Showing posts with label a2z2019. Show all posts
Showing posts with label a2z2019. Show all posts

Tuesday, May 7, 2019

A to Z Challenge "Reflection Post"

Just a bit of palette cleanser, folks. We'll get back to the usual stuff shortly.


Here are my answers to the 10 reflection questions on this year's 10th anniversary A-to-Z Blog Challenge:

1. What did you love about the challenge this year?

I liked my theme a lot. The Grand Duchy of Karameikos has had a lot of material published for it over the years, and using it as the subject of my month-long blog challenge had me deep-diving into a lot of old adventures and books in order to research it. I wouldn't go so far as to call myself an "expert" on the subject of Karameikos, but I sure know a lot more about the material than when I started.

2. What would you change about it?

Maybe move it to a different month? April was pretty tough for me, what with Easter, Spring Break, a kid's birthday, another kid's soccer try-outs, Little League baseball practices, plus spring cleaning and spring colds (hay fever). I suppose every month has its challenges, though...but this year the logistics of finding time to blog were rough.

3. What was the best moment for you during this year's challenge?

Probably finishing and posting the last entry before midnight on the 30th. I really wanted to get through the challenge, and I think I managed to put out some good stuff even though I was (at times) a bit rushed for time.

4. What is the best comment your blog got during the challenge, and who left the comment?

Hmm...I wouldn't say there was any single "best" comment: nearly all of the comments I received were positive and helped spur me on. It was nice to see a comment from DMWieg, and I was really happy I "awakened" some ideas in Janich, and was pretty glad to see my thoughts on certain modules bubbling over to other folks' blogs and podcasts (like Lance, whose "Ducanites" series I dig). Probably my favorite comment was from A Tarkabarka Holgy (aka Zalka Csenge Virág), who simply wrote:

I kinda like the idea of a thief duchess, and I like your update on it. But even better, the polymorphed dragon, omg :D 
Love your theme! :)

I take any double smiley-face comment as a good sign.

5. Will you do the challenge again?

Maybe.

6. Was it well organized? Were the hosts helpful?

Um...yeah? I don't know. I just blog, man...I don't follow the A-to-Z stuff, and I didn't ask for any help. They were quick to update my typos on their "master list," so there is that.

Yes, I filled out their survey.

7.  How did you and your blog grow, change, or improve as a result of this challenge? Did you find new blogs out there to enjoy?

I found a couple new blogs just backtracking comments, but unfortunately most of the A-to-Z participants aren't doing anything I'm interested in. Did my blog grow or change? No, not really...but I felt a certain boost of confidence from being able to complete the challenge. And more B/X content is always good to have in Ye Old Archives so, sure, there was some improvement in these here parts.

8. Were you on the Master List?

Yes. Three times, originally (because I am technically challenged). This was corrected by the list moderators, thankfully.

9. Any suggestions for our future?

Isn't this kind of the same question as #2?  I don't know...I would have liked to see more variety in the types of blogs that participated, but I'm not sure how you folks could change that. Maybe offer some sort of prizes based on category in order to encourage other types of blog to join in? I understand it takes a certain type of masochist to want to do this type of activity but...well, I've said my piece.

10. Any notes to the co-host team?

Just would say congrats on doing this for a decade. Doing ANYthing with consistency on the internet for ten years should be a mark of pride. Good work!

Tuesday, April 30, 2019

Z is for Zemiros Sulescu

[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]

Finally! Caught up to "Z" with only a few minutes left before the end of April!

Z is for Zemiros, Lord Baron of Sulescu. And a secret nosferatu...but the people of Sulescu know the truth ("deep in their hearts," per the GAZ1 text).

"Velcome to my castle."
I've said before that I'm not a huge fan of the "Karameikos-as-fantasy-Transylvania" concept. But a lot of the tropes are already present. The dark woods full of lycanthropes. The superstitious Gypsy-like Traladarans. And, of course, all the damn vampires. Zemiros is a pretty obvious Dracula knock-off (at least in the stories where Big D isn't "all that bad"). He's a ruler (and protector) of his people...even as they are mortal cattle to feed his immortal hunger.

I suppose that even the farmer is protective of the livestock he will (eventually) slaughter, sell, and eat. This is the lie that Allston (writing for GAZ1) would have us believe: that "Zemiros Sulescu isn't really a villain - he is a neutral with great power." No, Aaron. With all due respect, he is an inhuman monster that sees humans as property and a food supply. And since we're playing a human-centric game, we should instead remember that being food for inhuman monsters isn't really the "proper station" for our particular species.

Zemiros should be a boogie man of sorts, perhaps semi-legendary, but probably a Big Bad Evil to be stomped out. I can think of several ways to revamp this character: installing a Rifts-like Vampire Kingdom in southwestern Karameikos (that would be pretty sick and wrong) of which Zemiros is just the outward manifestation of a huge alien intelligence. Replacing Zemiros with Strahd (i.e. the Dracula knock-off from adventure module I6: Ravenloft) and his castle, if not the silly, imprisoning mist (and probably axing the whole random-Gypsy-prophecy adventure...for notes on re-skinning Ravenloft, check this entry by GusL). Heck, I'd even considering making him a normal, mortal man who his people just think is a nosferatu (Zemiros might even think so himself...he's an ancient, eccentric human, prone to fits of murder and blood-drinking simply as a matter of sport)!

The REAL Zemiros
But regardless, the guy is a scourge...a repulsive, blood-sucking tick on the neck of humanity. The only thing that should keep such a creature in power IS power, and the fact of the matter is that no mere vampire can stand up to a B/X cleric of 11th level or greater. And there are a lot of level 11+ clerics in Karameikos, per their write-ups in GAZ1.

So unless we're going to say nosferatu are immune to the turning power of clerics (and why would we?) I'm going to take a page from the "extended playbook" of B/X...specifically, my own B/X Companion...and make Zemiros a Greater Vampire, one of the many monsters I wrote to challenge high level adventurers (Tim Brannan blogged a bit about this here and here; his Dracula write-up isn't a bad jumping off point for Zemiros). Yes, yes, I realize this is tooting my own horn a bit, but it's still a good concept...and there's no reason one couldn't re-write the "Greater Vampire" as a "Greater Nosferatu" in the same way the Gazetteer rewrites the original monster.

Just remember Zemiros IS a monster, not some benevolent lord.

[just like this year's A to Z challenge was a monster...and a fiendishly challenging one...to get through! But I did it (barely) with about an hour to spare]

Y is for Yolanda of Luln

[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 got behind by a couple days because of the Easter weekend, but I'm trying to catch up as quickly as possible]

Y is for Yolanda of Luln.

I’ll admit that after re-reading the description of this NPC, I’m feeling a little less critical than my initial impression. For those of you who don’t own GAZ1, here’s the gist:

Yolanda as she appears in GAZ1
Yolanda was born in the Black Eagle Barony. Not desiring for the child to grow up in such a terrible place, her parents fled with the baby; her father died during the escape. Yolanda grew up in Luln with her seamstress mother. Yolanda was blessed with great beauty and musical talent; she “trained” rigorously until the age of 18, after which she moved to the capital, where she became the most famous entertainer in Specularum. Now 22 she uses her money (after paying her expenses...including sending money to her mother in. Luln) to influence Ministers and officials at the palace to curb the degradations of Baron Black Eagle. She is described by Allston (in GAZ1) as “A Woman With A Cause,” and a possible source of adventure hooks.

The reason I was feeling critical earlier was that I had an inaccurate memory of this particular NPC. For some reason I thought (or assumed) that she was attempting to foment rebellion (or stir up trouble) against the Black Eagle Barony, using her music. Like, I don't know, Gold Moon doing her little song and dance in Dragonlance, trying to inspire folks to help her people. I mean, I realize folk musicians inspired people to activism during the latter part of the 20th century, but I'm not sure this was ever true of individual minstrels in earlier centuries. Did Yankee Doodle fire up American colonists against the British? Or was it simply a song sang as a sign of their (already) defiance? My general feeling is that the local nobility's reaction to songs of revolution would be something on par with Game of Thrones: "Would you prefer to lose your tongue or your fingers?"

