Thursday, May 19, 2022

Merovingian Sandbox (quick preamble update): Skerples on Gregory of Tours on Merovingian rulers

 For those interested in my emerging/pending little series on a Merovingian-inspired fantasy sandbox, I've just noticed that Skerples (of the Coins and Scrolls blog) had an interesting post back in 2017: a "Table of Rulers" with a metric ton of sample lines borrowed from the early Merovingian-era bishop/historian, Gregory of Tours. Arranged on a random-roll table, the entries allow one to: 

...roll up barbarian kings, tormented bishops, feuding dukes, brutal counts, and any other disreputable people your setting might require. Imagine you are reading a history book about your setting, or a ruler in your setting. Roll 2 or 3 times on these tables to get some sentences that might appear in a paragraph about your ruler.

A cool resource, and quite worth checking out if you're waiting patiently for me to get my next proper installment posted here. Meanwhile, stay tuned!

Monday, May 16, 2022

Early Merovingian Gaul/France: A Great Alternative Template for a 'Vanilla' Fantasy Sandbox Setting

It’s been too long since I dished up a post drawing on my other identity as a scholar! Ironically, for a professional historian, I’m not terribly worried about a little anachronism or historical inaccuracy in my elf-game settings (I save that for my day job). But GMs can only benefit from understanding the structural logic of whatever actual societies might have inspired a setting. The patterns that characterize a society generally exist for a reason; such reasons offer a GM leverage for organizing factions and plot hooks that make organic sense within the campaign world. A little historical awareness can be particularly helpful for livening up that old bugaboo, the ‘vanilla’ or generic fantasy world. Quite often, however, one encounters ‘medieval’ settings that actually evoke early modern or even modern social customs and sensibilities, just dressed up for the Renn Faire.


(For some favorite examples of my thoughts on harnessing real historical lessons for campaign worlds, consider posts on the logic of feudalism, late antique "barbarians," Late Bronze Age palatial society in the Near East, or collapse across history, and maybe check out my background generator for Bronze Age characters, which is on sale this month [affiliate link]). 


In addition to the common faux-feudal medievalish settings out there (or, of course, more 'ancient' settings following the tropes of Swords & Sorcery), there are a number of early medieval-themed settings (one thinks immediately of the ubiquitous Viking-'inspired' game resources out there, or of the more robust Anglo-Saxon-themed Wolves of God from Sine Nomine games [affiliate link] or Paolo Greco's Wulfwald). Early medieval societies offer particularly moody and evocative source material, but the very constraints and smaller scales of those societies may limit some classic dimensions of RPG campaigns. 


CC: https://commons.wikimedia.org/wiki/File:Disque_de_Limons.JPG?uselang=fr


However, I don’t think I’ve seen campaigns inspired by the structures of early Merovingian Gaul/France - that is, what is now France (basically) between the end of Roman rule and the rise of the Carolingian dynasty (think Charlemagne). I came here today to say this: a campaign setting modeled at least structurally on the Merovingian realm of the sixth century would offer a really useful template for a fun ‘vanilla’ fantasy sandbox campaign, because REASONS:


I’ll Take My Collapse Medium-Rare, Thanks: 


It’s a Points of Light setting, but with dials to adjust the chaos to taste. We are very much talking about a post-Collapse setting atop the ruins of a mighty empire, with all the mayhem, disorder, and barriers to communication you might desire - but also a resilient society holding on to important elements of the past (with more governmental competence and ability than previous generations of scholarship tended to recognize). 


What?! A Danish warband attacking our sixth-century coast?
And it's mentioned later in Beowulf? But they're shown here in 15th-century gear?
Nah, bruh, the blogger said a little anachronism is ok ... it's the structural chaos that matters!
https://fr.wikipedia.org/wiki/Thierry_Ier#/media/Fichier:Bataille_entre_Francs_et_Danois_en_515.jpg



Zero-to-Hero Progression That Fits: 


From the perspective of RPG design, a Merovingian-style ‘medieval setting’ offers better social mobility than the feudal societies of later centuries, in ways that are more conducive to a typical PC’s career path. Arguably, the setting’s social structures also offer better reasons for an adventuring party to move seamlessly between urban, rural, and wilderness adventures in the service of the same patrons or goals. 


