Showing posts with label history. Show all posts
Showing posts with label history. Show all posts

Friday, April 24, 2026

"Maps" Blogwagon: Maps with Perspective...

Oop, gotta see what Prismatic Wasteland's been thinking about. Ah, "The Map is Not the Territory But It is the Topic"

Ooo... maps... always a favorite...

So, long ago on Ye Olde Blogge, I posted up what could be some appropriate content for this wagonload of bloggage. From the pages of a fortuitous Ebay find, I talked a bit about maps and illustrations of places that No Longer Exist, either by the actions of humans or nature...

There is something about having a couple of old topographic maps that memorialize a mountain that occasionally, and violently, reforms itself. Most recently, at a moment that we just happened to be able to witness it. 

Something that went from this:

Topo maps from Here

to this:


And as I mused before - What happens when our Party of Heroes(tm), bearing an old, faded map, crest the horizon, expecting to find Proportional Peak, on top of which the Gem of Plot Advancement resides...

... only to find the smoking Crater of Catastrophe. 

bummer.

Does an inaccurate or out-of-date piece of information (map) misinform or mislead the players/PCs to a dead end or hazard? Is the error of the map by ill-informed cartography or perhaps by ill intent? Did the GPS just lead you to drive into a pond?

Like rumors, perhaps maps should be suspect. Perhaps vague, if not downright misleading/incorrect. Maps that are an amalgamation of versions by wildly variable cartographers. A hodge-podge of landmarks, contradictory names, and scale errors. Omissions or obfuscations for personal or political purposes.

Do we really want to trust the scribblings and 'X' on this map? Where is it really going to lead us? 

Thursday, September 25, 2025

D66 Overly-Specific Very Minor Demons, and an Incantation Bowl!

Some time ago, I was searching Wikimedia Commons for demon imagery for filler art for a blog post or adventure writeup, and I came across this charming fellow:

source

Alleborith, a minor demon, whose sole power is to cause people to choke on fish bones. Never say that you have no talents.

So behold! From the abyssal plains and muttered curses of adventurers arise D66 aggravating demons to torment in the most specific of ways!

DOWNLOAD US HERE!!!

AND! Behold more! My own personal incantation bowl, useful for protection of the home from demons and other malevolent forces... 

Lilith is having a bad hair day...

Sunday, June 1, 2025

May RPG Blog Carnival Late Entry: Oaths - The Beguine/Beghard Class for OSE and Shadowdark

Ok, here we are on May 32, and I'm right on time to contribute to the month's Blog Carnival. This time hosted by Tabletop Curiosity Cabinet and themed, "Oaths." So let me share a small introduction to a historic religious community, as well as a player class (OSE and Shadowdark) inspired by them:


The beguines (and their male counterparts, the beghards) were religious lay-communities most active during the 13th - 16th centuries. While not formally monastic in nature, the members typically took vows, most commonly chastity, as well as of charity and religious devotion. Members were also able to quit the role, and return to secular life. 

The communities were typically self-supporting, with their members taking part in cottage industries. These beguinages could be as small as a shared house up to a walled compound. Larger examples contained shops, hospitals, breweries, and cloth mills.

Because many of the beguines came from middle- or upper-class backgrounds, many were literate and wrote treatises and poetry reflecting their faith and the visions that they experienced during contemplation and prayer. This mysticism was a common theme among the communities, as well as the idea of sharing these "visions" through religious or secular texts. Because these publications were outside the orthodoxy and independent of Church doctrine, they were often criticized or suppressed, with the most egregious example being the burning at the stake of Marguerite Porete as a relapsed heretic by the Inquisition.

After all, there is nothing more frightening than a financially independent, literate woman interpreting religious dogma.

Wednesday, January 15, 2025

Review: The Other Ancient Civilisations: Decoding Archaeology’s Less Celebrated Cultures

Like plenty of my friends and acquaintances, I dabble in history, both by reading and perusing the YouTubes for credible historians, archeologists, and similar scholars. Therefore, Raven DaSilva's channel, "Dig It with Raven" comes up periodically in my feed as a recommendation. She has good content, delivered in an entertaining, forthright manner. So one of those recommendations was her announcement of publication of her first book for popular audiences, "The Other Ancient Civilisations: Decoding Archaeology’s Less Celebrated Cultures."



The premise of the book is to provide a survey of ancient civilizations that are either lesser known or otherwise not as widely taught as the usual suspects (e.g. Greece, Rome, Egypt, Babylon, Persia). The various civilizations are spread across the six inhabited continents. I was familiar with about a half dozen of the selected societies from other readings, classes, and YouTube rabbit holes. 

