Friday, February 5, 2016

4. Borgarknoll - Sons of Armod - Temperature on the Island

A note on the labelling of maps
I am distinguishing between three kinds of maps. The first kind, the 'R-sequence', labelled R1, R2, R3, ... , refers to the realistic colourful maps which I use as a reality base from which I make the second kind, hand-drawn maps, which are labelled as a 'number sequence' 1, 2, 3, ... . The realistic colourful maps are fixed in scale for the whole island of Agonmayar and I mark-up sections by naming features in software whenever I need to. The hand-drawn maps, on any scale, will always have more terrain information - meadow, heath, scrub, wasteland, gravel, lava-field, fen, bog - but are less accurate in terms of distance relationships. The third kind, the 'alphabet-sequence', A, B, C, ..., is used for maps larger in scope than the island.
MAP 2 - Borgarknoll
The words you may not be able to make out: Horses, Meadow, Cattle, Sheep, Corn, Oats, Rye Fields. Below the north grounds where horses roam wild is a river with two islands, to the south is a path which leads to Borgarknoll. Enlarge the image to make out the hall and out-buildings.
3 means in thirties; 2 means in twenties; etc.
Thordia - beautiful in youth though always hard hearted, a harridan with age, bitter after the manslaying of her husband despite recompense under the Law. Contemptuous of her sons, goads them piercing their bluff.

Armod - the most knowledgeable lawyer in the NE. Defended friend Gunlaug who killed Ketil in a skirmish. Generous, temperate and a widely respected priest-chieftain but weary, becoming frail.

Gunnhilda - gentle and peacemaking, and yet a rock for the family. Special bond with her son Kveldulf.

Buthak - brother of deceased Ketil. A baresark (berserk), banished out of Norway from the service of the king's bodyguard for ungovernable parades of violence. Dwells in a ramshackle stone hut on the hill overlooking Borgarknoll. Has begun visiting Borgarknoll for victual and aggressive menacing 'chats'. Close to seven feet tall, he bites his shield till his teeth crack and blood fills his mouth to assuage chance murderous impulses.

Eyvind - his wife died in childbirth. His daughter Alfeida has been fostered out. Wise and fair, he is doomed to shield one foolish and one vicious brother. His friendship with Inulf has soured.

Ordlaf - Inordinate intelligence without judgment and discipline in such an environment as this island is worse than useless so Ordlaf is considered a fool. His outlet in off-humour having become a craze, he is universally disliked. Would have made an exceptional wizard.

Svertvig - Not brave enough on Agonmayar to rape for pleasure, he schemes till his mouth foams over and his eyes twist with plots to outnumber his foes ten-to-one and bash their brains in slowly. A very stupid and very ugly young man.

Inulf - Wise and noble as expected of the eldest son of such parents. His inner life is rich, and his encounter with Pycaro & Vagari had a profound effect on him which he has kept secret. The lure of the mountains of the south has shaken his perception of the world, but his love of family remains strong.

Uva - Very pretty Irish maid. 'Come away to Ireland, Inulf. My father will treat you like a prince.' All the same she has forged deep bonds with Armod and Gunnhilda. She works hard making extravagantly embroidered clothing for the entire family and encourages Kol to emulate his father in every way.

Kveldulf - Dark. Silent. Uncommunicative. An extraordinary athlete. A killer with ease. So intense he makes his parents uneasy. Only Inulf and Gunnhilda are close to Kveldulf.

Hallgerda - Strange and fey, she is taller than her brothers and intimidatingly fair. She looks like she might wield a sword but has no martial spirit, nor does she fear death. Unnervingly calm and penetrating in conversation. Acuminous, she is a powerful poet (though no-one knows it)
High level material

Pycaro & Vagari - Dungeoneers. Have been south several times and believe they have entered Aione. Pycaro is a rogue from the dirtiest city, Rome, formerly an assassin, and Vagari is an adept from Byzantium. As a pair they have been at the core of different parties of foreigners exploring the mountain range Zussayre in the south of Agonmayar.

Pycaro - A-7 W-4 --- Int-16 Cha-17 Dex-17 --- Longbow +3

Vagari - W-8 --- Int-19 --- Books:- Prisons of the Earth's Crust (Vodante). Problems in Subcreation, (Marlowe). Coming to Earth (The Giant, Nefervoovoo). The Foment of Delusion and Fancy (Percedes).

MAP R3 (indicating locations of MAPS R1 & R2)
Why is it so cold in the south?