Listen here, Lady!!!
Whether you had me stabbed and then visited me on my deathbed to rub it in or not, you can't make me forget that you're an interesting example of female power and social mobility!
https://upload.wikimedia.org/wikipedia/commons/a/a6/Fredegunda_visita_a_pretextato_en_su_lecho_de_mueret.jpg



Low-Prep and Build-As-You-Go: 


Compared to later feudal settings, the setting’s built-in political geography scales more organically to match the widening scope of classic campaigns, without requiring the GM to prep more than is needed at any time. Merovingian political structures make it easy to start hinting at high-level faction stuff at level 1 if you want to, or to add those things in on the fly at higher levels without doing violence to the logic of structures you’ve already built. Oh, and remember that wise, common advice to start a hexcrawl campaign with just three hexes and then build out if you need more? Not only would that work in a Merovingian-inspired setting, it would work particularly well. 


Behold your sandbox: Gaul in 587 (de la Blache)
https://fr.wikipedia.org/wiki/Gontran_(roi)#/media/Fichier:Division_of_Gaul_-_587.jpg



Conquer, Rinse, Repeat: 


You know that thing where some otherwise great campaign settings get permanently hobbled because of the accomplishments of a previous generation of characters? [paging Dragonlance to aisle four, please…] Due to the political geography mentioned above and some Frankish cultural assumptions, a Merovingian-inspired sandbox is innately repeatable between campaigns. In other words, Merovingian-inspired settings would work really well for a ‘living campaign’ world; once you’ve done the work to build your setting, you don’t have to reinvent the wheel every time you want to start a new campaign, but you also don’t have to retcon anything that happened previously. [That may sound like a feature of any decent setting; what I’m arguing is that a Merovingian-inspired setting would be particularly good at recycling, compared to other options]. 


For now, I’m going to drop this as an introductory post to whet your interest. I’ll plan to unpack each of these elements in much more detail soon. Please let me know if this sounds interesting or if you already have any questions! Due to some recent spam attacks, comments currently require moderation, but I'll be happy to process them. 


Happy gaming. 



Saturday, May 14, 2022

aaaaand now we'll try comment moderation...

 Hmm. Every few days, I get another wave of spam attacks from the same source, turn off blog comments, wait a few days, turn them back on ... and then the spam attacks recur. Somehow I've become a repeat, high-volume target (should I be flattered?). 

I guess we'll try open commenting but go with comment moderation for a while. You're lame, spam-bot. 

Saturday, May 7, 2022

[Update] Comments are re-dis-enabled

UPDATE TO THE UPDATE: Nope. Sigh. Comments going off again for a bit due to the internet being the internet. 

I hope to post soon a discussion of why early Merovingian Gaul/France offers an excellent 'alternative vanilla fantasy sandbox' template for D&D campaign settings. Stay tuned. :-) 

+++++++++++++++++++++++++++++++++++

UPDATE: the stream of fake comments I had to delete today seems to have abated for now, so I've re-enabled commenting. That means you - yeah, YOU! - should leave a real comment on some posts! Make the internet safe for actual thoughtful dialogue again! 

Cheers. 

++++

 The blog has been bombarded with autobot fake comments. I'm temporarily disabling comments until the Necron overlords get bored and go bother some other blog, which I hope will occur soon. :-) 

Stay tuned ... my grades are submitted, the school had its Commencement today, and I may just need to slap down some fresh blog content in the near future. 

Happy gaming!

Wednesday, May 4, 2022

Dungeon Extraction Posse vs. the Chaotic-Body Snatchers, or: Another Reason to Go Back into the Dungeon

Here's a weird idea to address a practical problem: how to take any published, well-organized, ready-to-run dungeon or megadungeon 'off the shelf' - then increase opportunities for factional interaction while offering a coherent reason to go back into the dungeon again, even if the last four levels already should have made the PCs rich.

Let's say you've got some large dungeon or megadungeon you'd like to run, but it needs a bit more pizzazz. Factions always help, but not all published dungeons excel there. Or maybe the issue is one of motivation: explaining with a straight face why the bold adventurers who got 10,000 gold pieces in their last haul and can retire honestly now are returning to face nightmares unspeakable in even deeper holes. 

