Tag Archives: OSR

2015 One Page Dungeon Contest – My Submission

I said that I was going to submit something to the One Page Dungeon Contest (OPDC) this year, and I was beginning to wonder if I would make it happen.

Last weekend, the title I had for the dungeon finally gelled and the idea for it came together much more smoothly than I had hoped.

I wanted it to be about Druids, since I got on a kick and had a few articles about druids a few weeks ago.

Druids and Alignment

Druids and Their Environment

Druids and Undead

I also ordered Roberts Kunt’s module Dark Druids and when it came a week ago, I realized that I didn’t want to read it until I put together my idea for the OPDC.

I had determined that I would consolidate my notes and make this one page dungeon this weekend no matter what. I had to further get it nearly 100% today, since +Roy Snyder’s DCC game picks up after a hiatus of a few weeks, and I made a commitment to be there.

So without further ado, I present my submission to the OPDC – The Dark Druids of Delver’s Deep. I went “old school” on the OPDC and used the one page dungeon template by +Michael Shorten, AKS Chgowiz. He has links to his dungeon and wilderness templates on his old blog.

There are 36 listed submitted dungeons/adventures so far – at the time of this writing, minus my submission.

Vikings Season 3 Finale

I just watched the Vikings season 3 finale. I like how they pack so much into seasons of just a few episodes.

It is interesting how they take historical and semi-historical figures and weave a story among known historical events.

I won’t post any spoilers here, but I will say there are multiple surprises of how they wrapped up a few loose ends, but left a twisted trail of many more things to come in the next season.

I wonder how many years they will skip when it comes to the next season.

I like how they have portrayed vikings as more than bloodthirsty plunderers. They show social divisions among the vikings and what we know about them from their own stories, first hand accounts, and archaeological finds. Of course, with fiction, they take many liberties and insert things the writers made up that are very fantastic.

There seems to have been a revival of interest in vikings in various RPGs or RPG add ons, like adventures and campaign settings, in recent years.

This is a big change to how vikings influenced my original experience of their influence on AD&D. That is, the berserker, under Men in the Monster Manual. This single narrow aspect of some viking warriors is all that some knew of them, beyond their raiding coastal towns and villages.

The vikings were great explorers, who sought new lands and new goods for trade. Their influence via trade was perhaps greater than that of their raids. However, it is the dreaded viking raid that made the biggest impression on most of Western Europe. Of course, the survivors of many of these raids were the monks who were able to write about their experiences and preserve their side of these encounters. I am not aware of any direct connections to the viking side of these raids. Do the sagas that we have today hold such information?

What I do know is that a population growth lead to seeking new lands and new wealth. When money is based on gold and silver, of which there is a finite supply, one has to find it through either mining or taking it from someone else. Thus, a common motivation throughout history. This same motivation will exist in RPG’s, like D&D, whose economies are based on coins of precious metals. Land and certain other items that don’t decay will also hold value.

So as the vikings were motivated by an expanding population and so forth, other groups of men and humanoids will have similar motivations for their raids and efforts at expansion. Other motivations might be doing the bidding of their deity or being manipulated by someone on a quest for power, whether it is political or magical. A shortage of females might prompt gathering brides, or for a female dominated society, it might prompt gathering grooms.

Concentrations of wealth, such as cities will be attractive. Only walls that are well defended will provide the most protection. Even that might not be enough for a determined and motivated force. Caravans or convoys of merchant ships might also be targets.

Bribes, threats, tricks, and other things might be used to get inside the walls of a city to allow a large force of raiders inside to get what they are after.

Some ruler or other type of power broker or power seeker might seek to manipulate a viking like group into going after his enemy or some other target to facilitate his own plans. A powerful wizard seeking a specific item, might use a raid to distract all the guards to defend the walls, to make it easier to pop in and take what she is after. An evil cleric might do something similar to gain an item, desecrate a good temple, of establish a foothold of evil in a city.

Related to my A to Z series on cities, this fits in nicely as a second article on V. Who wants what is in the city? Who are the enemies of the city? Who or what is the reason the city has walls and gates? As with anything, there are two types of threats to a city, known and unknown.

Obviously, it is much easier to plan for known threats. Unknown threats can only be guarded against based on how similar they are to known threats. For example, in a world without known magic, how would one guard against it? In a fantasy setting with magic, one can only guard against the types of magic one knows about. Invisibility, illusions, and disguises are all general categories, but some specific magic items, or unique spells would present a threat to undermine all defenses.

For physical threats that are unknown, it can be a new tribe or group of humans or a resurgence of humanoids whose population has recovered after their last beat down.

Vigilance against a threat is hard to maintain all the time without discipline and a very regimented dedication. It always happens that in time, people tend to forget the bad times, and don’t see the connections in events that lead to some “sudden” occurrence that in hindsight was building towards its outcome.

 

Day 22 V is for Vaults

V – Vaults – wealth of city, guilds, nobles, adventurers, etc. Where is it kept? Moneylenders, money changers, bankers, etc. Thieves and Assassins will do a lot to get it. Taxes, etc.

Where is the wealth of the city kept. In a fallen city is any of it still there?

If treasure maps lead to the city, where might it be hidden? Tombs, cisterns, fountains, basements, etc.

Vaults can also hold tombs, coffins, etc. Vaults are also a type of architecture with high ceilings. A vault might have a vaulted ceiling.

For all your cities, living and dead, where is the wealth kept? A high level thief out for a major haul, might want to know. A party more interested in robbing the wealthy than plundering a dungeon might want to know. Nobles, the wealthy, merchants, and anyone with anything that they consider valuable and are concerned others might take it from them, will have some way to protect their stuff. A crazy old man might have all kinds of junk he considers valuable and due to his paranoia devises elaborate means to protect it. This could lead to a lot of people going after what they think is valuable, and it is just junk. Wizards will have protections for their books and scrolls, experiments and items, and more rare spell components. Temples will have divine magics and other things to protect their wealth. Even the poor who have squirreled away a few coppers or silvers will have a hole in the wall, floor, ceiling, or hearth to hide their meager wealth.