Wednesday, January 27, 2016

3. Combat - Wounds Concept

I have made the decision for combat to split AD&D HPs into Wounds & Hits where Wounds represent the physical damage portion and Hits the luck-experience portion of the old AD&D HPs concept.

So Adventuring Fighters begin with 10 Wounds, 0-lvl man-at-arms through bandit types 7 Wounds and sedentary types including adventuring MUs 4 Wounds. The constitution bonus is added to this once, and once per level beyond the first a point is added. HPs are calculated in the normal way and represent the sum of Wounds and Hits (I always give full HPs at first level hence the value of Wounds).

When HPs are reduced to within the 0 to Wounds band we can describe the physical hurt and location but there is no material effect in game mechanics. HPs reduced to minus Wounds to 0 result in a critical wound as in Warhammer or Rolemaster. HPs reduced below minus Wounds results in instant death.

There are two reasons to distinguish between physical Wounds and luck-experience Hits.

The first is to avoid the unnecesary and tedious combats between, for example, two high level fighters. Imagine two Fighters at full HPs:
F5 con15 HPs-32 Wounds-15 vs F6 con16 HPs-44 Wounds-17
In this case LUCK-EXPERIENCE CANCELS so the contest is between
F5 HPs-15 (ie his Wounds) and F6 HPs-27
The second reason is that it makes no sense that physical wounds and luck-experience 'heal' at the same rate. I think the 1hp per day of rest is fine for wounds but luck-experience ('hits' as I call them) should recover much faster and at the DMs discretion. For the sake of completion, luck-experience 'hits' don't recover as long as Wounds remain below zero.

Critical Hits for Wounds below zero will be fairly basic: head, neck, collar bone, ribs, arm, wrist, guts, hip, groin, thigh, shin. And usually lethal.

Saturday, January 23, 2016

2. Agonmayar - Low Level Campaign Map & Notes

  • The low level stage is heavily influenced by the Icelandic Sagas - Njal, Egil, Grettir - but it should be emphasised that 'low' is not less interesting or less advanced from the point of view of player experience or skill, than 'high'. In fact it may be that the campaign happily concludes within the orbit of that genre.
  • Those Norse skirmishers were lightfooted and agile, leaping about unencumbered though not spurning light supple mail, they could get it but rarely, so long as it did not hamper their movements. Unready AC10; prepared AC8 (light flimsy kite shield and helm); warrior with several years of sea-roving AC6/5 (one lower with kite shield and helm).
  • The thrown spear is a vicious menace and a favourite tactic closing to combat, 1d10 thrown up to strength yards, 1d6 for the usual one-handed poke with shield on left arm.
  • I am making a serious adjustment to HPs to address the slogging nature of fights between higher level adversaries. In essence the luck/experience portion of high HPs cancels as it should. Also, if the majority of HPs beyond 10-15 do not correspond to physical toughness and wounds then those HPs do not heal at the same rate as wounds. I never use scrolls or healing potions, though I do allow herbal concoctions (emphasis on freshness) to have a more than natural healing effect. 
  • The player characters have either settled on the island, in which case they are Fighters and landedmen - homesteaders - independent self-sufficient no nonsense aristocrats, or, they have just arrived in Godafirth on the longship of a wealthy Norse trader and so might be Norse, Celt, Gaul or Roman. 
  • As an example of a Roman adventurer, likely to be of mixed Gaul and Roman blood, a Surveyor is one of several horsed rangers attached to the horsed scouts of a Legion but who reports to an official of the proconsul. His duty is to discover undocumented wizards and ascertain their peculiarity and the nature of their researches. There is a high turnover of Surveyors from the camp of a Legion; those who perform this hazardous inquiry are often murdered but some fall in with a new mentor. R3 has MU1; R7 has MU2.
  • The current and second wave of settlements in the NE of Agr are just over one hundred years growing. This is now the year 107 (I don't use or refer to any other dating system) which is 107 years after the elopement and arrival of GrĂ¡ine & Diarmuid snub-nose and 'priest-friend'. Their descendants still live at Teach Diarmuid. Less important Icelanders had been settling in the NE for ten years before G&D. Disturbingly, the second wave settlers found no living people from the first colonies which had been maturing for more than two hundred years. Diarmuid wrote down what he found at the beginning of his Book of Settlements, 'fire ravaged halls' , 'half-hearted cairns', 'empty silent homes'. 
  • The Giantsway is clearly a road of Roman construction, fringes overgrown with whatever wild grass, woody low bushes or overhanging trees are local where it passes. Now and then, tunneled stone halls bestride the road, lofty intricate shrines to emperors no historian of Rome would recognise.
  • Who knows how long Irish anchorites had clung to the rock slopes of Skjandig, they were there to mildly greet Hrut white-hair of the very first colony when he scaled that mountain. For decades now an abbot has brought order and small comforts to that holy high-place and the wild visionary Irish recluses live on merely in the imagination of some of the younger monks.
  • In fact the mystics retreated south to the vast mountain range Zussayre [but that is high level material]. The closer to Zussayre the greater the fear.
  • On the map, white patches indicate no-go areas - treacherous, impassable, uninhabitable - bogs, marshes, lava fields, deserts of rubble-stones-gravel. The map covers a region of about 60x80 miles.
  • Giants (indicated in NW of Agr on previous map) are strange beings and not related to the creatures in the Monster Manual. I visualise them with the help of two miniatures I have which I will photograph at some time. Their mentality and purposes are things to be discovered by high level adventurers so I won't go into that now. They are seven to eight feet tall and weigh twelve to fifteen hundred pounds. They have Strength and Constitution of 21 or 22 relative to humans so this is how a fight between a Knight of the round Table and a Giant would go (I am not saying that such a fight would interest a Giant). The knight essays the ground between him and the intransigent monster, urging his mount to greater speed, timing the falling point of his lance. The Giant ambles forward welcoming the collision, almost simultaneously the lance shatters on his breast and he smash-tackles the horse breaking its neck, and grasping, lifts the poor beast into the air hurling it groundwards on its back hoping to crush the rider. The knight however has flown through the air and is staggering to his feet with just time enough to draw sword and swing wardingly before the Giant grabs his sword arm with one hand and his head with the other. And pulls. Plate armour prevents his arm from being pulled from its socket before his head is plucked.
  • Focussing next post on some low key events in the NE region arising from reading of the Icelandic sagas.

