After a few days of inactivity I think the alphabet challenge project is dead. My visitor stats went down and comments were almost nonexistent. While I write for my own enjoyment I do like to see that somebody is enjoying what I write and this apparently wasn't a success for me nor my readers.
Even though I constantly get google hits from people looking on Kalamar stuff, it seems those people are not many or vocal enough for me to get the kind of sustainable conversation that makes you slog on when you write according to a plan, and not from the random whims of my heart.
Now I will go back to my usual musings. Maybe not as challenging or developing as a writer, but easier and more fun.I do think I did manage to produce a few posts of some entertainment value, though.
Next up: Reign and the D&D endgame
Showing posts with label A-Z. Show all posts
Showing posts with label A-Z. Show all posts
Sunday, April 17, 2011
Wednesday, April 13, 2011
[From A to Z in Kalamar] Merchant's Tongue
In almost every game world, there is a language that everyone knows. A "common" if you will. In contrast to our world where things like latin evolved from the learned world, the game worlds very often base it on commerce. KoK is no different. Today I will base my musings on languages.
So, why have a "common" at all? Isn't is very "unrealistic"? I guess it is, but also very handy. I have played games where not everyone could talk to each other, and it was fun a while. A short while. Having to roleplay not understanding is quite strain on the group after a while.
If we want to have a common language, what can we do with it? I have seen people suggest that you could imagine that a language evolved mainly for trade and commerce should have problems to convey subtler things. Maybe you could have a penalty to your die roll if you tried to talk diplomacy using the trade language?
Another interesting option is that the trade language can actually make people understand what the other person want, not what they say. If the language is used for trading, and maybe it a gift from a god of trade, it could be a magical effect transmitting just those kind of impressions even if you are not talking about trading. Try to wrap your head around that one.
Something which are very common in game worlds is the old empire. Usually it is long gone and the realms of today are the smaller states resulting from the squabbling and infighting which resulted from that collapsing civilization. You could build a lot of interesting game situations based on the fall of Rome. Seen from that point of view, maybe the different national and tribal languages are all strongly influenced by the language of the empire. In that way you have suddenly made that "unrealistic" common language make a lot of sense.
In the Kalamar setting there are multiple languages. There are even lists of common names in different languages, and examples of glyphs in the different alphabets. Since I am quite interested in typography, I like that bit. It's very cool to both have your cake, and eat it. You let everyone converse in Merchant's Tongue, but then the old treasure map you give out as a handout is written in old Brandobian letters!
So, why have a "common" at all? Isn't is very "unrealistic"? I guess it is, but also very handy. I have played games where not everyone could talk to each other, and it was fun a while. A short while. Having to roleplay not understanding is quite strain on the group after a while.
If we want to have a common language, what can we do with it? I have seen people suggest that you could imagine that a language evolved mainly for trade and commerce should have problems to convey subtler things. Maybe you could have a penalty to your die roll if you tried to talk diplomacy using the trade language?
Another interesting option is that the trade language can actually make people understand what the other person want, not what they say. If the language is used for trading, and maybe it a gift from a god of trade, it could be a magical effect transmitting just those kind of impressions even if you are not talking about trading. Try to wrap your head around that one.
Something which are very common in game worlds is the old empire. Usually it is long gone and the realms of today are the smaller states resulting from the squabbling and infighting which resulted from that collapsing civilization. You could build a lot of interesting game situations based on the fall of Rome. Seen from that point of view, maybe the different national and tribal languages are all strongly influenced by the language of the empire. In that way you have suddenly made that "unrealistic" common language make a lot of sense.
In the Kalamar setting there are multiple languages. There are even lists of common names in different languages, and examples of glyphs in the different alphabets. Since I am quite interested in typography, I like that bit. It's very cool to both have your cake, and eat it. You let everyone converse in Merchant's Tongue, but then the old treasure map you give out as a handout is written in old Brandobian letters!
Tuesday, April 12, 2011
[From A to Z in Kalamar] Lamellar Armor
Can you tell that I pick the most catching words in the index of the KoK campaign sourcebook? I have once again missed a day, but hopefully this will be of some interest.