A city is a living thing unto itself. The GM will need to have the thieves and others of that ilk doing things, or have a list of things they might be doing, in case players seek it, or something needs to happen in town to keep the game interesting. There could be some famous or rare item that is rumored to be kept somewhere in the city, like a wealthy merchant or noble is known to have the biggest ruby in the land. If the player characters are in town, is it a coincidence that an ambitious thief or gang of thieves have a plan to steal it?

For a fallen city, there will be rumors of great treasures for those who dare to seek it. Where was it kept originally? Is it still there, or is what could not be hauled off hidden nearby, in hopes that those who found it would return?

How might vaults and other stores of wealth be protected?

  1. Hidden – Behind a tapestry or curtain, behind a concealed or secret door, under the floor, above the ceiling, by magic either made invisible or disguised. The more unusual and less obvious the hiding place, the better. Hiding in plain sight can be a good one. Location, location, location. It must be difficult for thieves to gain access, but must not be too inconvenient for the owner to get at his or her stuff.
  2. Locked – Bars, locks, gates, and anything that presents a physical barrier that prevents just opening the door or lid. This can include magic, like wizard lock.  Where is the key?
  3. Guarded – One or more men, monsters, items, spells or a combination thereof can actively prevent access. What is the password? How avoid having to fight the guard(s)?
  4. Trapped – Active or passive traps. A pit before a chest is passive. Spring loaded dart traps are active. Again, this can include magical traps, like fire trap. How can one avoid/defeat/circumvent the trap(s)?
  5. A combination of two or more of Hidden, Locked, Guarded, or Trapped.
  6. A combination of all of the above.

My article for I on Innkeepers touched on hiding places for the proprietor.

Back in February, I wrote a post with some tables on Locks.

Day 21 U is for Unusual

U – Unusual – Sites, sights, sounds, smells, etc. See DMG tables for dungeons for ideas.

What is unique about this city? What sets it apart from the others?

Is it a tourist or pilgrimage destination?

Is it the site of a famous battle, a famous magical occurrence, wizard dual, undead invasion, etc?

What is so interesting or special about this place that it would bring the player characters here? Why should they care about this magnificent work that you have labored over for hours, days, and perhaps weeks? In short, so what?

In my campaign, I had an NPC advise them not to go to the ancient city because I did not have it ready. I finally made some rough plans and ideas, and they said they were headed to the city, but kept making detours, then we have not played. This series has been me fleshing out ideas, and making some charts and tables to help me with this city or any of the other ancient cities around the fallen empire. I can also use this to help with a new setting of various genres, not just fantasy.

A city can be a place where the town, wilderness, and dungeon meet. A city has all the “civilized” aspects, plus all the odd things that can happen there. The wilderness can encroach on the city, when a monster or group of crazed animals enter the city. The city may have lots of unexplored spaces underground, sewers, cellars, etc.

A city gives the opportunity to have multiple cultures interacting. Players can find a job, find someone or something they are looking for, or get into more trouble or find some injustice or other happening that they can act on now and be delayed in getting to the dungeon, or act on later when the consequences of failing to act now are played out.

Cities present the image of civilization, is it only a skin-deep veneer, or does it permeate the mindset of its denizens? Does what this city considers acceptable behavior something strict and uptight, or something more nebulous, or perhaps something frightening to the truly civilized?

Cities of any size will have a dark underbelly. How easily can this be found? Does it infiltrate all levels of society, a single general neighborhood, or only those places that you must know where to look?

Every genre of RPG, fantasy, science fiction, etc. has a place for cities. Some claim that you can’t have good adventures in cities, other claim you can’t have good adventures or good campaigns without them. I say, it all depends on the desire of the players and the skill of the GM.

Cities can be a place of refuge and safety, or they can be a bottomless pit of danger.

Things happen in cities that rarely or never happen anywhere else. It’s hard to have a riot in a thorp of 20 people. At least, what we tend to think of as a riot. Under a certain size, it is hard for anyone to avoid the prying eyes of everyone in town. If you have ever lived in a small town, you know what it is like to live in the fishbowl of everyone knowing your business, sometime before you know it. For certain illicit activities, it is difficult to keep it under wraps without a large number of the town knowing about it. Unless it is the kind of town where everyone is in on it, a science fiction/horror movie like Invasion of the Body Snatchers, where strangers are shunned, rushed out of town, or incorporated into the population, small towns won’t have some of the activity found in cities.

Cities of a large enough area and population can have all manner of things occurring. Smuggling, drugs, prostitution, murder, robbery, and other violence, graft, and intrigue. Certain things may not be illegal, like drugs and prostitution, merely frowned upon by the “respectable people”. Of course, some of them are hypocrites in secret. Is it truly a secret, or a known thing, but never spoken of type secret?

If there is a thieves guild, how organized are they? A newer guild may only focus on the small scale robbery and break ins. A more established guild, or one with a more thoughtful guild master might find a way to gain wealth without drawing the ire of the guards, or figure out how to bring the guards into it, etc.

The black market will require someone to bring in the illicit things, whether they be items prohibited from import from an enemy country in war time, or items that require a high tax, or items that are illegal for some reason.

Will there be any cities that are so unusual that there is no thieves guild and the party thief exhausts his knowledge of thieve’s cant, and still can’t make contact? Would this be a population under mind control, truly free of crime, or pulling a fast one on all newcomers?

