Tag Archives: Fluff/Inspiration

23-Foot Vellum Manuscript – Genealogy Of English Kings

Genealogy is one of my many interests, so when I saw this [Broken Link: https://www.picollecta.com/p/15th-century-royal-manuscript-comes-up-for-auction-1003045685], I immediately made a connection to RPGs. How is the lineage of the ruler tracked? Is it in long scrolls, thick books, carved stellae, or other monuments?

A 23 foot long scroll to document 1,400 years of genealogy. I don’t know the size of the writing, but from my own genealogy, where my parents researched all their lines and each successive family added as they went back, there are ten file boxes of materials (that I have yet to sort), and two or three shelves of books and reference materials. The furthest my parents got back was in he mid-1,400’s, but I have not finished verifying their work. I know some of it for another family is wrong because they took another researcher at their word. This other researcher mixed up places in Ireland and Scotland, two very different places. I spent a couple years trying to find more in Ireland, when the surname had not changed as this other researcher claimed and was looking on the wrong island….

This experience shows how easy it is for a sage in a world without digital information. Digging through musty tomes and scrolls, each sage and library using their own filing system. Do you want to create a fantasy version of the Dewey Decimal System? I think that is taking verisimilitude a bit far. But if one sage/expert/researcher repeats a wrong piece of information and it gets picked up, how many researchers will bother to go check the footnotes as it were?

Lineages of kings and famous people and information research in fantasy settings. Just some bits to ponder.

Collective Nouns

Collective Nouns is the term I often forget. It is the type of noun used to describe a group or collection of something, like a herd of cattle, or a flock of geese.

Several months back my son posted on his Facebook page that there was an attempted murder in front of his apartment. He got me good, because I showed up over my lunch break to make sure everything was OK. There were two crows that had landed in front of his apartment building. He had all kinds of comments from friends and family.

I saw a YouTube video of a play session of D&D at a convention with Morgan Webb, and some buys who I didn’t catch their names. One of them said that the collective nouns for dragons is a tyranny of dragons and a group of unicorns is a blessing.

The link above says it is a blaze of dragons, which sounds a bit more awesome to me.

While thinking on this post after I wrote it some other things came to me. A mine of dwarves, a feast of halflings, a cog of gnomes, or a trick of gnomes, a trick of illusionists, a parcel of postmen/messengers.

A business of ferrets. I guess that makes giant weasels big business….

Drive of dragons, that one seems odd and doesn’t trip my trigger.

Gang of thieves, is pretty standard, what would you call a group of assassins? A murder of assassins seems to fit, but that is already taken by crows.

Better yet, a conspiracy of assassins and a secret of spies.

There is also a gang of thugs, and a gang of convicts.

Glory of unicorns. Interesting.

Mess of terriers. I suppose a big enough group of terriers would indeed be a mess.

Mischief of rats. Giants rats are a lot of mischief. A mischief of wererats??

Pack of wolves.

Parliament of owls and parliament of rooks. Parliament of owlbears? What is a collection of bears? Sleuth of bears.

Pod of dolphins, whales, and seals.

Perversion of sailors.

Sounder of (wild) boar.

Stench of zombies, now that’s appropriate! Also a stagger of zombies.

Here is an interesting link on collective nouns for monsters.

Here is the list of links for the search term “collective nouns for monsters“.

I haven’t taken the time to look for anyone who has made a definitive list of collective nouns for all the monsters in say the AD&D Monster Manual, Fiend Folio, or Monster Manual 2, but it would be an interesting exercise to come up with an RPG list of collective nouns.

If anyone knows of a good, comprehensive list of collective nouns for all these creatures, I’d be interested to check it out.

[Update] – +Dyson used “clamour of harpies” for his harpy tower portion of the megadelve. March 31, 2015.

Druids and Undead

Druids in First Edition AD&D do not have the ability to turn undead. Other than physical combat or druid spells, druids are just like anyone else when it comes to undead.

I have always ran druids as written in AD&D to not have any turning ability, or anything else that makes them stand out from other classes, when it comes to undead.

However, my recent articles on Druids and Alignment and Druids and Their Environment, have me thinking about all aspects of druids.

