upon which the sailors take tea and shoot the breeze.  

On the third and fourth floors, low cost (and mediocre quality) food and beds for seamen are available barracks style.  Supervising the barracks hall is Salty Leofri, a former bosun’s mate.   The fifth floor has modest “lockers” for long service mariners, with room for a bed, table, chair and seachest and not much more.  Notables include:  

Seldon val Troon, Dorval’s half-brother, is the Guildmaster, a position of enormous political influence and the reason why the val Troon family have plucked this plum.  Seldon is a qualified captain, but has his post far more for reasons of politicking than any other, and he is quite good at it.  A lean, hearty man who loves life.  He asserts his title for all its worth in public politicking, but never here or among his guildmates.

Nath “Hawkeye” val Troon, son of Seldon, is the chief harbor pilot.  In this post through nepotism, he is tolerated largely because pilot posts are seen as sinecures for elderly do-nothings and because Hawkeye is a genial, popular man with a reputation as a bladesman, and puts less work than he could into administrative duties (in consequence, the master piloting logs are indifferently kept). 

Cap’n Dolan Hide is the cheerful, swarthy son of a Lohvian merchant and a veteran bladesman, well off enough that he sails because he wants to do so.  He cons the Windrose, a 70' fast schooner outfitted for the tea trade and noted for being weatherly.  The Windrose sports no visible cannon, but her swivel guns shoot lightning, not bullets.

Gwythar the Knife is Dolan’s first mate, a giant of mortalendic blood. He is a skilled helmsman, but an unbelievable knife thrower, one of the world’s best.  He is festooned with knives, several enchanted and all Very Fine quality.

Vangar and Varko are twin brothers who own the Sea Lord’s Confidence, a 250 ton roundship.  They take turns as captain and helmsman, and it is difficult to tell which is which; they are both equally humorless and taciturn.  The Connie is a once-renowned sailer that was poorly repaired following a grounding, and a good bit of rot has set in. 

Shena of Seahill captains the Black Risslaca, a shallow draft sideboard schooner with four sweeps designed for inshore and reef work.   The Risslaca is a jumpy, persnickety ship requiring an attentive, attuned helmsman, which Shena is.  She won’t do a knowingly illegal act (emphasis on the “knowingly”) such as smuggling or drug running, but she also asks few questions.

The Trefoil Herb:   Neysa is a fairly prosperous elven blood herbalist.  She has two assistants who spend their time compounding preparations in bulk for the quarter’s physicians.  She is painfully aware her husband Lodos happens to be the Commodore of the Brotherhood of Renders (the great pirate cabal); they are separated and on poor terms.

The Sisterhood of Sublime Mercy Orphanage:  This orphanage hosts several dozen children at any given time, and has a sour reputation in the neighborhood.  The Sisterhood apparently believes in hard work for their charges, claiming it will teach them useful trades and a work ethic, and operates a nearby sharpener and brickmaking factory.  They claim (not completely inaccurately) to place children in fosterage on suburban farms and in apprenticeships in the city, and hotly and persistently maintains their innocence of any wrongdoing, while maintaining (also not completely inaccurately) that they teach the children to read, write and cypher.  More sinisterly, however, Mothers Mellindra and Yhantse sell a steady percentage of the better looking or stronger children as slaves to illicit buyers.  They have onsite a half-dozen scum guards (deliberately picking handsome, innocent looking ones) to help keep the children in line and discourage questions. 

Tyraesa Square:  This large public square in the northwest of the quarter has a weathered sandstone fountain so old the features of the person memorialized are no longer discernable; it is jocularly called “Old King Log” after a notoriously inept monarch of three centuries ago.  The wide base of the fountain is the source of public drinking water for the poor.  The square is also a popular venue for minstrel performances and street theater.

Dock Square:
  This square is somewhat out of the way, and peopled by the lower-class district residents, the fishing trades, and the down and out.  Outsiders – the Town Watch included – will attract scrutiny, and may be harassed by local youths and wannabe thugs.  There are a number of pushcarts selling various ready-to-eat foods, which is ignored by troopers as long as the thoroughfare isn’t blocked. 

11 April 2014

Mariners' Quarter:

(A previous version of this was up on another website, but I thought people might like to see it here: a few useful and occasionally quirky businesses for a hardbitten, somewhat poor seaport waterfront district.  Enjoy!)