In a sidebar of the KoK sourcebook we can read about lamellar amor. It's the kind of stuff you usually see in sourcebooks, right? More classes, monsters, equipment and spells. Using all of this is another kettle of fish, entirely.
I once ran a 3rd ed campaign. It started when the game was fairly new, and it ran for something like five years. Originally I had intended it to be longer, but the group became geographically dispersed and the game fizzled. In that game I allowed everything imaginable. We had weird spells, weird items and god knows what. I totally lost any sense of control of where the feel of the game was heading, and I knew nothing of how to make it right. Doing the right thing from the beginning would have helped, I guess. But what?
Now I see all this options as something of a hindrance. Considering how common the "rules light" meme is in the OSR parts of the web, I guess I'm not alone. I'm not against the idea of new stuff, but it has to somehow reinforce the setting.
So, what use are a thing like lamellar armor? Well, I think one way to make a secondary world, like a game world, come alive is to make it stand out. To have all the magicians cast spells from the same PHB spell lists, and to have the all monsters be the same old, same old from the MM, it will feel just like any other game world. While you can go as far as Talislanta, or Glorantha, or Tekumel, I think there might be a middle ground.
Take some of that crunch, like special classes or a odd piece of equipment that might have the same game stats like any other, and make it culturally significant.
Let's say our bold hero, having slain a hobgoblin chief, wanders into Bet Rogala i Pekal wearing the armor of his fallen enemy. Suddenly everyone's attitude towards him seem different, and suddenly people start to expect him to behave in a special way. Maybe they suddenly want him to take part in some dangerous task, or religious ritual? What if that kind of armor is something only the sacred chief, bound to be sacrificed to the gods after the campaign or war, is supposed to be wearing. Suppose that armor means something else, and quite significant as well, to some other culture the characters might encounter.
In that way even a suit or lamellar armor might be more than just another piece of "kewl power" from the latest sourcebook to plunder for maximum powergameing potential. Maybe it can be that as well...
In a sidebar of the KoK sourcebook we can read about lamellar amor. It's the kind of stuff you usually see in sourcebooks, right? More classes, monsters, equipment and spells. Using all of this is another kettle of fish, entirely.
I once ran a 3rd ed campaign. It started when the game was fairly new, and it ran for something like five years. Originally I had intended it to be longer, but the group became geographically dispersed and the game fizzled. In that game I allowed everything imaginable. We had weird spells, weird items and god knows what. I totally lost any sense of control of where the feel of the game was heading, and I knew nothing of how to make it right. Doing the right thing from the beginning would have helped, I guess. But what?
Now I see all this options as something of a hindrance. Considering how common the "rules light" meme is in the OSR parts of the web, I guess I'm not alone. I'm not against the idea of new stuff, but it has to somehow reinforce the setting.
So, what use are a thing like lamellar armor? Well, I think one way to make a secondary world, like a game world, come alive is to make it stand out. To have all the magicians cast spells from the same PHB spell lists, and to have the all monsters be the same old, same old from the MM, it will feel just like any other game world. While you can go as far as Talislanta, or Glorantha, or Tekumel, I think there might be a middle ground.
Take some of that crunch, like special classes or a odd piece of equipment that might have the same game stats like any other, and make it culturally significant.
Let's say our bold hero, having slain a hobgoblin chief, wanders into Bet Rogala i Pekal wearing the armor of his fallen enemy. Suddenly everyone's attitude towards him seem different, and suddenly people start to expect him to behave in a special way. Maybe they suddenly want him to take part in some dangerous task, or religious ritual? What if that kind of armor is something only the sacred chief, bound to be sacrificed to the gods after the campaign or war, is supposed to be wearing. Suppose that armor means something else, and quite significant as well, to some other culture the characters might encounter.
In that way even a suit or lamellar armor might be more than just another piece of "kewl power" from the latest sourcebook to plunder for maximum powergameing potential. Maybe it can be that as well...
Sunday, April 10, 2011
[From A to Z in Kalamar] Joto II
What would you call somebody who refused to believe the existence of the gods, when their followers are all over the place using powers which should tell all and sundry that the powers they follow are the source of them?
