Showing posts with label slave. Show all posts
Showing posts with label slave. Show all posts

Thursday, December 8, 2022

Idaho Deathlands

My plan to write more got derailed by ending up flat on my back with the flu the last three-four days. Just a bad week to be sick (and, yes, now it's hit other family members, including the wife and daughter) what with the in-laws in town and mi suegra's birthday to celebrate. Ah, well. Most of us...including me...are on the mend and the boy's iron constitution has once again proven to be immune to the soft depredations of the rest of us frails.

SO. What am I working on today. Sticking the Desert of Desolation into my campaign world. Specifically in Idaho, in the eastern half of the Snake River Valley, a.k.a the "Great Rift of Idaho." This was a tricky one; not only did I need to find an area of similar size in specifications (the I3-I5 series encompasses a mapped wilderness roughly 110 miles long by 60 miles wide), it had to be an area that could be 1) easily converted to desert, and 2) be bordered by mountainous foothills and broken lands of the type described in the modules. A great sandbox of death, in other words.

Building on my Micronauts-inspired, post-apocalyptic wasteland, the easiest way to get to where I wanted was to look at climate change projections and blow-up the human-made irrigation systems that allowed Magic Valley to transform from an uninhabitable wasteland it was as recently as the 20th century. Knock out the dams and infrastructure and Twin Falls dies in (probably) a cannibalistic apocalypse...especially when you factor in standard D&D monsters looking for sustenance. 

Fortunately (for me), there really aren't that many towns I need to raze /de-populate once you remove the "Magic Valley" issue. Gooding is pretty much the "last outpost" of humanity: 2020 census puts the population under 4,000 anyway, and my campaign generally cuts pop by a factor of seven to ten...well, when I'm not using the 1890 figures (my go-to default). As such, the Great Kingdom of Boise is really the only organized civilization west of the Desert...and it may be more "bandit kingdom" than anything else at this point. 

Well...maybe. Thing is, when doing pop. figures I'm generally looking at post-European settler / pre-railroad for determining what kind of populations my "D&D-tech-level" can support. Because despite the existence of magic, it's a tough ol' world for these fantasy colonists and this ain't no magical Renfair society. Magic-users (um...sorcerers? witches?) are generally feared and/or misunderstood and the "awe-inspiring" bit only holds until you've got a big enough mob of peasants with pitch-forks. Magic (and its counterpart, "high technology") is generally blamed for the current shambled state of 'the world that is;' peoples are trying to make their way without magic, rather than with it. 

What's the stress-level of people living near Hanford? Do you really want a wizard capable of summoning demons living inside your town? Even one claiming to be beneficent? Yeah, clean, nuclear power...totally cool with that, right?

So, yeah. No railroads. Lose the infrastructure it makes possible. Up the temperature a few degrees, add some heavy desertification (possibly helped along by a magic/tech catastrophe a couple centuries prior) and voila!...a setting for exploration and uncovering of ancient, treasure-filled ruins. 

Now, I did say that the Desert of Desolation wilderness is about 100-110 miles long that, even starting with Gooding, doesn't quite take us all the way to Idaho Falls, let alone I-15 and the cities along that route. But, that's actually fine as it helps explain one of the things left unexplained by Oasis of the White Palm, namely where the heck are the slavers of the Sandvoyagers Guild selling their kidnapped victims. Yes, yes, the module tells us that Thurnas Netmaster (leader of the slavers) "is working with Drow allies," from which we might infer that captives are being taken into the UnderDark...except that the presence of the Drow in the desert is patently ridiculous (how the hell did they get there? There are no subterranean tunnels or methods of reaching the UnderDark from the oasis. The slavers own excavation efforts have led them nowhere! And there are no ways for a dark elf to get across the burning sands with their special "Drow gear" intact...the two presented by the module are given nothing in the way of personality, background, or motivation and exist solely to fight and die on the blades of adventurers).  So, no...no Drow. Which means we still need a buyer of slaves. And while the savage centauri are likely to use such captives as a foodsource, I'm thinking of placing a slave-owning/slave-trading nation/culture EAST of the desert...should the players decide to continue adventuring that direction.

After all, I've still got the Slaver series to re-work. And if one needed a place to put the volcano-situated city of Sunderham, well, you really need look no farther than the caldera of Big Southern Butte, some 90 miles east of Gooding and 47 miles west of Idaho Falls...a perfect location for the secret City of the Slave-Lords. 
; )
The adventure to follow....