But that's not what going on. Yolanda is a successful entertainer who came from humble origins who's using her newfound money (not her music) to secretly (not publicly) influence the aristocracy against a corrupt vassal. And that's just fine and dandy...except that I don't necessarily see the Black Eagle as all that "evil," and I certainly don't see Archduke Stefan as some wise and just ruler.

ANYway, she's an interesting NPC to have floating around Karameikos and other than leaving her as is (a famous entertainer...thank goodness there's no "bard" class in B/X or BECMI because I'm sure she'd have 10+ levels and a bunch of random spells), there are only a couple-three ways I'd choose to resin her:

Option #1: Make her an actual Traladaran revolutionary, but financing the guerrillas in the capital in order to overthrow the corrupt and decadent invaders (i.e. Duke Stefan himself). In this scenario, Yolanda sees the Black Eagle as only a symptom of the actual problem: foreign occupation. Instead of money going to bribe ministers and officials, she could be buying swords and arrows for the true revolutionaries hiding under the nose of the Duke. Of course, there are sharper knives in the drawer who would be aware of her schemes and would oppose her activities: individuals like Anton Radu (head of the Veiled Society) who has made money hand-over-fist since the corrupt Thyatians came into the picture.

Option #2: As option #1, but now she IS the very public, folksinger activist inspiring rebellion and dissidents with her coded lyrics of her music. The Archduke is aware of the problem, but most of the actions he could take to silence her would simply make her into a martyr...and because of her overwhelming popularity amongst the people her arrest and/or execution m might actually be the spark that sets off a firestorm! Stefan may need the aid of some mercenary minded troubleshooters (i.e. the player characters) to discreetly deal with the singer...

Diana Damrau as Yolanda.
Option #3: None of the above; Yolanda is actually a centuries old Nosferatu masquerading as a normal human entertainer. She was one of the many undead wives of Lord Zemiros Sulescu, but he tired of her some decades ago, and when she she'd finally had enough of lurking around his castle and preying on the odd gypsy...er, peasant...she decided to try her hand among the living. Her fame and popularity is as much due to selective use of her vampiric charming ability as to her natural beauty and talent. No one's yet caught on, and she's considering forming her own faction in the city of Specularum: a contingent of lovers and admirers converted to vampires and under her absolute sway and domination. One of the things I always liked about the random town encounters in the original DMG (besides the extensive list of "wandering harlots," of course) was the possibility of bumping into a vampire or greater undead on the city streets. Put one there: Yolanda, Queen of the Night!
: )

Monday, April 29, 2019

W is for White Dragons

[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 got behind by a couple days because of the Easter weekend, but I'm trying to catch up as quickly as possible]

W is for White Dragons. Well, white drakes, actually.

Okay, I'm just going to have to blaze through these last four. Apologies in advance.

I've written a bit about adventure module B3: Palace of the Silver Princess in a prior post, most of which was less than complimentary. Fine, sorry. While the adventure's not great, there's some background stuff in Moldvay's rewrite of the Jean Wells original version, that's rather interesting, such as:

Arik of the Hundred Eyes: an ancient, evil being worshipped as a god (there's a chaotic cleric in the module trying to break him out of his mystic prison).

Eyes of Arik: giant, magic rubies of uncertain powers, said to be the eyes of Arik.

Faerie: a "highly magical realm" inside which "time has little meaning." Faerie is a land of peace, harmony, and eternal happiness, populated by The Protectors (translucent green elf-like beings) and "certain High Elves" (whatever that means).

Knights of the White Drakes: a group of fighters that ride white dragons; both riders and mounts are dedicated to the destruction of evil.

"The Protectors"
Moldvay was writing (rather, re-writing) in 1981 and his adventure has a lot of what I'd call "B/X flavor;" it has a bunch of coloring outside the lines, draws heavily from pulp, and fictional sources, and doesn't attempt to make a whole lot of sense in terms of rules and regulations. Moldvay (author of the B/X Basic book) isn't afraid to take things "off the rails," and even though it's got a higher level of morality and "force" against players than I prefer, it's still neither a railroad, nor the codified vanilla fantasy of later publications.

Moldvay doesn't say anything about where the Valley of Haven is (other than it being a kingdom surrounded by "the Thunder Mountains") but Frank Mentzer's Expert set places it smack-dab in the middle of eastern Karameikos, at the southern end of the Altan Tepes mountains, just north of the eastern forests (home of the Vyalia elves). This he does without explanation and context, which is (I suppose) par for the course in some ways...but even without the geographical inconsistency (no valley, no Thunder Mountains), it's yet another slap in the face of Wells, who included a full map (illustrated by the author) of the region, clearly located northwest of the Principalities of Glantri and, yes, even including the Thunder Mountains. The map is one of several illustrations cut mysteriously from the rewrite, despite a total lack of anything that might be deemed "offensive;" maybe the town of "Dead Mule?"

Anyway, as I said in the earlier post on the subject of B3, I lack the time or inclination to re-write either module at the moment, but if I did, I'd probably remove it entirely from Karameikos, and put it where it's supposed to be (as its background...with a recent faerie disaster...makes absolutely no sense in the timeline of the Grand Duchy). However, I wouldn't mind re-purposing the "Castellan Keep" icon on the map (remember, I want to move the actual Keep on the Borderlands to the Duke's Road Keep) as the stronghold of the Knights of the White Drakes. Because fighters mounted on white dragons is kind of cool (and makes more sense in an area infested by Frost Giants).

Something like this.
Here's the thing about white dragons: in B/X they are NEUTRAL in alignment, neither chaotic, nor evil (as they are in AD&D and subsequent editions). That gives a lot of opportunity for interesting stuff, especially if Knights have zero allegiance to Duke Stefan, the conquering Thyatians, or the indigenous Traladarans. I see them more of an ancient, Druid-like order...and their idea of what constitutes "evil" may be very different from that of "civilized" Archduke. Dressed in antique white scale mail (forged from the carapace of their fallen brethren), the White Drake Brotherhood is half legendary, only venturing forth from their mountain lair when drawn by strange portents and celestial events. Sometimes they bring needed aid to communities threatened by monsters and ravenous humanoids, sometime they bring icy death and destruction to innocent villages who have somehow "upset the natural order."

Interesting that Sir Ellis the Strong (the one Knight detailed in B3) is only a 3rd level fighter...clearly there is something more than Name level status or prowess of arms that are necessary for indoctrination into their Order. Perhaps one must simply brave the giant-infested mountains and find the Knights' secret fortress. Perhaps it is a brotherhood bound by blood ties (and only a relative may heed the call). Perhaps only individuals of the correct psychic thought patterns may bond with their dragon mounts. Who knows...certainly the DM will need to decide on what, if any, road to initiation is available to player characters. However, Sir Ellis himself may be something of an apostate, leaving his fellow knights to marry a fairy princes, ritually blackening his armor to show his self-exile from their glacial stronghold.

All right. X is next.

Sunday, April 28, 2019

V is for Veiled Society

[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 got behind by a couple days because of the Easter weekend, but I'm trying to catch up as quickly as possible]

V is for Veiled Society, "the most powerful criminal organization in Specularum." GAZ1 states that thief characters can choose to belong to one of three thieves' guilds in Karameikos, and identifies The Veiled Society as one of these (the other two being "The Kingdom of the Thieves" headed by Flameflicker, and "The Iron Ring" slaver organization).