Let's take a look at King Joto II of Shynabyth. He wages a long and bitter war on a nearby theocracy and don't tolerate any religion in his realm. Quite an odd fellow in the polytheistic realms of common rpg fantasy. Consider that the majority of my readers are from the US, another realm where the refusal to accept the existence of a god probably will forever lock you out of higher office. Please correct me if I'm wrong, but in the western world, the US is about as religious as it gets. King Joto would be odd even there.
But, imagine he is right?
No, I'm not going to make this an issue about American culture, but investigate an uncommon twist in fantasy rpgs. Let's for a moment consider that the king is right. This could happen in many different ways.
The first way would of course be that the divine magic is nothing but arcane powers in different garb. Lots of fancy robes, mitre and other garb it is. Then the question is why not everyone can wield all kind of magic? Maybe it's just a question of training. I could see interesting campaigns happening when the players find the ancient way to unify all the forces of nature. Eh, magic, I mean.
The second way could be that in the realm of Shynabyth the divine powers are just imaginary, and their powers useless. Is there a anti-magic aura radiating from the king himself? Ars Magica, a game I usually am not that fond of, had this idea about how arcane magic didn't work around people of strong and pure faith. Now, imagine something in the same vein, but opposite in effect. Is it a curse, or a blessing? What would happen should the king meet his end? Would divine power suddenly start working? Would it seep back into the culture?
The third option, just to pick some, could be that all those powers are really psychic powers channelling the inner energies of the caster. Both Tunnels & Trolls and Talislanta have wrought their worlds of fantasy out of that mould. Talislanta is actually the only fantasy rpg that I know of where the very existence of the gods is undefined.
Now, how could you use this in your game? Just imagine an idea out of option two up there! How would you win that war against the theocracy? By extending that aura of non-belief into their lands, of course! Back in the 2nd ed era there was at least one Planescape adventure where the player characters could make a village slide into the abyss by furthering the idea of chaos! I see opportunities like that here.
Let's take a look at King Joto II of Shynabyth. He wages a long and bitter war on a nearby theocracy and don't tolerate any religion in his realm. Quite an odd fellow in the polytheistic realms of common rpg fantasy. Consider that the majority of my readers are from the US, another realm where the refusal to accept the existence of a god probably will forever lock you out of higher office. Please correct me if I'm wrong, but in the western world, the US is about as religious as it gets. King Joto would be odd even there.
But, imagine he is right?
No, I'm not going to make this an issue about American culture, but investigate an uncommon twist in fantasy rpgs. Let's for a moment consider that the king is right. This could happen in many different ways.
The first way would of course be that the divine magic is nothing but arcane powers in different garb. Lots of fancy robes, mitre and other garb it is. Then the question is why not everyone can wield all kind of magic? Maybe it's just a question of training. I could see interesting campaigns happening when the players find the ancient way to unify all the forces of nature. Eh, magic, I mean.
The second way could be that in the realm of Shynabyth the divine powers are just imaginary, and their powers useless. Is there a anti-magic aura radiating from the king himself? Ars Magica, a game I usually am not that fond of, had this idea about how arcane magic didn't work around people of strong and pure faith. Now, imagine something in the same vein, but opposite in effect. Is it a curse, or a blessing? What would happen should the king meet his end? Would divine power suddenly start working? Would it seep back into the culture?
The third option, just to pick some, could be that all those powers are really psychic powers channelling the inner energies of the caster. Both Tunnels & Trolls and Talislanta have wrought their worlds of fantasy out of that mould. Talislanta is actually the only fantasy rpg that I know of where the very existence of the gods is undefined.
Now, how could you use this in your game? Just imagine an idea out of option two up there! How would you win that war against the theocracy? By extending that aura of non-belief into their lands, of course! Back in the 2nd ed era there was at least one Planescape adventure where the player characters could make a village slide into the abyss by furthering the idea of chaos! I see opportunities like that here.
Saturday, April 9, 2011
[From a to Z in Kalamar] Inolen
I remember that when the campaign setting source book for Kingdoms of Kalamar was published, I read some reviews that feel the setting was too dry for their tastes. They must have missed the section about Inolen in Brandobia!
