I have returned!
Frankly, half the plane was coughing, spitting and imitating the soon-to-be-deceased so I expect any minute now I'll start imitating the Exorcist.
I have returned!
Frankly, half the plane was coughing, spitting and imitating the soon-to-be-deceased so I expect any minute now I'll start imitating the Exorcist.
OK, I fly off to the Brighton UK World Fantasy thingummygig tomorrow and will be incommunicado for two weeks! If anyone needs to keep in touch for that period best bet is Bluesky, and if you're not already aware you can get me at @karloff0734.bsky.social. I will try to post a couple Skies while there but otherwise will be enjoying the time off and dealing with family stuff.
I'll drop by what used to be Raining Books, my uncle's Brighton bookshop, but only to say farewell. I know a couple of you used to visit the shop and by now you'll be aware he died earlier this year. I'm not sure what state the building's in; I expect it will be passing into new hands by now, if it hasn't already.
Question for the hivemind! If someone like me were to dip their toes into online, what virtual tabletop best suits Cthulhu or modern gaming? Roll20 is the obvious one. It does pretty much everything, and Kickstarter promises all kinds of other virtual TT experiences. Which, in your opinion, is the best of the bunch? Looking at user friendly as much as options available; I want to use my time wisely.
Now, let's dabble in travel and suppose that your Bookhounds are travelling from London to Brighton in search of whatever they may find. They may have a definite object or they may just be on the knock, trying to source some rarities by knocking on doors to see what can be had.
One route to Brighton, as The Brighton Road (Charles G Harper) helpfully illustrates, takes the Hounds through Horley, where they might find the Six Bells Inn:
The nearest neighbour to the church is the almost equally ancient “Six Bells” inn, which took its title from the ring of bells in the church tower. Since 1839, however, when two bells were added, there have been eight in the belfry.
The stranger, foregathering with the rustics at the “Six Bells,” and missing the old houses that once stood near the church and have been replaced by new, very quickly has his regrets for them cut short by those matter-of-fact villagers, who declare that “ye wooden tark so ef ye had to live in un.” A typical rustic had “comic brown-titus” acquired in one of those damp old cottages, and has “felt funny” ever since. One with difficulty resisted the suggestion that, if he could be as funny as he felt, he should set up for a humorist, and oust some of the dull dogs who pose as jesters.
Church Inns aren't uncommon, particularly in the UK.
This is the third edition of Brighton Road, published 1922, so most of the facts (or purported facts at least) will be relevant to 1930s Hounds. Though the book doesn't say, I'm guessing those houses close to the Church were owned by the Church. If the author misses them in 1922 then presumably they existed in 1892, when the book was first published.
In any case, fiction can do as it pleases.
Brown-Titus
The Hounds are on their way to Brighton for reasons of their own and have stopped in Horley for a bit to have a pint and pie at the Six Bells before pressing on.
While there, one of the locals presents them with a scrap of a larger manuscript hoping to sell it to them. The man, John Henry Bristow, is an old resident who lives on charity and a small pension. The Hounds don't know if he realizes what he has, or whether there's more out there.
Four things about the manuscript:
Once again, inspired by Baldur's Gate 3.
After over 200 hours noodling on other playthroughs (got to see how Gale does it, nearly had a Dark Urge moment - but that's for a different discussion) I've finally reached the city proper. No, the nice auntie was not able to homeopath me back to health but I have had some refreshingly direct discussions with my Githyanki physician. I'm sure the psychological trauma will wear off. Eventually.
Now I get to see how the dev team handled city building. It's interesting, certainly. You are kinda left with the impression that the city exists for player characters to experience, but I suppose the same argument could be made for, say, New York. Every tourist thinks that New York was built for them alone because they only ever see those bits of New York that were built with tourists in mind. Students at CUNY probably feel the same way, at least in their first year, before they start stepping out of their comfort zone. When in a curated environment everything seems built for you, until you start looking for the things that aren't.
When designing an urban environment of the fictional variety it's usually a good idea to look at how it's been done before and by that I do not mean 'how did Tolkein do it?' No, I mean how did we do it, and the answer can be found in the oddest of places.