Since druids are nature priests who rely on their connection with nature and the right kinds of leaves for their magic, and undead, which for skeletons and zombies at least, are unnatural magical creations, it seems to me that druids should have some ability or spell to deal with such unnatural creatures.

More powerful undead are creatures created by their own force of will, being attacked and killed by similar creatures, or creatures of or connected to the negative material plane.

The only druid spell dealing with the dead is reincarnate, the one spell no player wants to try, or end up a badger, or other non preferred animal or demi-human race. Reincarnation only affects humans and demi-humans that have been dead less than a week, and it requires touching the body. So only very freshly killed and animated corpses would be affected. Once an undead is dispatched, one would rarely, if at all, decide to reincarnate the corpse.

I even reviewed Unearthed Arcana to make sure there are no other first edition druid spells dealing with the undead. There is the first level cleric spell, invisibility to undead. I can see that being used by a druid, but only being effective in a natural environment, i.e. not a dungeon, tomb, temple, or city.

One idea I had is a druid power, perhaps for 3rd or 4th level druids, to “banish abomination”, which would include magically created creatures that are not born that way. So skeletons, zombies, homonculi, golems, clones (as per the Magic User spell), and similar magically created creatures.

The effects of this power could be to stop the unnatural creatures from approaching them or their designated area of protection. The limitation is that it would require the druid to be in a natural environment with some form of natural life. Thus an underground cave system or cavern with cave life forms, would suffice, but a mine, dungeon, tomb, city, or graveyard would not be a natural setting, unless it is an old abandoned area and the plant and animal life is taking over, like many “lost” jungle cities. This could affect all unnatural creatures within so many feet or yards per level.

My thought was for it to be 100 feet or yards per level of the druid. So it could be a moving point centered on the druid, so that a druid could pass through a swarm of such creatures, or it could be centered on a location, like a dryad’s tree, or a holy grove of oaks, or the druid’s home.

Higher order undead that seek to destroy life, would be a challenge for a druid. Life hating, level draining undead may not have a reason to cross a forest or swamp. An ancient barrow in the midst of a forest might have wights, but they are limited to the barrows and the druid wouldn’t go there without good reason.

Druids with an evil bent and keyed into the dark, corrupting powers of nature, might be into creating skeletons and zombies and have ways of controlling them. Unless skeletons and zombies are controlled by an evil cleric, the creating druid would have control of them. If they lost control of their creations, how would they get control back? There is a plot hook for a band of evil druids who have a device that lets them control created undead. Perhaps they have a cleric among them. Maybe a dual-class cleric/druid?

This makes me curious how other editions of D&D dealt with this, as well as other clones and rules. I have OSRIC, and of course, it sticks to AD&D. I have PDFs of many other rule sets, but as of yet, have not checked them for how they handle druids and undead.

I don’t recall any articles in Dragon magazine on this topic, but I haven’t read it since I got rid of my collection nearly 25 years ago.

I am also curious how other DMs/GMs have home-ruled on this.

I have never played a druid, but have one player in my campaign with a druid, but I have ruled that it is by the book on matters of undead where druids are concerned. I am not by the book on alignment for druids, so now I am wondering why I am this way with undead. It won’t affect game play, if the ability to affect undead by druids is for higher level druids, other than one NPC druid the party helped with a few skeletons. I can just retcon that it was a test from the druid for her further assistance, and payment for training the party druid (which it was). The players don’t even have to know.

These three posts on druids have me wanting to do more in the outdoors/wilderness in my campaign. At least I have ideas for where to go with things if they never make it to the ruined city.

Druids and Their Environment

As nature priests, druids will frequent places where they are most needed to focus on maintaining an existing balance, or restoring balance in nature.

I have this image of druids being in forests and encouraging the spread of the forest, seeking to make the old growth forest spread. I can see in the right circumstances, a druid working with woodcutters to cut the specified trees at the right intervals to enhance the growth of the forest or enable a certain section of the forest to better fulfill a certain need.

I briefly researched mistletoe since our Wednesday night game set in a subtropical island archipelago had a druid in the party for a short time. Mistletoe grows in almost all climates around the world. In reality, a quick perusal indicates that nearly every continent and clime have mistletoe. There is a desert variety in Arizona.