The format of each chapter begins with a brief fictional vignette of a "day in the life" of an inhabitant of the civilization, then a deeper dive into the known history, timeframe, significance and artifacts. MAny of the selected civilizations were either influential on or assimilated into later, better-known cultures, so their existence echoes on within those nations. I did learn a good amount from the chapters, particularly of a few North and South American and African civilizations that I had little or no knowledge of. 

Sunday, January 28, 2024

Late Delivery: Secret Santicorn 2023

 Christmas gifts that keep on giving? 

For the OSR secret santicorn, you've been paired with wyattwashere, who wants “A list of modern/urban creatures for use in horror-investigation games like Call of Cthulhu or Delta Green. The weirder and more niche the better!

Been on this one for a bit. 

I read through my Delta Green quickstart, and thumbed through my CoC. Through it all, the Hounds of Tindalos kept popping up in my imagination.


Good puppy (source)

So why not start from there?

<writing ensues>  

For inspiration, downloaded a glut of images from artist 0nedes, who heavily inspired a prior writing exercise, also with a dark horror/post-apocalypse vibe. 

I mean look at this cutie: 



Who could deny a darling creature like that? "Honey, it wants in!"

Additional inspiration via Dan Davis History, with a bit of Crecganford and Esoterica. Soundtrack by Cryo Chamber and other Dark Ambient channels.

So I'm not sure that I met the criteria for modern/urban, just for the fact that I created a mini-Mythos dating back to Neanderthal times and heavily influenced by Stone to early Bronze Age Indo-European cultures and myths. I mean, why use the published material when you can start from scratch? That said, I rounded up several modern references and occurrences that dovetail in with a potential 'reawakening' of beings/creatures, as well as some descriptions of the misguided or corrupted souls who may want to interact with it.

They Called Them Wolves (link permissions fixed)

Thanks also to Archon's Court for shepherding the project through this year.

Wednesday, May 29, 2019

Mini-Review: The Year 1000

A couple months back, Colin Green mentioned picking up some new reading material of history for adding flavor and verisimilitude to one of his campaigns.

I recommended The Year 1000: What Life Was Like at the Turn of the First Millennium, An Englishman's World.

It had been several years since I read the book, so I took a quick burn through to remember its high points.

So here we go ...

As I've groused about before - history is taught poorly, so finding a well-written, entertaining history book is of value. The Year 1000 definitely meets this criteria.

Like many histories, the challenge of the time period is the general lack of surviving documents - either from lack of initial documentation, preservation, or destruction by later regimes.  As the book denotes, the surviving direct documentation for the time period in England may fill a bankers' box.

The book itself is themed around the Julius Works Calendar, one of the few surviving written works of that time period, and describes passage of a year at the approximate turn of the millennia, near the end of the period of Anglo-Saxon rule in England.

Each chapter is inspired by the month's calendar page, and describes both common life and activities for the month, as well as a larger theme for overall English culture or leadership. And, as the book looks at the turn of the millennium, it also uses the calendar as a tool to illustrate the transitions that England underwent during that era, such as unifying from four kingdoms into one under a centralized monarchy, progressions of strong and weak leadership (Alfred the Great vs Aethelred the Unready), the conflict and partial rule by the Danes, and the impending succession conflict between Harold Godwinson, Harald Hardrada, and William of Normandy...

For instance, the July chapter begins with a description of the 'hungry gap,' the annual period between spring and the harvest of the first crops where food stores were exceedingly low, before segueing into a discussion of the evolution and spread of monastic worship and life in the latter part of the first millennia. The chapter then expands on the monarchy (under King Edgar) using the church to legitimize the rule, and the church's role as a repository and distributor of the written word.

Overall, the format make for a fun, easy read, with informative chapters that don't drag.  By combining common life and greater culture, the book builds a whole world, not simply a collection of dates and events.

And for the aforementioned gaming verisimilitude, the book provides much color for background as the players encounter or interact with both commoners and notables in their travels. The monthly format can provide fun "what's going on in the background" descriptions depending on local seasons and activities.  And, of course, the "real history" of invasions, bickering fiefdoms, successions, and growing and waning cultural influences may provide much grist for adventue or campaign seeds. 

Enjoy!


(I discovered thru Anchor/MeWe that at least three other people also bought or were considering the book, so I hope that they are enjoying it as well...)

