Tag: fantasy

Vengeance of Andreas Fuchs

Another tale from the Exploration of Isenwald campaign!


BACKGROUND:

Not long after arriving in the northern land of Isenwald, the party had made an enemy of the selfish knight Banneret. They had defeated his band of knights and custrels in a barrier combat during a spring festival in Arianport. Unhappy with the loss, Sir Andreas Fuchs and his men later ambushed the party to steal the winnings. The party defeated them, and Diego was merciful. However, Andreas Fuchs took this for weakness. After attracting a few more swords to his band, he followed the party northwards to the Cloister Mine and witnessed the Battle of the Muddy Fields. His men then laid a careful ambush for the weary party.

FROM THE DM:

This session was the closest we came to a TPK (editor’s note: that’s “Total Party Kill” for those unfamiliar with roleplaying parlance), at least to this point. The PCs were already at half-strength when I hit them with a fresh band of armored knights. I pushed them to their limits, but the players responded well. Ironically, the PCs won the battle when all the main fighters were down or dying. The peace-loving thief (he would say spymaster) of the party turned the tide with a magical whip! This encounter gave the PCs tremendous satisfaction because they killed a worthy foe that they hated. Read more

Faith and Gaming: Admonition

For three years this column has been presenting thoughts on our Christian faith and how it relates to our games. In that time we have considered some of the essential aspects of play, looked at how to express our faith through our games, our relationships with other players, some of the difficult issues that are raised, and the objections others have made to our hobby. We have covered a lot of ground and made a lot of progress, revealing at every turn that fantasy, science fiction, role playing games, and other hobby games are legitimate and even praiseworthy pursuits for Christians.

Yet there are still many Christians out there who do not understand, and who have become entrenched in their positions. Further, there are still gamers who reject Christianity without discussion. We are still more the outcasts of these two groups than the bridge between them. Read more

The Battle of the Muddy Fields

Michael Garcia returns with another tale from his Exploration of Isenwald campaign.


BACKGROUND:

Having defeated the Eaters-of-the-Dead after an extended campaign, the party then won control of the Cloister Mine by legal means, namely by out-producing their rival Varyag claimants (envision Russians) in the span of one month. During that time, a third party of claimants attacked, but the party defeated them too. Finally, now in control of the mine, the party learned that the leader of the Varyag claimants was none other than the corrupt Orthodox Bishop of the nearby town of Arianport. Unwilling to yield the mine, but always eager to keep his hands clean, this bishop, or Yepiskop, dispatched a group of mounted thugs, the Oprichniki, to take the mine by force.

FROM THE DM:

This was our largest battle to date in this campaign (roughly 60 to 30). It was also the first time that the party saw specific spells that they often used cast against them. The PCs had to develop larger-scale battle tactics while contending with rain and challenging terrain (a muddy field surrounded by hills, plus the mine entrance). I also learned that a carefully crafted NPC might perish with a single roll of the dice. Creating that NPC was an hour of my life that I’ll never get back, but it made the player feel like a demigod. Lastly, the fate of the party’s spell caster at the end gave us a good laugh (the player role-played it perfectly too). The following write-up also gave one character (Sir Tomo) his nickname for the rest of the campaign. Don’t underestimate the effect of a decent write-up.

Read more

Languages of Northumbria

CGG member Mike Garcia offers some of his copious campaign world documents for the continent of Northumbria.


ALCHEMISTS’ TONGUE, THE

This was the language created by alchemists in the ancient Aquilonian Empire, over a dozen centuries ago. The alchemical concepts are far older, dating back many millennia, but Aquilonian alchemists codified a set of unique and mystical runes to allow them to record and share their knowledge in some secrecy. No alchemist will teach the concepts or the runes to a non-alchemist.

AQUILONIAN

This was the common language of the ancient Aquilonian Empire, once located across the sea, but now in ruins. The Aquilonians used a sound-based system of letters, and this alphabet is now used for writing both Frangian and Zeelander.

