Thursday, June 27, 2013

Religion and the Hill Cantons Part Four: The Hero-Cult of Adalfuns

Hero-cults of the Sun Lord play an important role in the confusing panorama of religious life of the Solarity-holding people of Zem (see this post for background). The cult of Adalfuns the Choate is one such aspect held dear by even the heretically-minded in the Hill Cantons.

The Chant of Adalfuns the 37th Aspect of our Sun Lord Puissant
In the Free City (then, as now, a misnomer) of Aufhebensplota in the August Year of the Noxal Surrender (or 41,069) was born the hero Adalfuns, the love child of the cow maiden Welga and our most beloved and virile of divine presences, the Sun Lord--who is also by way of the shared godhead also Adalfuns.

Though his adolescent years were spent happily if rowdily knocking the jaunty caps off of local dilettantes and earning the inexplicable nickname of “Wonder Hans” with the local maidens, the wanderlust that runs raging in his divine veins took his course and he struck out from home for the Path of Heroes: helping other beings in shuffling their mortal coils and the carting away of their possessions.

So it came to pass that Adalfuns entered the Hill Cantons in search of the Horned Oracle. Crossing the River Trvna on the road to Ostrovo he was startled to hear a great stirring of the water behind. Glancing over his magnificently broad shoulder he saw the hairy, horned mass of the bukavac hovering mid-air.

“What ho, bukavac?' Adalfuns cried. “why do you make ready to leap upon my rippled and ample back?”

“I lack sustenance and wish to dine upon the delectable substance called man-fat,” answered the bukavac reasonably.

“Surely my toned and muscular form would provide poor and gamey fare to your refined, if monstrous palate.”

“Ah but that is where we differ, oh man-flesh on the foot,” answered the bukavac, “I have found delight in the prodigious marbling of a well-seasoned fighting man.”

“I will happily share in my man-fat, but for a contest of logical conundrums. If you win, you crush beneath your mass and consume the entirety of my body. If I win, I shall lop off my right arm and present it to you. In either case your avaricious belly finds nourishment.”

“While I take exception to the libelous characterization of my abdomen, I agree to such a contest.”

As Adalfuns began his exposition his dextrous hands sought out unseen contents from his magic backpack (of which it is said that the desired item always laid on top).

“Baromil wears a scarlet doublet on Sunlorday, Jirimil wears a black one on Blackgoatday and Alena wears a woolen wimple twice a week. Timosz is wearing a burgonet. What day of the week is it?”

“That make entirely no sense,” said the bukavac in an exasperated tone. “I shall make ready to leap upon your ample back.”

“Oh no, wait there is a second part,” said Adalfuns as he hurriedly and steathily whittled behind his back. “There is a blood apricot-laden cart leaving Heimotbuch traveling at four cantonal potato-leagues an hour while another such laden cart leaves Muth travelling at two leagues per hour. Where and when do the two carts meet.”

“But again...” Before the thoroughly confused and enraged bukavac could ready his banter, Adalfuns took the 10-foot sharpened stick from behind his back and thrust it into the gleaming red of the great beast.

“Sweet fuck,” said the bukavac in tremendous pain. “You have blinded and cheated me.”

“But that was exactly my point,” quipped Adalfuns in a line that sounded good on his tongue at the time, but on further reflection later seemed cheap and breezy. Whistling a saucy tune he hitched up his pack and made way to Ostrovo for a steaming pile of halushky.

A: Chaotic, Good (one of the few aspects of the Sun Lord so)
B: +1 to hit when using a piercing weapon (3), +1 to surprise if engaged in conversation with a being before combat (6).
C: Fighters, Rangers, Fey exiles from New Hampshire

D: See the Sun Lord.

Monday, June 24, 2013

Homebrewing and the Tabletop Origins of King of Dragon Pass

Rereading this morning the interview I did with David Dunham, the creator of the brilliant King of Dragon Pass (after blogging for five years I find myself forgetting the details of my own copy), it struck me that one of the things—besides the charming hand-drawn artwork, deep setting and challenging game play—that makes the game great and not just merely good is that it evolved in part out of two creative DIY-tinkering tabletop campaigns.
Clan Raiding scene [Source: King of Dragon Pass wiki]
If you remember (or if you are just tuning in) Dunham had played in the 90s in “The Taming of Dragon Pass”, a tabletop campaign run by Jeff Richards, chief editor of Glorantha's most recent home Moon Design Publications. That campaign ran off a home-brewed system called PenDragon Pass, a hack of Pendragon rpg and Runequest. (You can check out a partial version here on Dunham's website and a full version in Enclosures #1 if you are lucky bastard)

Mash-up seems inadequate, synthesis is the better word, as Pendragon Pass takes an unusual campaign premise, modeling small-scale “domain game” activity centuries before the usual Glorantha canonical setting, bending the elements of the two games with a great array of new subsystems and variant rules.