Is there a zoo, menagerie, museum, or other site to see in this city? Would the wild animals from the zoo of a fallen city have descendants roaming about? Perhaps a pride of lions, a troupe of monkeys or apes, or even something more fantastic.

Would there be some item or artifact of the ancients on display in a living city, or would a fallen city hold the mundane and marvelous items of the forgotten past? This is something where fantasy, science fiction, horror, and apocalyptic genres all converge. The ancients had things no longer used or understood. Things that can change the course of events in the current time. In AD&D this is represented by the Artifacts and Relics in the DMG, in Metamorphosis Alpha this is represented by the forgotten technology that is found and perhaps put to a helpful use.

+Adam Muszkiewicz’s city of Ur-Hadad is a mixture of all kinds of weird and unusual. Rugs made there have some strange property that hold information that can only be understood by a few. Some of this, I am sure he comes up with at the table as it happens, and other stuff he has notes for ideas. Use whichever works for you.

Make a list of what is unique or special about this city.

  • Why was this city founded?
  • Why is is located here?
  • What is the one thing this city is/was known for?
  • As with +Jeff Rient’s 20 Quick Quetions for Your Campaign Setting about the greatest people, monsters, and so forth in a campaign, do the same for your cities.
  • What are the major imports/exports of the city?
  • Where is/was the largest/most valuable gem, treasure, magic item located?
  • What is the predominate architecture of the city?
  • What is the craziest rumor you will hear? Is it true?
  • Anything else you feel is needed to bring this city to life at the table. Review my prior posts on cities in this A to Z Challenge for other ideas for your cities, like Entrances & Exits.
  • Ask the players for their ideas, use them then and there, or save them for later.

The unique, unusual, distinctive bits and bobs you attach to your cities help bring them to life, and make them different, so that while cities have some aspect of sameness to them, they are not all cookie cutter duplicates. The same should be said of dungeons. While they are all underground, there should be something different about them. All the tombs in a series of barrows might be nearly identical, except one has more traps, or more undisturbed traps, or more wealth, or better construction, etc. Likewise, all the cities of an empire spread across hundreds of miles might all have common elements, but relative age and local culture will add their own distinctiveness. As with everything else in RPG’s it is expected to steal ideas, that is, gain inspiration, by borrowing from reality.

What can you learn about real ancient cities, or current cities? What twist can you find to put on like cities, or what quality or aspect of cities can you “swap out” to make each one distinctive? Even if running adventures in living cities is not your thing, such embellishments will help make your dead cities more real.

For example, Kansas City, Missouri, is called Cow Town, for all the stock yards that were the end point of cattle drives, once the rail head moved west from Sedalia. Large stockyards have a distinctive odor. If you have ever driven by a modern stockyard, you get the idea. The direction of the wind, and location of the yards will influence how far the smell travels and how strong it is.

Rome is called the City of Fountains for all of its fountains. The list could go on.

Day 20 T is for Temples

T – Temples

Temples present a special case. Ancient wards against evil or good, if an evil temple, would still be in place. Clay golems and other holy/unholy guardians could be about. What sort of quest might be placed on someone to take up a holy relic?

My BA degree is in history. Way back in college, two of the professors had a lecture about the Medieval Cathedral as scripture. They pointed out how the stained glass windows, statues, and other facets of the soaring cathedrals served to help educate the illiterate masses. The high ceilings showed the awe and power of God, and symbolized the distance between man and heaven. Various statues and stained glass windows usually portrayed a story. For example, Jesus is only depicted with a beard before his resurrection. I won’t go into further details here, just enough to illustrate the idea. If you want to debate the merits of religion in general or Christianity in particular, this is not the place.

How detailed you wish to get is up to you, but what types of art are in the temples in your campaign?

Art can be in stone as statues, reliefs, functional or only decorative. Such as many gargoyles’ mouths being the downspouts to direct the flow of rainwater off of roofs.

Cloth is used for tapestries with either scenes, or designs, vestments, liturgical cloths on altars, pulpits, and lecterns. Banners, flags, pennons and other large, but mobile cloth could be about the temple. they could be used in processions, or when the faithful go to battle. There could be holy or unholy battle standards of a magical and perhaps intelligent variety that ward off enemies of the faith, or assist those aligned with the goals of the deity (ies) in question.

Glass can be for windows either clear or stained glass, glass or ceramic ceremonial cups, glass, bottles, plates, etc. Do the current inhabitants have the technology for large panes of glass? (Magic fire, i.e. a fire started by magic, like burning hands, fireball, dragon’s breath, etc. is known to burn hotter. Forges, ceramics kilns, and glass works get a bonus for using magical fire.)

Frescoes on walls or floors can be in glass, ceramic, precious stones, colored stones, or shells. These can depict scenes or merely patterns and designs.

Would a temple be recognizable as such to the uninitiated? Perhaps a temple is not in the temple district, so that hint is missing. Perhaps is has a totally different architecture. A temple to an infernal or subterranean deity might be underground, or carved into the stone of a hill. Perhaps only some symbol alerts others (who know its meaning) about what is inside.

A temple, if such exist, to a deity who is patron to magic users and illusionists, might just look like a big wizard’s tower, with a lab and all the attendant equipment as the sanctuary. Would this be in the main temple district, or near or in the college of mages?

A temple to a good deity could have an evil creature trapped. How easy is it for the PC’s to free it by mistake? Likewise and evil temple could have a good creature trapped. Would the trap make the good creature appear as a foul demon? Perhaps by an illusion?

Would a large parkland inside or near the city contain a grove holy to druids and worshipers of nature deities?

Would a large enough human city have enough demi-humans in it to support temples to their deities? A full on dwarven temple, might have a working forge. A gnome temple might have a gem cutter shop. A halfling temple might appear more like an inn with an excellent larder and wine cellar, and the best halfling beers and ales. An elven temple could be a grove, or a stone circle, or other nature/woodland themed building. Would these temples be in the temple district, or would they be segregated to the districts of the appropriate races?

