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Showing posts with label Annwn. Show all posts
Showing posts with label Annwn. Show all posts

Friday, 19 September 2025

"Minions of the King" (a scenario set in Legend)

A guest post today by Steve Foster, my co-umpire of the Tekumel campaigns that brought together many of the RPG and gamebook authors and editors of the 1980s and '90s. This scenario, though, was from our Legend campaign and has appeared previously in Annwn magazine.

I only included orcs in the original Dragon Warriors rules under sufferance. They were staple fantasy creatures back then, and I had to assume players coming cold to the game might want to include them. The world of Legend had yet to properly take shape, so the setting of early DW was not a lot different from other fantasy RPGs like D&D.

Later I ignored orcs entirely. They had no place in my Legend; neither faerie nor devil nor of any mortal nation, there was nowhere I could see to fit them in anyway. To me they were specific to Tolkien's world. But Steve found another take on the idea.

Minions of the King

by Steve Foster

I ran this scenario pretty much from these notes to give Tim Harford a break in his long stint as referee of our Legend campaign. The player-characters were staying at a minor castle between the lands of Montombre and Aldred. The castle’s lord was Eustace, one of Aldred’s men. A man named Gwylas had just turned up, an important aide to the local bishop. The adventure begins shortly after his arrival and would take the party west across Ellesland to the desolate moorland under the Shriven Hills.

Dramatis Personae

  • Brother Theodoric -- a too-curious friar.
  • Canon Gwylas -- an assistant to Bishop Daniford of Trewyn, and an honoured guest.
  • Sir Hrognar -- companion and bodyguard to Gwylas.
  • Father Damien (Damgharn) -- a spectacularly ugly, though equally holy, priest.
  • Father Alric -- a missionary; still hale, even in his 70s.
  • Sir Cerewyn (Kurwan) -- a pugnacious knight.
  • Freydwina -- a distraught mother.
  • Krazkul -- an aged orcish leader; grandfather of Damgharn.

Plus assorted men-at-arms, peasants, orcs and demons.

The history of Ogsmoor

Ogsmoor is a small village set on a small, high moor of the same name on the edge of the Bleaks. For many years, the moor was shunned for its evil reputation. Folk nearby said that it was the abode of devils and goblins. Strange lights and drums were seen and heard from its misty summit and the surrounding farms were often attacked or raided in the night. Yet, no one in those days talked of a village on the moor.

More than forty years ago, Herolaut, the grandfather of Montombre, put an end to the troubles by taking a sizeable troop and his sorcerer, Broden through Ogsmoor. His journals say that he fought more than one pitched battle, but his well-trained and well-armed troops were in little danger. He built a pyre from the bodies of the orcs that he massacred, and declared the area safe. A few years later, a young priest arrived at Herolaut’s court and asked permission to build a chapel on Ogsmoor. Herolaut, on his deathbed and fearing that his sinful life had doomed his soul, not only granted permission but also money and favours. A few years later, the tithes and taxes began to flow in. No one questioned the sudden springing up of a new village high in the moors, particularly one that paid its taxes.

An untimely death

It is early morning on the second day of Gwylas’s visit. A guard has seen a horse wandering on the edge of the forest. When it is brought in, the load it bears is seen to be the dead body of Brother Theodoric. The dead man has a massive head wound, caused by a stone axe, though it looks like he lived long enough to escape his attackers. There is no sign of the two men-at-arms who would have accompanied him. Perhaps they held off the attackers until Theodoric could flee?

Gwylas knows the unfortunate man. Theodoric had been charged by the bishop with maintenance of tithe records and travelled around various parts of the see. He was also a learned man who brought back records of interesting locations that he had found. A quick search indeed reveals a blood-stained parchment, stuck to his horses neck by the dried blood from his own wound. The parchment bears the words "The Stones at Ogsmoor" and has several marks arranged in part of a circle, a small numeral by each. Theodoric’s blood and brains obliterate the rest of the circle. A guard may have heard of Ogsmoor: "Ugly as an Ogsmoor wife, my dad used to say."