It depends on what kind of fiction you intend to write. For Keepers and Trail GMs, I always recommend Only Yesterday: An Informal History of the 1920s by Frederick Lewis Allen, followed by Since Yesterday: The 1930s in America, and then, if you're really ambitious, Big Change: America transforms itself, 1900-1950. There is no better coverage of the period. If you really want to go gonzo nuts then Middletown: A Study in American Culture by Robert Staughton Lynd and Helen Merrell Lynd is worth your time but it's a bit of a brain-breaker.
The point being that you do not know what tools you have to play with until you look into the box and see those tools for what they are. There are always ideas you haven't thought of. Concepts that never occurred to you, worries that you never knew anyone had, and you won't have the slightest idea until you go looking for them. Or to put it another way, until you start looking for the things that aren't built for you, you don't know what's really out there.
Let's say this is a fantasy setting. What resources exist?
Well, Diana Wynne Jones' Tough Guide to Fantasyland is a damn good start. If you, as an author, can read that without blushing and confessing, perhaps through gritted teeth, that you too have been to Fantasyland, then you're a better author than I.
However, if you're looking for a fantasy city (or possibly a fantasy village) then I highly recommend Joseph & Frances Gies' Life In A Medieval City, or Life In A Medieval Village. Perhaps followed by a dessert course of Myddle by Richard Gough, if you enjoy period pieces. Life in a burgher's household, big business, small business, the church, the condition of the streets, books and authors, disasters, fairs - it's all here. A moveable feast of material.
What kind of feast?
Well, taking a look at Life In A Medieval Village: 'One holiday, Wake Day, the feast of the local parish saint, varied from place to place. Probably in the 13th century, as later, the villages kept vigil all night, in the morning heard Mass in honor of their patron saint, then spent the day in sports. Often the churchyard was turned into a sports arena, a usage deplored by the clergy ...'[p102]
Let's say this is Ravenloft. In that setting there is the Church of Ezra. 'Pious souls in various domains pray to Ezra, an aloof god who embodies the Mists ... With no domain-spanning organization, the church serves largely as a formalization of local superstitions ...'
It's reasonable to think that, in at least some of the Ravenloft realms, Ezra may have local saint figures or provincial heroes who fill the same role. Or that Ezra has different aspects, just as in, say, Greek mythology where Zeus has many aspects: Zeus Agoreus, Zeus Xenus, and so on.
Let's say that this is Mordent. Ravenloft's equivalent of Hammer Horror Cornwall/Kent/Sussex. Mist-shrouded coastline with a ghostly secret.
The phrase small gods make a lot of people think of the Pratchett novel of the same name. I first encountered the idea in the Fritz Leiber short story Lean Times in Lankhmar, where barbarian Fafhrd becomes the shaven-headed devotee of a very peculiar God and his long-time companion Mouser tries to drink him out of it.
In our world probably the closest equivalent is Mecca, pre-Muhammad. Before the Prophet captured Mecca and turned it into the heart of Islam Mecca was a hotbed of paganism, home to all sorts of since-forgotten gods. This was probably a relic of Mecca's trading post past; where the world's peoples gather and worship, peculiar practices become the norm. You might walk down any street - in Lankhmar it would have been the Street of the Gods where deities rise and fall by their position on that ill-destined thoroughfare - and find a divine who predates Rome and is now all but erased from history.
Mind you, as Leiber put it:
... the gods have very sharp ears for boasts, or for declarations of happiness and self-satisfaction, or for assertions of a firm intention to do this or that, or for statements that this or that must surely happen, or any other words hinting that a man is in the slightest control of his own destiny. And the gods are jealous, easily angered, perverse, and swift to thwart ...
With all that in mind:
The Small God of Belluccia Bridge
Location: under the shadow of the Well of Tears, Ironcross. Some prisoners can see Belluccia Bridge from their cells. It's some distance from the Bridge of Tears, though those unfamiliar with Ironcross sometimes mistake the two.
Description (day): A crossing point between two busy streets and a narrow alley, used mainly by bureaucrats, lawyers, and relatives of those who might find themselves in the Well of Tears. A trick of architecture encourages chill breezes at unexpected moments, threatening the security of wigs and hats. A statue of some unnamed person looks out from the bridge across the waters, their face and features long worn smooth by the touch of unnumbered hands. Those who bother to notice it at all call it the Cheese, and there is a persistent rumor that the Cheese is a nickname of a long-forgotten judge in whose honor the statue was made. Legend has it that if the Cheese favors your case you cannot fail, which is why so many lawyers have caressed its worn face over the years.