Will some temples have the most holy area that requires a saving throw for a non-believer or opposite aligned creature to enter that area? For example, evil/good, law/chaos, etc. Did such a protection once exist and the temple was defiled? Will the players be able to restore the blessings of the temple, if they are good? Will an evil big bad be able to restore the power and might of an evil/chaotic temple?

Will temples have their own cemeteries? Will rulers and the famous be interred under a temple? Will the temple district or any temples be near the main graveyard for the city? Will it only contain smaller sanctuaries sufficient to conduct the burial rites of that group?

Will an evil temple worshiping undead be allowed to coexist contemporaneously with a temple devoted to the destruction of undead? Perhaps in a time of upheaval, the people turn to darker ways rather than trusting in the goodness of the deities of light and good. In an ancient, fallen city, what will the player’s be able to learn about such things? Will a sage know, will their be a hidden scroll, or will the players have no way to know and just have to deal with whatever is going on?

Will there be altars, statues, and shrines throughout the city to remind the people of the presence of the various deities? Will a seafaring culture that worships a sea god have its temple near the docks, or partly in the water? Or will the main temple be in the temple district with a shrine by the water? Perhaps what is now a large shrine by the water was once the original temple, and with the growth of the city, a larger temple central to the worshipers was needed in the temple district.

Types of Worship Centers:

  • Marker (Stone, collection of stones, ruins, worked stone, monument, obelisk,statue, free standing altar, etc.)
  • Landmark (Physical place, stone, collection of stones, holy grove, cave, special tree, hill, mountain, ranges of hills or mountains, etc.)
  • Semi-Permanent (Hut, tent, booth, wagon, etc.)
  • Shrine (From a small covered road side altar, to a small building. Contains the bare minimum for the rites of this group, altar, pulpit, or the equivalent.)
  • Sanctuary (The worship center for a village or small town.)
  • Temple (The worship center for a town or small city.)
  • Cathedral (A worship center for a large city or a special location, either significant to the faith, or of some other importance, such as political or economic.)

Types of Worship Items:

  • Incense (Air?)
  • Water (holy/unholy, ceremonial bathing/purification)
  • Fire (Candles, braziers, ceremonial fires, sacrificial fires, forges)
  • Earth (dirt, clay, mud, stone)
  • Dress (Whether special dress is limited to the clergy, or there is some ceremonial garb for all worshipers. Like the Sunday best, or yarmulkes & prayer shawls.)
    • Are there any rules for day to day dress of believers?
  • Standing or Sitting? (In the early Christian church, the pastor/teacher sat during the sermon and the congregation stood. Later pews and kneelers developed.)
  • Prayer rugs
  • Prayer bead or other devices
  • Holy/unholy symbols
  • Giving (Tithe means 10%. Some religions on Earth do more or less.)
  • Sacrifices (time, money, labor, blood (from blood letting of self or others, or animal sacrifice, or human sacrifice.)
    • This can be combined with burning, pouring out or sprinkling of water or other substances, sprinkling or dipping in the blood
    • An altar or other place to collect or perform sacrifices is needed.
    • Reading of entrails or patterns of blood?
  • Books/Tomes/Scrolls of teachings or ceremonial instructions like a prayer book.
  • Directions – Is the rising sun or moon, or alignment of the stars important? For example, for druids, the change of seasons is important.
    • Do buildings have to have a special orientation?
  • Omens & Portents – Are there certain everyday signs that are treated as good or ill? For example, what does it mean when a black cat crossed your path, or you see an owl in flight during the day? Do these signs really mean anything, or are they just tales?
  • Can non-believers enter any of the area, or is any of it off limits to non-believers?
  • Monastics/Ascetics? Does this faith have monks, nuns, or hermits?
  • Organization? Is there a central authority/hierarchy, or is each site independent?
  • Heretics & Schisms? Are there divisions in the faith with more than one branch? Do the different branches consider the other to be heretics or merely on a different path?
  • Sounds (Bells, gongs, cymbals, musical instruments, singing, chanting, etc.)
  • Movement (Is dancing part of worship, or frowned on? Processions, entrances, exits, etc.)
  • Colors (Are there any significant colors? Are they just the same colors all the time, or do they change with certain times throughout the year?)
  • Times & Seasons (Are their certain times of day, week, month, year, or season that are important? For example, a sun cult would see sunrise and sunset and the solstices and equinoxes as important, and lunar and solar eclipses might signify a battle of the light vs. the night, or good vs. evil. Does every deity get worshiped on the same day?)
  • Does celibacy play a factor for clerics? (Never, for a special term, only until married, life, etc.)
  • Food (Are there rules about what kind of foods can or can’t be eaten? Are there any ritual foods?)
    • Ritual fasting?
  • Intoxicants/Hallucinogens (Wine, beer, liquor, or other fermented substances, mushrooms, herbs, etc.)
  • Hair (Shaved, long, unkempt, no rules, etc.)
  • Body Markings (Permanent – Ritual tattoos or scars? Temporary – Something like henna markings or body paint.)
  • Most forms of worship seek to touch all the senses: sight, sound, touch, taste, movement, mental, and emotional.
  • Relics (Objects of significance, such as a weapon, tool, device, or instrument, or a body part of a famed member of the faith.)
  • Idols/Images/Statuary/Artistic Representations of the deities, famous faithful, or mythological scenes.
  • Fertility cults (They got quite raucous in the ancient world. It varied from ritual sex of a few, to everyone letting loose. Keep in mind that not everyone needs to go into minute detail about this.)

Rites of Passage: (What happens, how are they celebrated/observed? Not every event will be ritualized or celebrated in a formal way.)