Unless the players react so first, Gwylas will be affronted by the death and request that Eustace dispatch a party to investigate.

An ugly priest

While on the road to Ogsmoor, the party encounter an unfortunate priest whose donkey has thrown a shoe (perhaps in protest at the absurdly heavy load of chests and boxes that it bears). The priest is a singularly ugly man -- jutting jaw, large nose, prominent brow ridges, small and deep-set eyes, greasy hair, bow legs, long arms, barrel torso -- though also well groomed and scrupulously clean. He introduces himself in a pleasant but slightly grating voice as Damien, a recently appointed priest.

Damien explains that he is on his way back to his home village, Ogsmoor, to see his mentor, Fr. Alric and his grandfather. Thanks to Alric’s influence, Damien has been able to study in Chaubrette at the famous Chaunterle Abbey. He has been absent from Ogsmoor for some fifteen years since the age of 10, though he has corresponded regularly with Alric. Damien is something of a scholar. As well as being fluent in several languages and having an excellent familiarity with religious books and doctrines he is also a trained healer. However, he has been away from Ogsmoor for a long time and is unfamiliar with recent events. In all but one aspect, Damien is the mild, pious, educated priest that he seems.

In Ogsmoor

Ogsmoor is set in the middle of the often misty moor. There is a fine chapel, but only a curiously small graveyard. The houses are small and rude but well-maintained. A circle of standing stones can be seen looming in the mist, a short distance off.

The people of Ogsmoor are of a similar appearance to Damien -- squat and ugly, yet exceedingly well groomed and clean. For the most part they are also mild-mannered and courteous. They are delighted to see Damien and greet him warmly and devoutly - they clearly are proud that he is now a priest -- yet they are shy and nervous in the presence of the strangers. One woman, less ugly than most, peers at them from a doorway. She is Freydwina.

While the greetings take place, Alric arrives. He is a lean, silver-haired priest. Clearly in his early seventies, he shows no signs of physical or mental frailty. He wears a crucifix around his neck and the observant will see that there is also a second chain carrying another sign -- a small oblong stone. Alric passes this off as a good-luck charm, a memento from his early days here.

Alric insists on a service of welcome and invites Damien to lead it. Alric steps in to lead some of the prayers, which seem familiar until one additional proclamation and response is added. "Give unto God that which is God’s," says Alric. "And to the King that which is the King’s" respond the congregation. Moreover, a small child begins to say, "For the minions of the King are countless…" but is quickly silenced by those around him. Alric seems unconcerned but Damien’s brow is furrowed.

As the party leave the church, they see the woman Freydwina talking to a knight some distance off. The knight pushes her roughly to the ground and storms off. He is Sir Cerewyn, and he has several men-at-arms with him.

Freydwina says of this incident only that she sought help to find her missing child and that Cerewyn refused. Cerewyn, a short-tempered and brutish man, will only say that the brat was forever running off and could "damn well find himself".

Asking about Theodoric

Alric says that Theodoric and his men left before dawn a few days ago. He is saddened to hear of their disappearance.

Cerewyn says that he doesn’t care what happened and that the men-at-arms probably slew Theodoric for his gold and then fled.

Freydwina will get very upset at the question. She will give several different stories, then just say, "The Minions of the King are Countless," and "They will render unto the King! Oh Sweet God, How could you take my child away!"