Description (night): A lonely and unremembered stretch that seems longer, somehow, and narrower than it does during the day. There is no breeze at night, and the air is, if anything, unnaturally still. Without the bustle of lawyers and clerks Belluccia Bridge echoes at every footfall, and when there's no-one around the gentle lap-lap of the water below becomes oppressive, as if each watery caress is the tick of an eternal clock slowly winding down to nothing. There is a statue of a sharp-faced man here whose staring eyes seem to follow every visitor. In one hand he holds a dirk, in the other a key. The key, a symbol of knowledge, is in the left hand which some consider a sign of sorcery - knowledge of sorcerous techniques is called the left-hand path. The dirk, in art and sculpture, is sometimes called the martyr's point.
Rumor: if you seek knowledge or success in a legal cause, you must make your appeal to the Judge at the dead of night at Belluccia Bridge. If your appeal is heard and granted, your action cannot fail. If the Judge can be bribed, as so many earthly judges can, nobody knows what offering would find favor in his eyes.
Danger: At least three people claim to have met a shadowy duelist on Belluccia Bridge. Of those three, only one escaped without injury and there have been seven corpses found in the waters underneath the bridge, all run through the heart, that might be victims of this unknown assailant.
The Small God
all want to learn, but no one is willing to pay the price ...
It calls itself the Balance. When the Well of Tears was first built (and few remember when that was) it came here as the last resort of the unfortunate, the one who put its thumb on the scales of justice to release souls from confinement.
Not bodies. Souls.
The Balance considers itself a God of Law. However, it's not blind justice. This is the kind of law which, with a nudge and a wink, adjusts the scales in favor of one side or the other. The kind that uses rules of procedure and precedent to get what it wants.
The very first lawyers who came to the Well to see their clients were the first devotees of the Balance and they learned a great deal about their profession from the God. However, despite its blandishments it could never persuade any of these clerks and scriveners to become its champion, its proselytizer. They took; they did not give back.
In time the Balance soured. It forgot why it settled beneath the Well of Tears and began to obsess about the lost and damned inside the jail, the ones who never saw trial, who vanished inside its innards. It forgot the law. It forgot precedent and justice. It wanted revenge.
It whispered at night to the duelist Lorenzo Vasari, betrayed by his employer and left to rot in jail for an assassination disguised as a legitimate duel. Vasari wanted out; his lawyer kept promising freedom but never delivered. Lorenzo came to believe that the statue he could see from his cell was speaking to him at night, that it knew a way out of the Well and would help him - for a price.
It did know a way out. Now Lorenzo is the skeletal duelist, strong right hand of the Small God who will take vengeance on those who displease it. At its urging Lorenzo comes out of the water below, slime oozing from its ruined finery, its sword still gleaming bright.
The Balance still offers legal advice to those who know how to ask for it, and it will lend its supernatural support to those willing to work in its service. It can get souls out of the Well. It may even be able to get bodies out too; nobody can say for sure.
If it is displeased, it has its strong right hand. Vasari has the stats of a duelist (p47) and the weakness of a skeletal giant (p197). Vasari cannot be defeated unless its Health and Morale are both at 0, and Morale regenerates at the end of every round. Vasari cannot die so long as the Small God remains at Belluccia Bridge, but he can be defeated and if that happens he sinks beneath the water. He will be able to return the next night.
There is one special condition that will rid Eversink of Vasari for good. If it can be proven to the duelist that both its lawyer and its former employer are dead, Vasari will be released from the Balance's service and never be seen again.
That's it for this week. Enjoy!
Sag Harbor
The swampside docks off the upriver end of the city are in the worst industrial section of town. This is the area where the unmentionable businesses are: the tanneries, the slaughterhouses, the nightsoil collections. It’s where sludge from dredging finds a temporary home, mostly because there’s a surreptitious market for people who want their enemies’ homes filled with the stuff ...
Night Markets
Daytime Sag Harbor is a sprawl of slums and unsavory neighborhoods. Nighttime Sag Harbor (at least along the edges of the District) is a riot of Night Markets. Every night when the sun goes down, the lanterns light and market tents pop up intertwined with the harbor docks and the sprawls of fishmongers, tanners, dyers, outlanders, and other lowlifes. Roving pubs pitch their tents and tap their kegs ...
Family Business
You may be a prestigious member of the ancient nobility, the merchant princes behind a major Mercanti guild, or even a close-knit family of commoners who have taken up a life of crime. For you, family is everything — and when family and friends get threatened by personal or political enemies, you turn to heroics to get your own back ...