I dig many aspects of XP-for-gold, but coming up with some kind of mission or objective beyond just LOOOOOT can transform the feel of a dungeoncrawl (or any session). Games like Into the Dark or The Nightmares Underneath build dungeons around sources that leak evil or darkness into the world; PCs journey into dungeons to shut them down. I think that's a cool premise, but it's best suited to dungeons designed by GMs with that goal in mind. [NOTE: the DTRPG.com links on this page are Affiliate links].

I was thinking today about ways one might spice up something like, say, Gunderholfen - a megadungeon reputed to be very easy to run, but a little vanilla (I haven't read it, though it sounds good) ... and I struck on the idea of the interplanar fugitive network dungeon manhunt-crawl

Um, what


THEY LURK BENEATH US, GROWING IN STRENGTH...


Right, so bear with a little madness here. 

The fifteen fiendish lieutenants of Tartarus have long sought to invade our world, and failed ... but now, the Prophetess says, they have found a breach, a way in. They are among us. 

Or, maybe the Eleven Foetid Sorcerers of Yithang failed to seize the kingdom eight generations ago, but they swore they'd return - then projected their consciousnesses forward through time, seeking vulnerable hosts in their future (and our present).  

Or Githyanki, or Elemental Lords, or whatever. Pick your Evil-Bad Magical Conspiracy of choice. Horrible villains from Somewhere or Somewhen else are pushing their way into our space, our time, our reality - and if they are not stopped, they will destroy everything we hold dear. But they are just now arriving, and they need time to wax in strength before all their powers are present with them...

The following are true:

+ the villains find their way into our reality through fractured, warped prisms: via chaotic minds

+ thus, the baddies are not just chaotic body-snatchers; they are chaotic-body snatchers. They steal the bodies from chaotic/evil NPCs. In other words, pick a random dungeon: some of its intelligent NPCs or foes are actually possessed or replaced by the time/dimension-bending foes described above. 

+ there are multiple such infiltrators; they know of each other and are (only loosely) in communication with each other. They form a general network, hidden among the existing networks and factions present in the dungeons of the Realm. 

+ each such infiltrator lurks in the dungeon, like a dire chrysalis, waiting for their presence to be complete, their powers fully manifest, their will ready to crush the light above. That day has not yet come. It comes quickly. 

So, it's Invasion of the Body Snatchers, and the poor Chaotic Evil humanoid brutes down on Dungeon Level 4 are the first unwitting victims. 


GAMING IT


I've agreed to run a summer campaign for my kids and their neighborhood friends. It needs to be a low-prep, open-table affair. For true off-the-shelf readiness, it can be hard to beat a well-organized published tentpole dungeon. But sometimes endless dungeoncrawling can look a bit dry. 

What intrigues me about this post's idea is that it could add instant menace and stakes to any ol' dungeon. Pick a published dungeon that looks easy to run, pick any seven individual foes in the book, and suddenly you've got an investigative game with a hidden social network of interplanar terrorists layered right on top of that existing, easy-to-run content. You're not just running a big dungeon, you're breaking up a Night's Black Agents-style conspyramid at the same time. So now you've got a mega-faction to hunt, and any existing factions in the dungeon can pair up with those villains, or maybe even turn against them (can you convince the gnoll band to work with you against the traitor in their midst? What if that traitor is their own warlord?). 

Maybe you do this in one big megadungeon. Maybe each level has one Interloper. Or maybe you run an overland hexcrawl with many little dungeons, but about a third of your dungeons or ruins host an Interplanar Interloper. 

Maybe you keep XP-for-gold, but you also grant really significant XP for each fugitive Interloper killed. Heck, maybe you grant five times as much XP if you can bring the villain to justice on the surface - the Sages Royal really need to interrogate each one for intelligence about who else is coming, so trying to extract a prisoner from the dungeon becomes the real gold standard for earning XP. Each Interloper knows a bit about the others, and may yield key clues to the locations or identity of other members of the network (paging the 3 Clue Rule...). And of course you could run a series of Fronts or an Events table that moves the bad guys' plan closer and closer to Doom, so that the campaign stakes really are meaningful if the players dawdle too long. 

Oh, and in between searching for these interplanar doomsters, the PCs have a reason to head back into the dungeon over and over again, doing all that normal stuff they need to do to explore the dungeon...

Will I try running this? Shrug - not sure. But I am intrigued. 