Damien’s grandfather

At some point, a player may observe Damien and Alric heading off into the moor. If followed, they will come to a cave, in a low, bramble covered cliff. There is the light of a fire deep in the cave and smoke. On entering, the players will see Damien, Alric and a woman from the village around a litter on the floor. Surrounding the litter are various orcish totems: skulls and animal skins. On the litter lies an ancient orc, Krazkul, too old and near death to be any trouble. It is clear from his features what the secret of the village is. Damien, Freydwina, Cerewyn, all except Alric have the characteristic features of orcs which, cleaned and groomed, can almost pass for human. Alric is clearly respectful of the aged orc. If the players stop to overhear, they may catch something along these lines:

"Pah! It is bad enough that I let a priest overrun my tribe, now my own grandson is a shaven-headed shaman too! Changed your name too, eh, boy! What’s wrong with Damgharn? A good orcish name!"

"Grandfather, you must not talk like that. I’ve come to show you that we can change. I am accepted by men. I am a priest of their god -- no, of my God. You will be accepted too if only you will convert to the True Faith."

"Pah! Though shalt not kill! Thou shalt not steal! Thou shalt bathe! What sort of life is that for an orc? Damn you Alric! You have destroyed my tribe."

"And if I had not, Herolaut would have done the job forty years ago. Save my people, you said, and I have done, in more ways than one. They are God-fearing folk, now, for the most part, and have souls for the saving. Your own could be saved too if you’d agree to the baptism."

"Kurwan. Now there’s a good orcish name too."

"Perhaps too good. I believe that he still worships the King. I cannot prove it, but I believe he killed the friar for breaking the taboo, for counting the minions. I believe he has taken Freydwina’s child and will sacrifice him. I believe he is trying to revive the old orcish ways, and if he does then Montombre’s men will raze Ogsmoor to the ground."

From these conversations, it should not be too difficult to fathom what has happened. Alric came here shortly after Herolaut’s massacres. He found a beaten, demoralised people in fear of their lives. Moreover, he realised that these orcs were somehow very similar to men. He educated them and cleaned them up so that they’d pass for men then, bit by bit, converted them to the True Faith. However, he has had to make a few compromises by allowing some of the pieces of the orcs’ old religion to remain -- the worship of the King. Kurwan wants to bring back the old religion and the old orcish ways, and he plans to do so by sacrificing Freydwina’s child to the King.

The King and his Minions

The players will discover Kurwan and his henchmen at the stones. No doubt a fight will ensue and blood will be spilt on the stones, be that the child’s or Kurwan’s. This blood sacrifice is enough to call up the King and his Minions -- a number of stone-skinned orcish ghosts. They are terrible opponents whose skin is almost impermeable. However, their strength depends upon the belief of the people. If only Krazkul, the last unbaptised orc, could be converted to the True Faith before he dies…

How it played

I ran this scenario back in early 1997. I created the blood-stained map as a prop, and people soon wanted to go to Ogsmoor without much prompting. However, we were a bit short of players that week so Hrognar became a useful NPC. Things pretty much followed the route here, though no one attempted to get Krazkul to convert. This was a shame, as I’d planned that the Minions would actually be impervious to normal weapons until that happened. In the end, to avoid a massacre I just gave them a very high armour rating that halved when Krazkul "spontaneously" converted. Of course, a little party blood had to be spilt before this happened.

Steve was inspired to run the scenario by thinking about what happened to Neanderthals. There's no place for multiple hominin species in the history of Legend, of course, where mortals fell from grace after being created by God and where there's no principle of evolution or genetics, but the point is that orcs in this telling became a brutish offshoot of mortal men who could be saved by faith. Steve brilliantly wove them into the world of Dragon Warriors where I'd treated them like a fart not to be acknowledged. Perhaps it helped that, like Tolkien, Steve was raised under Catholicism, and so gnarly questions of belief and salvation are at least familiar to him as concepts to be considered, whereas I have no priors for that kind of thinking outside of fantasy fiction.