Here is a whole mini-game on cattle raiding, there an adaption of the Arthurian traits and glory system to a more organically Gloranthan system. You have the grafting simplified RQ magic system and the generations-long saga system of Pendragon noble family life into an Orlanthi clan system.

There's a simplified variant skill system working off of a d20 with a new skills appropriate to the colonizing/warring backdrop. The Enclosure version (yes, I know a lucky bastard) has a tight, interesting character generation system, an exploration mini-game and a bunch of other lovable chrome.

Fans of the computer game may recall a scene when some pre-Roman looking Briton types, exotic but still Orlanthi tribesmen from the distant west, come rolling up in open-walled chariots. That scene seems to be a bit of an easter egg homage to an East Ralios campaign by Dunham again using PenDragon Pass with further customization to fit the particular cultural and religious features of that other region.

Both accounts fire all my gaming pistons and strike me as a fully-realized vision of the kind of backwards engineering that me and my comrades in the DIY wing of the so-called OSR love to do: take crazy, individualized worldbuilding visions and bend, break and mutilate all the elements of our favorite games until they fit. (Sometimes the process works exactly in the opposite direction, with the mad tinkering informing the shape of the world, but I think you get my drift.)

That kind of spirit—when it works at the table—can create a vitality and freshness to the game. Further having some roots in the open “who knows what's going to happen” kind of play that is more typical of tabletop than that of the storyboarding lock-step of most modern crpgs grown purely in staff meetings.

Or maybe I'm just rationalizing breaking my self-imposed ban on computer games (again) as I fire up the PC version for the umpteenth time?  

Thursday, June 20, 2013

From the Sunken Lands to the Feral Shore

A couple of weeks ago I had the great fortune of scoring an affordable copy of a Holy Grail product I have been patiently searching for a good long while now: Midkemia Press's Heart of the Sunken Lands.

Though like many so-called Petalheads (thanks, Scott) I get my rage on for the Tekumel lifting by Raymond Feist, the setting's popularizer, I have a great love of the actual gaming products they put out with all their interesting sandbox subsystems (the encounters and down-time business in Cities in particular) and eye for nestling those systems in colorful setting specific ways.

With Rudy Kraft--co-designer of the gold standard for wilderness sandboxes, Griffin Mountain—listed as the author of Sunken Lands I figured it had to be a solid piece of work.

I wasn't disappointed.

The book lays out (with a nifty four-panel blank players' map) a first-class wilderness sandbox set in a large, mountain-ringed, jungle-choked depression. The product has a lot of depth with many pages being devoted to navigation/exploration of the unique range of terrains; inventive, non-standard creatures, plants, gems, extractable resources, and humanoids; an expeditions table (lifted from my favorite section of their Jonril books) that hardwires in an interesting range of incentives for player exploration; and a couple mysterious sites.

With my eponymous campaign now shifting for the moment to the exploration, clearing and possible colonization of a wilderness region called the Feral Shore (more about that later) what I found most intriguing were the subsystems for wilderness exploration (apparently planned for a never-published Midkemia wilderness supplement). I found them highly inspirational and instantly set down to custom fit them to the new mini-campaign.
What the Feral Shore looked like 500 years ago
before being wiped out of existence by the Turko-Fey
The outline of that system (redacted to not tip off the players over much) I share below.

Feral Shore Exploration and Movement
What's different from the typical D&D systems:
  1. Movement is calculated by the hour instead of by the day.
  2. Encounter checks are done by the hex rather than by time.
  3. Encounters cover a wider range of events than the typical wandering monster-like check. Interesting plants, mineral deposits, geographical features, run-in's with sentient beings, strange sites etc are included on tables specific to the terrain of the hex.
  4. Checks are also made on a Mishap table per hex (includes such things as getting lost, having a horse go lame, equipment break, inclement weather, etc.)
  5. Speed matters. A party moving at a slower speed will have an increased chance of hitting an encounter but a decreased chance of having a mishap.