This is a city, rules by a duke who makes everything he can to befriend bands of mercenaries. He also pays on time and let them handle things as the see fit. Naturally there are patriots who feel the duke are heading out on deep waters and wonder if it's time to act. Add to this the fact that there are caves a few miles south, known to be havens of monsters in prehistoric times, and "Farmers insist that otyhughs lives in the caves". Adventure time! Also, " he [i.e. the duke] is greatly concerned about the rumors of a secret cult of a dead god of Tellene". Epic Adventure time!
Now I really want to run/play a campaign in that city and its environs!
This is a city, rules by a duke who makes everything he can to befriend bands of mercenaries. He also pays on time and let them handle things as the see fit. Naturally there are patriots who feel the duke are heading out on deep waters and wonder if it's time to act. Add to this the fact that there are caves a few miles south, known to be havens of monsters in prehistoric times, and "Farmers insist that otyhughs lives in the caves". Adventure time! Also, " he [i.e. the duke] is greatly concerned about the rumors of a secret cult of a dead god of Tellene". Epic Adventure time!
Now I really want to run/play a campaign in that city and its environs!
A few thoughts on blogging
I have noted a clear trend in visitor stats and comments lately. Every since I started my alphabetic blogging, comments have been scarce. Yesterday I even found out that some people have proudly proclaimed not to read any bloggers who post their way through the alphabet in April, at all! What's the deal with that?
What I post here is not something I will force anybody to read, we all post what's on our mind and hope somebody enjoy it. To have some people state how they avoid reading something is a kind of negativity I just don't understand.
Anyway, I'm finding new interesting stuff in Kalamar, and hopefully somebody comes around who might find something entertaining.
The reason I skipped a letter was because a storm that caused electricity to fail and when it took many hours more than usual to get home from work you don't always feel like blogging. So, one letter a day meant I skipped one letter.
What I post here is not something I will force anybody to read, we all post what's on our mind and hope somebody enjoy it. To have some people state how they avoid reading something is a kind of negativity I just don't understand.
Anyway, I'm finding new interesting stuff in Kalamar, and hopefully somebody comes around who might find something entertaining.
The reason I skipped a letter was because a storm that caused electricity to fail and when it took many hours more than usual to get home from work you don't always feel like blogging. So, one letter a day meant I skipped one letter.
Friday, April 8, 2011
[From A to Z in Kalamar] Hobgoblins
On Tellene there are one race which in addition to humans, elves and dwarves have managed to build a civilization. I quite like the fact that it happen to be the hobgoblins.
Having humans in funny suits is not all that interesting, and the kind of anthopology 101 that Glorantha becomes in it's worse moments is probably not that fun either. Well, the latter might not be true if you like to read more than play, and enjoy canon debates, but let's ignore that for now.
So, hobgoblins are something special, and quite interesting without the above mentioned excesses. Two things define hobgoblins, and they are enough to build an alien enough society to be fun. Those two things are strength and honour. While strength is kind of self explanatory, it is very focused. It means you have to have the power, since power is strength, to control the most precious of all, someones life. Being able to kill, but not necessarily to do it, is a defining factor in the hobgoblin culture. The second one, honour, is all about doing something the right way. Exercising influence, or proving your ability is honourable. Now combining that with the value of strength is interesting.
Imagine you are fighting a hobgoblin, and you are actually a character of some standing. Should your weapon break, or you fall, your hobgoblin opponent might actually stop and yell to his subordinate to provide you with a weapon so the fight can continue! This makes me think of intelligent gamers who suddenly stricken by the brain damage that is alignment rules, will sometimes kill defenseless kobolds or orcish females and cubs "because they are evil". What's the honour in that?
Take one trait, and then another which seem to be slightly ajar from the first one and make them the basis of a demi-human culture and I think you'll have something interesting on your hands. How hobgoblins are treated in KoK is one of the subtler things I like with this setting.
Having humans in funny suits is not all that interesting, and the kind of anthopology 101 that Glorantha becomes in it's worse moments is probably not that fun either. Well, the latter might not be true if you like to read more than play, and enjoy canon debates, but let's ignore that for now.