Wednesday, January 13, 2016

1. The People of the Island

I enjoy reading history as literature, less for its own sake, and so I read Gibbon and Herodotus because I trust that what they find interesting I will too, and they think in all encompassing breadth and express themselves with humanity and with the highest degree of art. I am not concerned about inaccuracies or scholarly updates.

The Life underneath, around and above the island of Agonmayar which allows it to breathe derives from those centuries when the irrepressible vigour of wild Germanic tribes pummelled a tired Roman empire from without as it was disturbed within by the whispering psychoactive contagion we know as Christianity. The Life of men is drawn from the poetic recasting of history found in the Poetic Edda, Beowulf and the Volsunga Saga through to the great stories of Iceland, Njal's Saga and Egil's Saga. Five centuries of twilight contorted and condensed to establish the right atmosphere for a game of D&D on an invented island roughly the size of Iceland.

The emperor Augustus proposed a fixed boundary for the empire which did not include the insignificant British island, and when later emperors did arrive to snoop around they had no intention of pushing on to the even more remote island of Ireland. As late as the ninth century, when in Norway Harald Fairhair pursued his aggrandizing new notion of overlordship to become the first king, he provoked an exodus of uncowed, hard-as-nails rude aristocrats to Iceland. When the Norse arrived to this land truly on the edge of the world they found there before them only some Irish monks who upped crosses and scarpered.

Similarly, Agonmayar was a refuge dangerous to reach in ships designed to hug the baroque littorals of northern Europe. While Iceland's population settled in the tens of thousands the fragmentary community of colonists in Agonmayar numbered several thousands only.

Sunday, January 10, 2016

RPG Material in Storage Except AD&D 3-Core

Early last year I boxed up my sizeable rpg collection and stored it away, a collection which grew since 2009 from a tidy few items such as - The Three Core AD&D (later covers), Maelstrom rpg, Warhammer, three of six Dragon Warriors rpg paperbacks, a few Adventurer (English) and Fantasy Chronicles (Irish) magazines and the modules B5 and WG4 which I had never fully read. I also had three or four dozen figures mostly Citadel, Prince August, and Mithril. In 2009 when I returned to gaming after a fifteen(?) year gap I was not aware that the original 1974 D&D existed, nor the Judges Guild company including of course Paul Jaquays. I had played Runequest once as a player but knew nothing of Glorantha. Empire of the Petal Throne had a visceral impact on me when I borrowed it back in 1987 but I was too occupied with world-building of my own (the activity more worthy than the results) to read it properly.