Holly grows from the tropics to temperate zones, and oak trees occur from cool temperate to tropical regions.

This means that for a druid to function, there have to be some sort of plant life to support the material component needs for spells of the druid.

This would make an arctic or sub-arctic druid very rare, unless your world have a type of mistletoe, holly, or oak that grew in sub-arctic regions. There are a few ways around this limitation.

  • The simplest is that druids living or operating in these regions would have a large supply of leaves before going to such an extreme location. Regular means of re-supply would be needed.
  • There is a thermal vent from hot springs, geysers, or some moderately active to very active volcanic processes.
  • There is a cave or region with some form of light to support photosynthesis. Light from lichens, mosses, insects, or types of rocks could generate this light.
  • Some form of druidic sanctuary that through the power of the druids has enabled an oasis hidden in the ice to survive. This could lead to a hidden group of druids, or a lonely hermit druid sent to maintain this far off location.

In the typical desert of sand and/or rock and heat, a druid or group of druids would tend to encourage the growth and enlargement of oases. This would tend to have one druid in each oases, other than large oases in hidden valleys or canyons off the trade routes. Smaller oases would tend to have a single druid regularly checking the oases in his care.

Mountainous regions would tend to not have druids above the tree line. At least, they would not live above the tree line, and would only go their as a patrol or to get to another region under their care, and only with the appropriate supply of mistletoe, holly, or oak leaves.

Beaches or islands without trees or shrubs of the appropriate family of plants would be another source of limitation for druids.

What this leads us to conclude, is that druids will not be found very far from shrubs or trees, since the right kind of leaves are needed for their magic. This means that any druid found more than 100 miles or so from a known forest/source of leaves is either an NPC on a special mission, or a PC or NPC adventurer, or there is a secret or little known druidical area or nature sanctuary nearby. Other reasons could be the druid was teleported far away, or is under a geas or quest, etc.

Of course, one can get around some of these limitations by developing an ice oak that grows in the frozen areas and supports ice mistletoe. There could be sea oaks that grow under the ocean with sea mistletoe. Druids could live in undersea caves and encourage the growth of kelp forests. Sea elves could have their own form of druid. A half-elf with one parent a sea elf could be such a druid.

How do druids fit into your campaign word?

Druids and Alignment

I have thought about druids and alignment for years. I understand the intent of druids being true neutral on the good/evil and law/chaos axis. However, how can one be truly neutral?

Is it that you have an opinion, but keep it to yourself? Is it that you are “chill” in all circumstances? How exactly does that work?

To me in the 9 point alignment system, trued neutral is a rock or clod of dirt, something without a mind or a will, and no desires.

The way druids play into this, I see them in my campaign as being one of the four types of neutral: chaotic neutral, lawful neutral, neutral good, or neutral evil.

This would play out for the different kinds of druids. All have some interest in the natural life of the plant and animal world, but each interprets it a bit differently.

Chaotic Neutral druids would let a forest grow and only animal trails created by the animals would be allowed. Attempts to impose order on their woods would be resisted. Would they be OK with undead? Probably not from the perspective of being natural creatures, but from a freedom perspective of it’s what is happening now.

Lawful Neutral druids would prefer a more orderly forest, perhaps more like a parkland and while the natural symbiosis of the creatures and plants in the forest would be allowed, it would be in a way that was most orderly and beneficial to the growth and spread of the wood. Orchards, crops, and other organized agriculture would be supported by these druids.

Neutral Good druids would encourage the spread of good plants, animals, and sylvan races. They would root out evil or massively harmful plants, or keep them in check.

Neutral Evil druids would encourage the spread of evil plants, animals, and sylvan races. They might be okay with undead in their forest. Bandits and humanoids that don’t harm their forest might be allowed to live there. Such druids might partake of human sacrifice to the darker elements of nature.

This gives us four branches of druidical teaching and allows for more than one set of limited numbers by level. Would there be variations on spells for groups of different alignment?

One could also make an argument for different sects of druids each with their own hierarchy. Perhaps two groups considered heretical or “off the rails” by the other group, each claiming to be the one true followers of druidical knowledge & teaching. How would spells and knowledge differ?