So, hobgoblins are something special, and quite interesting without the above mentioned excesses. Two things define hobgoblins, and they are enough to build an alien enough society to be fun. Those two things are strength and honour. While strength is kind of self explanatory, it is very focused. It means you have to have the power, since power is strength, to control the most precious of all, someones life. Being able to kill, but not necessarily to do it, is a defining factor in the hobgoblin culture. The second one, honour, is all about doing something the right way. Exercising influence, or proving your ability is honourable. Now combining that with the value of strength is interesting.
Imagine you are fighting a hobgoblin, and you are actually a character of some standing. Should your weapon break, or you fall, your hobgoblin opponent might actually stop and yell to his subordinate to provide you with a weapon so the fight can continue! This makes me think of intelligent gamers who suddenly stricken by the brain damage that is alignment rules, will sometimes kill defenseless kobolds or orcish females and cubs "because they are evil". What's the honour in that?
Take one trait, and then another which seem to be slightly ajar from the first one and make them the basis of a demi-human culture and I think you'll have something interesting on your hands. How hobgoblins are treated in KoK is one of the subtler things I like with this setting.
Wednesday, April 6, 2011
[From A to Z in Kalamar] Fhokki
Different races are common enough in fantasy settings. One thing I find interesting is how the designers of Kingdoms of Kalamar have included multiple human cultures in addition to the demi-human ones. In our world there are multiple cultures with different languages, traditions and some common physical traits. Why would a fantasy world be different?
Naturally there are people of great stature, blond and blue eyed and a fancy for rough living and disdain of the effete cultures in the civilized lands. More often than not, especially when the world builder are of American background, these are modelled on the old norse culture and the vikings.
I can tell you that people in this part of the world usually cringe when that happen. The popular cultural view of vikings in the US is not always that well aligned with neither self image or history. Not being of Asian descent, I can only guess at how much things like Oriental Adventures make people from east Asia cringe.
Anyway. On Tellene, the world of Kalamar, there are nordic barbarians and they are called Fhokki. One of these days I'm running a campaign with those people mashed up with something else. That is one of the things I like with how many cultures in Glorantha are similar to cultures in our world, but then there are things mixed in which twist them just that much into weirdness. In general I think that is a good idea. Take scoop full of inspiration from our world, but then add that something extra and twist a bit. Imagine something like the Imperial Romans, but add a strong belief in reincarnation and a cyclical view of history like the Mayan calendar. How about that?
Naturally there are people of great stature, blond and blue eyed and a fancy for rough living and disdain of the effete cultures in the civilized lands. More often than not, especially when the world builder are of American background, these are modelled on the old norse culture and the vikings.
I can tell you that people in this part of the world usually cringe when that happen. The popular cultural view of vikings in the US is not always that well aligned with neither self image or history. Not being of Asian descent, I can only guess at how much things like Oriental Adventures make people from east Asia cringe.
Anyway. On Tellene, the world of Kalamar, there are nordic barbarians and they are called Fhokki. One of these days I'm running a campaign with those people mashed up with something else. That is one of the things I like with how many cultures in Glorantha are similar to cultures in our world, but then there are things mixed in which twist them just that much into weirdness. In general I think that is a good idea. Take scoop full of inspiration from our world, but then add that something extra and twist a bit. Imagine something like the Imperial Romans, but add a strong belief in reincarnation and a cyclical view of history like the Mayan calendar. How about that?
Tuesday, April 5, 2011
[From A to Z in Kalamar] Elos Desert
Why on earth would you want to include a desert in your campaign? Sand, rocks and a few scrubs and some poisonous snakes. What is there to like?
Everyone have heard of the long lost city Irem, or City or Pillars or the Nameless City of H.P. Lovecraft's story, right? Lost cities even have been found in classic D&D modules. Basically, deserts invite you to enter the endless seas of sand and prove your mettle against the elements. There might be treasure there.
The Lost Tomb of Kruk-Ma-Kali lies hidden somewhere beyond the Elos desert. There's also that font of knowledge and trade Dijishy, city of time, itself so old nobody knows when it was built or by whom.
Deserts means old and deserted things, mysteries and treasure. One of my favourite covers of a gaming product was the old 2nd ed supplement "Cities of Bone" for Al Qadim. I loved that picture.
Those endless wastes speak of ages gone by, and of ancient things best forgotten. If that isn't spelled "adventure", I don't know what is!