Thursday, March 28, 2019

Mini-Review: The Little Ice Age

I've often groused about how history seems to be taught so poorly - at least my exposure to it in middle and high school. I didn't have a well-taught history class until college - where I was actually taught by a history prof (Hist 103: "Nomads of Inner Asia") - rather than a coach who needed class assignments.

I learned history on family vacations - where we stopped at every historical marker and plenty of museums, other travel opportunities, and picking and choosing books that piqued my interest at a given time... The single biggest flaw/challenge with teaching history is putting it in context - the 'why' of history, i suppose.  I'ts easier to place context when you are standing on the roadside, reading a historical marker overlooking a valley tracked by immigrant trails of the US Western Expansion, or perhaps trying to understand the setting of a semi-historical movie, or attempting to better understand the relationships between cultures and religions that extend into modern times....

Enough bitching...

Onto context - here we are gaming on our typically faux-medieval milleu.  Not having been in an ongoing campaign - how much does weather and climate really enter into most games?  There are certainly plenty of tables for randomizing weather, but how often do DM's crack them, and the associated benefits and challenges of travel and adventure during different seasons?

Enter The Little Ice Age: How Climate Made History 1300-1850 purchased used at the local Goodwill for the princely sum of $2.99. 

Briefly, the book outlines and discusses the period of climatic variation/instability between the earlier Medieval Warm Period and the beginning of the Industrial Age. A number of factors lead to generally colder and wetter conditions in the Atlantic Ocean and Europe, with associated stress on culture and populations (there is limited information from other portions of the world, so the book focuses on Europe) . 

Different regions and leaderships took differing strategies (if at all) in the face of the unknown -

The English and Dutch became more flexible and innovative in their land use and food production, while the French maintained more traditional feudal-era practices and management. This led to certain resiliency on the formers' part (although not completely effective) and contributed to increased famine and the eventual French Revolution for the latter. 

The economically and nutritionally important cod fisheries of the North Sea collapsed due to decreasing sea temperatures and pack ice - the fishermen followed the cod east, into more distant and dangerous fisheries (there is somewhat credible evidence that Breton and Irish fishermen fished cod off the North American coasts in the 1400's and were perfectly aware of a continent there, but like any good fishermen, were bane to give up the location of a good fishing hole....)

Glaciers advanced from the Alps, blocking passes and destroying or putting towns at risk.

Landholders experimented with new crop rotation and breed adaptation. New crops were adopted, including the potato from the New World.  Followed by the risks of monocropping in the case of Ireland...

Of course, during this time, Europe also began its surge of exploration and colonization, the Renaissance and Enlightenment took place, and Continent-wide political upheavals and wars mapped out modern political boundaries. So there's that....  Instability can breed innovation and action...

Gaming content and context:
As discussed above, the weather and longer term climate is a local/regional stress-driver.  Do the characters experience restricted travel and movement, or effects on their health?
Can a bad winter (or series of bad seasons) spur an invasion or conquest for resources - land, food, etc. Or perhaps take advantage of a weakened populace and military? 
Are the characters moving among other displaced populations,  and becoming caught up in political instability or intrigue?
What about prices and availability of food, other consumables, and equipment.  Does a small, impoverished are even want a few extra mouths wandering through, or are they firmly asked to keep moving? 

Just some thoughts...  You'll come up with more creative and appropriate elements to your world than I can.

Sunday, March 24, 2019

The Plague Doctor Class for Old-School RPG Shenanigans

Time for another goofy character class, because I've been reading history, and why not?

The Plague Doctor!


Plague doctors 'treated' victims of the bubonic plague in medieval Europe. Well, treat may be a strong word - more like attempt ineffective cures, and mostly keep an accurate account of the dying.... They were hired by the cities and municipal authorities, and were charged to treat everyone, regardless of their station in life.


But there's that whole mask thing... The raven-like close-fitter mask with aromatic herbs filling the "beak." Believed to protect the wearer from bad humours, and airborne "miasma," the iconic mask did little more than subdue the smell of disease and death, and give its wearer their intimidating appearance.  Exposed to disease, famine, and other maladies, plague doctors succumbed to the disease at similar rates as their "patients."

So why would you want to play one of these medical quacks? Maybe you need to shill some snake oil, move with impunity through quarantines, or even effect a real cure now and then.  Whatever the case, strap on that mask, don your coat and hat, and go cure some plague!

DOWNLOAD

And, because I've been playing The Black Hack with Matt Jackson and few other miscreants - have a custom class for that grotty system (review upcoming!).