FRANGIAN

This is the common language of the Kingdom of Frangia and its colonies. Derived from Old Frangian, Frangian is a sister language to Zeelander. Those that can understand Zeelander have a 20% chance to understand Frangian and vice versa. Frangians use the Aquilonian alphabet.

HIGH TONGUE, THE

This is the language of the Frangian nobility, derived from the peculiar dialect of one of the Frangian ruling tribes from centuries ago. Those that understand Frangian have a 10% chance of understanding the High Tongue and vice versa. The High Tongue uses the Aquilonian alphabet.
Though the High Tongue is widely available in books and thus familiar to many scholars, few understand how to speak it fluently. Frangian nobles have carefully guarded the precise verbal nuances of their language—a practice that allows them to recognize one another and to distinguish their own from imposters.

KENIENKA

This is the language of the Kenianka, one of the main native human populations of eastern Northumbria. They call it the ‘Flint Tongue’, as the Kenienka call themselves the ‘Flint People’ or the ‘People of the Flint Place’.

NORSK

This is the common language of the Varangians, who once ruled the mighty Northern Realm in Northumbria. Though that kingdom is now in ruins, the Varangian people spread throughout Northumbria, keeping alive their native tongue. Norsk and Old Frangian both come from an ancient northern language, now forgotten. Those that can understand Frangian or Zeelander have a 05% chance to understand Norsk and vice versa. Varangians use a sound-based system of runes, derived from those of the dwarves and elves.

PICTISH

This is the common language of the Picts in Northumbria. It is entirely different from all other known languages in the region. Picts use a sound-based system of runes, possibly derived from those of the Varangians, but many scholars argue that any similarities are coincidence.

WENDAT

This is the language of the Wendat, one of the main native human populations of eastern Northumbria. Its origins are unknown.

ZEELANDER

This is the common language of the Kingdom of Zeeland and its colonies. Derived from Old Frangian, Zeelander is a sister language to Frangian. Those that can understand Zeelander have a 20% chance to understand Frangian and vice versa. Zeelanders use the Aquilonian alphabet.

ELVEN

Dating back many millennia, this is the common language of the fey folk. They call it the ‘ancient song’, or vanha laulu. It is entirely different from all other non-elven languages.
The elves use a sound-based system of runes, which later became the inspiration for other runic systems, such as that of the dwarves and that of the Varangians. The elves actually use two sets of runes, one for common writing (called sanat, meaning ‘words’) and another (called voimat, meaning ‘powers’) for important concepts like magic and law.  All elves know the former, and all elders know the latter as well.

DWARVEN

Dating back many millennia, this is the common language of the mountain folk. Dwarves refer to their tongue as the ‘song of stone and fire’.
The dwarves use two sound-based systems of runes, both derived from those of the elves. They use the first set of runes, which they simply call ‘carvings’, for common writing. These runes undoubtedly had some influence on development of Varangian runes. The second set of runes, which they call ‘smithing marks’, they use for important concepts like magic and manufacturing secrets.  Most dwarves know the ‘carvings’, but only proven dwarven smiths know the ‘smithing marks’.

GNOMISH

This is the soft language of the reclusive forest-dwelling gnomes. Gnomes do not teach their tongue to non-gnomes so the languages remains a mystery to most.
The gnomes use a sound-based system of runes, possibly influenced by those of the elves, but aso similar in some ways to those used by Picts. Some scholars suggest that the early Picts learned their runes from gnomes.

DM’S NOTE ON NUMBER OF LANGUAGES KNOWN

A PC’s intelligence determines how many languages he or she can learn, but the PC does not begin with his potential fully achieved.