The Sea Gate:   This imposing gate is of carved and polished black granite.  Open from an hour before sunsrise (or high tide, whichever comes first), closes at sunsset.  The guards take bribes to open the Gate from known captains swearing that they need to set sail during the night; those not so well known or in ill favor are well-advised to tie up at South Wharves instead.  No tolls are charged; outgoing wagons are tariffed at East Gate, but not at the Custom House proper; this is a long-held and jealously guarded perk of the Old City merchants. The Gate mounts a six-pounder culverin and two swivel guns in each of its two towers, more to keep merchants and dockworkers in line than anything else.

Barracks, Admiralty Guard:  A full company of Royal Marines is stationed at a barracks adjacent to Admiralty House, with two squads on continuous guard.  The Admiralty Guard is a much-prized post awarded only to elite Marines, and they take a great – and arrogant – pride in their posting.  The five-story tall dedicated naval aerodrome is at the southeast corner of the building, which fouls the sightline of the main wall tower just behind and has caused considerable friction between the powerful Admiralty and the Town Watch.   The Navy’s three precious scout airships are stored here for swift communication at sea, although Marshal Korak contemplates moving one to Thevelin.   

The Commandant of the Guard is Lady Danay Mayfern, a legendary ex-ranker knighted by the Crown for numerous deeds.  The (true) rumor is that she is secretly a Deep Grey Shadow warrior.  The Guard is under the nominal command of the Grand Admiral and is not under the Port Commandant’s authority, which has led to much friction in the past; Kyra Danay is a skilled enough politician to keep all sides as tolerably contented as may be. 

North Wall General Store:  Julian Maligor runs this busy corner store built against the city wall (and for which ample monies are paid for the privilege).  He is one of Keva One-Eye’s lieutenants and runs the district’s drug smuggling business for the Thieves’ Guild; two buyers make arrangements with incoming vessels, three distributors broker the smuggled goods, and Julian has two button men who serve as muscle.  Julian himself is short and fat, and lecherous almost beyond measure – he will always find time to take a lady in the backroom to “pay down” a drug debt, and any absences he has from the front during business hours is almost certainly connected with backroom gruntings.  Opium is sold legally; illegal moondust can also be had.

The Woflo Inn:  Caters to the buccaneering and smuggling trades, and thereby watched by the Guard and under the protection of the Thieves Guild.  Funny business is not long tolerated, even if the loyal clientele permitted the same.  The innkeeper is Grace Waflo – the family name is spelled differently – a winsomely pretty redhead in her early twenties who took over the inn from her sister; she is still feeling her way around keeping the itinerant clientele in line, lacking her sister’s awesome powers.  She and her husband Artaz (a lampmaker in the Firewalkers’ District) have two small children, Daisy and Els.  The barkeep is Jurgin, an ex-adventurer with a strong lecherous streak. Notable in the district for the best stews in the Old City.  The inn has ample room for guests, as well as two separate escape tunnels from the basement into the sewers. 

Keva One-Eye, who has the district concession from the Thieves’ Guild, has a backroom set aside for her uses.  Her lieutenants are Jakaesa, who brokers smuggled goods through a cell of buyers, one of longshoremen and one to launder through legitimate businesses; Layco, who runs street crime in the district, with two loan sharks, a fence, two burglars, two pickpockets and three button men; and Julian.  Keva herself has two guards. 

The owner’s older sister, Princess Elaina Waflo Elyanwe, is a elemental wizard of tremendous renown; she married into the Vinarian Imperial Family, served a term as an Intermediate Master, and was one of the great heros of the Battle of Veredar Island in 4506.  She is fanatically devoted to her family and the well-being of the Woflo, and can bring immense resources to bear to protect it.  Her bodyguard Sir Kardo is a famous ex-pirate, and she often travels with an honor guard of Vinarian Imperial Marines. 

Temple of Manannan (St. Taria’s): This small temple of the Sea Lord caters to the fisher folk and downtrodden sailors.  The exterior is of plain wood planks with a granite foundation, topped with a modest whitewashed steeple.  The glass windows are purple with age and unadorned.  A small (but sweet toned) bronze bell tolls for services and at the loss of a ship or a congregant.  There is a modest herb garden with benches set up for meditation, and a long-ago filled cemetery.