Now part of the Whack Hack collection of PC classes!
And here, have some Mono, Inc. to get you in the mood for rocking your bad Plague Doc self.




Edit: Per a couple of comments, this class could be folded into a low fantasy or 'no cleric' environment.  Using the OSR variant, perhaps lend them the healing kit from the BH version.  Or even play up the charlatan aspect, and let the player choose one thief skill. Have fun!

Edit 2: Black Hack version re-uploaded with latest version, consistent with thumbnail image.

Saturday, October 20, 2018

Mini-Review: Ibn Fadlan and the Land of Darkness

Time for a brief look at a time and place in history that passes under the radar in too many history classes (Really, does anyone learn anything in a history class, particularly high school?).  That is - parts of the world that are not Western Europe at some time between the end of the Roman Empire and perhaps the Renaissance.  

Anyway, I believe that this particular book came onto my radar via +Matt Jackson in some post or discussion regarding Viking history and influences.  

Link

Good read - it is primarily excerpts/fragments from Ibn Fadlan's travels, as well as many other Muslim authors in the 900's thru 1100's.  The authors/documentarians are traders and missionaries, intent on building relationships through both commerce and conversion. And gaining intelligence on these mysterious, intimidating folks from the north lands that spend half the year swathed in dark and cold.  The authors who traveled north during the cold months write of their hardships in great detail - voluminous furs and clothing, frozen rivers, difficult transportation, short days.

While the book is best(?) known for Ibn Fadlan's very detailed description of an authentic Viking ship-burial, the passages also document early conversion of Turkic tribal leaders to Islam, Jewish trade networks extending to China and the Asian subcontinent, even an early description of the Polish city of Krakow. Speak of interactions and vibrant trade between cultures and religious groups: Muslim, Jewish, Christian, 'pagan' faiths. It's a good document regarding interaction with the Rus (Swedish Vikings who settled Russia, became traders, and gave the country its name), as well as a glimpse into the travel and trade of west Asia, Asia Minor, and Eastern Europe pre-Crusades.

Like many similar texts, the collection is a mix of observation and myth/hearsay.  The writers provide detail of the peoples who they interact with, and speak of both commercial enterprises and the commodities of areas, as well as describing mythical locales and people as Alexander's Wall and the tribes of Gog and Magog.

Friday, March 10, 2017

RPG Blog Carnival: Things in the Dark

Moebius Adventures opened up their figurative doors to host this month's RPG Blog Carnival, with the topic of 'Things in the Dark'...


...whether they are critters, environments, or just making one's way around in the dark places that PCs have a bad habit of exploring.

So, I will, as I often do, grab a bit of real history and bend it a bit for a little gaming goodness...

Mining.  Deep underground, dirty work in the darkness.  Personal illumination to safely and effectively work was important (well, effectively, safely came later...)

Trouble is, mines and other similar confined spaces can have a problem of atmosphere - Not enough oxygen, too much oxygen, explosive dusts or gasses, or poisonous atmospheres.  These so-called 'damps' (from the German dampf, or vapor) were a constant hazard.

And open flames can exacerbate those problems - especially in the cases of explosive environments or oxygen-enriched environments (where combustion can accelerate or spread rapidly).  Since miners often relied on open flames, such as helmet-mounted oil lamps (below), there was an incentive to find a less dangerous alternative, or at least methods to assess an atmosphere before working in an area (the fabled canary could only do so much, after all...).

Source

Thursday, December 15, 2016

Armor fixin's

To follow up on my previous post on the availability of plate and better-quality armors to PC's, especially the lower-level proles, a bit of spitballing on the availability of armor repair or fabrication based on town size.

Does your character need armor repaired or fabricated (or upgraded, per my last post)?  Well, an armorer is necessary.  Will one be available in the next town down the road?


If you don't have a town spec'ed out prior to the characters' arrival, or need some stats to build one out, S. John Ross' Medieval Demographics is a good starting point.  Donjon has an automated calculator for ease.

Since this calculator, doesn't have an 'armorer' category, we can use blacksmiths as a surrogate.   Based on the demographics stats, not every town (especially smaller burgs) will have a blacksmith. A leatherworker would be better surrogate for a light armorer, but this particular calculator doesn't have that occupation, although the harness-maker could substitute in, as well.  Optionally, one can build out populations off Rob Conley's 'Fantasy Demographics' which includes both leatherworkers and metalworkers.

Anyway...

Not every blacksmith will have the skills to repair or fabricate armor.

Is an individual blacksmith sufficient skilled to work on armor (percentage)?