Everyone have heard of the long lost city Irem, or City or Pillars or the Nameless City of H.P. Lovecraft's story, right? Lost cities even have been found in classic D&D modules. Basically, deserts invite you to enter the endless seas of sand and prove your mettle against the elements. There might be treasure there.
The Lost Tomb of Kruk-Ma-Kali lies hidden somewhere beyond the Elos desert. There's also that font of knowledge and trade Dijishy, city of time, itself so old nobody knows when it was built or by whom.
Deserts means old and deserted things, mysteries and treasure. One of my favourite covers of a gaming product was the old 2nd ed supplement "Cities of Bone" for Al Qadim. I loved that picture.
Those endless wastes speak of ages gone by, and of ancient things best forgotten. If that isn't spelled "adventure", I don't know what is!
Monday, April 4, 2011
[From A to Z in Kalamar] Diaday
In the Merchant's Tongue, the first day of the week is called Diaday. That is the topic of today's post, the first day of this week.
Many settings have created new funny names for common things, in order to add a sense of otherness to it. Sometimes it's just new names on the same seven week days, and sometimes it's ten days of unpronounceable stuff with multiple syllables. The latter seldom works better for a game setting.
So, except for those who wish they were like Tolkien, what use are these linguistic execises?
I remember when I first got hold of Planescape, the planar setting for 2nd ed. AD&D. I loved that place, and even though I hate alignments I dream of one day go wild with the myriad possibilities inherent in the idea of the planes. Apart from Tony DiTerlizzi's amazing artwork and art direction, one of the most notable things with Planescape was it's use of planar jargon.
Now, have anyone of you out there actually used that stuff? If you think it would sound silly to talk like that round the game table when everyone else is talking English, imagine how stupid you would feel if everyone was talking German, Swedish or Finnish and you as the GM wanted to introduce that exotic phrases?
Nice try, but no thanks.
These days I see things like Diaday and think it might be the limit for me. No more linguistic immersion. Some chrome to make that setting shine, but apart from some words used sparingly I think it is enough.
Tomorrow is Pelsday and I'll take on 'E'.
Many settings have created new funny names for common things, in order to add a sense of otherness to it. Sometimes it's just new names on the same seven week days, and sometimes it's ten days of unpronounceable stuff with multiple syllables. The latter seldom works better for a game setting.
So, except for those who wish they were like Tolkien, what use are these linguistic execises?
I remember when I first got hold of Planescape, the planar setting for 2nd ed. AD&D. I loved that place, and even though I hate alignments I dream of one day go wild with the myriad possibilities inherent in the idea of the planes. Apart from Tony DiTerlizzi's amazing artwork and art direction, one of the most notable things with Planescape was it's use of planar jargon.
Now, have anyone of you out there actually used that stuff? If you think it would sound silly to talk like that round the game table when everyone else is talking English, imagine how stupid you would feel if everyone was talking German, Swedish or Finnish and you as the GM wanted to introduce that exotic phrases?
Nice try, but no thanks.
These days I see things like Diaday and think it might be the limit for me. No more linguistic immersion. Some chrome to make that setting shine, but apart from some words used sparingly I think it is enough.
Tomorrow is Pelsday and I'll take on 'E'.
Sunday, April 3, 2011
[From a to Z in Kalamar] College of Magic
Our 'C' word is the College of Magic, in the Principality of Pekal.
In most fantasy worlds, there are (for lack of a better world) universities. Sometimes they teach all and sundry, and sometimes they are the guardians of knowledge, hoarding the arcane mysteries. Kingdoms of Kalamar is no different.The college in Bet Rogala teaches all the arcane mysteries, but they keep close tabs on everyone practising the mystic arts. Unregistered magic users can expect to be treated roughly, since the college have close ties to the political power in the Principality.
So, how come there are such a site of learning? Quite a few of the pioneers of our hobby met in wargaming clubs at university, like the founder of GDW and Dave Arneson and Dave Wesley to just name a few. I hardly think that it the reason for the common theme of wizard schools, though. Thinking back to some of the classics of fantasy literature I find few if any magic schools neither. Maybe there's something obvious here that I'm overlooking.