I was trying to remember when I first heard of such a concept as a "guild" of thieves. I didn't read any Leiber "Lankhmar" tales till (probably) high school, certainly not before I was years' deep in Advanced Dungeons & Dragons (back in those "pre-internet days," if you were looking for some long out-of-print pulp fiction, you'd only find it at a library with a decent selection...pretty sure my first Leiber, Moorcock, and Zelazny books were pulled off the Seattle Prep SciFi shelf). I probably had some idea of guilds (from history class, encyclopedias, and/or watching Dickens' Christmas Carol on a yearly basis), and there IS mention of "thieves guilds" in the Cook/Marsh Expert set, in exactly two places:

"At this point, a player character thief may want to consider setting up a Thieves Guild (the details of this are left to the DM)."  [page X8, discussing high level thieves building hideouts and attracting apprentice thieves]

"The base town should be large enough to support the services the players will need these include:

  • Inns and townhouses where the players stay between adventures, where notices are posted, and where rumors are found.
  • Churches, shrines or temples for the clerical orders, including at least one NPC cleric powerful enough to cast a raise dead spell.
  • A Thieves' Guild for thief class characters that can provide information, markets for treasure, smuggling, spies, and hireling thieves -- for a price.
  • Town militia to keep an eye on the town -- and the players!

"The DM should also decide who is running the town..." [page X54, on building a base town for the campaign, emphasis added (regarding the thieves guild) by Yours Truly]

[man, just to digress for a moment...so much to digest and infer from that little bit of world building. What a great place for a new DM to start! Everything that's really pertinent...including a cleric that can raise dead!...is on that list, save perhaps the blacksmith and "general store" that any town large enough to support the rest should be able to provide. Note, this is the outline for a "home base" for adventurers, not any old village, which could be lacking most, if not all of these components. But for a place that adventurers (i.e. the player characters) come from, YES, it should have all these things...not only for their services but (probably) for the PCs' origins as well: fighters were trained in the militia, clerics at one of the churches, etc. And, NO, it does not NEED to have a wizard or "magicians guild" because, of course, PC magic-users can learn their own spells through spell research (helping to suck off excess treasure in the process)...magic need not be commonplace!]

[ha! Raise dead! Always available at the home base, so why O why was there ever whining about getting killed on an adventure? Sheesh!]

*AHEM* The presence of a thieves guild, given the description in the Expert set provides a number of practical services for player characters (a place to sell treasure! a place to procure thief hirelings!) as well as giving the thief a way to shine that may be welcome indeed (keeping in mind that the low-level thief in B/X is a pretty paltry character, both skill-wise and combat-wise!)...since, presumably, one must BE a thief (and one in good guild standing) in order to interact with the "thieves guild."

[the alternative I suppose would be difficulty in finding places to fence loot, poor exchange rates on treasure, and wild chance if an adventuring thief was available for hire at the local tavern...assuming a thief would be willing to publicly announce her profession in the first place!]

Members in the Veiled Society (briefly mentioned in this previous post) is described in GAZ1 as follows:

"The Veiled Society is appropriate to characters with a grim, Mafia-like outlook on their criminal activities. If this character likes hurting people as much as he likes robbing them, the Veiled Society is for him.
"The Veiled Society demands 15% of all the character's earnings (other than those earnings for Veiled Society activities). It does provide a reliable fence for that fee. It helps the character by trying to spring him from jail or beating or killing those who've done him wrong -- the Society is loyal to its members.
"However, it often makes demands of the characters -- such as "Go to the House of Silks near the Street of Dreams. Break in. Kill the old man and his daughter and then set the place afire." This isn'e a thieves' guild for characters with morals."

Allston states that only Neutrals and Chaotics may join the Veiled Society, but PCs of any alignment...and of any class!...can be asked to join during the course of adventure module where they first appear: Dave Cook's B6: The Veiled Society. In fact, very few of the Veiled Society men (yes, they are all men) in the adventure are thieves...a total of three out of 51 NPCs. For a "thieves guild," they're pretty light on thieves! Cook also includes this little "initiation" ritual:

"You are now on of us," says the man. "If they catch you, they kill you. If you betray us, we kill you. Act in our name but without our blessing, we kill you. Work hard for us and you will prosper. Once with us you cannot leave us."

This is said after donning the Veiled Society hood, which both protects their identities and is the symbol of their allegiance. It should be obvious that the Society does not suffer betrayal lightly (or at all).

The Society's hideout appears to be an ancient, subterranean complex (I'm making it sound more exciting than it is: it consists of all of three chambers and a handful of straight passages). There's something very mystical about the place, and the Society in general. Their meeting hall feels like an ancient pagan temple (though there is no idol, only a gong...which I can't see them using since the members only meet at appointed time and there are no rooms from which to call folks to gather). There are as many high level spell-casters as "thieves" among their members (two clerics, one magic-user) all of which are in leadership positions (unlike the thieves). There are their masking rituals and their oaths of secrecy and commitment, the headdress of their hidden leader. More than a fantasy Cosa Nostra, the trappings of the Society feels like that of a secret society, one with religious overtones, and one that's been operating in the depths beneath Specularum for generations...certainly before the Thyatia conquest.

Personally, I dig it. I've loved the feel of this module ever since I saw it's Roslof-illustrated cover, many years ago...and despite the overall weakness of the adventure design I've held onto it.  A hooded, murderous secret society knifing people in the dark alleys of Specularum after sundown? That's cool...probably should be kidnapping the odd virgin to sacrifice to some shadowy goddess every new moon as well (a ritual leftover from ancient times, blood of the innocent used to "resurrect" the moon). It doesn't have to be ultra-weird and Cthulhu-y...murderous fanaticism hidden behind the facade of "normal" friends and neighbors can be just as creepy.

Okay...I'll end the post here. Man, I am far behind this month. I had wanted to talk about the other thieves guilds as well (including the one located in Threshold...a town of 500...and how preposterous that is), and especially the Iron Ring slavers. But that'll have to wait till another day.

Friday, April 26, 2019

T is for Threshold

[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 got behind by a couple days because of the Easter weekend, but I'm trying to catch up as quickly as possible]

T is for Threshold, the "sample home town" found in Mentzer's 1983 (BECMI) Expert set. I'll be including Patriarch Sherlane (Baron Halaran) and his niece Aleena in the discussion.

Before I start "getting into it" I'd like to clear up something that may be less than clear. I've got quite a bit of positive feedback on this series (which is good, thanks) but I know some folks may have a very different view of what I'm doing. I know there's a LOT of love for the BECMI game and the Mystara campaign setting as written...and not just because of the "nostalgia of youth;" plenty of folks still keep BECMI (and the RC) as their edition of choice and continue to use Mystara as their home campaign. I understand that my critique and criticism (often expressed in a harsh or inflammatory way) can seem like a rather personal attack on something certain people hold dear and valuable. Hell, Aaron Alston is dead...I can see how criticizing his work now can be viewed as unkind (to say the least).

So, although I believe I've said this in the past, allow me to once again reiterate that I have great respect for the sheer amount of work and care that went into the creation of this material by Allston, Mentzer, and others (Jeff Grubb did a lot with the later Karameikos: Kingdom of Adventure). More than that I have admiration for both the authors and their work, and not a little bit of love and nostalgia of my own. The fact of the matter is, if I didn't care about Karameikos, I would not put in the time and effort to do a series like this. I don't write about things I don't care about (and I generally refuse to write about things I want to leave dead and buried...there's no such thing as "bad publicity," after all). The Grand Duchy of Karameikos, as presented in the B/X Expert set, had very little to it...hardly enough to inspire much admiration, respect, or thought. It's the later works: Mentzer's BECMI, Allston's Gazetteers, modules like B6 and B10-12 (by Cook, Sargent, and others) that have contributed to the lore of the setting material, providing the grist that fires up my "think-box."