What do you think, world? Pros/cons? Seen anything like this before in action? Am I crazy? Or am I just hosting one of the Foetid Sorcerers of Yithang

Sunday, April 3, 2022

Even More Warhammer Miscellany

HUMBLE BUNDLE GOES SOULBOUND

Humble Bundle is running a big bundle of Soulbound RPG products. Soulbound is the Warhammer: Age of Sigmar RPG. In recent months, I posted a three-part deep dive into Soulbound, and would certainly recommend the system. If my review or other materials have piqued your interest, that Humble Bundle is a great way to dive into the system with .pdfs at a very affordable price, while supporting charity. 


GETTING ALL FONCY FOR XAOS

Back in January, I posted about some Warhammer kitbashing going on chez Gundobad. I mentioned some interesting Chaos Warriors I'd picked up second-hand at my FLGS - interesting because many of them are kitbashed hybrids, built using both Chaos Warriors and their mortal foes, the Stormcast Eternals. As I noted in that earlier post, I feel this gives many of them a great vibe - sort of like "paladins gone horribly wrong", like heroes who maybe still think they're on the right side of things...but they're very, very wrong. 

Anyway, yesterday I got some paint on one of the boys: 



I haven't worked much with purples, so this was a bit of an experiment. I'm not sure whether I'll ditch this scheme or paint up a whole mini-squad in similar colors. Overall, I'm pleased. 


HAVE YOU SEEN ARBITOR IAN?

One more thing. I've a new favorite Warhammer-themed Youtuber: the fun, funny, very well-informed, and thoughtful Arbitor Ian. It seems he's only been cranking out videos for about a year, but he's got some really excellent videos to watch, equally informed by Oldhammer sensibilities and the latest GW tidbits. 

Here, I'll recommend two quite different videos:

Warhammer Beer. Yep. 



Here's the best and most entertaining concise synopsis of 40K lore/history that I've seen. 


A great channel, recommended. Happy gaming, all!


Thursday, March 17, 2022

The d20 lore-for-XP table: from my Iron Age Isle of Dread/alternate Nithia campaign

A while ago, I finished running a campaign set on the Isle of Dread - not just any Isle of Dread, mind you, but a heavily modified sandbox version, incorporating a variety of additional content from modules and my own imagination, and set in the same Iron Age alternate-Mystara setting that featured in my earlier B10 Night's Dark Terror campaign

It occurs to me that I should share here some of the things I ended up doing in that rewarding campaign. Today's post contains a lore-dump. Well, yes, but it's a lore-dump with a point. 

See, for this campaign, I made finding and collating lore one of the campaign objectives: PCs gained XP by finding ancient texts that could flesh out their knowledge of the past. They had two in-game reasons to do so: one character, with a background as a Scholar, learned that his sister had been kidnapped by an up-and-coming potentate who wanted to exploit a new court history for political leverage - so he was told to go research a history in exchange for his sister's return. But the other players were also investigating a series of mysterious, cultic killings around the Sea of Dread, killings apparently connected to a dark group with ties to something from the past. But what was that ancient evil, and what did it have planned in this age? And why had one of the PCs lost a year of memory "between campaigns", and was reported as having been active around the Sea of Dread during that missing time? 

In the canonical Mystara, Nithia was an ancient kingdom that "now" survives in the Hollow World. My version makes a deliberate shambles of the canon, and has the Nithian population as a more self-conscious remnant along the Sea of Dread (the Scholar PC was of Nithian ancestry, and he ended the campaign as the petty king of a new Nithian state on the Isle of Dread. It was pretty epic).  


In our Iron Age "Mystara", the players' antics in an earlier B10 campaign
left "Karameikos" divided in two.

Here's how the lore-tables worked in my campaign. At the start, I gave the players a King-List of Nithia-That-Was from the Great Library of Rothago (Minrothad and Ierendi were fused into not-Phoenician island city-states). The king-list contained the barest outlines of history, and a chronological list of the monarchs of Old Nithia. In other words, the players started the campaign knowing everything that appears below in the non-indented, non-numbered sections, but the rest had to be puzzled out as they discovered lore in random sequence [the notes on absolute chronology ("from 3,000 to 1,800 years ago" were added artificially for player convenience)]. What would make matters more complicated for the players to figure out was that some parts of the old Nithian lands now lay beneath the sea (it took them a while to figure this out as they worked with an old map they found, and tried to reconcile it with their exploration of the Isle of Dread).