  • Birth
  • Puberty/Adulthood (Religious and Traditional Culture may have separate but coextant processes. Some might be opposed to each other.)
  • Marriage (Divorce?) (How many spouses and what form of marriage?)
  • Pregnancy/Miscarriage
  • Death
  • Burial (Includes cremation & are the ashes scattered or gathered and put in an urn, entombment, platform burial like some native American tribes, burial at sea, mummification, ritual cannibalism, etc.)
  • Status (graduation, appointments, promotions, elevations, enoblement, knighthood, crowning, enfeoffment, etc.)

Shape of Religious Buildings:

  • Round
  • Square
  • Rectangular
  • Pentagon
  • Hexagon
  • Other Polygon
  • Must include a natural element. For example, one end open to trees, or include a significant cave or holy pool.

Building Materials:

  • Rough cut lumber
  • Rough cut stones
  • Unworked stones
  • Earth/Clay/Brick/Adobe/Cob
  • Fitted stones
  • Finished lumber
  • Any wood
  • Any stone
  • Wood or Stone
  • Any material
  • Special (Dragon bones, whale bones, oliphant tusks, semi-precious or precious stones, precious metals, magical materials like stone from mud to rock or wall of stone or wall of iron, etc.)

Features:

  • Number of floors allowed. (Is odd or even numbers important? Is above or below ground permitted/required?)
  • Number of rooms allowed. (Only one big room for ceremonies, or are cells, kitchens, hostels, outbuildings, walled compounds, etc. allowed?)
  • Towers (Allowed? Is a certain size, shape, color, or placement required?)
  • Religious symbols on the building?
  • Tithe house or barn (Room, building, or other type of treasury to hold collected donations.)
  • Parsonage/Rectory (Where do the clerics sleep? On site in the religious building, or in huts, cells, or houses constructed on the grounds?)
  • Is there a special room or location where the clerics learn their spells?

One does not need to detail every tiny detail of a group of worshipers, but keep the above in mind to add a special flavor or distinctiveness so that all temples are not the same identical structures. Perhaps all the temples in a given mythos are the same general design, except for the god of the underworld and it has to be a natural cave, for example. Maybe a certain color, symbol, word, or substance is required or forbidden in the worship area.

It can be fun and interesting to develop these things, but if it never comes up in play, don’t let it frustrate you. If it will frustrate you that no one will ever know of all your detailed preparations, don’t spend the time to do that much. Use the time to detail the things that will be used in play.

In March, 2014 I published an article on districts or quarters of a city.

Day 18 R is for Roads

R – Roads/Bridges/Teleporters/Transportation

Transportation around the city will vary from walking, to riding an animal or a conveyance, to using some magic item.

Roads, bridges, rivers, canals are all methods to get around.

In my campaign, the ancient cities had rooms that were teleporters that could move you to other teleporters around the city, or to the other cities of the empire.

For a high magic campaign, these would be very interesting and the matter of their use and payment would need to be determined.

In my campaign, the use of these things is a lost art, and thus very dangerous. Without knowing the combination of stones to press, one can end up anywhere. Perhaps land at a broken teleporter, unable to return. Does the teleporter malfunction in some unpredictable way? Doe you end up in another ancient city unaware of it and unsure where you are and how to get back?

Could another plane or dimension be involved?

Types of Roads (See Roads) Do they have signposts and mile markers? I have markers on the boundaries of some territories.

  1. Dirt (MUD with rain/snow) In arid climates, trails, such as the wagon ruts of the Oregon Trail, can still be seen today.
  2. Corduroy
  3. Cobblestone
  4. Timber Trackway/Plank Road
  5. Brick (I recall living in Wichita, KS as a very young boy, late 60’s to mid-1972. The original brick roads were a fairly smooth ride. However, when they pulled up the bricks to work on the water or sewer lines, the replacement of the brick made for a bumpy ride. My dad always complained that if they did it right it would be as smooth as before.)
  6. Roman Roads are very sophisticated and allow two carts to pass, drain water well, with footpaths and drainage ditches. Some are still in use today. They also had mile markers.
  7. Tar – The Arab Empire around Bagdad used tar for their roads.
  8. Macadam – Chipped stone that worked well for wood or iron bound wagon wheels, that packed down hard with rain and use. Many might call them gravel roads. Rubber tires of cars pulled up the chips and tore up the roads. This led to roads made of Tarmacadam, i.e. tarmac, and also cement or concrete.
  9. Cement/Concrete The ancient Romans had cement and concrete and even marine cement for making harbors, some still extant today.
  10. Magic – The the use of Wall of Stone or Mud to Rock. I have a system of “wizard roads” in my campaign made by the fallen empire to connect its cities.

Quality 

  1. Poor
  2. Fair
  3. Good
  4. High

Maintenance (Initial quality will affect the required maintenance to keep that quality.)

  1. None
  2. Spotty
  3. Poor
  4. Fair
  5. Good
  6. Excellent

 

Slavery In RPGs

Slavery is often referred to in fantasy role playing games, FRPG’s, as evil. However, the scale of good/evil and how each game nation or culture views slavery would vary, as it did from ancient to modern times. Usually, on nine point alignment systems, chaotic good is viewed as opposed to slavery, while lawful good might be accepting of it, provided the methods of slavery and treatment of slaves falls within what is culturally and legally acceptable. This topic is touchy and some people see the word and might choose to think I am saying that I am in favor of slavery. I am merely discussing it from a gaming perspective. It is generally understood that the bad guys, such as orcs, keep slaves. Some human groups might keep slaves. I begin with some questions,  a brief historical and cultural review, and conclude with some thoughts for informing slavery. This article was spurred by the directions of my thoughts on this post. This is not a high scholarly article, only the briefest of overviews that touches on some general ideas. [For the record, in the real world, I think slavery is an evil, nasty practice, that should end. Many think that slavery ended over a century ago, but there are still people suffering in slavery today. If you have a problem with simulated slavery in the imagination, and don’t have a problem with all the imaginary killing, you have a logical disconnect. If you want to end slavery, go track down the jerks who BUY the slaves, thus making a market for the product. If there is no demand for slaves, it will end.]