I've been thinking about the unintended consequences of the absence of God.
There was a time when we took God, or Gods, for Granted. That mountain? God did it. The burning bush over there? God - it's a sign of things to come. A magical King who can cure scrofula just by touching you? God's holy power manifest in His human servant.
We don't do that any more, and one of the unintended consequences of this is that we don't think too much about how having an actual God that does actual Things upon this actual Earth affects plot, in any RPG setting.
For purposes of this post I'm going to assume a Pantheon of fantasy Gods each with their own area of expertise, but your campaign may do things differently.
Point The First: Divine Right of Kings
It's never entirely clear, in any fantasy setting, how the King got to be first in line at the shiny, pointy hat giveaway. It's just assumed the King is the King, and therefore.
However, there was a point when in order to be King you had to prove your worth, and more often than not this meant proving your lineage. Perhaps you were a demi-god, the offspring of Zeus or Poseidon. Perhaps you were the son of a demi-god. Perhaps you got the nearest religious authority to crown you, thus showing that God approves of your ascension to the throne. Perhaps you have to perform a miracle, such as curing someone of disease by the touch of your divinely inspired hand.
Whatever your proofs may be, you needed proof of some kind to show that you weren't just a Johnny-come-lately with a sharp knife and a winning smile. Otherwise some Johnny-come-even-more-lately might take your place some day.
The flip side to this is that, if you defy the Gods and take the crown anyway through nefarious means, your Kingdom might be punished for your misdeeds. That's essentially the story of Oedipus Rex.
Overly Sarcastic Productions, Red
How does this affect gameplay? Let me count the ways:
In a modern(ish) setting there are far fewer Kings and therefore far fewer reasons to explore this trope, but even then there are ways into the mystery.
Let's say this is Night's Black Agents, with a Damned or Supernatural backstory. For there to be Damnation, there must also be Heaven. It might be a Heaven Denied situation where Lucifer's armies are constantly besieging the Pearly Gates and on the brink of victory, but nevertheless there's a Heaven. Often agents try to brew up Holy Water, if that's a bane, or acquire some divine relic like Kusanagi-no-Tsurugi.
However, that assumes that the agents are worthy of God's favor. Suppose they have to prove their worth before they can wield the powers of Kings? What does that look like?
Point the Second: Pilgrimage and Relics
Kings aren't the only ones touched by God. There are many places, many people, which once were ordinary but now are lumined with Divine favor. Or Satanic, for that matter - Dungeons and Dragons' Ravenloft setting, for instance, is based around the concept of a land irredeemably tainted by evil powers.
It might be an abbey where a Holy Avatar once rested, and left behind a relic. It might be a sinister crossroads where Strahd once committed some hideous act of depravity. Whatever may have happened, it left behind physical evidence and as a consequence became a place where pilgrims gather to pay tribute, or gain unholy powers.
In history, people went to great lengths to steal relics. Bishop Hugh of Lincoln once went to France to pay homage to a holy relic of Mary Magdalene, and bit off her fingers in front of the entire congregation so he could carry them back to Lincoln. He would have snapped off her arm, but lacked the strength.
Some relic vendors made their career, and fortune, out of selling, say, nails from the Holy Cross, or the finger-bones of saints. The wood and nails of the True Cross seem to act on Ship of Theseus principles and there are enough bits of saint scattered about to put together an undead Ziegfeld Follies, but the fact remains that if your church has a bit of saint or scrap of cross then your church is a very very very fine church.
A vendor gets their cash up front but pilgrimage sites made their money after they obtained the relic. Once you have, say, the skull of St. Foy, you can demand golden tribute from every citizen in the locality, and use that gold to make elaborate artefacts for your abbey. It's essentially the same trick the Mafia uses, but with less leg-breaking and property damage. Nice soul you have there. Shame if something were to ... happen to it.
Again, how does this affect gameplay?
I've been looking forward to talking about Swords of the Serpentine for a very long time. It's on pre-order now; I participated in the playtest and have the Adventurer's Edition; I really want to see the final version.
I thought I'd talk about one-shot design this time out and use Swords as an example.