No matter how harsh I may appear, I write about this stuff because I care. I could write about other things that are important to me: my daughter starting piano lessons last week, my boy getting three hits on four swings of the bat (don't know where he gets it), or my 18th wedding anniversary with my wife. But my readers are coming here for the "game stuff." And what's more, I like writing about the game stuff...this is my place to do so. I can throw all that other stuff on Facebook, if I want.

SO...Threshold. Threshold first appears as a sample home town in Mentzer's Expert set, a replacement of the dirty, lawless town of Luln that is much more conducive to the "family friendly" style of fantasy that TSR began to produce in the mid-80s (Mentzer's Basic set contains no "inspirational reading list" packed with Thieves World authors and pulp sword & sorcery). And let me here and for the permanent record admit I really like the Expert set, AND Threshold...despite its BECMI-isms (like godless Clerics) it's my favorite book of the BECMI series, and I find it pretty darn good. Yes, a good part of this is Larry Elmore's illustrations which, I feel, really conveys what "expert level" characters should look like (I'm less fond of his monsters illos). But the layout and information conveyed is a great rehash of the Cook/Marsh books, and the setting building material is quite a bit better...and I LIKE the Threshold write-up immensely; it is space much-better-used than the terse gnome warren write-up in the original (B/X) Expert book.

Mentzer describes Threshold as "a thriving frontier village of 400 permanent residents plus over 100 other regular visitors. The main business of Threshold is to supply timber to the Capital." Later, he adds that the town contains about 50 demihumans in addition to the 500 human residents, the whole being ruled from nearby Tarnskeep by the Baron Sherlane Halaran. Patriarch Sherlane is a Lawful cleric, and a no-nonsense, incorruptible good guy leader-type, who looks over his barony as close as a priest would care for his "flock," yet still finds the time to go on serious and secret missions for the Duke (see adventures like B12: Queen's Harvest as an example). Per GAZ1 he is helped in his administration (really just running errands and messages to the town master, guard houses) is his niece/adopted daughter Aleena Halaran...the same cleric slain by Bargle with a magic missile back in the BECMI solo adventure of the 1983 Basic set. Apparently, her uncle brought her back to life (not surprising given that he's 14th level) and she has since managed to thrive, achieving 12th (!!) level and becoming part of the Order of the Griffon despite being only 22 years old and not seeming all that interested in adventuring (per the GAZ1 description). WTF.

Allston increases the size of Threshold to 5000 and paints an idyllic picture of the waterfront logging town:

"...it's not a tight-packed, dirty, squalid town; by Baron Halaran's decree, no house may be built within 50 feet of another, and so Threshold is spread over a large area, filled with nice homes usually surrounded by vegetable gardens and livestock pens." (GAZ1, page 39)

Where's my baguette?
Considering Threshold in light of its description, and the rather quaint/pastoral adventure scenarios presented in Mentzer's Expert set (stuff with rafting, gardeners, damsels in distress, gold dragons in disguise, etc.) one might gather this is a nice little fairytale town...something like the "poor provincial town" depicted in Disney's (animated) film, Beauty and the Beast. That is, in fact, the kind of thing I tend to picture.

However, looking at the map Mentzer has drawn for Threshold, one sees a set-up more typical of the medieval town, complete with a double wall (probably guarding the inner "old town" and later "new town"), one of the main reasons for the rather cramped and squalid nature of such places. When walls offer the main protection for a community of people, SPACE for building is at a premium...no one wants to live outside the wall (unprotected!) and buildings are by necessity built so close as to be right on top of each other, leading to all the usual unpleasantness: filth, disease, and fire hazard.  Interestingly, this is exactly how Threshold is portrayed in the (British written) adventure module B10: Night's Dark Terror. Published a year before  Allston's GAZ1, B10 has a substantial section on Threshold and describes it as:

"...a typical town: crowded, smelly and dirty. Except for the buildings by the river, all waste is emptied into the streets, and pigs and dogs can often be seen scavenging through it."

[two of the three designers of B10...Jim Bambra and Phil Gallagher...have credits with the gritty Warhammer Fantasy game and that particular aesthetic is on display in several parts of the module]

And B10 was still working with an assumed population of 500. Imagine increasing it by ten fold...more crowd, more smell, more filth. And that's not even counting the attached Fogor Island, which is "unofficially" under the control of the local thieves' guild, and shunned by law-abiding citizens (per B10). While Allston took Mentzer's work and ran with it in one direction, Gallagher and company did the complete opposite as far as tone, theme, and color. It ends up being a weird and strange mixture...a place less of a hometown, and (perhaps) not even one you'd like to visit. Sherlane's edict forbidding magic-user magic seems somewhat silly in Mentzer (though understandable considering an "expert level" spell-caster will have access to destructive spells like fireball)...in B10, the designers provide a Clerical Court of five clerics (appointed by Sherlane) who put convicted spell-casters on trial and bestow curses like insomnia (no ability to regain spells) and dumbness (no ability to cast spells without words), effectively crippling wizards completely. It's vicious and mean and says quite a bit about how the Patriarch runs his town. There's no shortage of inns (most streets having "at least one") serving wine, and no prohibition on characters carrying swords (unlike Specularum where any weapon larger than a dagger must be tied/bound), so I can see a lot of back alley duels being fought and general bloodletting (while B10 states townsfolk attempt to avoid combat, they're also quick to defend themselves with daggers, chairs, bottles, etc.).

It's an "interesting" place for the Duke to choose as a place for a secret coin mint, especially considering Kelvin is closer to both Specularum and High Forge, and is likewise located on the river. Perhaps the Duke has more trust in the good Patriarch Sherlane whom he knew from his days in Thyatis (Halaran was originally a priest of the Church of Thyatis). Or perhaps it's just that Kelvin was never established as anything more than a name on a map, prior to GAZ1.

All right it's late, and I'm still two days behind on this thing; best get to my thoughts on how I'd alter this thing. First off, I'd probably ignore the quaint little English village thing going on in GAZ1, and stick to the squalid medieval town found in B10, while still upping the population. While Luln is a fairly nasty little hole of a town to come from, I'd like players visiting Threshold to come away with a greater appreciation for their home of origin...far better to grow up there than under the rigid, religious patriarchy of Baron Halaran.

"Bow down,
ye of little faith!"
Halaran, to me, sounds like a fanatic with a bit of a god complex. I mean, he can raise the dead, cure the sick, etc...why shouldn't he have an ego the size of Texas? He has the power to keep the cholera epidemics under control! His people love him! Or they fear him...but better to live inside his walls (no doubt decorated with holy texts and religious screeds and sermons) than in the wilds of Karameikos where one might be attacked by goblin slavers or a vengeful chevall!

Allston writes (in GAZ1) that "the idea of the clerical stronghold is a strange one to most Karameikans. In the Grand Duchy, clerics don't generally band together and build mighty fortresses just so they can be jolly armed clerics together." However, that is just what Hallaran has done! In making Threshold "more B/X" I would certainly have be Tarnskeep a typical cleric castle, garrisoned with a small army of fanatically loyal troops, just as any Name level cleric would have.  These "faithful" militants would not only patrol the barony (keeping the peasants in line, repelling marauding humanoids) but would reinforce the town militia, ensuring all clerical edicts were obeyed without question, and enforcing "justice" as necessary.

"I have a message
to deliver."
Hallaran's niece, the lovely Aleena, would be the patriarch's personal protege, equivalent to a loyal retainer, and probably no higher than 3rd or 4th level. Being young and inexperienced, Hallaran would certainly encourage her to adventure in the wilds, albeit always with a small cadre of bodyguard zealots to ensure her safety. I'd probably keep the Cleric Council, making them a group of 6th and 7th level clerics, each dedicated to a particular god/goddess of the Imperial pantheon, all bent on converting the indigenous Traladarans to a more "civilized," pliable people. Sherlane himself I'd drop to 12th level or so, making him powerful but still beholden to his superior counterpart in the capital.