Movement Speeds
Exploration 6 average hours/day
Cautious, Encumbered or Party over 50 8 average hours/day.
Normal 10 average hours/day.
Traveling Light or Forced March 12 average hours/day.

Assumption for Normal travel
Foot: STR 8-14 character can hump 25-40 lbs of gear in pack and pouches, armor of chain/half-plate or less, two weapons, shield. Weaker character -10 lbs, Stronger character +10 lbs
Mounted: Horse can hump 150-250 lbs normally (total includes rider and related gear). Mule 200-300 lbs.

Foot: Average Miles per Hour (includes breaks)
Terrain Road/Trail Overland
Grasslands, Fields 2.5 2
Light Woods, Scrub 2 1.5
Grassy Hills or Moor 2 1.5
Scrub or Rocky Hills 1.5 1
Deep Forest 1.5 1
Forested or Steep Hills 1 .5
Coastal Wetlands 1 .5
Swamp or Heath 1 .5
Badlands 1 .5
Mountain .75 .25

Horse/Mule:

Terrain Road/Trail Overland
Grasslands, Fields 5 4
Light Woods, Scrub 4 3
Grassy Hills or Moor 4 3
Scrub or Rocky Hills 3 2
Deep Forest 2.5 .5
Forested or Steep Hills 1.5 .25
Coastal Wetlands 1.5 .25
Swamp or Heath 1.5 .25
Badlands 1.5 .25
Mountain 1.5 0

Encounter Chart example
Light Woods: Encounter on roll of 1 on a d10. +2 if moving at Exploration, +1 at Cautious, -1 at Fast.
Roll d10
1-3 Roll on standard D&D Wilderness Encounter
4 Human or Sentient Neutral
5-6 Normal Animal
7 Plant
8 Mineral
9 Site
10 Weird



Wednesday, June 19, 2013

Attention By This Axe PDF Purchasers

One of those “how did I get this far into the party with spinach stuck in my teeth with no one telling me” moments. The full-color Bilibin cover for By This Axe that I had intended for both the print and PDF versions hasn't been showing up in merged in the PDF version (though it does appear on my publisher preview).

Since it was my intention to provide said cover, if you have purchased a copy of the PDF before today (the new revised version online now should have a cover merged in) drop me an email at kutalik at the gmail dot com with your Lulu receipt (you can excise info if that doesn't make you comfortable) and I will send you a copy of the new file AND automatically email you a copy of the two free supplements when they come out.

Mea culpa.


Tuesday, June 18, 2013

The Hill Cantons Cosmology “Appendix N”

One for the “showing my work” file, some of the inspiration points that went into the religion and cosmology series. Another post on the terrifying inimical gods of the Anti-Cantons may be in the making.

Poul Anderson's The Broken Sword and Three Hearts and Three Lions, Douglas Bachmann's Dragon article in #40 (the Weird and its cosmic juxtaposition to human civilization, the association of humanity with Law, the waxing/waning of gods being tied to the amount of human worship and the reduction of “Faerie”)


Jack Vance's Lyonesse, Dying Earth, and Planet of Adventure novels (absurdist satire of religious mores, weird gods and weirder religious doctrine)

Leiber's Lankhmar stories especially “Lean Times in Lankhmar” (more satire, petty gods and apotheosis)

Counter-Reformation Catholicism, Mediterranean hero-cults, Hellenistic and Roman sun-cults, Theosophy, Jewish neoplatonism and mystical traditions, Piper's Lord Kalvan, Early Christian theological disputes (Sun Lord sects, Ha-Vul the Antagonist and to a lesser extent the Silent God)

Hussites (and Taborites), Mormon feminist views on the Heavenly Mother, William Blake's poetic mythology around the Triple Goddess (The Celestial Lady and her secret heretical societies)

Slavic folklore and pagan mythology (Pahr Old Gods, folk customs, and a number of godlings)

Hindu and Native American creation myths (World Turtle)

M.A.R Barker's Create a Religion In Your Spare Time for Fun and Profit and Mitlanyal (general inspiration, the concept of distinct aspects for gods)

Gary Gygax's article on Five-Fold Alignment in Strategic Review.

Robert Graves's White Goddess and Mary Renault's Theseus books (the Mistress of the Mountains and the religion of the Kaftors)

Occultist and Slavic Neopagan theories and art  (Hyperborean origins)

Clark Ashton Smith's Hyperborean cycle (Youndeh and other elements)

The Eternals comic Jack Kirby (space gods, duh)   

Monday, June 17, 2013

Religion and the Hill Cantons Part Three: Godlings, Atrophied Gods and Also-Ran Deities

Continuing this series on the religion in the campaign. Parts one and two here and here.