I duly acquired almost everything that is highly regarded and relates to the above, and in addition the Moldvay and Holmes editions and about twenty of the tsr modules, the original purple MERP box with the cardboard miniatures collection, early Rolemaster box and companions, Pendragon and The Great Campaign, the Arduin Grimoire et al., the unwieldy Dangerous Journeys, Harn, Pelinore from Imagine magazine. and Paul Vernon's rare campaign setting Starstone. I have said before the only rpg writers who might teach you something to improve your game are Gygax, Stafford (Glorantha not Pendragon), Bledsaw (Wilderlands) and Jaquays. If you learn from anyone else you are probably starting somewhere dreadful and moving sideways. That biased generalistion doesn't cover creative DMs who invent their own worlds entirely; as a player attending these spectacles the least pleasure is witnessing the full exposure of the DM's personality and subconscious desires.

Not everything they wrote is transformative. Gygax's WG4 is his best adventure, D1-D3 have moments of grandeur, G2 has a brilliant map but there is no need to stray beyond those. Greyhawk demonstrates a working descriptive length for entries in a geographical index. Stafford's Pendragon is well researched but the personality game mechanics are stifling and nannyish and his vision for a campaign (tGC) is formulaic, and, as he failed to develop a working magic system, there is a pervading dullness to the adventures. Glorantha is mind expanding if you want to see how deep the background to a campaign can go. Bledsaw must take responsibility for the foolish Tegal Manor and the City State of the Invincible Overlord but his wilderness maps are consummately stylish.

I also bought a grand or so worth of miniatures, mostly 1980s ral partha & grenadier, which was money well spent in comparison. If I had room (I don't) I would leave up a Cabinet of Dr. Caligari expressionist style diorama I have been experimenting with using broken pieces of kitchen counter marble, bathroom tiles, spray painted whiskey boxes, vitamin tablet tubes and styrofoam packaging, stones and gravel and wires. I found that abstract modeling works better than the realistic kind, the brain has to work to make sense of the architecture which shifts the imaginative responsibility back into the mind's eye. In much the same way painting figures in drab greys with spots of colour works much better than the most exact realistic painting which always looks garish and cartoonish to me.

I have taken the trouble to mention the material above because I won't be referring to it again.

I managed to get hold of early editions of the three core AD&D books thanks to the Acaeum. The Monster Manual has incredibly sturdy binding and thick springy pages - it looks like new. The Players Handbook is well bound and has paper superior to any subsequent AD&D book published, though not as good as the MM. The Dungeon Master's Guide alas never received such sterling treatment. These three volumes I kept on my bookshelves.

I am making notes for an island setting, Agonmayar, which should consolidate ideas have I toyed with in isolation such as how to make magic individual for players and how to conduct the exploration of a large wilderness setting and an underground environment while avoiding both on the one hand the butter-scraped-too-thin flatness of the sandbox and on the other hand the leading & coaxing of players with improbable events and npc-shepherding. One manner of negotiating these extremes requires that attention is paid to the character of the character, the player's responsibility to portray, the DM's lightly to monitor, so that motivation can be understood and intention anticipated. The experience of character will feel more real in a setting fertile enough to generate persons natural in and accustomed to their environment, that needless to say is the DM's responsibility.
Agonmayar, see?

Friday, June 12, 2015

Strange Case of Dr. Jekyll and Mr. Hyde

Robert Louis Stevenson (1850-1894) had published his novella Strange Case of Dr. Jekyll and Mr. Hyde in 1886. He is a curious example of a writer whose literary credibility waned during the twentieth century only to be restored in the last decade or so. On any page the deliberateness of his thought is evident, he is concise and poetic when the moment carries him as when he describes the wet and foggy empty city at night. For the Strange Case he concocted a precarious or let's say an intricate structure which engulfs the reader in mystery before leading him through a lumpen narrative exposing the truth in stages. For two thirds of the tale Jekyll is a character only glimpsed, literally once through a window. He is not present. The final third comprises two written statements ascending to a spiritual revelation scented with hocus pocus in a scientific habit.

My guess is that most people are familiar with the story from the rather brilliant 1931 film Dr. Jekyll & Mr. Hyde directed by Mamoulian starring Fredric March. While this film is technically daring and innovative as a motion picture the narrative unfolds straightforwardly and the focus is entirely on J&H. For this reason it would be prudent for those new to this canonical work to read it first.