As per the AD&D Player’s Handbook only half-elves, halflings, and humans can be druids, and for halflings they can only be NPCs. In my campaign, I allow characters of any race to play a cleric, and would allow a halfling druid and even an elven druid. Elves are supposed to be nature lovers, why wouldn’t they have druids? I would have each race that would have druids have their own form of druidism. Perhaps at lower levels a druid of another race or alignment could perform the training, but beyond a certain level, it would require the specific teachings of the correct race and alignment for further advancement.

I can see halfling druids geared towards helping with crops and growing up hedgerows on the boundaries of their territory. Plenty of food and comfort.

Halfelf druids would follow one of their parents’ race’s style of druidism.

Elves would be geared towards maintaining their forests and keeping out intruders, perhaps more aggressively on the boundaries and more subtly closer to settlements. It would depend on your interpretation of elves.

Perhaps the intention of druids is to be like Switzerland in their fortified forest strongholds keeping all comers out or requiring them to all play be the same rules in this forest. But how can a druid be an adventurer, if they are neutral? Personal gain? At what point does adventuring lead a druid astray?

Would looting a dungeon be a neutral act? A dungeon has lain undisturbed for decades, centuries, or millenia. Wouldn’t disturbing the loot cause unbalance? Does the druid’s concern for neutrality and balance only concern nature? Would town life be abhorrent? Wouldn’t druids tend to be on the edges of civilization? Unless there was some massive city with a huge area of parklands, no druid would permanently settle in a city. Druidical worshipers would tend to be farmers and rural folk closer to nature than those in cities. This would also tend to be more of the population in a fantasy setting, since they tend to mimic pre-industrial, agrarian based civilizations.

I am trying to wrap my head around how a true neutral druid would function in various situations. What I envision is needed is something like Rick Stump‘s article at Don’t Split The Party,  Good Isn’t Stupid, or weak, or nice. I am sure there is a way to make better sense of it.

As with all player races and classes, the plan of your campaign needs to include them. For example, how has the presence of druids influenced wars, interracial relations, the growth and decline of forests, the spread of “civilization”?  If you have a fancy way of dealing with magic users, how do illusionists fit into that?  Even if you limit your players to the standard player character races, do they all fit in a way that makes sense? Or do you have a campaign that anything goes and you don’t worry about how much sense it makes? I have played in both kinds of campaigns and both can work, if the DM lets it work or makes it work, as the case may be. Even with a simple sandbox, relations and interactions between different races and classes, especially the cliquey classes like druids and monks.

This whole thing on druids and alignment has me thinking about druids and natural habitats for druids. So I’ll take that up tomorrow.

Politically Correct Monster Designations

So called political correctness can be taken too far. I am bald, so I can talk about that without insulting other people (Well, it’s the internet, so probably not.).

Bald has been called follically challenged. Short has been called vertically challenged. Many so-called politically correct terms are so ridiculous as to avoid calling a spade a shovel. Often one has no idea what someone is talking about.

Monster, should be “life form”, “being”, “entity”, or “creature”. To call something monstrous is a value judgement.

For example, a rust monster should be referred to as an oxidation enhancing creature.

Undead should be called life challenged.

Vampires should be called hemoglobin deficient.

This is a good exercise to get the creative juices flowing. Try to do it without a dictionary, thesaurus, or the internet, just the terms that pop into your head. While such new names for creatures may not be used in play, it gives an added description or new way of looking at them, perhaps a way to understand the motivations of the creatures that are not mentally challenged.

Skeletons and zombies in D&D are the robots of the fantasy world, constructs that don’t know or care. Similar constructs without a will of their own, won’t know or care, their only motivation is their last command. Low or non-intelligent creatures’ motivations may only be food, shelter, and procreation. But just because they don’t have language, doesn’t mean you can’t give them a neutral and unoffensive name.

Have fun with it and be creative, please share your best ones.

Platinum Does Not Corrode

Platinum has come up in the weekly Wednesday online game I play in. I got to thinking about it and used some Google-fu to ask if platinum corrodes or tarnishes.