Tolkien supposedly derived the word "orc" from a few lines in Beowulf:

þanon untydras ealle onwocon
eotenas ond ylfe ond orcneas
swylce gigantas þa wið gode wunnon
lange þrage he him ðæs lean forgeald

There is nothing in the Beowulf poem to say that Grendel and his mother are "orcs" (which seems to mean something like draugr) but we are told that they are descendants of Cain, along with those other creatures mentioned (eotenas = ettins, ylfe = elf). Tolkien couldn't use Cain's lineage as explanation of his orcs as there had been no Old Testament in the Midgard of The Lord of the Rings. But then, we are happy to use words like ettin and elf in our own fantasies -- the elves of Dragon Warriors are not descendants of Cain, for example. Tolkien was merely upholding the honourable tradition of authors as coiners.

Just to prove I've made my peace with orcs in DW, here is the description from Book One:

Orcs are the archetypal henchthings of evil, and have been found in service to many masters: Sorcerers mad and mighty, undead knights, dark demons, priests of chaos. Orcs care not what or who they fight, so long as they are given ample opportunity to indulge their violent ways. The harsh brutality of orcs gives them a slight edge over the average human fighter, but they are too ill-disciplined to properly hone their combat skills. Some orc warriors and chieftains may have the combat abilities of a Barbarian, but they never rise beyond 4th rank.

Orcs see well in darkness, but they hate and fear bright light. If forced to fight in sunlight, an orc must subtract 1 from his ATTACK and DEFENCE scores. Orcs often live below ground, so dwarves are particularly hated enemies. The stats for a typical orc-at-arms are as follows: 

ATTACK 12     Damage depends on weapon used
DEFENCE 5     Armour Factor depends on type worn
MAGICAL DEFENCE 3    Movement: 10m(20m) 
EVASION 3
Health Points 1d6 + 3         Rank-equivalent: 1st

The picture at the top is from the Natural History Museum and is  licensed under the Creative Commons Attribution-Share Alike 2.0 Generic license.

Friday, 27 October 2017

How rules shape the game world

Occasionally in comments on this blog I've mentioned the idea of myth levels as a way to represent a step-change in capability between characters in a role-playing game. As a fan of Sergio Leone movies it seems only natural to devise rules like that. In this 2001 discussion (from Annwn magazine, by the way) between Tim Harford, Paul Mason, Ralph Lovegrove and me, we touch on that and other disconnects between how the role-playing world ought to be and how the rules actually shape it to be. I've seen a fair few role-playing games where the designer tells us how the game should be played, and what the resulting game world ought to be like, but the system they give us (when gamed, as it will be) doesn't lead to anything of the kind. Designers, it's like being the Founding Fathers - you want the game to turn out a certain way, you have to do the work.

Tim: The trend throughout the late 1980s and the 1990s was towards more rational, logical, modular and universal systems. The idea was to provide a simple but realistic means of resolving the usual game questions about combat, success rolls, and so on. Some did fairly well at this task, others didn’t. Along the way, something was lost. Perhaps the problem was with the idea of “realism”. Different games have their own reality. A system like GURPS, for example, is necessarily atheistic. Characters are defined in modern terms, and GURPS handles fate, luck, magic and so on rather clunkily. It’s just a patch, and in a “universal” system it’s hard to see any other way of doing that. In DW, we need to capture the spirit of the time and the place and build it into the rules from the ground up. Heroes can wrestle with giants because they have great spirits. Hannibal could freeze a man into an ice statue [a reference to Knightmare 4: Fortress of Assassins], not because he was a sorcerer, but because he was Hannibal. “My strength is as the strength of ten because my heart is pure,” should be in the rules from the start, not as a “Pure of Heart” advantage (gives x10 ST). The best example of this, for me, was the Judge Dredd system. It was simple, it was stripped down, it gave everybody a special angle or talent, and it captured perfectly the “reality” that an unarmed Judge can take out a dozen thugs with tommy guns any day of the week. That’s the advantage of a focused system done well.