Godlings
Gaxx the Jerk-King sets forth in his time-misted Annals of theFive-Fold Path that “puissant and sage paragons who follow alignment to the absolute letter of its definition must eventually move off into another plane of existence.” Such must be the case as despite humanity's seemingly inexorable march toward monotheism a bewildering number of godlings on the rise have joined the ranks of demi-gods, fallen gods, and nature spirits that densely pack most corners of the Weird with their Immanence.
Kostej the Deathless
The Ursine Master
The Mistress of the Mountains
Svatek the Guardian
The Horned Oracle
Moon Calf
Vul the Drowned
Ježibaba the Witch-Bitch
Firuabakir
Water, Wood, and Hill Spirit-Gods
The Half-Gods of Marlankh
Civic Gods

Atrophied Gods
Even beings as powerful as gods face inevitably sunset. Without the power of veneration they coast on for years living on past glories, perhaps regaining a spring in their step here and there when fashions revive a pocket of faddish worship.

Many of the Old Pahr deities, like those of the Kaftors and Boreans before them, have faded to shadows. Who knows—indeed, cares--these days of the cosmic wrestling between Chernobog and his brother Bilibog? Or the Cattle Raids of Velesh? The aching pain of the Great Stonefisting? All-powerful world-shattering gods slowly become autumnal backhills gods and then--before the longer midnight of sleep claims them--they finally slump into mere godlings.

Marzana
A few able-toed fallen deities manage to adapt to their downshift, sometimes recasting themselves with entirely different briefs and personas as they adapt to their new station. Marzana, the old Pahr goddess now coasting a head above local godling status, is widely suspected to be Mara, a chthonic goddess of legendary emotional iciness. It is said that after running hot for a while with the jet-set gods of the Latter Hyperborean successor states as a trendy “goddess of bittersweet remembrances, poised languidness, and doleful fashion” that she had a tremendous row with a divine lover and in that baleful fallout covered the world in ice.

Like Radegast she ekes out a life mainly as a Hill Cantons folk festival patroness (and tiny pockets of worship) where a rag-filled, garlic-bedecked straw effigy of her is dragged through the streets toward the local water source while being dipped into every puddle, pond and mud mire along the way. At water edge the effigy is burned and a nearby tree festooned with gaudy baubles. Druids (either real if a pagan community or symbolically draped with granola if a Sun Lord-fearing community) march behind the procession chanting “it's not much, but it's a life.”
A: Neutral
B: Ice Arrow (3), Reincarnation (11)
C: Female druids, magic users
D: Winter, Dead and Rebirth, Emotional Distance

The Silent God
Rumored to be the Father of the Sun Lord, though the increasing tight-lippedness of his dwindling congregants makes the true nature of this god and his doctrine a head-scratcher for most. His symbol is nine-pointed star. Complicated esoteric equations and schematics are often associated with savants that follow him.
A: Lawful (Good? Evil?)
B: Confusion (5)
C: Any but must be born into the faith
D: Inscrutability, Stoic Continuity, Guiltmongering
Click to enlarge

The World Turtle
Jarek the Nagsman, Marlank bon vivant and sage, maintains that the World Turtle that the Hill Cantons rests on swims through time in a series of dialectical mini and macro cycles upwards to the End of History. The other planes, he contends, may be the antithesis or synthesis of the present of the HC--but of course that's absurd heresy.

At High Summer, the shortest night of the year, Altnoc, is celebrated by placing a turtle shell (for the WT naturally) inside a wagon wheel and rolling into an enormous bonfire while celebrants plait wreaths of nightshade and jump across the blazing logs in defiance of the demons who dwell Beyond the Veil.

Perhaps troubling for the continuing existence of the world, very few actually worship the World Turtle anymore.

Hyperborean “Space Gods”
The Late Classical Hyperborean period suffered from a surfeit of power-intoxication best personified by the wicked, vying Necromancers' pursuit of divine transformation. Lying in state in the Cerulean Vaults far below the surface streets of Kezmarok they spend millenia pondering dream logic and building up the will to metaphorize into beings of pure energy. Small cults nestled in the Undercity continue service and worship of them.
Zirran the Golden
Nezar the Aborted
Hisvart the Underwhelming
Onig the Prober