Does or did slavery exist in your world? Is slavery more akin to some aspects of antiquity, where some or all slaves had certain rights and could somehow expect to return to or gain their freedom? Or is it more like more recent examples of slavery, where slaves are absolutely property to the point that their descendants are slaves, and their treatment varies by who their masters and overseers are? Would there be state slaves doing the work projects of the state? Would slaves be limited to conquered peoples, i.e. war prisoners, or criminals? What kinds of crimes would relegate one to slavery? Would all nations keep slaves, or only the most “primitive”, “evil”, or some such? Would slavery be such that even predominately good nations have slaves?

In the Bible, the Old Testament version of slavery was a form debt relief, or could be voluntary. Slavery was to be limited to six years, and then they were to be free, unless the master provided a wife during that time, then the male slave could opt to stay with his family and become a slave forever. The slave then was to have his ear pierced with an awl as a mark of his status. Women were not able to become free after six years, like men. Fathers could sell their daughters, but the master had to deal fairly with her. The only exception to this, was the year of Jubilee, every 50 years all slaves were to be set free and all debts forgiven. That was the law, but so far as we know, the ancient Israelites never did this. Those who were not Hebrews, however, were treated as we usually understand slaves. One can see how this informed the English concept of indentured servitude in colonial America.

Debt slavery is a way for one to get out of a hole by giving their labor for a set term in exchange for the master paying off their debts. This is related to voluntary slavery where someone becomes a slave so that someone else has to worry about where their food, clothing, and shelter comes from. This might be common in times of Indentured servitude, like was used by many young men from England and the German states to pay for passage to the English colonies in North America. It is estimated that between one third and one half of white males who came to the American colonies between about 1630 and the American Revolution were indentured servants. Indentured servants and their bond holders each had responsibilities to uphold. If an indentured servant ran off, they were found and sent back to finish out their term. Some bonds were re-sold, mid term, and the servant was stuck in perpetual indenturement, thus becoming a slave for life. Colonial apprenticeship programs where a master craftsman took on someone as an apprentice was much like indentured servitude, and could be initiated to bring the person to the colonies or for someone already in the colonies to get into a trade. This system could, of course, be abused, and apprentices ran away, much like other indentured servants. I did not find information on this with a quick google search, just going from memory from past history classes.

The first Africans brought to the American colonies in 1619 were indentured servants, because they had been baptized and were Christian, English law forbade enslaving Christians. So until 1640, African brought to the British Colonies were indentured servants, and not chattel slaves. Early on, slaves in North America could save up and buy their freedom, but that soon changed.

In antiquity, there was all variation of slavery. Slaves could be very well educated and entrusted with the education of the master’s children. Slaves could also be the ones doing dangerous and difficult jobs, such as mining underground.

Often, the largest supplies of slaves in antiquity were prisoners of war, that is, soldiers captured in battle after their defeat by the Roman Legions. At times, the Romans enslaved entire populations. Such slaves were sold to bring money into the state coffers. The needs of the state were maintained by keeping a portion of the slaves for government jobs. Famous examples of roman slaves are gladiators, who could win their freedom, such as Spartacus, famous for leading a slave revolt. See the movie with Kirk Douglas, or if you have cable, the TV series Spartacus.

In feudal Europe, there were varying levels or grades of serfs. In England, for example, there were four types of serfs, the lowest of which were actually slaves. Serfdom faded in Western Europe between the 14th and 16th centuries, and lasted in the Russian Empire until 1866.

The behavior and attitude of slaves is dependent upon their treatment. Underfed, poorly clothed and sheltered slaves who are mistreated become a powder keg and are ripe for revolt against their masters at the provocation that becomes the last straw. Some slave revolts, like that of Spartacus, come very near to reaching their goal of freedom, but usually, they end in a lot of death for the slaves, and sever punishments for those left behind to knock them back into compliance.

In my the online AD&D game I play in on Wednesday nights, the players discovered a conspiracy between powerful factions in two cities on the island, and we managed to expose it and end it, or at least drive off the slavers or send them underground. Obviously, this means in this case, that slavery is a no no. This need not be the default case in all games.

In my AD&D campaign, slavery only exists among the bad guys, however, I can see that it could be a normal part of life in another part of my world, if it even got developed.

If you have slavery in your world, here are some things to consider. NOTE: This assumes a human-centric world and a human government, from my interpretation. If you have a game where another race is in charge, the same questions need to be considered.

How does one become a slave?

  1. Losing side of battle or war
  2. Born into slavery
  3. Debt/Indentured/Voluntary
  4. Punishment for Crime(s)

Who can own slaves?

  1. King/State/Government
  2. Approved groups, like temples, military, certain types of industry, etc.
  3. Anyone who can afford it?

What form does slavery take?

  1. Temporary/Indentured for a set time.
  2. Permanent, but with possibility to save up and buy freedom, AKA redemption.
  3. Permanent, for life and descendants are born into slavery.
    1. This can take the form of no one can free a slave.
    2. A master can free, manumit, a slave.
    3. A slave can do something heroic and earn freedom.
    4. Perhaps a ruler or a deity could decree that it ends.

Who can become a slave?

  1. Anyone
  2. Only those born to a lowly caste/social class.
  3. Only prisoners of war.
  4. Criminals (types of crimes eligible would vary from any crime, to only the most severe, like murder)
  5. Only non humans
  6. Only those who don’t worship deity X

Who/What can end the institution of slavery?