Dave: Or another example from Robin of Sherwood... Little John is wrestling with a stranger. It’s an edgy situation, a “friendly” match but not very friendly, as they don’t know who the guy is and they may very well rob him later. Then, angered by something or other, the stranger suddenly lifts Little John clear of the ground and throws him down. A conclusive victory (and very effective visually, as I recall, because of the sun behind them as the stranger lifts Little John aloft). Everyone sees this and, stunned, they go down on their knees, now recognizing the stranger as Richard the Lionheart. At the time, we talked about this kind of thing being represented by “myth levels”. If I’m myth level 10 and you’re myth level 1, you will not beat me in a fight even if you do have a much higher weapon skill. It’s back again to the idea that characters must be able to affect the narrative directly.

Paul: What’s the “narrative”? I think it’s dangerous to refer to characters affecting the narrative, because it seems to get people thinking in terms of manipulating their characters to make a story, which is different from immersing yourself in the character in the setting, and trusting in natural human processes to sort a narrative out of what happens.

Dave: I agree with you wholeheartedly. Instead of “affect the narrative”, I should have said “characters affect reality” – sorcerers and notable or mythic types especially. In fact, one thing we could say is that there is no difference (as Tim pointed out with the Hannibal example) between a mythically important character and a wizard. They can achieve the same results, even if apparently by different means. So maybe all magic-using characters should start at myth level 2?

Paul: Might it not be best to start off by talking about the spirit of the time and place, using whatever metaphors and references we can, before even starting to consider mechanics? To build up some kind of corpus of things we want the game to do before thinking of how to design rules that encourage those things to happen?

Dave: Agreed. Design should always begin with a feature-based description of the end product you’d like to have. Then we can start thinking about the way to achieve it.

Tim: If you look at the sources of inspiration for games like Dragon Warriors, you find that it doesn’t work the way it does in games. The effects are arbitrary, the limitations whimsical. Some great sorcerers never seem to cast a spell, while others never cast the same one twice. To a certain extent that’s inevitable: a storyteller can be creative and never needs to explain. A game designer is supposed to produce some kind of logic behind everything, for the sake of simplicity if nothing else. The lazy way out is to delegate all responsibility to the referee and players. That’s fine as far as it goes: they have far more responsibility for having a good time than any game designer. But professional (!) pride urges me to provide some framework to help this creativity, and to provide boundaries which are there to guide rather than constrain.

Dave:  RPG designers have been trying since 1975 or whenever to create a set of rules from which dramatically satisfying results will emerge. Obviously this isn’t working – for instance, applying D&D experience rules to an online RPG like Ultima has just meant the unbridled massacre of new player-characters for their experience value. Taking Legend: we know we would like a world that is very like the Middle Ages but with a delicate flavouring of magic. But Dragon Warriors played strictly by the books would not deliver that world. Possibly we could get better results from rules that dictate the end result, not the way it’s achieved, as in Maelstrom. The special effects are left to the player and referee to agree. Eg, a wizard can exert an effect limited by distance, duration, and area, the degree of deviation from reality, and the degree to which other people’s wills oppose the effect. The last factor means assigning points from each person’s will into what they care about. Say my will is directed 30% into preserving my own life, 35% into immediate family, 15% into my lord, 10% into my church, 10% into friends. So churches end up very well defended from magic because lots of people care about them, even if only marginally. Subtle use of magic is encouraged – I might wait until you are sleeping, and your will is weaker, or I might find ways to distort your senses so as to trick you into walking off a cliff instead of zapping you directly. Or I might undermine your reputation with illusions so that friends and family gradually turn against you, thus stripping you of your defences. (The way Mastermind manipulated Phoenix in the X-Men, for those comic fans among us.)