Stevenson is diligent in exploring his conceit which is not as simple as a careless reading would leave one with. Jekyll admits to being uncommonly sensitive to opposing moral impulses before conducting his experiments, in fact this insight persuades him to experimentation. Stevenson continues by hinting that further research by Jekyll's successors might uncover different or a proliferation of personas. The psychic division is not black and white. Hyde is purely evil and free but Jekyll is a composite of good and evil, unhappy with this tension in his nature. Mamoulian's film suggests Jekyll's motivation is scientific understanding or ambition which is a typical interpretation but as I see it his motive was personal and selfish; he wanted to experience guiltless licentiousness. Anyway it's a great work, read it.


If anyone wants me to present a canonical work in these seven days let me know by naming a work you pretend to be interested in..


And don't forget to hit the like button if you want me to fuck your wife or girlfriend.


[This Limited Editions Club edition from 1952 is 12" tall]


Monday, June 8, 2015

Author Timeline PDF

Here is the full PDF of this timeline I made for writers of the fantastical I care about.

The background image is one I made for Empty Planet.


Meanwhile I am thinking about Aione and thanks to Scott-of-the-many-settings may make a separate setting-blog purely for Aione if I feel I can sustain an interest in D&D sufficient to oppose my contempt for D&Ders.


Tuesday, June 3, 2014

Be Brave -- Pretend You Read !!

25 Shakespeare
22 Homer
21 Dante
19 Cervantes Montaigne
18 Joyce  Wordsworth  Chaucer  Dostoevsky  Nietzsche  Herodotus Thucydides
17 Yeats Ovid
16 ER Eddison Kafka Beckett
15 Austen Tolstoy
14 WH Hodgson   JR Tolkien   Conrad   Orwell   Nabokov   Hughes
13 W Morris Dickens E Dickinson
12 JK Jerome
11 G Wolfe   J Vance   C Maturin   J Hogg   R Stone   J Jones
10 CA Smith PG Wodehouse
  9 F Leiber Dunsany R Chandler
  8 RE Howard    HP Lovecraft    HG Wells
  7 AC Doyle
  2 J Grisham G Martin
  1 All women writers* Writers of self help or business leadership books
  0 All RPG writers, bloggers and forum bores**

*except Austen & Dickinson
**with no exceptions


There is much to discuss here, for example Harold Lamb is fascinating and hoists RE Howard up by association. Make the argument! Fritz Leiber's extraordinary 'Adept's Gambit' is worthy of a 13-14 rank surely?

There must be fluidity in the rankings. One of my favourite attempts to rank rock music is George Starostin's. Bands are ranked from 1-5 and albums from 1-10 and he makes a sum of these.

My understanding is that OSR gamers are poorly read when compared with the average population, even in the field of fantasy, this I have learned from reading blogs and the OSR forums. Prove me wrong, show some kind of knowledge! I expect you haven't read anyone above rank 14 cover to cover, and probably only Tolkien above rank 9. That should give you pause to be silent, to stop posting your thoughts until you have read more widely, no?


Monday, June 2, 2014

Jaquay's Night of the Walking Wet - My Reformatting

I reformatted Paul Jaquay's 'Night of the Walking Wet' some while ago now for both AD&D-A4 and OD&D-A5 sizes, as the original Judges Guild presentation was almost unreadable. Some of you have it already; I'm making it more widely available.


Sunday, June 1, 2014

Glimpse of the Caverns within Brazztforqnas

Players' Map - Dr. Jekyll's Letter
DM Map
Players' Map - section
DM Map - section
click to ENLARGE
The last map should be very large.


You can find Brazztforqnas on the large resolution Witchland Map I presented here.

The broad idea is that the Moria Balrog, fleeing from prehistoric menace in the abyss of Moria having grappled with Gandalf, and becoming lost among the myriad natural tunnels in the dark earth, stumbles upon the Temple of the Prime Five. Exploring within he comes unto Aione proper, and Aione will deliver a Balrog into Brazztforqnas if it so wishes.

The Moria Balrog over several centuries has made these tunnels in a methodical search for the Temple of the Prime Five, which forgot him, for while he has no present urge to return to Middle-earth he is inflamed by the notion he may be forgotten on a strange and unimportant world.

Pazuzu, a higher order of being, is concerned having interposed his craft as a node in the Eon Cluster of lunules above Affryqq, taking the place of fallen Brazztforqnas, I say again he is concerned that the river which flows from the remnant of Brazztforqnas in the sky down to the larger part which crashed to Witchland, appears on investigation to be restoring the matter of the crashed moon up into the sky. This particulate transference with the passage of time would invalidate Pazuzu and his craft as a sort of temporary remedy, and his works imposture.


Remember this old stuff! It's all related:


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