Sanctuary:  Scallop shell sconces created from translucent alabaster add to the small passage between the doorway and the chancel.  Wistful paintings of sea scenes border the whitewashed walls of the sanctuary.  The pews are of simple woods (salvaged from derelict ships), although lovingly kept, and the dark blue wool aisle runners are new; space in the sanctuary prohibit the pews from making a complete circle around the altar, as is customary.  Streams of blue and green light inside bathe the nave from a stained glass window set behind the altar.  The altar itself is of plain oak, although it is covered with a beautifully embroidered altar cloth.

The curate, a retired lobsterwoman herself, is Mother Ginevra Harlo.  Her clerical powers are modest, but she is a no-nonsense priestess with a core of flint inside, and works tirelessly for her flock without questions or misgivings about the Sea Lord’s will.   

There are two teenage acolytes, and the three live in modest quarters behind the downstairs parish hall.  The hall itself is oversized, and Mother Ginevra runs a soup kitchen mid-afternoons for down-and-out locals (augmented by castoffs from the area inns, since St. Taria’s is underfunded, save for occasional donations from Princess Elaina), all of whom are known to her.  St. Taria’s is a good place to hire common sailors and fishers, if not of the quality one would get at the Venturers’ Guild.  Available prayers: Minor Healing, Restoration, Bless, Exorcism, Divination.

Tavern, no sign:  Under a tenement block, Camibel and her disabled orcish-blood husband Elerek run this plain but clean tavern for the fishing folk and longshoremen.  Their tavern is unlicensed and illegal, and they are under threat to be shut down.  The Thieves’ Guild has offered to smooth their way for “consideration,” and are ramping up the pressure.

Sign of the Fuming Gate:   Incongruously enough, this is actually the local whale oil and coal seller, Dorinda the White.  The long ago hostel of a monastic order of the Fire God, this building was empty for years before becoming a flophouse, and now taken over by Dorinda, who wanted to expand her business from formerly cramped quarters.  She considers the sign a terribly funny joke, and hasn’t yet realized the consequences of poking fun at a notoriously grim fighting order; their first salvo is that she is under a Curse from an unamused priest.

Brothel, no sign:  Even in the loose Mariners’ District, the brother and sister team of Dachel and Keraera draw a great deal of fire.  Locally born to now-deceased fishermen, they are notorious for doing anything with anybody (or with any prop) in any combination, each other included.  Their sign was torn down and their establishment has been repeatedly vandalized. 

The Compass Rose: 
The faded relic of an earlier, more prosperous era, the Rose is the largest public bathhouse in the Mariners’ Quarter.  The exterior is carved sandstone, now weathered and crumbling, the interior of glazed (and chipped) azure and white blue tile.  There is a large warm water communal bath, smaller communal baths for men and women, a steam room, a salt water bath, and two private tubs (a third is damaged and out of commission) for groups of up to four.  There is a 10% chance that any given bath is out of order on any given day.

Cooper:  Domeneka Lekarsi is a dour, skilled cooper, one of the few Mistress Race trolls in the Old City.  Much of her business involves repair work for barrels (her prime location hard up against the Sea Gate as a boost); however, with an eye towards an coin, she also sells watered wine and beer for the dockworkers, drovers and Sea Gate guards, however much illegally.

Winedark Venturers’ Bank:  A modest blue granite building houses this local bank (unconnected with the Venturers’ Guild, and in a lengthy lawsuit over the name).  Winedark is the institution of choice for many of the poorer people of the district.  Drained by the lawsuit, undercapitalized and with a number of risky loans outstanding, the bank is secretly on the verge of failure.  Well-respected "Old" Aleman is still the nominal head of the institution, but his grand-nephew "Young" Aleman and his three cousins operate the bank.  They are increasingly desperate for a quick fix, but fear a bank run if word gets out of its near-insolvency.

Tea Merchant:  Mikoguchi hi Lanta blends and serves out bulk tea to the district’s inns, taverns and general stores, aided by her eight energetic children (all, she boasts, by different fathers).  She will sell retail, but will gouge anyone save for the apothecary Neysa, whom she credits with alchemical beautification potions.  The shop carries Golden Zorca blend tea.

16 March 2014

Magic 'R Us

Knobgobbler, who's my most frequent commenter, mentioned in my most recent blog post concerning magic swords that a setting with magical items would have to have heaps of charlatans either pretending that they have powers or peddling fake magic items.  (Heck, it wouldn't even take a setting with ubiquitous magical items.  Isn't Earth's history filled with such charlatans?)