Paul:  There is another consideration: there’s little point in reinventing the wheel. It’s unlikely that Dragon Warriors 2 can be the same game Dragon Warriors 1 was, in the sense that it won’t be a mass market paperback converting gamebook readers into role-players. Rather, I would suggest, it might be best to approach it for what it really is: the game intelligent Dragon Warriors would want to be playing, 15 years down the line. Thus the magic system should be an attempt to do something that hasn’t been done before: create a magic system that actually feels like magic. Of the previously published magic systems, I still have a soft spot for Chivalry and Sorcery, simply because it managed to be genuinely arcane. But even if that approach had not already been bagged (and duplicated, by Ars Magica), it would still not quite fit the Legend that Dave described. As I understand it, DW magic should be more Mabinogion than Paracelsus. So it might be worth to start off by bouncing around general ideas about the nature of this framework. Does it involve “spells”, for example, or is it going to involve a more freeform set of magical “skills”? Is there going to be any effort spent on play-balance for magic, whether that be out-of-setting (mechanical) or in-setting (folkloric defences and so on).Another important issue: how homogeneous is it going to be, system-wise? Is there going to be the feeling that magic is pretty much the same however you learn, it, with only the decoration different? or will there be radically different systems to reflect a sense of diversity? That’s assuming there are any systems, of course.

Tim: (I like the idea as magic as a battle of collective wills. It seems to capture a great deal.) Homogeneity is to be avoided. I see a world containing magical creatures - fairies and sandestins, for example. They have their own ways of casting magic, which need not be transparent in the rules. Human magicians can bargain with them, or try simply to compel them to service. So that’s one way to command magic: by proxy. But I could also imagine a highly doctrinaire school which depends very much on ritual and on discovered spells. Here, the very rigidity of the spell system is an advantage: it emphasises rote learning. But such tricks as the “Imp-Spring Twinkle-Toe” seem another way to power; and the use of magical paraphernalia one more again. This doesn’t seem to be a problem. I wouldn’t want to see an attempt to break this down into “character classes”. I picture the “average” wizard in haphazard pursuit of magic in any form. We need to make the following concession to play balance: characters of equal myth level should be on a reasonably even footing. So a Myth 4 knight won’t be overly troubled by the enmity of a Myth 2 sorcerer - unless the knight is unwary, of course. Incidentally, I hate the nomenclature but love the concept of Myth Levels.

Dave: Again, I fully agree. I’m using this nomenclature just as a “developer interface”. And yes, a Myth 4 knight is of course on a par with a Myth 4 sorc. That is tautological - it’s the very thing that Myth levels define - eg, can this jumped-up little git really beat Captain Kirk? Of course not.

Ralph: Magic that feels “like magic” is quite a subjective term, but to me it suggests a slightly more spiritual or academic approach than the exoteric “press this button for fireball” spell system like AD&D. In order for magic to be truly mystical, it needs a cosmology behind it. This doesn’t have to be a defined “spirit world” as in White Wolf’s Mage... it’s more of a system of approach. The best model for magic are the real spiritual systems of the Kabbalah and other esoteric doctrines. The human body is the lowest, most base entity in the hierarchy of the human existence, and married to it is the soul, which (very) roughly equates to the personality and individual consciousness of the body. The soul is then a vehicle for the spirit, which is the “higher man”, the divine spark within a human. (To the more learned scholars out there: please forgive my bumbling through the halls of the arcanum, I’m still learning).Okay, metaphysics aside, what you have is this: the Spirit of a mortal is their true nature on the higher Spiritual plane of existence. Magicians are able to work their magic through their awareness of their higher selves. This is a concept prevalent in all sorts of spiritual teaching, from Hindu Akasha to Hermetic lore and Shamanism (in its broadest sense, encompassing systems such as Wicca and Scandinavian myth). In order to make it useful as a conceptual tool in the game, the “higher self” should have a set of statistics that are analogous to the “mortal self” on Earth - for example (picking a much used stat template) the higher self’s Fire, Earth, Air and Water translate to the mortal man’s Social, Physical, Mental and Magical skills respectively. The upshot is this: as the mortal man’s Myth status increases, it increases one or more of the higher man’s stats. Those Higher abilities might then be interpreted on the Earthly plane as incredible fighting prowess (Earth), the ability to sway enormous bodies of men and reduce a man to a quivering wreck with a glance (Fire), etc. This is not a particularly new idea: Runequest included the shaman’s fetch in its rules for Spirit Magic; Mage has the Avatar; Nephilim made use of elemental “Ka”. I don’t think that any of these games used the concept in quite the same way, however. The whole “Mythical Warrior” game is in many ways about both player and character ego, and the “higher man” literally is the Ego.