Wednesday, April 10, 2019

I is for Indigenous People

[over the course of the month of April, I shall be posting a topic for each letter of the alphabet, sequentially, for every day of the week except Sunday. Our topic for this year's #AtoZchallengeRevamping the Grand Duchy of Karameikos in a way that doesn't disregard its B/X roots]

I is for Indigenous People; the aboriginal natives of Karameikos.

We all know what a "native" is, right? A person born of a place. I'm both a "native Seattleite," and a "native Washingtonian." Technically, I'm a "native American," though the term is usually reserved for people who lived on this continent prior to European arrival, and the descendants of those people.

There is a human "monster type" (similar to the bandit, noble, merchant, etc.) found in the classic adventure module X1: The Isle of Dread titled "native." The description for the entry states:

"Natives are primitive people who live in jungles, wilderness, or on tropical islands. The warriors of the more warlike tribes (including cannibals) will all be 1st level fighters, but the natives of peaceful tribes are mostly normal humans with fewer high level leaders. Most natives wear no armor (AC 9), but some will wear the equivalent of leather armor (AC 7), and the tribal chiefs may wear special armor of hardened bone or lacquered wood that is the equivalent of AC 5 or 6. Natives may also carry shields."

Here we see the term "native" used in the pejorative sense of the term. "The natives are restless," likely had its origin in referring to the indigenous (native) people of an area and, over time, came to represent any "primitive" non-Western race that a European (i.e. British) conqueror might currently be in the process of re-making in his own image.

To the point where I asked my eight year old the other day, "when I say native person, what do I mean?" and he replied "Someone who lives in a hut or doesn't have a lot of food or stuff like we do." Oh my. We had to have a loooong conversation.

"Primitive" isn't a very good term for a non-industrial or "technologically advanced" society. I'm not a trained (or even amateur!) sociologist or anthropologist, but even a dummy like me can see that ANY people organized into a society has some sort of culture and cultural tradition...concepts and behaviors that have evolved and been passed down over generations...and any such organized society is going to be as culturally developed as another.  The pre-European contact peoples of the Americas (and Africa and the Pacific Islands, etc.) already had a developed, advanced culture adapted for their lifestyles...nothing "primitive" about it.  We equate a lack of specific technology (steel, firearms, ship-building, etc.) with a lack of intelligence and development...they're a step up from cavemen!...when really the only thing they lacked was the necessity and easy cross-pollination that occurred in other parts of the globe.

[you can kill someone with a stick or rock just fine, but when the guy on the other side of the mountain range is wearing metal armor, you better develop a weapon that will penetrate it...and figure out a way to get some armor of your own!]

Post-contact aboriginals of every landmass had no problems picking up, learning, and using advanced technology, even to the detriment of their would be "colonizers" (in parts of the U.S. it was a capital crime...i.e. punishable by death...to sell firearms to "indians" up through the 19th century). Even learning the language and customs of European was no big deal.  What these indigenous people had a much harder time with (and were oh so stubborn about) was abandoning their own culture...their own language, customs, religion, and mindset...that had developed over the course of centuries, in order to adopt wholesale the culture of these invading people.

"Surely they must be primitive...look at them following these superstitious practices!" As if the Christian religion looks O So Grounded in scientific fact, yeah? Where'd I put that machine that measures grace?

Anyway, humans of all stripes have treated strange peoples as "barbarians" since at least the time of ancient Greece (I know this because the word barbarian comes from an ancient Greek word). Age of Sail Europeans were not the first folks to conquer, enslave, and impose their culture on "others," but developments in technology allowed them to have lasting impact on huge swaths of the globe. It is what it is...but let's not continue to judge different cultures by the standards of 500 years ago, okay?

SO...Karameikos. Going by the B/X description of the duchy, there's no mention of any native (i.e. indigenous or aboriginal) humans. There are peoples residing in the land: gnomes, elves, goblins, orcs, and frost giants...but no fellow humans to be "colonized" by a conquering adventurer. GAZ1 is the first place we're introduced to the idea of an "indigenous people" of Karameikos.

Yes, I realize the concept of Traldar is first introduced in B10: Night's Dark Terror. Here's the thing: the Traldar of B10 have no relation to the people of Karameikos; they are some kind of post-neanderthal slave race who've never been "outside the valley" of the Hutaaka. In the ancient history told by B10, there are no "humans left behind to fight the gnolls." There is no King Halav & Co. -- that part of the story is all spun by Allston in GAZ1. In B10, the Hutaaka simply take their proto-humans and leave the scene...centuries later, all one finds in the region is an unblemished (by human) wilderness ripe for conquest by Stefan Karameikos and other adventurers.