I'd probably ignore the entire "secret mint" subplot, moving the thing to Kelvin instead (and giving another reason for that city's importance). Threshold's strategic value as a loyal (if fanatical/crazy) military stronghold on the Duchy's northern border offers reason enough to allow the Patriarch the autonomy he craves to form a minor theocracy on the edge of the wilds.

Oh, yeah...and I'd axe Cardia's Carpet Service completely.

Tuesday, April 23, 2019

R is for Religion

[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]

R is for Religion, an organized form of worship, of which Allston's GAZ1 provides us with three (two?) for Karameikos.

I got a little sidetracked this weekend, what with birthday parties, treasure hunts, baseball games, and Easter festivities. It was pretty busy all around, though fortunately everyone had a great time (the kids especially). Now...back to the grind.

B/X doesn't have any specific setting attached to it. Yes, there are some sort of gods (or goddesses); this is made clear in the B/X description of the cleric (see the quote in this earlier post); but it's left up to individual DMs to decide what the cosmology of their campaign setting looks like. Nothing is defined, faith-wise, in the Expert set's brief description of Karameikos, and the countries of the "Known World" described in X1: The Isle of Dread offers nothing extra (folks might infer from Thyatis being "similar to culture of the medieval Byzantine empire" that there is something there, but remember that no connection had yet been drawn between it and Karameikos).

None of the "B/X era" modules offer anything like a consistent cosmology...just random deities appropriate to the adventure (X1, X2, X3, and B3) or generic "lawful" chapels and "chaotic" temples (B2). The early (pre-GAZ) BECMI modules aren't much different; it's only with the advent of the "Mystara" concept that there starts to be anything like a setting cosmology (based on Immortals as pseudo-deities).

Dave Cook's B6: The Veiled Society is interesting for the picture it paints of Specularum, capital city of Karameikos. Written in 1984 (post-BECMI, pre-GAZ1) it states:

"The city has several churches, most for Lawful clerics. There are a few Neutral churches, but not many people attend. There are even Chaotic churches; these are very secret and do not advertise their existence in any way. If the characters need healing or similar help, they may obtain it if their cleric goes to his church. Of course, the player characters are required to make some type of offering (anything from flowers to magic items) and may be required to do some service for the church."

Recall that Mentzer's Basic set states that clerics are simply humans "dedicated to a great and worthy cause" and that this cause is "usually the cleric's Alignment." Furthermore, it is explicit that D&D "does not deal with [ethical and theological] beliefs, and they do not affect the game;" instead they are simply assumed "just as eating, resting, and other activities are assumed." Clerics draw their spell power from "the strength of [their] beliefs;" there are no religions or gods, no tenets of their faith, no prayers or divine rituals that need to be performed.

Cook doesn't seem to have gotten the memo...though one might have gathered as much from his 1983 module X5: Temple of Death (the whole country of Hule is steeped in religion and religious fervor). I suppose a church is an easy substitute for Alignment as a "worthy cause" of devotion (duh), but I'd hardly say this is an example of theological beliefs not being a part of or having an impact on the game...rather it is a motivator of action, even in B6 (first level characters are probably going to want healing at some point, and PC clerics receive no spells prior to 2nd level). At some point PCs will have to interact with these institutions and, presumably, whatever ethical and theological beliefs they have. Probably Cook's long association with D&D (for years prior to TSR's cutting the cross off of clerics) has something to do with his methods.

[ha! As written, there is absolutely no reason for clerics in BECMI to make use of a holy symbol, unless facing a vampire...and then the use is the same as any other player character. The description of the item is simply "A sign or symbol of a cleric's beliefs. Used in Turning undead." However, no mechanical/rules effect is provided. In B/X all clerics MUST possess a holy symbol (page X10) as it is a symbol of the deity a cleric serves. BECMI clerics can save the 25 gold]

Allston's approach in GAZ1, for the most part, is much more in keeping with the party line. As stated, Karameikos has three native faiths: The Church of Karameikos, The Church of Traladara, and The Cult of Halav. The Cult of Halav is much more a cult than a full-blown religion...it's members are true believers in Arthur-type legend of Halav, but other than waiting for his "coming again" (and believing that Archduke Stefan may be his reincarnation) they have no real laws or tenets of faith. Interestingly, Allston writes:

Despite the fact that most people consider the Halavists to be insane, it's a fact that their clerics do work magic. This means they must be receiving aid and inspiration from some Immortal.

...from which I infer that even Allston assumes gods (or whatever passes for them in BECMI D&D) are granting spells. *sigh* Makes sense, as he's the one who wrote Wrath of the Immortals.

The other two religions have codified commandments and discussions of "sin" but no mention at all of deities or how these religious doctrines interact with clerics and their magical spells. Here is Allston staying true to the definition of the BECMI cleric, even if he's not ignoring theological and ethical beliefs per Mentzer's instruction. However, between the two there is very little difference in doctrine...aside from wording and the Traladaran church's encouragement to engage in superstition and stereotype Gypsy fortunetelling, the main difference I see is that the Church of Karameikos sees couples living together outside the "sanctity of matrimony" to be a sin on par with abuse and murder, while the Church of Traladara sees the relationship between man and woman to be "a personal matter, not involving the philosophies of the church." Both otherwise break down into "be a good person," similar to the basic (Lawful) teachings of most commonly practiced (real world) religions.

Mmm. I've got Game of Thrones on the mind at the moment, and I can't help but see certain analogues between Martin's major religions of Westeros and those of Karameikos. Aside from its lack of gods, the Church of Karameikos could easily substitute for the Faith of the Seven (or vice versa), and the Old Gods of the First Men for the Church of Traladara...heck, even the militant Order of the Griffon (in GAZ1) has an analogue in the Faith Militant of the ASOIAF novels. And there's a part of me that just says, well, this side-by-side dichotomy of competing but not-so-different faiths work pretty good in Martin's fiction, why not just let it stand in Karameikos?

Fervor is no substitute for
healing magic.
But then I remember that Martin's churches don't have spell-casting clerics. Only the fire cultists of Essos (followers of the "Lord of Light")...and they're the ones viewed as crazy persons in Westeros. D&D is not about rival churches competing for souls; its cosmology is based on sword & sorcery pulp not medieval Europe. The religions of the region should reflect that, in my opinion.

Despite Allston's care and thoughtfulness, I find his work on these churches to be a "miss." I'd re-skin the Church of Traladara as an ancient (and suppressed) religion of the goddess Petra, and the Church of Karameikos as something of a mishmash between the Faith of the Seven and the old Roman cult of Mithras. The Cult of Halav would indeed be a bunch of crazy folk (no clerics, as Halav is no god...nor even a demigod)...but perhaps something with the potential to become a new militant order of knighthood, like the Order of the Griffon, but for the worshippers of Petra.

Still, that's not really enough for a "typical" B/X campaign (if there is such a thing), which is generally filthy with random deities, cults, and strange faiths both ancient and new. A better model than Game of Thrones might be 1st century Jerusalem with its combined political and religious tensions. The "Church of Karameikos" is replaced with the polytheistic Roman pantheon imported from the Thyatian Empire by "true believers" who need a land outside the scandalous, political cesspool of the home nation to cultivate a "purer" form of worship. Heck, maybe they've brought an enclave of Vestal Virgins (because Vestal Virgins are awesome).

[of course, with multiple gods and multiple priesthoods, religious infighting and jockeying for political power (and influence with the Archduke) provides all sorts of nice little adventure hooks as churches hire adventurers to raid each others' temples]

Rather than a traditional thieves guild, the Traladarans have religious Zealots and "dagger men" working to overthrow their Imperial masters in the name of their goddess. Meanwhile the "shadow man of the woods" (the chaotic deity of Traladaran forests) woos malcontents and sociopaths from both cultures to his cause: the overthrow of Law and civilization. Evil druid-types, seeking a return to the wilderness and a more primal state of humanity...yeah, that's kind of cool.