Funny, that doesn't look like the Isle of Dread...does it?

As they explored the Isle's ruins and found a variety of preserved ancient texts, the players triggered lore rolls. I needed simply to roll 1d20 and feed them the resulting snippets of history, which they could place in the right chronological spot using their "king-list." When all was said and done, the "full story" below was known, the players confronted the ancient evil and saved the world from another cataclysm, and the Scholar led an assault to get his sister back from the Pirate Queen holding her captive. Amateur RPG archaeology, for the win! 

On my own version of the X1 sandbox, I removed a number of spots, tweaked many others, added in the Forgotten Temple of Tharizdun (renamed "Tharis"), added two new human settlements to the island and worked out their political relations, and replaced the X1 plateau "finale" with AA 35, Desert Shrine of the Sightless Sisters, also integrating it into the island's political network and the hidden cult threatening the world. THERE COULD BE SLIGHT SPOILERS FOR EITHER OF THOSE MODULES IN THE TABLES BELOW, though these will reflect my own substantial changes. 

Good times. 


d20 HISTORY OF NITHIA-THAT-WAS



First was Nithia’s Golden Age, lasting from 3,000 to 1,800 years ago. 


In this age reigned the kings from Ardaka I to Ardaka XII. 


And in the time of Ardaka I was the Royal Prophecy, that each lord of Nith should reign a century at a time, and their kingdom never fail, except that a firstborn heir fail to take his father’s throne after a hundred-winter reign. 

And from this age forward the Historiomancers of Nithia recorded their lore, hiding it away in deep archives to study and weave its patterns.


And in this age was the Priesthood Undivided, but also there came the Philosopher Kamuan.

+ In the time of Ardaka XI there came the Philosopher Kamuan, teaching that material creation is but a prison for pure spirit. And, said Kamuan, “hate the lusts of the flesh and the flesh itself, for such bring only suffering; but seek instead enlightenment where pure mind wanders beyond the firmament.” And many called him mad, but some among the Priesthood Undivided heeded his words, and began to look to the stars - and beyond.


Then was the Age of Division, lasting from 1,800 to 1,300 years ago. 


Then reigned Ardaka XIII.


+ In the time of Ardaka XIII, some among the Disciples of Kamuan made contact with beings who claimed to be extra-firmamental spirits; and from these, the Disciples harnessed strange new powers, thanks to which the Disciples’ influence began to spread widely.  


Then reigned Ardaka XIV. 


3 + Ardaka XIV was the first king to patronize the Disciples of Kamuan and to fund their research with royal resources. He took from the Order of Historiomancers their Archive at Tharis in the southern highlands, and gave that site to Kamuan’s Disciples. There, they began their experiments in projecting consciousness. 


Then reigned Ardaka XV. 


4 + In the time of Ardaka XV, the Disciples learned the arts of necromancy from their spirit allies. Seeing that they had such powerful knowledge, the king gave to the lords of the Disciples command of the armies of Nithia; and the sorcerer-generals pushed the royal banners deep into the northern mainland.


5 + But the son of Ardaka XV, being devoted to the order of creation, without his father’s permission selected for himself a private reserve among the army’s officers. And naming them his Falcon Guard, he charged them to uphold Order in the empire in wholesome ways, and to keep watch against any evil by the waxing Disciples.


6 + And Ardaka XV learned what his son had done, and was wroth; and he ordered that the Falcon Guard be disbanded after the execution of its leading men. But the king’s son defied his father, and vowed to share his officers’ fate. So for love of his son - and because of the Royal Prophecy - Ardaka XV relented, and the Falcons continued their watch. 


7 + But meanwhile, even as they grew in temporal power under Ardaka XV, the Disciples were frustrated in their greatest goal. So they began to dabble with flesh itself, thinking that by thus understanding the limits of flesh, they might better escape it. Thus they gained the name Flesh Lords, who wove themselves the more into aberrations of flesh, the more that they struggled against embodiment.


Then reigned Ardaka XVI, and the Falcon Guard with him. 


8 + When Ardaka XVI came to the throne, he gave to the Falcon Guard direct command of his armies; and he severed direct royal patronage of the Flesh Lords. But the Disciples now were too strong to force them to disband; and there was muttering against the king. 