Why would you have a college of magic in your game, though? If there's something that have the potential to wreck the best laid plans of evil wizards and other baddies, that must surely be inventive players shuffling the cards of fate by magic. To be able to control what spells, and magical research a player will be able to access you will have a lot more control of your campaign.
Then there is the school of magic as a font of adventure. It's kind of obvious these days, post Harry Potter, what kind of adventure you could have at a school of magic.
Have anyone ever heard of such a campaign idea before Harry Potter? Oddly enough, I have not.
Taken to its extreme, here we see the birth of Ars Magica, a game which I have empirically come to understand just don't work for me. With that I conclude that in my games I think the college of magic is something as simple as my way to control the purses and power of my players.
In most fantasy worlds, there are (for lack of a better world) universities. Sometimes they teach all and sundry, and sometimes they are the guardians of knowledge, hoarding the arcane mysteries. Kingdoms of Kalamar is no different.The college in Bet Rogala teaches all the arcane mysteries, but they keep close tabs on everyone practising the mystic arts. Unregistered magic users can expect to be treated roughly, since the college have close ties to the political power in the Principality.
So, how come there are such a site of learning? Quite a few of the pioneers of our hobby met in wargaming clubs at university, like the founder of GDW and Dave Arneson and Dave Wesley to just name a few. I hardly think that it the reason for the common theme of wizard schools, though. Thinking back to some of the classics of fantasy literature I find few if any magic schools neither. Maybe there's something obvious here that I'm overlooking.
Why would you have a college of magic in your game, though? If there's something that have the potential to wreck the best laid plans of evil wizards and other baddies, that must surely be inventive players shuffling the cards of fate by magic. To be able to control what spells, and magical research a player will be able to access you will have a lot more control of your campaign.
Then there is the school of magic as a font of adventure. It's kind of obvious these days, post Harry Potter, what kind of adventure you could have at a school of magic.
Have anyone ever heard of such a campaign idea before Harry Potter? Oddly enough, I have not.
Taken to its extreme, here we see the birth of Ars Magica, a game which I have empirically come to understand just don't work for me. With that I conclude that in my games I think the college of magic is something as simple as my way to control the purses and power of my players.
Saturday, April 2, 2011
[From A to Z in Kalamar] Battle of Kadir Ridge
In the section about the Kalamar empire in the KoK campaign set, under the heading Mountain Ranges, there is a mention of the Battle of Kadir Ridge. Today I'm going to take a look at how to use that in your game.
This is what we know of the battle. The Emperor of Kalamar sough to control the riches of the dwarfs, and marshalled his armies to attack. One of his group of allies were some fire giant chieftains. Then when the battle was won, the Marshall in charge fell upon his allies.
So what can be done with this?
So, both fire giants and the dwarfs have been slighted by this emperor. Both these groups probably want revenge, and the giants wanted something from the dwarfs which lured them into that fateful alliance.
1. The emperor now have in his possession the fabled dwarven warhammer of giant slaying. The very existence of this item is anathema to the giants, who have decided to get it back. What happen when the decoy the giants have used accept the item from the adventurers who have procured it? Will they maybe have investigated a bit and found out about that camp of giants a bit off who are there to receive the artifact? What happens when the dwarfs show up and demand their item? That could be one "fetch this item and earn a bag of gold" adventure to remember.
2. By now the dwarfs and the giants have realized that the Emperor is not to be trusted, and that they have a common enemy. How will the party feel about the idea of earning some luxurious items crafted by dwarven smiths, if they do this small political assassination of a certain Marshall?
3. One day the dwarfs unleash their monstrous automaton they have been building since the day of the defeat at Kadir Ridge (I see before me that steamroller from the cover of module DA1). Maybe the only one mighty enough to stand against it, and it's fire belching powers are a fire giant or three? I bet a diplomatic mission to the giants would be quite interesting for a party in the Emperor's employ.
Hey! Run with it.
Tomorrow we see what can be found in Kalamar with the letter 'C'.
This is what we know of the battle. The Emperor of Kalamar sough to control the riches of the dwarfs, and marshalled his armies to attack. One of his group of allies were some fire giant chieftains. Then when the battle was won, the Marshall in charge fell upon his allies.
So what can be done with this?