Also some sort of toad god. Of course.

Friday, April 19, 2019

Q is for Quasqueton

[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]

Q is for Quasqueton, the mysterious fortress featured in Mike Carr's adventure module B1: In Search of the Unknown.

Many folks have cherished memories of B1; a lot of first-time D&D players cut their teeth on the module. Personally, I've only run it once: with my brother back in 2010 after modifying the content substantially for mid-level play. I'll probably get around to running it again some day, and properly (maybe for my kids), but it's tough when the adventure needs so much prep from the DM to work (as a teaching module, B1 leaves many encounter areas to be stocked by the new DM).

The reason I don't have much experience with the module is because I never owned the thing until recently. B2 was my "introductory adventure;" B1 was written for (and included with) the ORIGINAL D&D Basic set, the edition we Bloggers refer to as "Holmes Basic." My copy of B1 was acquired back in 2009 when I came across a (used) box set of Holmes (no chits) that contained the adventure (my initial thoughts are here, for the curious). As a Holmesian relic, the module is not entirely suited for B/X play (though it's easy enough to convert), and some readers might be wondering why I even bring it up for this particular series, as it antedates the publication of Karameikos and the Known World by half a decade (a lifetime in terms of the hobby's primordial origins).

Once again, we can hold Mentzer responsible: his re-printed wilderness map of the Known World in BECMI's Expert set included the location of (what I assume are) all the then-published "B" and "X" adventure modules. B1 is located deep in the northern foothills of western Karameikos, near the mountain origin of the Achelos River, which flows to the coast (eventually emptying into the Bay of Halav by way of Blight Swamp).  Fortress Q is not shown on the GAZ1 map, nor is it mentioned in the text of the Gazetteer, but it's clear from the landmarks on the Expert map where the "hidden" stronghold is located.

"Hidden" is a pretty relative term, in this case. The text of the adventure states the hidden fortress of Roghan the Fearless and Zelligar the Unknown was located "far from the nearest settlement, away from traveled routes, and high upon a craggy cliff" specifically because they were not interested in unwanted visitors. However, it's clear from encounter areas strewn with recently deceased bodies and the relatively picked over nature of the site that there are at least a few adventuring souls that have found their way to the fortress. Heck, the adventure starts with the PCs acquisition of a map to the complex!

Not sinister enough for
Zelligar and Roghan?
Which is fine...it helps make some sense of the adventure (and gives plenty of justification for the "low level" nature of the site...the biggest treasures and monsters have already been taken out, both literally and figuratively). As usual, I advise folks to check out GusL's excellent review/analysis/ideas for this module. Despite his critique, he provides a great blueprint for how to run the adventure in a way that's both sensible and properly challenging/rewarding.

So let's talk about the adaptation of B1 to the Karameikos setting. The first thing one needs to grok is that In Search of the Unknown is NOT a "generic" site for exploration...it contains a lot of background material and setting information in its pages, some of which doesn't jibe with the history of the region as presented in GAZ1:

- Roghan and Zelligar only ceased 30 years prior to the start of the adventure. That means they disappeared to fight "northern barbarians" around the time Duke Stefan, Baron Ludwig and all the rest were moving in.
- Prior to this (and within living memory...certainly for elves and dwarves) they had been "heroes of the people" having fought off a large barbarian horde that attacked the region.
- The construction of their fortress, even before their fight with barbarians took over a decade "and the work of hundreds of slaves and laborers." After the defeat of the horde, they worked for several years more, adding to the fortress, and presumably continuing to use additional workers. Many of these would still be alive, or have drifted into communities.
- While the pair took "most of their henchmen and associates" with them into the wilderness (when they disappeared), many they did not, including Roghan's mistress, their advisor, the captain of the guard for the fortress, etc. It's clear from the text that these individuals and other servant types (I doubt they used their menial orc servants for cooking, but who knows?) eventually left when R and Z failed to return. There aren't a whole lot of places they could have gone, especially not without an armed escort.

One more thing to realize: this adventure was NOT originally written to fit with the Known World ("Mystara"). At least in MY copy (the monochrome cover) there is a note on page 6 stating:

"In the mythical WORLD OF GREYHAWK (available from TSR) the stronghold can be considered within any one of the following lands -- the Barony of Ratik, the Duchy of Tenh, or the Theocracy of the Pale."

This note is removed from the later, "brown cover copy." Reviewing mine, I can see it clearly appears written to work in the AD&D system, based on the NPCs of different race-class combinations (dwarf thieves, elven fighters, etc.) that were later edited out of the "straight Basic" version. Also, certain titles in the NPC names ("Servant of Saint Cuthbert," etc.) implies use in the Greyhawk setting. Concepts like "The Great Church," "The Secret Church," and "The City Afar," sound cool, but don't really work with Mystara as written, except perhaps as euphemisms.

So I'd probably change that, and let the "fluff" of the module fill out game world.

[here's a different question that really nags at my brain: Who are all these berserker guards that are in charge of the place? If they've been waiting 30 years (because they're fantastically loyal to their masters or something) doesn't that mean they're all well past their prime?]

There are plenty more unanswered setting questions that arise from this pair of adventurers who were "dedicated to perfecting their craft." From whence did they come? Where did Zelligar receive his magical training? Who is this demon idol that they casually worship (it's not an extravagant temple...more of a personal shrine)? Roghan has a brass dragon skin on the wall (brass dragons were a part of Holmes, not B/X or BECMI)...where did this come from and what does it imply? Magic mouths? Not a spell in ANY form of Basic.

In a BECMI setting, with its "everything is codified" sensibilities, this weirdness doesn't work great. In B/X, it works but just becomes "weirdness," which may not be what you want.

"Raaargh!"
And dammit, who are these "barbarians" supposed to be? The Republic of Darokin with its disciplined, Swiss Pikemen-like army is hardly what I call a "savage horde" (and neither does frothing halflings from the Five Shires). Another invasion of humanoids? That doesn't really work with the whole Song of Halav legend (it's not like King Halav returned as foretold). *sigh*

So here's the idea that comes to my head for revamping B1 for use in a B/X Karameikos:

Fifty-some odd years ago, the wizard Zelligar "the Unknown" arrived in the region of what would someday be called Karameikos. Perhaps he was encouraged to adventure in the land by his patron demon; perhaps he was expelled from his country of origin (Darokin? Glantri?) because of his necromantic practices. Perhaps it was simply a teleportation mishap.

Regardless, he found himself in foothills of western Karameikos. Turns out there was an indigenous population prior to the coming of Stefan and his Thyatia cronies...a hardened, iron age culture living in small agrarian communities...more tribal clans based extended families than anything that would be called villages. Here was a superstitious lot, easily cowed with displays of magic, easily manipulated...and Zelligar found it the ideal space to create a base of operations.

But one "barbarian" showed no apprehension of the strange wizard. Roghan (later called "the Fearless") was more intrigued by the stranger than worshipful. Desiring companionship and needing an interpreter (not to mention a strong right arm), Zelligar adopted the young Roghan as a protege, gifting him with enchanted armaments the likes of which had never been seen by the primitive hillmen. So equipped, the two began to explore the wilderness, especially the northern mountains, that were full of both fell beasts (like dragons) and treasure hoards built from mineral wealth of area. Successful in their undertakings, they eventually came to build Quasqueton as described in the module background.

Unfortunately, their relationship with the hillmen of the area were far from amiable. To the hillmen, the pair's worship of strange and foul gods was despicable, as was their taking of slaves from the hill tribes, forcing Roghan's own people to work alongside orcs taken in raids. What was worse, Roghan's and Zelligar's own henchmen and soldiers were drawn from the most vicious and violent of the mountain tribes, people who were known to practice human sacrifice and cannibalism. Eventually, the hillmen rose up, united, and marched on Quasqueton, only to be brought low by the martial might of Roghan and the sorcery of Zelligar. Much tribute was taken from the defeated tribesmen, not the least of which was the beautiful Melissa, eldest daughter of a great chieftain of the hillmen. Roghan was smitten at first sight and, bringing her to his stronghold used much of his wealth to construct suitable accommodations for his most cherished prize.