A One-Shot is a simple adventure that theoretically can be slotted into any campaign or played as a one-off with disposable characters. It has no significance in a campaign's ongoing plot but can be modified to fit. An ideal one-off is short and simple enough to be played in one session of about 4 hours, more or less. Often the point of a one-off is to teach new players the rules, but it could as easily be used as a filler or special occasion scenario. In Night's Black Agents, The Van Helsing Letter is a one-off.
Serpentine's Main Rules talk about one-shot construction and offers considerable advice, including:
So what makes a premise strong? A premise is strong when it compels action. A knock on the door compels action, a gunshot is more compelling, and the building you're in going up in a blazing inferno is more compelling still. The premise has to make the players want to get up and do something immediately, because that thing, whatever it may be, is important enough to grab their attention and get them moving.
The old first edition DMG said something about loot that's relevant here:
While it is possible to reduce treasure in these areas to some extent so as to prolong the period of lower costs, what kind of dragon hoard, for example, doesn't have gold and gems? It is simply more heroic for players to have their characters swaggering around with pouches full of gems and tossing out gold pieces than it is for them to have coppers. Heroic fantasy is made of fortunes and king's ransoms in loot gained most cleverly and bravely and lost in a twinkling by various means - thievery, gambling, debauchery, gift-giving, bribes, and so forth. The reality AD&D seeks to create through role-playing is that of the mythical heroes such as Conan, Fafhrd and the Gray Mouser, Kothar, Elric and their ilk. When treasure is spoken of, it is more stirring when participants know it to be TREASURE!
You should apply the same philosophy to your Premise. It's got to be Big. It's got to be Four-Color. This is swords and sorcery, after all. If ever there was a genre where everything is larger than life, it's this one.
Whichever Goal your characters are trying to achieve, it ought to be no more than once sentence long. Devoting paragraphs to backstory and intricate diplomacy is not encouraged. Find the idol is great. Twenty paragraphs describing the idol, those who've sought it over the years, why it's important to an obscure sect of Outlander sorcerers and so on is an appalling waste of time and effort.
Finally, a one-shot needs only one major adversary, and at most one minor adversary. This isn't the time for complicating the narrative with side-plots. The minor adversary doesn't have to be daggers drawn with the characters; it could be a rival, or some troublesome incorruptible City Watchman. This character is there to be the irritant, the foil. not the nemesis. The Villain, on the other hand, is there to chew bubblegum and kick ass, and as bubblegum hasn't been invented yet he's a bit of a monomaniac.
Incidentally for those GMs looking for Serpentine setting-specific NPC naming conventions, I recommend this resource.
With all that in mind:
Doting Mother
Premise: a Giant Scorpion brought into Eversink to guard sorcerer Tranquilo's tower escaped and is living somewhere in the Tangle, the poorest part of the Goddess Denari's eternal city. Rumor has it that when the scorpion did a bunk it carried off Tranquilo and the wizard's famous Grimoire, and there are plenty of would-be sorcerers who'd pay good money for that book. Besides, Tranquilo won't need it any more ...
Complication: a barbarian, Bloody-Ax Kang, is also after the scorpion, to prove his power and to make a trophy shield out of its carapace. Kang isn't much of a reader and will probably destroy the Grimoire if he finds it first.
Goal: Recover the Grimoire.
Complication to be uncovered during play: the Scorpion's pregnant, which is why it ran off; it wants somewhere peaceful to give birth and raise its brood. It's carrying a number of juveniles on its back right now, some of which might be old enough to wander around on their own.
From wikipedia: The size of a brood varies by species, from three to over 100. Before giving birth, the female elevates the front of her body and positions her pedipalps and front legs under her to catch the young. The young emerge one by one from the genital opercula, expel the embryonic membrane, if any, and are placed on the mother's back where they remain until they have gone though at least one molt. The period before the first molt is called the pro-juvenile stage; the young are unable to feed or sting, but have suckers on their tarsi, used to hold on to their mother. This period lasts 5 to 25 days, depending on the species.
Secondary Goal to be uncovered during play: kill or otherwise deal with the Scorpion's brood, before they grow and become a real threat to the Tangle.
Start with Action: the characters hear screams and see something large and black scuttling over the highest points of the Tangle. Chase scene! Bloody-Ax also saw the whatever-it-was and is in hot pursuit.
Ultimate Location? Well, that's up to the Game Master. I see it as some tumbledown slum near the Hospital (and all those tasty sick citizens) but the Tangle's a big place. She could be anywhere ...
Enjoy!