If historical authenticity matters in your games, here's the best you're going to get in the way of lanterns in the Middle Ages. And bear in mind it'll probably contain a spitting, smoky, unreliable tallow candle, not wax because those are reserved for church services.
Or you could carry an oil lantern. That's not one of the storm-lamps you see in medieval movies. It's a dish of oil with a wick in it and, if you're lucky, a cover of horn or glass to stop it blowing out. (Argand lamps came much later.)
From the Jewelspider rules:
"Night’s black agents thrive in a world lit only by fire. Even in a wealthy baron’s castle, those ubiquitous flaring torches are a myth; after dark the passages and side chambers are unlit. If you need to leave the main hall, you carry your own sputtering lantern (containing a tallow candle or a wick in a dish of oil) or get a servant to accompany you with a torch or candelabrum. Thick trembling shadows fill the further reaches of the hallways, giving many places for a stealthy interloper to hide."
Lovely evocative writing, Dave - there could be a whole adventure just in that journey from the fire- lit great hall to the moon- lit bed chamber I think; along the way, your only friend the flickering flame which, even as it grants you sight, makes visible your fears in the twisting silhouettes it shadow-shapes!
ReplyDeleteMy feelings exactly, John, and I'm currently reading a book (A King Alone, by Jean Giono) which has a similar vaporous, chiaroscuro flavour; I think you'd enjoy it.
DeleteThanks Dave, I will check that out - reading by candle-light, of course!
DeleteI think the signs of a great setting is love in the little details. ;-)
ReplyDelete