Fair Melissa, on the other hand, saw Roghan as a traitor to his own people and looked for a way to revenge herself on the adventurers. Knowing that murdering the warrior would do nothing to remove the pair's tyranny (would not Zelligar simply find another man of greed and ambition amongst the hill tribes?), she instead endeavored to seduce the wizard himself, with Roghan none the wiser. Thus manipulating both men, she arranged for the pair to embark on a dangerous venture from which they would never return, due in no small part to her sabotaging of their gear and poisoning of their supplies.

It was shortly thereafter that Stefan and his ilk arrived in the region. Searching out potential rivals for his control of the land, the archduke's henchmen made forays into the north, following rumors of a "secret fortress." However, none who found it actually lived to tell the tale, as the hillmen still secretly guard Quasqueton, regularly posting their strongest warriors (the berserkers) to prevent other adventurers from discovering and "setting up shop" in the fortress. The hillmen remember the past, and while they are content to let the "Archduke" and his pet barons rule in the south, they want no more foreign lords exercising their will over their lands.

Been watching too much GoT...
[by the way...Happy Triduum to folks that celebrate the Easter holiday! I shall be pretty busy the next couple days (aren't I always?) especially as it's my daughter's 5th birthday. I might not get around to my "R" post till Sunday night]

Thursday, April 18, 2019

P is for Petra

[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]

P is for Petra. No, not that Petra...I'm talking the Immortal "patron" of Karameikos, Queen Petra of Krakatos.

[I was going to write about Penhaligon, but in the end decided since the city doesn't even appear on the B/X map, it wasn't all that important. Besides, folks who really want to adhere to GAZ1 can find a lot of info on that town in B11: King's Festival and (especially) B12: Queen's Harvest. There's actually quite a bit of interesting juiciness in the latter adventure, though buried under flawed execution]

Allow me to revisit the "Song of Halav" one more time: the story of Traladara's misty past (as their legends paint it), is one of invasion by "beast-men" (gnolls; not the Warhammer variety). Three great heroes arise to meet the threat: King Halav, Queen Petra, and the mysterious Zirchev. At the final battle, King Halav managed to slay the Beast King in single combat but was slain himself. His companions (Petra and Zirchev) returned to Halav's home city of Lavv (whose ruins lie hidden beneath present day Kelvin) and ritually burned his body, whereupon all three heroes were spirited away by the Immortals...they will return again in Karameikos's greatest hour of need.

Some fan's Petra
Okay, that's all clear right? Here's the GAZ1 "true history." Petra was a high level cleric and queen of (ancient) Krakatos, south of Lavv. Widowed early during the gnoll wars, she joined with Halav and Zirchev to aid in repelling the monsters. Halav was slain by the gnoll war chief, but Petra later cast raise dead fully (the BECMI equivalent of the resurrection spell), and the three companions set off on separate Paths to Immortality (as per the BECMI Master set), eventually achieving their goals and becoming individual Immortals...and presumably venturing off to have 5th dimension adventures of the type described in Mentzer's Immortal rules.

I don't like it.

[what else is new?]

The Immortal set was (hell, it is) an extremely interesting rule set, and a very different way of looking at high level play. I'm not against high level D&D characters seeking a path to immortality...my own AD&D character did the same "back in the day" (using the system provided in Deities & Demigods)...and isn't that kind of what lichdom is all about? But I think any player character that manages to achieve immortality (in any way, shape, or form) should probably be retired from play. The adventures of an immortal character (especially a demigod!) is really outside the scope of the D&D game as originally conceived. Really.

So, interesting or not, I'm really NOT a fan of BECMI's Immortal rules as an extension of D&D play (and this is true of the 1992 re-boot system Wrath of the Immortals). When I see its systems written into gazetteer backgrounds/history, my immediate reaction tends to be negative.

That being said, I'm not a huge fan of Petra as a secondary, female hero in the national epic. Why is she there, really? I'm not saying heroes don't have supporting casts, but the secondary characters tend to get written out of histories (or forgotten) when they don't do anything noteworthy. I suppose she's present to accept some of the "secrets of the Immortals" (*gag*) but other than that, she doesn't do much in the Song of Halav. Helps carry Halav's body back to Lavv for ritual burning is all. Surely, a high level cleric (high enough to cast raise dead fully, and a queen in her own right) would have merited more than an honorable mention.

Personally, since I've already decided I kind of hate everything Hutaaka, I'd re-write the Song...and the "true history" of Karameikos...quite a bit, in order to make it more B/X friendly. Here's how:

First cut all the capital-I Immortal stuff from the GAZ. I sincerely doubt that anyone is still using the WotI system (let alone the original Immortal box set) as a standard part of their D&D mechanics. If you are...um...I guess, you can stop reading and move on to tomorrow's (B/X) post.

Next, assuming I want to retain an indigenous Traladaran people (who will not be devolved Nithians), I would remake Petra as the Traladaran goddess-mother from whom all good things come. A kind of Athena-like figure, she shows up with a bronze helmet, spear, and shield. It was Petra, through her divine oracle Lucor, who provided King Halav with the tidings of the coming beast man horde, and who counseled the Bronze Age warrior to take up his sword and organize/unite the Traladaran people.

Oh, wait...who's Lucor you ask? Well, per Dave Cook's module B6, Lucor was "a legendary local cleric" whose annual Festival takes the form of a Procession in his honor through the streets of Specularum, culminating in the cleric's statue being "floated out to sea." Each year the Procession of Lucor is led by "a woman of notable rank and importance," who I would suggest acts as a stand-in for the goddess Petra herself, symbolically showing the way for her ancient priest.

[GAZ1 mentions Lucor and the Festival of Lucor only once, by the way: in saying that you can find more detail of both in module B6. Um, okay]

My version of Petra
Using Petra as the indigenous figure of worship gives a little more "bite" to the religious struggle between the Church of Thyatis and Church of Traladara, which are otherwise...um...kind of the same thing? It gives an opportunity to perhaps discover and recover (or loot) ancient shrines to this Bronze Age deity...as an "earth mother" type goddess, perhaps her oldest temples were subterranean caverns (i.e. dungeons) whose entrances in the deepest, darkest forests of the region were forgotten centuries before, when her shamans/druids/priests were run off and slain by marauding invaders (gnolls and, later, Thyatians). Of course, it goes without saying that Petra makes a potential goddess for clerics of Traladaran ancestry...or even Thyatians who have been "dream touched" by the goddess while living in her murky forests.

Perhaps, too, Petra has a shadowy and/or diabolic counterpart, traditionally worshipped by outcasts, miscreants, and sociopaths...a kind of "dark woodsman" lurking in places where unspeakable acts of murder, torture, and cannibalism took place. Something like a manitou or wendigo, but far more powerful. A vampire of the natural world? Possibly.

But regardless, do Petra justice and make her a larger character in this drama. Make her a real "immortal;" make her a deity. Have her be the Lady of Avalon to Halav's Arthur. Besides, it's not like Bronze Age clerics could raise dead, anyway.
; )

Wednesday, April 17, 2019

O is for Oligarch

[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]

O is for Oligarch. I had a few other thoughts on what "O" might stand for...things like Order of the Griffon or Offensive Stereotypes. But this one seemed like a better fit for a "revamp," thus keeping with my theme.

[going to try to make this a short post, as I've got a lot on my plate today]

In the city of Specularum, capitol of Karameikos, three Great Families struggle for power, wealth, and influence. Identified by their family name, they are Radu, Torenescu, and Vorloi.