                                    Light/Medium/Heavy
Small (<1000)              65          25         10
Medium (1000-8000)   90         75          50
Large (>8000)              90         85          75

If so - what is their fabricating ability (includes upgrading) for a particular armor type?  (percentage, cumulative)
                                                Shitty/Standard/Exceptional

                                        Light                Medium                Heavy
Small (<1000)               25/70/5             50/45/5                  75/20/5
Medium (1000-8000)    20/70/10           35/55/10                40/55/5
Large (>8000)               5/85/15             10/75/15                20/70/10


Coincidentally, Lum over at Built by Gods Long Forgotten posted up his own theory/houserule on OD&D armor a couple of days after my prior post.  Take a look.

Sunday, November 20, 2016

A question of plate

Thesis:  First level PC fighters really shouldn't start out with the ability to afford plate.  Sure, they've got a massive 8-10 HP, so they need all the help they can get pretending to tank their way at the front of the party.

But that's not what that initial funnel is about, now?  It's about scrabbling through that first dungeon, avoiding the giant frog, learning how to skulk and retreat, and getting out with enough coin to get that coveted equipment upgrade...

So let's take a quick review of where a few version of the game sit with respect to the economy of armor.

For consistency, I'm just looking at the three basic armor types that are persistent through various versions of the game (at least the ones that I have laying about right now) - leather, chain mail, and plate mail.

The Moldvay/Cook books line out leather, chain, and plate at 20, 40, and 60 gp, respectively.

S&W spreads out the cost a bit more - 5, 75, and 100 gp.

Basic Fantasy prices the three types at 20, 60, and 300 gp.

1st ed. AD&D puts them at 5, 75, and 400 gp.

Labyrinth Lord costs are 20, 150, and 600 gp.

In the first case, an average-rolling PC (120-130 gp on a 3d6x10) can afford plate.  S&W can make plate available for strongly-rolling 1st level PCs, unless they skimp on other accouterments and supplies.  And plate is out of reach for 1st level characters in BFRPG, AD&D, and Labyrinth Lord

(Later on, 3.5/Pathfinder makes most medium and all heavier armors out of reach for 1st level characters, and perhaps even for 2nd or 3rd level depending on their treasure hauls: 10, 150, 600 for 'half-plate'/1,200 for 'field plate'/1,500 for 'full plate'.)

I doubt that many of these values have much grounding in any 'real' economy. There are limited resources on the historical prices of armor.  However, here is one that lists out some example costs for a few common armor types (typically chain mail, a few helmets, partial armor bits like curiasses, as well as some values for custom armor made for nobles.)

Anyway let's move on to starting GP for 1st Level PCs:

Prior to 1st Ed. AD&D, all character classes rolled the same starting gold - 3d6x10 GP. The OSR clones generally stick with this model.

Of course, we probably can all recall more than once a magic user PC rolling high and buying out the town market's daggers, oil and pack animals.  And a fighter rolling 40 GP and gamely heading out of town in their leather and spear, with a bag over their shoulder.

Then comes AD&D, and the starting gold values get skewed by class.

This skewing is not simply starting GP as buying power, it is also proportional to the types of equipment required/allowed by the classes.

But... perhaps another way to think about these variable starting gold values may actually be as part of the backstory for the individual PC.

Friday, September 30, 2016

Justinian's Demon

Demon - The 'Justinian'

Inspired by:
"And some of those who have been with Justinian at the palace late at night, men who were pure of spirit, have thought they saw a strange demoniac form taking his place. One man said that the Emperor suddenly rose from his throne and walked about, and indeed he was never wont to remain sitting for long, and immediately Justinian's head vanished, while the rest of his body seemed to ebb and flow; whereat the beholder stood aghast and fearful, wondering if his eyes were deceiving him. But presently he perceived the vanished head filling out and joining the body again as strangely as it had left it." - Procopius, The Secret History
Source

Referred to only as a 'Justinian' (its true name unpronounceable, or lost in time) this shape-changer is a possessor and usurper of royalty, and its presence has led to the demise of more than one kingdom or empire.

The demon requires noble blood to posses a soul, albeit one in a weakened state. In its 'natural' state, the demon is relatively weak, but once fortified with a deceased noble, becomes significantly more powerful.  Consequently, the demon is naturally drawn to ailing leaders. The demon lurks along the periphery of plague-bound areas or kingdoms where the leader is known to be sickly or infirm.  Aware that a king or noble will be surrounded by priests, leeches, and wards during times of sickness, the Justinian, in its smoky, ephemeral form, will whisper promises and temptations from the dark until it finds a malleable watcher who may be swayed to let down their guard. With the attendant(s) thus dispatched, and the leader at their weakest, the Justinian will smother the poor soul, consuming the body and replacing it, effecting a "miraculous" cure.