I'm in complete and longstanding agreement.  One of the more offbeat groups in that line is an outfit in the capital city out of which my main group works I informally call "Magic 'R Us."  The description in my binder runs thus:
This cheerful lot of young magicians are in the business of supplying minor enchantments and magical items to locals at substantial discounts to the prices more usually found citywide.  Though none are journeymen, they are the nominal apprentices of San Nath Catalis, a retired Almuensin, and Sana Nirasta val Arcolon, a Fruningen Starlight wizard.  Both are far more interested in counting their profits than interfering with the business or teaching their "apprentices," but despite the College's unhappiness over the situation, they fulfill the letter of the law.  Quality is respectable for what it is (at least no major disasters have yet been recorded), and so far the band has remained quite cohesive.
The College of Mages is the multinational outfit that seeks (with varying degrees of success) to regulate the use of magic.  Their sway in Warwik City is relatively strong, and one of the laws they've successfully seen enacted prohibits anyone from practicing magic for profit who doesn't have a journeyman's license from the College ... that, or who is working under the direction of a journeyman or master, which covers apprentices.   Hence Magic 'R Us, which has franchised out to some villages in the region.  One of the branches PCs have come across is in the village of Athelren, which is halfway on the great highway between Warwik City and the south coast:
The first "branch" of the eponymous outfit, set up by an Athelren native, who goes by "Shadowdove" (she hates her given name, Paline).  She is an Almuensin senior apprentice who felt she was going to wash out on her journeyman trials and fled the city.  Here in her home village, she is what passes for a wizard, and skirts a dangerous line: she has not told anyone she is not a journeyman, and does not operate under the direction of a master.  She has a modest command of Earth (useful locally), Creation (less so) and Sensory (not particularly) magics, and can enchant ... just barely.  Her spell floor is -12.
This outfit really ticks off the College, and my PCs have generally been very down on it.  The most powerful PC wizard in the campaign's history is currently active, and she's a Warwik native who for the past few years has been (respectively) the local Master of Apprentices, and then one of the College's handful of "Intermediate Masters," the College's hit squad and responsible for magical law enforcement.  Elaina has no use whatsoever for Magic 'R Us -- which is comical, because her family business is an inn catering to pirates, and she's pretty laissez faire otherwise -- and has occasionally sought to shut it down.

14 March 2014

The Ordinary Magic Sword

Princess Verella and Meldil
I recall a gaming forum discussion on magic swords, and magic items in general, where the sentiment was running against “common” magical items – and against the concept of scaling owned items up in power as the PCs gained experience – and in favor of “unique” and “storied” items.  One person asked:

Certainly there's something very cool about creating a sword or wand or whatever that has a storied history and special unique powers... but do you want EVERY item to be that way? Do you feel like there should never just be a +1 sword?


No.

The game I play has enchantment rules. My gameworld's cities have a number of qualified enchanters, and they make their livings enchanting things. Since the lower end enchantments are by far the easiest and cheapest to make, by the nature of the beast there are going to be a relatively large number of +1 Puissance weapons out there, which take less than a twentieth the time of (say) +2 Puissance, +2 Accuracy, Quick-Draw, Loyal Sword broadswords. Since said +1 Puissance weapon takes 250 mage-days to enchant with my houseruling of GURPS, and the ability to enchant in the first place isn't common among wizards, this isn't anything a lowly PC is going to buy off the rack.

But that being said, I see no reason why an item's "storied history" should have much to do with its OOC system stats. The legendary Dragon Crown of the Emperors of Vallia doesn't become legendary because of its stats; it's legendary because it's been worn by three thousand years' worth of monarchs. No one knows the actual stats of the great warsword Meldil, borne on half a hundred battlefields by the renowned Princess Verella Elyanwe; it's famous because it's wielded by a great hero. Does it actually cleave iron as if it were wood? (Or is it the case, in truth, that the beautiful elven hero-princess has particularly florid and fanciful minstrels composing her tales?)

It wasn’t always this way, and D&D isn’t really to blame.  My first campaign as a player was an Empire of the Petal Throne run in 1978, and we just got flooded with stuff, in tried-and-true Monty Haul fashion. So much so that we players – sick and tired of scenarios being solved with our widgets instead of our wits – got together and agreed to pick just three items apiece to keep, and throw away all of the rest.