  1. Each PC should start out with a primary human language, plus any suitable racial language.
  2. Frangian nobles raised as such will also know the High Tongue (the family should be wealthy though—DM’s call).
  3. Thieves will also know Thieves’ Cant, which is not really a full language.
  4. Each magic user, illusionist, or cleric may start with one additional language that is open to him or her.
  5. Thereafter, if intelligence allows, each PC may know one additional language that is open to him or her.
  6. A PC must learn anything beyond this starting number of languages during the game, taking active steps to learn from an NPC. It will take time.

For example, a Frangian knight with a 16 intelligence (maximum of 5 additional languages) would know Frangian as his base language, plus the High Tongue. As he could start with one more, he might choose Zeelander. That means that he starts with three languages and can learn three more in the course of play.

Another example: A Zeelander ranger with a 16 intelligence (maximum of five additional languages) would know Zeelander as his base language. His back story explains that he has been on the frontier for many years, so he can chose Kenienka or Wendat or Varangian as a second tongue. he starts with two languages and would be able to learn four more.

Another example: A Frangian cleric from a noble family has a 14 intelligence (four additional languages). He starts with Frangian as his base language, and, having been raised in a noble family, he knows the High Tongue as well. As a cleric, he then chooses Zeelander. Lastly, he selects ancient Aquilonian as his bonus language, having studied it for years before arriving in Northumbria. He therefore starts with four languages and can learn one more during play.

DM’S NOTE ON LANGUAGE RESTRICTIONS

The guiding principle is that a PC’s knowledge of a language must make sense. Languages are not flippantly learned. One must spend a great deal of time and energy both learning and practicing a language.

Some basic rules for a Blackwater Campaign:

  1. No PC, save under very rare circumstances, will know the Alchemist’s Tongue. Only alchemists learn this carefully guarded code.
  2. Only Frangian nobles, raised in such a household, will know the High Tongue.
  3. Anyone wishing to know Kenienka or Wendat must have spent a good deal of time in eastern Northumbria among the native speakers. It cannot be learned through books, and it cannot be learned quickly through casual conversation.
  4. No PC can know Pictish. It is very different, but more importantly, the Picts are utterly hostile to other peoples, and they do not value intellectual pursuits so their literature is almost non-existent.
  5. Save under rare circumstances, no human PC should know the elven tongue as the elves do not readily teach it to others. If a PC knows elven runes, they will always be the ones for common writing (sanat).
  6. Dwarves are less guarded in teaching their language, though any PC that knows dwarves runes will know only the ‘carvings’ for common writing—not the smithing marks.

The Search for Sergeant Adelar

This is the debut article in a series of memorable and entertaining roleplaying sessions from the CGG membership. Michael Garcia kicks things off with a session from his Exploration of Isenwald campaign.


BACKGROUND:

The party members are southerners that have traveled north for many weeks to foster a business relationship with their employer’s good friend. As a favor to the local baron, they went by horseback to inspect a silver mine. On the road, they stumbled upon a battle in the fog. Mysterious beast-men, whom locals called Eaters-of-the-Dead, were attacking dozens of pilgrims. The party rode to their rescue, and in the process made allies of the soldier-monks of Moragiel, who patrol the roads to protect pilgrims. After the battle, the party and the knights were escorting the pilgrims north to the royal fortress of Grenzenburg.

FROM THE DM:

This turned out to be an interesting session because it was different. The PCs were racing against time to rescue a wounded kidnapping victim. With daylight dying, they had to track the Eaters-of-the-Dead, catch up to them, and somehow save the victim. I designed the trail to end up high up in the hills, on a narrow rocky road that winds along a cliff face. After many dangerous skill checks, the Eaters-of-the-Dead had a small ambush for the would-be heroes. The rescue party was small because speed was important for the PCs. Thus, the dangers seemed greater than normal. Read more

Faith and Gaming: Deals

Thanks to Goethe, there is a very compelling story of a man named Faust, a man who made a deal with the devil. The story has become something of a cultural idea, such that the word “Faustian” is used to describe any effort to achieve something at too great a cost. Faust, according to the story, sold his soul to the devil.