So, both fire giants and the dwarfs have been slighted by this emperor. Both these groups probably want revenge, and the giants wanted something from the dwarfs which lured them into that fateful alliance.
1. The emperor now have in his possession the fabled dwarven warhammer of giant slaying. The very existence of this item is anathema to the giants, who have decided to get it back. What happen when the decoy the giants have used accept the item from the adventurers who have procured it? Will they maybe have investigated a bit and found out about that camp of giants a bit off who are there to receive the artifact? What happens when the dwarfs show up and demand their item? That could be one "fetch this item and earn a bag of gold" adventure to remember.
2. By now the dwarfs and the giants have realized that the Emperor is not to be trusted, and that they have a common enemy. How will the party feel about the idea of earning some luxurious items crafted by dwarven smiths, if they do this small political assassination of a certain Marshall?
3. One day the dwarfs unleash their monstrous automaton they have been building since the day of the defeat at Kadir Ridge (I see before me that steamroller from the cover of module DA1). Maybe the only one mighty enough to stand against it, and it's fire belching powers are a fire giant or three? I bet a diplomatic mission to the giants would be quite interesting for a party in the Emperor's employ.
Hey! Run with it.
Tomorrow we see what can be found in Kalamar with the letter 'C'.
Friday, April 1, 2011
Blogging Challenge, from A to Z
Like some of you might have noticed, the idea of blogging your way through the alphabet is taking root in the bloggosphere. I have decided to, not very imaginative I know, to jump on the train.
From today and further on in April, I will walk through the Kingdoms of Kalamar setting with the alphabet as my guide. Come along!
From today and further on in April, I will walk through the Kingdoms of Kalamar setting with the alphabet as my guide. Come along!
[From A to Z in Kalamar] Ablutor - the shimmering one
One thing I like with Kingdoms of Kalamar is that the gods are not the same from all cultures and races. I've always found the idea of a "dwarven pantheon" slightly odd, since why would the gods order themselves after the smaller beings classes and divisions? In KoK, the gods are known by different names and manifestations for each culture, which makes more sense to me.
Another thing is that the campaign set contains mentions of raiments, festivals and how to advance in the church. This is a far step from just a nondescript source of healing spells. Let's take a look at one of these gods for our letter A.
Abluthor, known as "Bendon" among the Brandobians, is the god of moons, night and beauty. While you might wonder why bold adventurers should worship such a silly god, there are great campaign fodder in one of the festivals mentioned in the KoK book. Once every 280 years, the three moons of Tellene line up in the sky and a great festival is held. At this festival, three great magical charms are sacrificed, and then dispersed all over the world again by magic.
How about it's now 278 years since the last time, and your characters are looking for those quests establishing their own immortal legend and place in society as name level heroes? Go hunt for three magical charms in different corners of the world! Thinking of moons, night and beauty I immediately see potential for interesting conflicts with werebeasts (moon), thieves in the night (night) and maybe a new twist on the theme of beauty with traps and dangers that might cause CHA penalties. Quite a hindrance for a cleric of Ablutor, I'd guess? See, NPCs, monsters and traps for a world spanning campaign from just a simple example of a festival!
Another thing is that the campaign set contains mentions of raiments, festivals and how to advance in the church. This is a far step from just a nondescript source of healing spells. Let's take a look at one of these gods for our letter A.
Abluthor, known as "Bendon" among the Brandobians, is the god of moons, night and beauty. While you might wonder why bold adventurers should worship such a silly god, there are great campaign fodder in one of the festivals mentioned in the KoK book. Once every 280 years, the three moons of Tellene line up in the sky and a great festival is held. At this festival, three great magical charms are sacrificed, and then dispersed all over the world again by magic.
How about it's now 278 years since the last time, and your characters are looking for those quests establishing their own immortal legend and place in society as name level heroes? Go hunt for three magical charms in different corners of the world! Thinking of moons, night and beauty I immediately see potential for interesting conflicts with werebeasts (moon), thieves in the night (night) and maybe a new twist on the theme of beauty with traps and dangers that might cause CHA penalties. Quite a hindrance for a cleric of Ablutor, I'd guess? See, NPCs, monsters and traps for a world spanning campaign from just a simple example of a festival!
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