  1. Nothing – That’s just the way it is
  2. Decree by ruler or representative of the main deity of the area.
  3. War
  4. Divine intervention – not likely, put possible.

Questions to consider:

Who is going to pay for this? Owners of slaves don’t want to just give up their property rights and inherent economic power, capital, tied up in their slaves.

Can the ones making the decree back it up with enforcement?

What jobs do slaves perform?

  1. Any job
  2. Any job designated as a slave job – Varies by nation/culture
    1. Skilled craftsmen
    2. Soldiers (sailors)
    3. Teachers of children
    4. Entertainers
  3. Only manual/menial labor
    1. Mining
    2. Galley Slaves (rowers)
    3. Farming
    4. Working with dangerous substances (poisonous, explosive, corrosive, etc.)

Social Strata

  1. Social Class, Loose – Possibility of moving up or down the ladder: money, valor, honor, connections, etc.
  2. Social Class, Rigid – Remote possibility of moving up or down the ladder: something exceptional, saving the king, defeating a powerful enemy, etc.
  3. Caste System – One is born into one’s station and there is no chance of movement, barring overthrow of that system. Becoming a slave in this system is a big deal, you upset the apple cart.
    1. If one does something to become a slave, they are the lowest of the low.
    2. OR, slaves stay in their caste, but no longer have the same rights and freedoms of others.

How does a slave become free?

  1. Never, or completion of contract if indentured.
  2. Manumission by master.
  3. Save up and buy freedom – Redemption.
  4. Earn it by deed(s).
  5. Freed by victorious army, ruler, etc.
  6. Run away and get clear of the slave chasers.
  7. Slave revolt

 Trivia: I came across a term in the Midkemia Press, Cities book, “coffle” – a line of slaves or animals fastened together. This gives me the image of old pictures and movies about processions through the jungle. Coffle is from the Arabic word for caravan.

Day 17 Q is for Quarters

Q – Quarters

Cities have different divisions or districts. How does this affect the layout of the city?

In March, 2014 I published an article on districts or quarters of a city. That thread had someone ask me for my research, so I posted the links from my research.

While following a chain of Wikipedia articles, I found reference to the Fatih district of Istanbul, which covers the same area as 23 districts of ancient Constantinople. Only 5 of those districts have articles in Wikipedia at the time of this writing. The Walls of Constantinople are interesting, in that much of them still exist today. Some of the districts were near harbors and other fairly clear cut divisions of the city.

Quarters usually mark some sort of functional/rational division of the city. For example, referring to the area of the original or oldest boundaries of the city as the old city. Often the old city features some sort of fortified area, such as a citadel, acropolis, or medina. Naming the district by some feature, such as wall district, for the part of the city near a wall or a more significant wall, such as the oldest or biggest wall. Similar district names could be harbor district, tower district, temple district, gate district, etc.

Today, in the USA, most cities and towns refer to their business district that contains the majority of their businesses. In a fantasy setting, this might be the merchant district, caravan district, trade district, etc. Such a district might be further divided into areas with concentrations of the same or similar trades, such as The Way of Smiths, that might contain blacksmiths, goldsmiths, locksmiths, armorers, etc. Certain businesses occupations might be limited to a specific area of the city, and might further be limited to certain classes/casts/races. The red light district is usually reserved for other than the well to do areas of a city, yet there have tended to be high class prostitutes serving the rich. One group of trades/industries grouped together would be “stinker,” that is, those trades that have an odor, such as tanneries for leather makers, fish markets, stockyards, etc. The district(s) with an odoriferous  byproduct would tend to be in an area lower than or downwind of the upper class area(s) of the city.

Low city and high city might refer to the topography of the city, and can usually refer to the economical and/or social status differences of their respective populations.

Other districts might be named based on their predominate populations, such as the foreigners district. Would the different groups of humans in your world be physically different in some way, or only culturally different? Would this rise to the same level of animosity that we see in our own world? Would other fantasy races be lumped into a non-human district, divided into each non-human race, like elves, dwarves, gnomes, and halflings?

Does or did slavery exist in your world? Is slavery more akin to antiquity, where some or all slaves had certain rights and could somehow expect to return to freedom? Or is it more like more recent examples of slavery, where slaves are absolutely property to the point that their descendants are slaves, and their treatment varies by who their masters and overseers are? Would there be state slaves doing the work projects of the state? Would slaves be limited to conquered peoples, i.e. war prisoners, or criminals? What kinds of crimes would relegate one to slavery? Would all nations keep slaves, or only the most “primitive”, “evil”, or some such? Would slavery be such that even predominately good nations have slaves? (I sense another article is needed….)

When designing your own cities you can use as many districts as you want, and name them after whatever best suits your needs/desires. Will all your cities have the same districts? I can see cities of the same nation/cultural group having similar divisions to their cities. For example, Alexander the Great spread the Greek ideals of cities to the areas he conquered. The Romans built arenas, hippodromes, temples, and other features of their native Italian cities in the cities of the territories they conquered, whether new or existing cities.

Midkemia Press has three free PDFs of things related to cities, one is a sample of their Cities Book. Both The Cities and The City of Carse are available in PDF for a total of $9.00.  I have the Cities Sampler, and just ordered Cities and The City of Carse, and received them the same day via email. I will do a write up, after I read the PDFs. They have one page on the City of Carse Bazaar.

Historically, ancient cities had 3 to five districts, Paris has 18 districts. The old city with some sort of fortification feature, government quarters, lower/upper town, old town/city, and royal quarter, are common. In ancient Alexandria, and many old cities, each new king would often build new palaces, so that the royal quarter was huge. The Gymnasium quarter had the race course and was the largest division of the city, but a lower population density. In Byzantium, chariot racing was a big deal, much like professional sports today. The blue and green teams got in a major riot where thousands were killed and a large part of the city burned.