All that jazz about Nithia and a "Dark Age" following Halav's battle and whatnot? That's all ADDED to the mix beginning with the Gazetteer. The "Traladara" with their "shared national identity" is all spun from whole cloth by Allston. And while it's interesting to have the political and social ramifications of an on-site conquered people in one's adventuring region, I find the history problematic, and not just because of the pseudo-Gypsy nature of the indigenous natives.

For one thing, I just can't buy into the whole "high-culture-devolves-to-hunter-gatherer-stone-age-in-five-generations" thing. We're talking a single century that the original Traldar clan (from the pseudo-ancient-Egypt Nithian culture) is in Karameikos before losing their shit. Just wouldn't happen. They're not marooned on some desert island or extrasolar planet (like the MZB Darkover setting)...they're on the other side of the mountains for goodness sake! If times got too tough, they'd head back! And in the fantasy world of D&D wouldn't they have clerics, magic-users, etc. with them? And if they didn't (or if these adventuring types were all killed), isn't it a pretty safe bet that the colony would have all perished to a man? We're talking about a D&D wilderness here: one with dragons and trolls and frost giants! It's a tad more hostile than what Lewis & Clark faced on the Oregon Trail, people.

From Egyptian to Gypsy
in 1000 years.
If the Nithian colony survived at all, it wouldn't have degenerated to a state that some dog-headed artist-types could ply them with "whatever" (see the prior blog post) in exchange for turning them into their labor force. I mean a COLONY expedition would have the people they need to...duh...start a colony, "harsh winters" or not. And if they couldn't hack it, they would have returned to Nithia...or died trying.

Yes, yes...I am a dude with no imagination just pissing in the cornflakes of everyone who LOVES "Mystara" as conceived and published. Here's the thing about fictional histories and backstory, people: for most players of tabletop RPGs this stuff matters very, very little. It matters MAINLY in what it provides as adventure hooks and/or clues to solving current dilemmas (like "how do we defeat this menace" or "where do I find this particular McGuffin").

The person who will find it MOST USEFUL and (hopefully) interesting is the Dungeon Master running the campaign. The DM uses this stuff to understand how and why the setting operates; the DM uses the material to generate adventure ideas and scenarios. The DM uses it as a "setting Bible," a reference to explain to players the answers to questions (about the setting) that might arise in play. "Why do the dwarves hate our characters when we haven't done anything to them?" "Why does this particular village insist on wearing green for the entire month of July?" All that kind of "stuff and fluff" gets answered by the background material AS NEEDED.

[DMs who insist on burdening players with a bunch of extraneous setting detail run the risk of simply BORING their players. D&D is a game of active participation, not a book club]

SO...If I am the Dungeon Master that's running the campaign set in Karameikos, the damn setting better make sense TO ME. If it doesn't, I'm not going to be able to make the best use of it with regard to my players, no matter how cool some people might find a peaceful, advanced tribe of dog-people living in a hidden valley. Sorry.

Having got that all out of the way (and after, once again, deluging readers with a wall of text), let's get some possible ideas for spinning the indigenous folks of Karameikos in a way that doesn't suck too bad (from my perspective):

Option #1: No indigenous humans. This is the easiest, and most "B/X" option. Adventurers seeking to build strongholds or castles are required to clear the area of all monsters and monster lairs before building. As a monster is defined as "any creature or character not controlled by a player," I don't think it's unfair to consider the duchy to have been "cleared" of any pre-existing communities and societies. One might still find hermits, "mountain men" (and "women") or the occasional brave settler family living in the wilds, but most of these (if not all) should be recent arrivals to the region. Any ancient ruins or whatnot found should be from mysterious, long-since-vanished (or exterminated) peoples...and not necessarily human ones.