Faust und Mephisto beim Schachspiel (Faust and Mephisto Playing Chess)
Faust und Mephisto beim Schachspiel (Faust and Mephisto Playing Chess)

I have not read the book, I am embarrassed to admit; there are many great books I have not had the opportunity to acquire or the time to peruse. I have been exposed to the core of the story through educational television, so I am aware that the deal did not work out so well for Faust. He discovered that everything the devil gave him was a cheat, and everything he had that might have been good his supposed benefactor managed to ruin. Yet in the end he found redemption. What interests me more is the idea that someone might make such a deal with the devil and not have the kinds of complaints Goethe suggested for his protagonist. There are always stories of people who sold their soul to the devil for what they really wanted; those deals fascinated me. Read more

Magic: Essential to Faith, Essential to Fantasy

I believe in magic.

I see the world as a vast battlefield on which the supernatural armies of God and Satan struggle for the souls of men. Magic is rampant in this world. Every time a believer sins or a sinner repents, these are events of spiritual significance. To quote from the movie Ladyhawke, “I believe in miracles; it’s part of my job.” As I walk by faith or seek divine guidance, I’m tapping into power and knowledge from the supernatural realm—in short, magic.

I was first drawn to fantasy role play because of its magic. The worlds of those earliest games shared something in common with ours: the spiritual battle was manifest in the material realm. I played no game more Christian than this. While others criticized Dungeons & Dragons for its magic, demons, and deities, those were exactly the things for which I most praised it. Magic was alive and well in the fantasy world, and men were deeply involved in the immortal struggle.

Jack vs Aku by DeviantArt user JenJenRobot
Jack vs Aku by DeviantArt user JenJenRobot

Yet Christians are afraid of magic. Read more

Spirit Kin and the Great Houses

Great Houses

In ages past, when the Harbingers made landfall at Cloudhead, they brought the GIFTS with them. Since that day, people in the solar system have discovered special abilities given to them. The GIFTS were to help the people thrive together and to fight against the evils which had implanted themselves into the solar system. People bearing similar GIFTS gathered together and formed what now are referred to as Houses. These Houses are not geographical distinctions, but rather talent distinctions. There are 12 Great Houses representing the most prominent GIFTS. There are unrepresented GIFTS, but they are exceedingly rare.

The Houses function like churches. The Houses are most like religious organizations and all share the same faith but pursue the tenets through the GIFTS they have. There are different sects within each House but they largely share the same principles and work towards the same goals. Read more

Lands in the Clouds—Spirit

SPIRIT

SPIRIT is a new stat in LitC. Spirit reflects a character’s growth and presence in the spirit world. SPIRIT works much like CONSTITUTION except it applies to SPIRIT damage, which adds STRESS to a character. SPIRIT attacks seek to break a character (see FLIPPED OUT under STRESS). At that point the character is susceptible to manipulation and/or compulsion. A functional spiritual entity may be content enough to drive a character away. Malevolences will often seek to possess or consume a compromised character. A character with a high SPIRIT score has a hardness versus SPIRIT damage according to their bonus.

Similarly a character adds a bonus to SPIRIT damage dealt to spiritual entities.

Losing SPIRIT

Losing SPIRIT can happen through inaction in adventures. A critical event that a character chooses to avoid, most often having moral or ethical implications, will cause a loss of 1 point of SPIRIT. Much like an alignment shift in other games, it should be made clear to the player that a loss of SPIRIT will occur if they choose inaction in an important moment.

Faith and Gaming: Fantasy

Often you will get advice from Christians suggesting that if you want to play role playing games as a Christian you need to remove the magic from the games. Don’t play the wizards, whatever you do; and if you have the choice, stick to science fiction games, or espionage or western or other settings in which there isn’t any magic. Magic, we are told, is a terrible thing which should be removed from our games as much as possible.
18Gandalf
I’m going to go against the grain. One of the best ways I know to bring your faith to bear on the games you play is to infuse those games with magic. Read more