The Justinian, in the guise of the noble, embraces its new, energetic "lease on life." Observers in the court will notice a marked change in their "noble's" behavior.  The leader now appears charged with nervous energy, barely sleeping, if at all.  Their actions become chaotic and often contradictory. These actions are also driven by greed, and the "noble" effects new taxes and decrees to seize properties of the unfortunate rich or perceived political foes.  The funds go to pointless wars and expansions of territory, or the construction of hubris-driven edifices and public works.  More than one kingdom has been bankrupted by this demon's depredations.  However, the demon is prideful, will surround itself with fawning sycophants, and may be influenced by charming speech and flattery.

The demon is likewise fatigued by its efforts to hold the form of the usurped royal, and will, in the dark of night, momentarily relax its form, becoming insubstantial for up to one hour, the illusion wavering to any prying eyes.

(S&W stats):
Incorporeal: HD 6; AC: 2 [18]; Atk suffocate (1d4+1d4/round until save); Move 12; Save 11; AL C; CL/XP 8/1,000; Special: +1 or better weapon to hit, magic resistance (10%)
Corporeal: HD 8; AC: 6 [13]; Atk (2) fists (1d8) or by weapon; Move 12; Save 10; AL C; CL/XP 10/1,400; Special: +1 or better weapon to hit, immune to disease and poison, magic resistance (20%)

Monday, July 11, 2016

Mini-review: Tacitus' Agricola & Germania


Tonight, a brief review of two of the Roman writer Tacitus'  best-known works - The Agricola and The Germania.

Tacitus lived in the late First-early Second Century, A.D. and was an administrator, senator and writer during his life.  He weathered Domitian's corrupt reign, and served in the Roman colony in Britain, likely in some administrative capacity.

His time in Britain was spent under the command of Julius Agricola - the commander of the colonial military and Tacitus' father-in-law.  Tacitus had ample opportunity to study Agricola's leadership style and document it for posterity.  Agricola had taken command of the colonial forces in AD 69, approximately 9 years after Boudica's failed rebellion.  Agricola secured Rome's hold on the island, a well as expanded the empire's influence, both by military action and expeditions (including as far north as present-day Scotland) and by assimilation and 'civilizing', including construction of Roman baths and theaters.

Tacitus wrote a glowing biography of Agricola, describing his administrative and tactical skills in glowing terms.  Good way to stay on your dad-in-law's good side...  But more likely a not-so-veiled commentary on the corruption and graft of the Roman leadership and society.

The second piece in the collection is the Germania, which may almost be considered a follow-up to Caesar's Gallic Wars. The Germania focuses on the tribes beyond the Roman frontiers formed by the Elbe, Danube, and Rhine rivers.  Tacitus catalogs the German tribes, telling of their sizes, dispositions and cultures. But again, he couches them in a sideways commentary on the Roman leadership, describing the honor and self-discipline of the 'uncivilized' Germans.

These two books are classics of early 'histories' along with Herodotus, Prokopius, Caesar, and other contemporaries.  Tacitus' writing style, as translated, is a straightforward, clear read.  I pounded through the whole book on a 2.5 hour flight.  Like his contemporary historians, he played fast and loose with details, and there are many geographical errors, as well as descriptions based on hearsay.

But where the books are useful, especially Germania, are as snapshot resources/inspirations for tribal groups a party may encounter in their journeys.  Tacitus describes various traditions, leadership, martial styles, and appearances of the various tribes - any of which may plucked wholesale, or mixed and matched for colorful and useful NPC groups. The Suebi have elaborate hairstyles, the Semnones may only enter a sacred grove while bound by a particular cord, Chatti warriors wear an iron ring until they have killed their first opponent in battle.  Some elect kings, or make decisions in raucous congresses, some are cheered in battle by their women. Fleet-footed warriors keep up with their own cavalry.

So a good piece of found inspiration - grab a copy or download and pick and choose your next barbarian horde!


Wednesday, January 27, 2016

RPG Blog Carnival - Gates and Portals - 2

A second brief meditation on this month's Blog Carnival - Gates and Portals - hosted by Phil over at Tales of a GM...


While many folks have been envisioning a myriad of gates and guards and devices for opening and closing of portals, both magical and mundane, let's take a quick look at wards...