Burned cities. If a city had enough wood or other flammable construction to burn, after such destruction, the re-built city would either be built of less flammable materials, like ancient Rome in the time of Nero, and/or institute building codes and rules to minimize the chance of another conflagration, as in Chicago after the 1870 fire. Some poorer areas of cities might burn, being of flammable materials, or not well built, or not built to minimize the spread of fire. This could leave the rest of a city relatively untouched by fire.

The poorest of the poor might live in slums built from the scraps and refuse from the rest of the city, most likely outside the city proper, and outside the walls. In modern times, the poorest build on or next to the dump, building huts out of scraps of wood, cardboard, and plastic, and furnished with the same. Such districts would easily be wiped out by fire. Often these fires are set by authorities to force out these “undesirables.” Do your game cities feature this level of verisimilitude?

Table ideas for generating city quarters/districts:

  • Temple quarter
  • Wizard quarter
  • Royal & Noble quarter
  • Government/Bureaucracy quarter
  • Merchant’s quarter – Markets or Bazaars
  • Non-human quarter (for areas where they don’t just mingle right in)
  • Rich/Poor
  • Docks/Wharves/Shipyards
  • Warehouse District
  • Thieve’s quarter
  • Necropolis/Graveyard (Necromancer’s quarter)
  • Arena/entertainment quarter.
  • Barracks?
  • Aqueducts, sewers, water towers, wells, catacombs
  • Smithees and leatherworkers (stinkers)
  • Slave pens/auctions
  • Gallows, Stocks, and Gibbets

Number of Quarters

Pick a die for the highest number of quarters you want to deal with, if you want other than the usual 3 to 5 divisions, like most historical cities.

Elevation

  1. Low/Lower/Valley
  2. Mid/Middle
  3. High/Upper/Acropolis/Hill

Divisions (Most activity in a city can be grouped under the following. See district ideas above for specifics.)

  1. Religion
  2. Trade/Business
  3. Death (gallows, cemetery)
  4. Royal/Government
  5. Entertainment (arena, race track, etc.)
  6. Education/Library
  7. Magic
  8. Race/Culture

Odor

  1. Stinky
  2. Non-Stinky

Wealth

  1. Poor
  2. Moderate/Middle Class
  3. Rich

Street/Road/Location Names

These often incorporate aspects of the surrounding area, like Way of Smiths, Temple Plaza, or Avenue or Boulevard of Temples.

Mix in an occupation, specifically or generally, building type, race type, etc.

  1. Street
  2. Lane
  3. Alley
  4. Road
  5. Way
  6. Avenue
  7. Boulevard
  8. Court/Courtyard
  9. Field (Like Elysian Fields, AKA Champs Elysees)
  10. Place
  11. Route
  12. Carriageway
  13. Byway
  14. High Road = main road
  15. Low Road = secondary road
  16. Parkway

Types of Roads – see tomorrow’s post.

Predominate Building Materials of District

  1. Earth/Mud/Cob/Adobe/Sun Dried Bricks
  2. Wood – Logs or milled lumber
  3. Fired Bricks
  4. Stone – Unfinished or Finished

Roofing Materials

  1. Thatch – Would not do well in a city environment. Better suited to rural environments with less proximity and thus less chance of fire spreading.
  2. Wood – Shakes/Singles, Logs, Milled Lumber
  3. Slate or other flat stone
  4. Ceramic tiles

A helpful set of all the dice tables for generating neighborhoods in a city can be found on pages 10 & 11 of the Winter 2014 Vol. #1 of the Metal Gods of Ur-Hadad zine. Thanks to +Adam Muszkiewicz personally putting this in my hands from +Roy Snyder’s display at Marmalade Dog 20 back in February. You can get this issue for PWYW at RPGNow. Adam and I share a fondness for all the dice tables.

Happy Jacks Podcast – Swords & Wizardry Appreciation Day

After listening to the Drink, Spin, Run livecast and its heavy representation of Michigan residents, I hopped over to the Happy Jacks Podcast for their live broadcast for Swords & Wizardry Appreciation Day.

I was paying attention during the DSR session when they explained what the three Swords & Wizardry books are based on, and I was the first with the right answer on the Happy Jacks Podcast and I won something from +James Spahn of Barrel Rider Games. It is one of his recent White Box series of material. I wasn’t clear if it is PDF, print or both.

Once I find out what I get and have it, I will have an article about it. I think it’s the White Box Omnibus.

The winning answer: Swords & Wizardry White Box = OD&D White/Brown Box; S&W Core = “Extras”; Complete = Every Supplement.

Day 16 P is for Potions

P – Potions – How prevalent is magic? Can one just go a buy it? Is it real magic or a charlatan?

In a high magic setting can one just go buy any magic item you want? In a low magic setting, with any “magic” items one can buy can be mere forgeries, or lies. Perhaps only with Nystul’s magic Aura on them? Or not magic at all? Granted, a high magic setting could have the same issue.

If a current low magic campaign, but the fallen city was high magic, what kinds of items will be found here, and where will they most likely be found, and how will the party discover them?

Will potions, scrolls, and spell books survive the ravages of time? Perhaps surviving books are one of the many librams and tomes suggested in the Dungeon Master’s Guide. Scrolls might be found it airtight and resilient scroll cases, or perhaps magical scroll cases to specifically protect scrolls. Potions could be in special bottles, or one might find a bad of holding or a portable hole with its original contents. Or such things found could be the remains of past adventurers seeking riches and glory.

Will a fallen city be fallen partly because of some dread magic item? Will this be an item they know the big bad is seeking, and seek to find it first?