Andals versus First Men
Option #2: Iron Age rivals. Do any of you folks watch that Game of Thrones show? So, the history/backstory of that setting goes like this: the First Men crossed into Westeross through a (no longer existing) land bridge and conquered "the Forest Children" (elves) using their Bronze Age armor and weapons. These First Men were then (mostly) conquered by the Andals who invaded with Iron Age technology, including plate armored cavalry (knights)...the lone hold-outs were the "Kings in the North" who retained their old culture and religion rather than convert to the Andals' Seven Gods. Finally, a handful of Tagaryan refugees (fleeing the destruction of their ancient island home) showed up with some dragons and used their air superiority to unite the entire continent under the rulership of one Iron Throne. Riffing off Martin's world would probably put Stefan and the Thyatians in the role of the Andals, perhaps with the Black Eagle Barony being the lone "First Men" hold-out (i.e. the Starks of Winterfell). Without drago-riding Targaryans, the land becomes one of constant squabbling between various "kingdoms" (i.e. rival warlords) of which only Stefan has the best foothold of all the Thyatian/Andal adventurers in the region. By the start of the campaign history, the indigenous Bronze Age culture has already acquired and adapted steel technology, putting them on a fairly equal footing with their would-be conquerors (or "equal enough" that negotiation and political strategy will be necessary to uniting the region, not simple military conquest). The elven tribes (in the role of "Forest Children") are a wild card force that doesn't like EITHER human side (seeing as how they chop down their trees for firewood and timber), as are the goblins ("snarks"), orcs ("grumpkins") and frost giants ("giants").

"Gath of Baal"
Option #3: Conquered dissidents. So maybe there WAS a large population of indigenous humans that the Thyatians/Romans overran with their armored legions...think the opening scene from Ridley Scott's Gladiator (or Tacitus's text Germania). Even better, let's look at fantasy equivalents like James Silke's "Death Dealer" series (based on the Frazetta character) with Thyatians in place of the steel-clad, slave-taking "Kizzak Horde" and the tribal ("barbarian") villages of the region being the stand-in for the Iron Age communities of the Forest Basin. Of course, without Gath of Baal to pull the villagers' fat out of the fire, conquest would likely be a walk-in touchdown for the Kizzak/Thyatians. Enslaved and oppressed by a ruthless, technologically superior (and magically formidable) force, the player characters would probably end up fighting a guerrilla war...either as members of the indigenous community or "sympathizers" among the Thyatian conquerors. Maybe. In such a setting, I think it'd be important to start the "invasion history" with Stefan's arrival on the scene (i.e. thirty years prior) rather than GAZ1's published timeline in order to give the PCs a fighting chance of upending the Horde's decimation of the native peoples and deforestation of the region's resources. This is a pretty grim campaign setting, filled with atrocity...but so is any story of conquest, really.

Black Eagle Barony?
Option #4: Conquered decadents. As a slight alternative to Option #3, make the indigenous people an ancient powerful and "advanced" society, overthrown by their own people as much as by the invaders. This is the enslaved tribes of Mesoamerica joining forces with Cortes to overthrow their Aztec overlords...or perhaps some sort of weird and decadent Atlantean/Egyptian society that is in no position to defend themselves from an ambitious, violent invader (they're too busy indulging in hallucinatory drugs and sorcery for entertainment to control the slave uprising that accompanies the Thyatian advance). Plenty of pyramids and thousand-year old strongholds (complete with exotic treasure and still functional booby-traps) are left behind after the conquest of the region, and Stefan is only too glad to allow youthful adventurers the chance to pillage such structures (he knows his coffers will receive a healthy tax on any loot recovered). Perhaps these ancient-but-still-standing fortresses can become castles for Name level adventurers...maybe Fort Doom is the equivalent of Castle Grayskull and Baron Ludwig is just the latest person to "claim" it as a residence.

Ya. More tomorrow.

Sunday, March 4, 2012

Tarnsman of Gor

Just finished reading Tarnsman of Gor, the first book in John Norman's 30+ fantasy book series begun in the 1960s and still being written today (Mariners of Gor was just published in 2011 and Conspirators of Gor planned for 2012 according to wikipedia).

Norman's books are technically of the "science fiction" variety, though there are a lot of the trappings of sword & sorcery fantasy in them. In the tradition of Burroughs's protagonist John Carter, Norman's character Tarl Cabot is a man of earth who is frequently brought to another planet (in this case, Gor or "Counter-Earth," a planet that shares the same orbit as the Earth but on the opposite side of the sun). On that planet he is a great warrior, or "tarnsman," trained to ride the gigantic hawk-like birds called tarns and becomes embroiled in the politics and sword-wielding adventure of that world.

Now, Norman and his books has received a lot of bile and revulsion over the years due to his subject matter; critics have panned his books for outright misogyny and gross tastelessness due mainly to its depiction of women as slaves and masochists and the "rightness" of the slave-master dynamic as a social system. I first got a sense of that from the description of the series in Fantasy Wargaming (published 1981):
Unfortunately, John Noman suffers from a deeply rooted bondage fetish which he obviously expects his readers to share, for all of these books are full of nubile slave girls who are forced to call men, "master," who are kept permanently chained and whose erotic instincts are usually aroused by a touch of a whip.
[this passage comes from the chapter on inspirational reading material for possible fantasy settings]

I'd read other reviews (prior to acquiring the book) that described Tarnsman as "the epitome of misogyny" or "having horrendous levels of misogyny." Apparently the series as a whole is responsible for inspiring a niche subculture of the BDSM community.