Paul:  This also matches some of the early thoughts on the I Ching. Some writers argued that the oracle directly connected with a higher, simplified plane, and because the higher plane was simpler than our own, interactions between cause and effect were more amenable to comprehension and control. Thus, although the I Ching tends to be regarded as a means of fortune telling, to early Chinese theorists it was far more than that: more like poking around with the motherboard of existence. An adept was supposed to be able to use the I Ching to effect changes in reality. All of which suggests that this higher (Platonic?) plane may be a useful concept, if only by analogy, for the working of magic. How, if at all, does it relate to Faerie? It would be nice if not handled directly. In other words, a high ‘Earth’ score doesn’t just represent ludicrous brute strength, but the capacity to affect ‘Earth’ on the higher plane... which will in turn end up affecting the lower plane, in the same way that the ‘myth levels’ that have been discussed before do. Thus, a very strong enemy will be able to beat a weaker (but higher myth level) character if the contest is narrow down to the purely physical. The latter’s advantage would be, however, that their higher myth level enables them to find other ways of winning. This can be rationalised (within the game) in metaphysical terms as being the exercise of a higher, Platonic, potential. It also seems to represent the ‘genre’.

Dave:  I just watched A Chinese Ghost Story 2 and was reminded that it was one of the inspirational sources for the myth level concept. The sword-wielding general in it is no sorcerer, but he is able to hold his own (briefly) against an invisible demon by dint of sheer skill. One idea might be that myth level lets you use the wrong skill for the job and still somehow get an effect.

Paul: I like that idea: presumably myth level is also useful in carrying on after one’s limbs have been hacked off? The danger here is of ending up with something that appears very similar to Feng Shui’s genre convention of “mooks” (whatever the hell that means) and “named characters”. On a very trivial level of course, myth level was something that original DnD level was supposed to represent. I also incorporate the “use any skill to defend against magic” in Outlaws, but without tying it to myth level (which doesn’t exist in Outlaws, except insofar as heroes tend to have higher skills).

Tuesday, 28 December 2010

Under the wood

The festivities give an excuse for laziness, so today's post is just a pointer at "Wayland's Smithy", a scenario set in Legend that's still up on Tim Harford's very occasional blog/webzine Annwn.

I ran the scenario as a response to the characters wanting magic swords. You can't just buy those in Legend, you see, and typically of Legend scenarios it didn't turn out at all as anyone expected. Duryakin (played by Frazer Payne, who created the Annwn logo) shared the Lady of Baptismarl's bed and the next morning planted the apple she gave him under a tree. Later, as the characters rode back weary from their adventure, they passed that same tree and heard a baby crying. Years later, Duryakin returned the sole survivor of the Iron Men campaign, now blind, and took up residence in the derelict manor of Baptismarl with his strange son.

Before that, my own character, Caliburn, who had managed to get some of that faerie ore turned into a sword, dropped the damned thing in the grave of his best friend Joseph Lynch (played by Tim Savin) having been beguiled briefly into believing in the possibility of magical resurrection by Tim H's infinitely devious sorcerer Kal ki-Lan Tor.

All of which is a long-winded way of saying that little apple seed gave us a lot of gaming fun and I hope it does the job for you too. Plenty of other useful posts on Annwn too, such as this one on the Apocalypse that may or may not happen in Legend in the year 1000. Hopefully December 31st will pass without an extinction event in this universe. Season's greetings!