And, for a bit of inspiration, how about a story perhaps familiar to many of us. The Passover.

(Disclaimer: I'm not Jewish or any sort of Biblical scholar. I know the Passover via the book of Exodus (and that movie with the former head of the NRA), so if I get anything incorrect, please feel free to correct me. Additionally, I don't think that the stories and mythologies of the Bible get a lot of Appendix N love...)

Most familiarly, the Passover is associated with the 10th Plague brought upon the Egyptians during Moses' petitions to free the Israelites.  To recall, any home not properly warded would be visited by the Angel of Death, who would take the life of firstborn children.  Any warded home would be 'passed over' and left unmolested.

Here is the evocative scene from 'The Prince of Egypt'...


The ritual and 'material components' of the warding are very specific:  "3 Speak to all the congregation of Israel, saying, 'On the tenth of this month they are each one to take a lamb for themselves, according to their fathers' households, a lamb for each household. 4 Now if the household is too small for a lamb, then he and his neighbor nearest to his house are to take one according to the number of persons in them; according to what each man should eat, you are to divide the lamb. 5 Your lamb shall be an unblemished male a year old; you may take it from the sheep or from the goats. 6 You shall keep it until the fourteenth day of the same month, then the whole assembly of the congregation of Israel is to kill it at twilight. 7 Moreover, they shall take some of the blood and put it on the two doorposts and on the lintel of the houses in which they eat it. 8 They shall eat the flesh that same night, roasted with fire, and they shall eat it with unleavened bread and bitter herbs. 9 Do not eat any of it raw or boiled at all with water, but rather roasted with fire, both its head and its legs along with its entrails. 10 And you shall not leave any of it over until morning, but whatever is left of it until morning, you shall burn with fire. 11 Now you shall eat it in this manner: with your loins girded, your sandals on your feet, and your staff in your hand; and you shall eat it in haste-- it is the LORD'S Passover.…"

According to my half-vast research of wikipedia and other such hallowed sources, the Passover actually predates the Exodus as a springtime warding or protection rite, and   the prescription includes using a hyssop bough for painting the blood onto the lintel.

Not having read this since teen Bible study, something interesting that I hadn't noted before is that the blood is both spread on the lintel, and consumed (along with the meat of the sacrificial lamb), thus extending or fortifying the protection from the portal to the inhabitant as well, as sort of redundancy (or perhaps an early form of 2-step authentication).

Now, this isn't a unique traditional warding by any stretch of the imagination - many cultures have wards of one sort or another.

A quick summary - a sacrificial animal meeting particular criteria, its blood both spread on the door lintel and consumed, and its meat cooked in a specific way and consumed with accompanying foodstuffs, all while wearing your travelling clothes.  Oh yeah, and don't go outside...

So to create some veracity in a game/story environment, perhaps add the necessity of collecting rare components or knowledge as prerequisites for the ward itself... Building tension and time-pressure before the approach of a physical, magical, or spiritual threat could create some excellent game moments or opportunities. Likewise, it can add to the living nature of the cultures or systems in place in the game world.

"Ok, Dingwall, here's what you need to do to protect your castle from the Wight-bear.  Take the bark from the foo-tree collected under the gibbous moon, mash it into a poultice with some tapioca using a rubber-tipped arrow. Wipe it on the portcullis with a Backscratcher +1, and dab the rest under your armpits, as well as those of everyone in your household.  Eat of the Sacred Chicken Pot Pie of Swänsön.  Oh yeah, all while wearing a thneed."

Thursday, August 13, 2015

For the gamer that has everything II

In case they already have their set of depleted uranium dice...

Mammoth Ivory D20s, made from the tusk of real-life extinct pachyderms.


Apparently the first run of 24 is sold out, but more ivory is said to be procured for another batch.


You, too, can roll criticals with the teeth of a beast that failed its save vs. extinction.

(From Artisan Dice - makers of insane art-dice)

Saturday, August 8, 2015

Dude, my armor has fantastic abs.

A recent article on Vox discusses the hows and whys of the sculpted Greek bronze cuirass.

After all, it was about looking good...