How would I change the paradigm?  If I had to do it all over again (unfortunately, the making of relatively simple items is too entrenched in my gameworld), I'd eliminate any spell or ability that analyzed the particulars of a magical item, and make the result of any enchantment unpredictable. The only way to figure out what something did would be empirical. Enchantments become things of mystery only if they're mysterious, and if you can't know – for certain – everything about it. Make it mechanistic, know for a certain fact that the bolts from a Staff of Reaming do 1d+2 crushing damage, that they have a range of 10 hexes, and that the Staff has 11 charges and 15 HT, then it's no more "wonderful" than 50' of hemp rope or five pounds of smoked cod.

Heck, you could even ring in items that people thought were magical, and really weren't.  I did this writeup on another site, and bet some of you could use this as an idea in your own campaigns:

✵ ✵ ✵ ✵ ✵ ✵ ✵

One of the most significant finds to come out of the haunted ruins of the city of Telmora, Deathreaper is a giant battlebrand, five and a half feet in length.  Wrought of some black glossy metal and engraved with fell runes of annihilation, the only color on the blade is the well-worn silver wire wrapping the hilt.  Through some eldritch sorcery, it is light as a willow wand in the wielder's hand ... but that is not all.  When waved over the wielder's head, Deathreaper erupts in dark violet flames (which somehow do not burn the wielder), and the runes on the blade sear with stabbing blue radiance.  The howls of dozens of voices split the air, screaming in horror and anguish, eternally damned.  It is said that to die on Deathreaper's point is to have your immortal soul destroyed, sucked into the blade for all time, to join the chorus of the hell-caged and be seared in the unholy flame of the brand.

The warrior-mage Thenestre, who found the sword, is now a feared man.  Standing taller, standing prouder, the power of Deathreaper fills him with its blazing might.  It is said that as long as he carries the sword he is invincible, and that even if he is parted from the blade, it will fly through the air to his defense ... and find his foe.  And drink.

*

*

*

*

*

That's the shtick, anyway.  As a warrior, Thenestre is nothing much.  As a mage, he's a decent weaver of illusions and tolerably good at minor summonings.  As an adventurer, he's quite a con artist.  Reading of the adventures of a legendary champion bearing a hell-forged black soulsucking sword, he wondered whether he could do one better.  "Deathreaper" is, with the help of a dwarven confederate, a few layers of enameled foil over a core of pinewood.  A little engraving took care of the "runes of annihilation" (which came out of the Big Little Book of Wyzardry, 4491 edition), and a couple of enchanted illusions takes care of the lighting and sound effects.  Well, everyone knows that Thenestre was assisting Master Thormor on the dig in the northern part of the Old City ... or at least they believe it when Thenestre tells them that he was.

Thenestre can whip the sword around with the best of them, and light as it is, he makes it look easy.  He bolsters it by summoning "bodies" which he artistically disguises with illusion to have large holes in them and features contorted in horror, claiming that they were rascals who tried to steal from him.  He hasn't had to do more than brandish it since -- many a brave warrior, bold enough against mortal steel, wants no part of a dark destroyer forged in the very Fires of Hell itself!  And now Thenestre is "somebody," a renowned adventurer, someone who doesn't have to buy many of his own drinks, someone who can run up tabs at the tailors and the taverns, someone who gets his share of the women attracted to the Dark Anti-Hero.

Adventure hooks: 

1)  Sooner or later, there'll be some up and coming punk stickjock who wants to prove how bad he is by taking down the "legendary" Thenestre!  And maybe he'll run before the full fury of Deathreaper ... and maybe he won't.

2)  Sooner or later, there'll be some up and coming punk thief who wants to prove how bad he is by stealing the "legendary" Deathreaper!  And maybe he'll go down before the anti-theft illusions Thenestre sets (most nights, when he remembers, when he isn't too drunk, when he's not occupied with the groupie de jour) ... and maybe he won't.

3)  Sooner or later, Master Thormor -- or someone else familiar with the Telmori site -- might come into town and recall Thenestre as a minor assistant who didn't merit anything beyond the antique emerald brooch that was his share of the loot, and three weeks' pay ... certainly no ancient artifact sword.  Of which none were recovered, not in working order, anyway.  (Alternately, a researcher of the period might know, or uncover, that no such weapon is recorded in the annals of the Triolini Empire.)

4)  There are real dark forces in the world.  Forces which covet the power of Deathreaper, and seek to take it for their own.  (They might even hire the party to do it, and might not react well to being told "Oh, yeah, we stole the weapon you wanted, but gosh, it's a fake, here it is.")