9 + Because Ardaka XVI had robbed the Flesh Lords of their armies, they made dark experiments in laboratories in the priestly highlands and along the empire’s northern rim. And thus they bred vile armies of their own, crafting inhuman aberrations from human stock: beast-men, and snake-men, and jackal-headed legions, and the gobrach hordes. And these forces they held ready.


Then reigned Ardaka XVII.


10 + Ardaka XVII maintained his father's policies, yet with less zeal. Mainland barbarian tribes in the northeast threatened his coastal holdings and consumed much attention and many resources; and so he was distracted, and unprepared for civil war when it came. 


11 + Seeing that Ardaka XVII would not reverse his father’s decisions, the Flesh Lords despised the court. But they judged, too, that their age-long central aim - spiritual transcendence - had failed only due to a lack of adequate power. Therefore the Flesh Lords unleashed upon their Nithian brethren their undead and humanoid forces. Breaking like an unexpected wave upon the empire, these hordes slaughtered all in their path as human sacrifices; and with dark relics they gathered life force as they slew. Whole provinces were razed, and across the north, nearly half a million were slain.  


12 + At the time of the civil war under Ardaka XVII, the Flesh Lords also seized the southern Priestly highlands, and directed the war from their strongholds there. From that fastness they unleashed all the life-force they had stolen, hoping to rip apart the firmament itself and to cast themselves beyond it. But, wary after many setbacks, first their twelve lords anchored their consciousnesses to a simple brazen hand mirror; a way back, should they fail yet again. 


13 + The Flesh Lords’ bold venture against Ardaka XVII failed. The firmament held - though not a few star-elementals were knocked to earth, and some burned in the sea, while others wrapped themselves in the hatred of the Flesh Lords and became hidden tyrants of dark cults; and the wise say some linger to this day. The Flesh Lords themselves, however, achieved nothing, and as their strength was spent their wrath was impotent. 


14 + Then in dire anger, the Falcon Guard of Ardaka XVII moved against the Flesh Lords in their strongholds. Those they found they slew with cleansing flame and beaten bronze and the bright power of Order. Other Flesh Lords, hidden in a deep secret vault beneath their stronghold at Tharis, the Falcons could sense but not find. Reaching out with power, the Falcon Guard spent most of the might allotted to them to trap and bind the Flesh Lords where they lay hidden, and they sealed them beyond the reach of mortal man. 


Then reigned Namak-Ardaka, the Peerless King, who wed twenty-seven times, and sired no children. 


15 + Two-score years into the reign of Namak-Ardaka, a scavenger looted an old brazen hand-mirror from a ruined highland stronghold, and carried it away north to the plains. Through this theft, men unwittingly renewed contact with what should have been locked away, and with enslaved minds, men began secretly to worship hidden lords, and plot how to free them. 


16 + Meanwhile Namak-Ardaka continued to produce no heir, though he promised twenty-seven times that a new bride would ensure his legacy. More and more desperate he grew, until he welcomed those who whispered quietly of lost Flesh Lord arts, and he allowed their secret ministry even at his own court.


Then was the Cataclysm, and the Breaking of the World. 


17 + In the last year of Namak-Ardaka, the Flesh Lords’ puppets made dagger-wands from a Soul Worm’s fangs, and etched in them a labyrinthine glyph of life-binding. With these tools they secretly marked many, and through their marked vessels they grasped the life force of whole towns and city neighborhoods. Then, after the appointed year’s time, there came the second Great Killing. And the king himself was among the slain, and the line of true kings of Nithia failed; and all the life-force of that cull the cruel Flesh Lords drew through the mirror and turned against their bonds. 


18 + With Namak-Ardaka slain and the world in the balance, the Falcon Guard poured forth all its remaining power to keep the evil ones imprisoned. So terrible was that struggle, in which both sides exhausted their might, that the land itself was cracked and drowned around them, and the lands of the empire were overthrown, and chaos filled the earth, and waves overrode most of the empire. And the Flesh Lords failed and fell back into their prison, and their mirror was lost in a city drowned upon the plain, and forsaken beneath the sea. And the Falcon Guard spent nearly all its strength, and most of them perished in the strain of that contest. And now the world is broken.