Well, maybe that's true of the later books, but I've only read the first one and I don't find any of that.

Yes, there are slaves, male and female. The male slaves feature most prominently as resources used during the siege of a major city. The female slaves are dealt with more explicitly because Cabot (the main character) interacts with them in the story...usually finding their treatment abhorrent and spending his time freeing them and rejecting Gorean society.

To me, the books read more as a "stranger in a strange land" type of story. The book, narrated in the first person by Cabot, often has the character not just questioning but outright rebelling against the values of an alien culture when they fail to match his own civilized Earth values, which are pretty standard 1960s American/British and male...perhaps a bit chauvinistic (though less than, say, Jack Hamm's character on Mad Men) but certainly he falls on the side of "right," decrying Gor's customs as "rude" and "barbaric" most of the time (and while he comes to take up their warrior code as his own, he is happy to question it and modify it when it doesn't suit his personal ethics).

The one female character portrayed as (perhaps) having a mild fetish for bondage is only that: a single example...and she herself is a free woman who gleefully admits to abusing her own slaves. Another female character, while accepting of her slavery as part of the tradition of Gor (whereby prisoners of wars and raids are enslaved) is still happy to have her freedom and leave her shackles behind given the chance. There's no promotion of slavery being a "happy state of affairs" by the author, speaking through the protagonist's narrative. One gets the impression that Tarl would, if permitted, attempt to overthrow those parts of Gorean society that oppress others...which is why he's returned to Earth, unhappily, at the end of the novel.

But as I said, maybe the later books are different. For me, Tarnsman of Gor is a fairly good book if you enjoy pulpy, sword-wielding fantasy, though I get tired of the first person narrative and the 1960s moralizing...again, I find Cabot to be a bit of a goody-two-shoes (more on that in a bit). For being a 45 year old book, it still holds up remarkably well...it doesn't feel as dated as say, some of Heinlein or Bradbury. And part of that has to do with the setting which, from the snatches of description provided, seems to be well-thought out and fairly rich, containing social structures and traditions, language and politics, alien flora and fauna (much more than just the giant tarns), and an interesting premise: alien "priest-kings" abduct earth humans and strand them in this Lord of the Flies situation for their own whimsical amusement.

The priest-kings...who are never actually encountered, only described through hearsay in the novel...are fascinating individuals. They provide the humans of Gor with a certain level of high technology (for example, electrical lights and lifts and doors, high caliber structural engineering, and medicine and medical advances that exceed 20th century earth medicine), but forbid the use of any weapon of greater technology than a crossbow, and do not even allow the crafting of chain mail armor. The penalties for trying to break these taboos is pretty severe: offenders are incinerated in a ball of blue fire by the unseen priest-kings.

Not a bad little mechanism for enforcing arbitrary conventions in an RPG: yeah, your magic-user can't wear armor or wield a sword because he'll be horribly and immediately destroyed by the local divinity. Nice. Despite the lack of supernatural magic, the world of Gor would make an excellent campaign setting for an RPG. The Gorean caste system is a good basis for character class archetypes (ha! there's even an "assassin caste"), and there are more than a few adventure ideas in the game. Plus, the premise provides a way to include 21st century Earth personality and morality in a pseudo-primitive/medieval setting, something that might be fun around the gaming table ("yes, you know what a car is but they don't have them: you can ride a giant bird or a giant lizard"). Oh, yeah...and impalement is the main form of Gorean justice/punishment for criminals, which I found amusing considering my own posting on the subject a few months back.

There are a couple thoughts that came out of reading this book that I'd like to elaborate on, both regarding elements of the writing/subject matter and how they apply to (role-playing) game play, but those are going to have to wait for separate posts. Tarnsman of Gor wasn't "the best" fantasy book I've ever read, but it was a good read, and the quality of the writing was a big step up from some of the other fantasy series on my book shelves (sorry, James Silke, Steve Perry...). It made me put my reading of David Chandler's trilogy on hold (I'm currently on the third book of his Ancient Blades series), though I'll probably return to that before starting Outlaw of Gor.

Probably.
; )