The Wikipedia page on platinum gives the lowdown, and it is among the least reactive metals. So unlike silver that tarnishes, it will retain a silvery sheen in nearly all circumstances. (Yes, I know that’s not what the title of the article says.)

Likewise, gold does not tarnish or corrode easily.

Copper turns green over time, thus the green shad of the Statue of Liberty. Brass and bronze, alloys of copper tend to darken over time. Bronze is copper and tin, and the process of making bronze is not toxic. Brass is copper and zinc, and its manufacture results in zinc oxide, which is toxic. Bronze and brass can turn dark from exposure to sulfur or green from exposure to oxygen. Only regular care to keep it clean will prevent it from changing color.

I am not sure where I read it in the past year, but bronze weapons are sharpened by hammering, not by a whetstone, like iron and steel. Also bronze weapons that get bent in use, can somewhat easily be straightened without damage to the tool. Skallagim has a video using a modern bronze sword that shows just how tough they are.

Wikipedia’s article on bronze says that some speculate that a disruption in the tin trade lead to the increased use of iron.

I’m not saying you need to have a background in chemistry to give an accurate description of the condition of a treasure hoard of mixed metals, but knowing how various metals behave and their coloration can help add to the description. Players that don’t know that platinum is very resistant to tarnishing and corroding, will think there is something extra special about the silvery metal that is not corroded, perhaps thinking it is magical, until they learn otherwise.

Of course, the mythical metals of mithril and adamantium are corrosion resistant. Will players mistake platinum for such metals? What is the distinguishing color of mithril and adamantium? Mithril looks like silver and is stronger than steel. Adamantium is described as various colors depending on the source, from jet black to silver. Decide what color these things are in your world, if they exist in your world.

Adamant is a term from the same Greek root for diamond and often referred to diamonds. Marvel comics used it to describe Wolverine’s metal and other metal in the Marvel universe.

Adamantine refers to real minerals.

So whether you worry about the real behavior of real metals, there are some interesting descriptions that can be used in game.

Latest From Amazon – Desk Pads and Wiz Dice

Last Monday a new package arrived from Amazon with three Tops Quadrille Desk Pads and a package of 100+ Wiz Dice.

I wrote about the quadrille desk pad I once had when I shared the map of a town, for a character in my brother’s campaign. I was reminded of this by the Dungeon Deskpad Kickstarter. I had been toying with the idea of getting quad ruled desk pads for over a year, and I decided to get them, and to joining the Dungeon Deskpad Kickstarter. Once I get my overseas shipment I will take pictures to compare..

The brand of desk pads I got are the Tops. Each is individually wrapped in plastic. They were the least expensive. They are not all square and not all the same exact size. That’s OK. I plan on using them for mapping out an abandoned ancient city/megadungeon. I can also use a sheet for a single sheet map of the town that is the current home base of the players in my campaign. The rough map I have for the town of Larenda is two quad ruled sheets taped together. I can even get a roll of clear plastic “shelf-paper”, and laminate some of these sheets for a quick and cheap dry erase surface. I usually only use maps and such to show relative position. Even if it is an exercise only for me, it will be fun. The one draw back to paper this size for maps is that it is too big for my scanners. I will have o do better than a quick picture with my cellphone. I’ll have to put my cheap camera on one of my cheap tripods, to get good pictures for online.

02TopsPad-Closeup 03TopsPad-Back 01DeskPads&Dice

After ordering the two sets of Koplow Who Knew Dice that arrived last week, I ran across an article on Imagur about Wiz Dice and their bag of 100+ dice vs. the Chessex Pound’O Dice, and I ordered the Wiz Dice based on that article. I am always needing more d4’s and d8’s in play. The Wiz Dice 100+ pack includes a fancy drawstring bag with complete matched seven dice set. I ended up with 103 dice plus the set in the bag, for 110 new dice. I received 15 of each die, except for the d12 and d20, which I received 14 of each of those. So I ended up with 14 matched sets of seven dice, 15 counting the drawstring bad, and one partial set missing the d12 and d20. I have matched sets of solid colors and then the “gem” style dice of the same color: green, blue, red, yellow, purple, and red. Then a solid black, swirled black, and a white set. I have one complete orange set and the other orange set is incomplete. I don’t think most people get that many matched sets. I think it is cool that I have enough dice for 15 players from one order of dice, not counting how many ever sets I had before.