Possible armor decoration and embellishments:
1. Fantastic abs
2. Fleur de lis everywhere
3. Misc. animal heads
     A. Dogs/wolves
     B. Eagles
     C. Weasels
     D. Elephants
     E. Catoblepas
     F. Fish
     G. Dragons
     H. Insects
     I. Horses
     J. Boars
     K. Lions
4. Sphinx
5. Patchwork or motley (birdcage on helmet extra-cost option)
6. Astronomical signs: stars. Moons comets, etc
7. Tiger stripes, rawr!
8. Dazzle camo
9. Leaves and flowers
10. Insane, tacky rococo
11. Flames!
12. Indecipherable script (translation/significance TBD...)
13. Battle scenes
14. Cherubs n' shit
15. Beast-men
16. Roses


1 in 20 chance that the embellishments impart a special quality upon the armor (80% positive, 20% liability)

Monday, March 23, 2015

Random Magic Item: Suver Resurrectionist Ova

"Brother Fennel!  C'mere! I'm not sure, but this thing here looks to have priestly writin' all over it!"
"Why do you think that, Caem?"
"Well, it looks like the Common Tongue, but half the words is all flowery and the other half is ass-backwards and unreadable.  Plus it's got those funny snake eatin' its own tail sigils all over it."
"Don't touch it.  Let me look.  And watch that blasphemous tongue of yours, Caem."
"Pshaw.  Don't be all high-horse, Fennel. You're down here crawling in the dark with the rest of us. Not my problem you got booted from some momentary for making waves."
"Monastery, Caem. And it was a simple disagreement on the interpretation of an ancient creed.  Unfortunately Abbot Uesti has more political pull then scholarly acumen, so here I am with you, making my way in the world until I find a sect that appreciates my scholarship."
"So what is it?"
"Well, it is a big egg."
"I know that much, Brother."
"Hmm.  This is High Old Common. One doesn't usually see it outside of apostolic texts. Mmm. That's an odd phrase... Hmm, that death prayer does seem scrambled...
That's no death prayer, Caem! Someone has ciphered a prayer to raise the dead upon this egg!"
"Wonderful, Brother!  Too bad we didn't have it last week for old Dealph, may he run across the Daroughian Fields forever..."
"True, that stalwart will be missed. Bless his soul."
"So why an egg?"
"Birth. Resurrection. In fact, our faith sets eggs as grave goods, that the soul may find its way back to life one day."
"So what do we do with a spell scribed on a huge egg?"
"Well, first of all, Caem, we don't drop it..."


source
Suver Resurrectionist Ova

Crafted by select high priests of the Suver resurrection cult, a raise dead spell-prayer is carefully inscribed on the shell of an ostrich egg or similar large egg. To reduce the odds of an inadvertent reading of the prayers, many of the words are written backwards, or in mirror-image, requiring close study and careful enunciation of the prayer to make it effective. Because of the intricacies of the writing, there is a 5% chance of failure, cumulative, per point of Intelligence below 18 (e.g. INT 13 = 25%).  Likewise, if the egg is broken and reconstructed, there is a base 20% chance of failure. Failure may result in the subject remaining dead (and no longer abler to be raised by any method), a more horrific, catastrophic partial resurrection, or creation of a tragic ab-dead being.

Upon completion of reading the prayer, successful or not, the egg will disintegrate into flour-like dust and immediately be blown away by a sudden breeze, no matter the environment.

The eggs may be created only during the spring equinox, and using inks made of rare pigments blended with realgar.  Ironically, the toxic pigments lead to the illness or death of many of the scribing priests.

***

(Funny story - an old girlfriend was an English teacher. She was grading papers on the Canterbury Tales, and discovered that two students had copied from one another - right down to the typos.  Hence, the monks lived in the momentary..."

Wednesday, February 18, 2015

Death Whistle

Thanks to the inspiration from +Jim Magnusson, a bit of flavor for his 'Alphabetical Dungeon'

Day 4 - D is for Death Whistle.

A magical relic or device based on the Aztec dual-chambered 'death whistle.'  The whistle was used from both ritual purposes - as to signal a sacrifice (often of a prisoner-slave) or to call the wind god, Ehecatl.

Additionally, Aztec warriors would blow this device while running into battle - the unnerving scream of the whistle meant to disorient and sow fear into enemy ranks.  A single whistle is demonstrated below, with a synthesized mass of whistles at the end of the video:

Skairy.
Death Whistle:


Made of ceramic or carved stone, death whistles may be found among lost barrows and sacrificial sites.

Enchanted with the aura of death absorbed from the pain and suffering of sacrificial victims, these whistles have distilled fear within them...

A blast from this whistle may cause fear 1d4 times per day. When used en masse, each additional whistle will penalize saving throws vs fear by -1.

Because of the whistle's occasional association with wind gods, 1 in 4 whistles will also be able to cause a wind gust once per day, knocking down small creatures, blowing out light sources, blinding and disrupting foes, and negating missile attacks.