These families, and the basic concept of their conflict, was first introduced in adventure module B6: The Veiled Society. I've owned my copy of this adventure since it was first published in 1984; it may have been the last published adventure module I ever purchased new, until 2nd edition's Return to White Plume Mountain (which is the absolute LAST Dungeons & Dragons adventure module I ever purchased new, off-the-shelf). I have an absolutely enormous collection of modules these days, but most have been picked up from used bookstores and bins, and at least a couple from eBay or similar.

B6: The Veiled Society was written by Dave Cook, co-author of the B/X Expert set and an adventure writer of whom I've spoken highly in the past. Unfortunately, B6 is not his best work; I haven't gotten nearly the mileage out of it that I have of works like Isle of Dread, Forbidden City, or even Blizzard Pass (whose small, non-solo dungeon I've used as an introductory adventure on numerous occasions).  GusL's review is pretty spot on, but as written the module may be even worse than that: take out the gimmicky cut-outs (which I've never bothered to assemble/use) and you're left with a 12 page adventure, most of which is box text or snippets of fiction. The adventure itself is next to worthless...it requires new adventurers to care about a murder mystery without providing anything in the way of motivation (neither carrot or stick). Should their consciences fail to incite them to action, the adventure is all of two-three encounters (none of which involve treasure) and a tiny stretch of underground...five combat encounters, no traps, and the only monster possessing treasure is a nonsensical, and gratuitous zombie fight. That's it...nada mas.

And why should the adventurers care about the murdered niece of a wealthy nobleman? Can't he afford to pay one of the city's (multiple) patriarchs to burn a raise dead on her? The spell is available to any 7th level cleric, and there are at least three clerics of 9th+ level residing in Specularum. Small change "murder mysteries" just don't work (or make sense) in a game where any found cadaver can be quickly (and easily) returned to life.

But I digress...despite the not-so-great adventure, the idea of competing rival factions, none of which are particularly "good" (and only one of which is outright villainous) is a good one. Three groups keeps it from being a black-white dichotomy...and the fact that all of them are (more or less) independent of the Duke gives plenty of opportunity for players to align with one or another (or none) and still get up to all sorts of hijinks and adventures.

Allston found the factions good enough to retain and embellish in GAZ1 (and gave kudos and thanks to Dave Cook for B6 in his introduction). If you want to use Karameikos (close to) as written in the gazetteer, I'd recommend keeping these Great Families. Upping Specularum's population from 5,000 (as per both B/X and module B6) to 50,000 (per GAZ1) just means more power, wealth, and influence in the hands of these ruthless rivals.

They are a tad boring though. Here are some possible ideas to "spice them up:"

Radu: I'm fairly good with the Radu as the kind of medieval Cosa Nostra. If anything, I think I'd  want to "Medici them up," getting them all involved in banking and patronizing the arts, etc. Even though the Grand Duchy of Karameikos has only existed for 30 years, it's important to remember that Marilenev was a thriving trading port even 100 years ago when Thyatis took it over, and the Radu clan (a Tralaldaran family) was probably operating even before then. The Veiled Society should be even more weird and cult-y, less like KKK clansmen and more like "The Hand" or similar fantasy ninjas/assassins. These guys should have their own weird temples, some sort of weird ancestor worship, maybe a pact with a Deep One like species made long ago, back when their ancestors were just pirates raiding coastal Traladara villages.

Gao as Anton (12th level thief);
"Come at me, Flameflicker!"
The main thing that bothers me about the Radu is the lack of female representation. Anton & Co. (his brother, his sons) and all the Veiled Society thugs are male. It would be nice to have at least some women in the mix...maybe a strong matriarch (since I brought up The Hand I now have an image of Madame Gao in my mind taking the place of Anton Radu). It's not just that I'm screaming for diversity here...part of B6 involves the attempted recruitment of player characters into the Veiled Society, and it would just be a little strange if the propositioned character(s) were female and then brought into this group of all male thugs. It would be a lot less random to depict them as equal opportunity villains from the outset.

Torenescu: So, stop me if you've heard this one before: head of family is murdered by uncle, too young son is forced to assume the mantle of leadership and figure stuff out even as evil uncle tries to wrest control of clan away from kid. Yeah? Me, too...many times.

The really dumb bit, of course, is that this isn't Narnia's Prince Caspian or Disney's The Lion King or whatever...it's D&D people! It's really hard for people to stay dead! At least if they're anyone that matters (i.e. anyone with a bit of coin in their pocket). You just can't assassinate a nobleman or woman and leave the body lying around...not if there's a even vaguely competent cleric in the vicinity. So why is it 26-year old Aleksander Torenescu is the head of the family and not his father, Christoph? Hmmm...

Making Torenescu interesting hinges on answering this question. While my Game of Thrones addled brain goes immediately to some sort of incest problem (the son with the father, the son with the uncle, the uncle with the father...your choice) that led to the clan not wanting Christoph raised from the dead, that's maybe too cut-and-dry. What if, instead of poison (also easily neutralized about raising...if not before), Christoph had been murdered in "the usual fashion" (garrote or a Charley Manson Special) and it took the loyal clan members a fortnite to find where his body had been dumped? And what if, upon finding Patriarch Aleksyev (leader of the Church of Traladara) was unable to raise Christoph (having passed the max number of days as limited by his level) they had taken the body to Patriarch Jowett, the 18th level head of the Church of Karameikos? And what if he had refused to perform the deed, on the grounds that they were outside the True Faith (being native Traladarans, natch) and had been rumored to be behind several religiously motivated attacks on the church (or at least the culprits had been members of the Torenescu controlled guilds)?

Heck, if you want to retain Jowett as the goody-good guy he's portrayed as (we'll get to him in a later post), you could say he was indisposed at the time and only his fanatical #2 (the 14th level, Traladara-hating Aldric Oderbey) had been available...and no way he was going to raise a tithing member of the rival church! Do you think maybe the Torenescu clan might (because of this) bear a bit of a grudge against the Church? Even as they already bear a grudge against the Duke for his "invasion" of 30 years prior that cost the family so much of their power? Make Torenescu the REAL Machiavallian schemers behind the scenes, not Radu.

Aleksander Torenescu:
"Vengeance is mine."
And make young Aleksander the new Lareth the Beautiful...just for fun.

Vorloi: And speaking of "forbidden worship," let's talk about the Sea Kings. Because that's what these guys are, right? Baron Vorloi as a "successful merchant prince" by the age of 30 (and in Thyatis no less). He has made his fortune (and continues to undercut his competition) by having the biggest and best fleet of merchant vessels operating out of Karameikos. And it certainly doesn't hurt that the Karameikan navy is financially beholden to his house. From whence comes this maritime power?

Reading between the lines, Vorloi is a jerk, but I don't want him to be a chaos worshipper...at least not of the mutating, Warhammer variety. But I would like him (and his family) to be secret cultists of some forbidden, "pagan" sea god (or goddess or demon...your choice). "Neutral," not chaotic, but utterly inhuman and lacking human compassion, empathy, or morality. A force of nature whose worship has long been prohibited in Thyatis (and would be in Karameikos, too, if Stefan had any inkling that the Vorloi clan were perpetuating its vile worship). The "idiot, feebleminded" son of Baron Vorloi? A necessary sacrifice to their deity, even as Phillip's older sister Michaela was similarly offered up and replaced with fey creature. Every generation's firstborn is given to their patron, receiving a strange changeling in the child's place...the weird offspring of the sea god.

Puny mortal
Thus does the Vorloi clan ensure their ships' fortune. The Baron's daughter Marianna knows that she, too, will someday need to give her own child to the Sea, if she wishes to continue the success of her clan. Will she be willing to do so? And will the father of her child acquiesce to such a tradition?

All right...that's enough for tonight.