One idea I had with this package of dice is making multiple dice tables using different colors of the same die. For example, if I need a table for 14 different results of a d20, or 15 results of a d8, I can do it.

Magic missile is resolved quicker with more d4’s. Lots of monsters taking their attack is resolved quicker with more d20’s.

Blue is my favorite color, but in dice, I find black and red to be my preference. For some reason, it is the same way for me with Risk. For some colors, I prefer the gem style over the solid style.

I guess I need to have a post with a picture of all my dice. They are not all in one place at the moment, so I will have to defer that for a bit.

I also realized that having so many d10’s makes it easy to roll a d1,000 or a d10,000, etc. just specify which color is which digit. I know that they make custom d10,000 dice for such a thing, but I have to tone it down a bit. I’ve spent more on dice in the first two months of 2015 than I spent all of last year, and most of the three plus decades before that. That isn’t to say that I won’t buy more die this year, but I don’t have to buy them all in the first quarter.

10GreenSets 11YellowSets 12RedSets 13BlueSets 14PurpleSets 15OrangeSets 16Black-BlackSwirl-WhiteSets 04-WizDicePackage 05WizDiceDrawstringBag 06DrawstringBagAndFancySet 07DiceSortedByType 08DiceSortedByMatchedSets 09PartialSetOrangeGemDice

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My First Credit In An RPG Publication

Joe Johnston published a “How To Hexcrawl” PDF geared toward Labrynth Lord. I read part of it and he mentioned me in the acknowledgements. This is not the first RPG product that I have been involved in, just the first one published. How cool is that?

You really should go out and get this, for no other reason, than I helped! Also it is PWYW, so you can get it for free and tip him later.

It is a quick and simple introduction to hex crawls and he lists resources for free existing hex maps, three sources/programs for creating your own hex maps, and the hexcrawl articles on Welshpiper, Bat in the Attic, and The Alexandrian.

Rakshasa

As a kid I remember watching Kolchak the Night Stalker, the movies and the TV show. I don’t recall all the details, but have been watching the TV show online. I managed to find the movies from before the TV show on YouTube and watched them. If you are interested in watching these, then spoiler alert!!

The other day, I watched an episode that dealt with a rakshasa and the method of slaying them was a blessed crossbow bolt, as it is in the AD&D Monster Manual.

I found that interesting. I am not familiar with most of Indian mythology. There are times I wish I had footnotes for the source, or the inspiration used for these creatures. Until the Monster Manual, were any of these monsters from myth and legend in any single book?

I find that the Night Stalker series gets a bit repetitive, but having him be the only one or nearly the only one who gets what is going on, makes it interesting. With all the creatures he killed, what level would he be?

Going from memory, and I have not finished the series, he has killed two vampires, one werewolf, one zombie, and one rakshasa. There are other creatures, but some I don’t recall, or they do not have a creature stated. I’m not going to stat out creatures for this exercise. Assuming average hit points, I came up with 5,265 experience points which is halfway through 3rd level fighter. Since AD&D does not reward as much XP for monsters, this is reasonable. Karl never gets any treasure, and is the reluctant hero because he knows the truth and if no one is going to do anything about these creatures, then he must do it. Karl’s only reward is that he has save the city or the world.

In some shows, he does not kill the creature, but drives them off, or for the android episode, tries to help. In the electricity monster he gets people to listen, but the usual cover up, similar to the first movie with the vampire, is of no benefit to him.

So after two TV movies and one season of a TV show, I would estimate he earned the experience to be a 5th level fighter, perhaps 6th. If a thief, it would be higher. He did not use magic or pray to the gods, but did use items blessed by others, or had others bless an item. Karl does not gain in proficiency in fighting, but rather uses his mind. He is more like a sage out to do good based on his experience, knowledge, and research.

I can see how these shows can give ideas for a “modern fantasy” setting, or some variation on a science fiction or horror genre.

This show also takes me back to sitting around the TV as a family and talking about the show during the commercials. Unlike today, where it seems that everyone has their own media device and the household is in their individual media world.