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Showing posts with label John Masefield. Show all posts
Showing posts with label John Masefield. Show all posts

Thursday, 22 April 2021

The wheel's kick and the wind's song and the white sail's shaking


I think I picked up a love of literary sailing from Jack Vance. Or maybe it was earlier, as I've been on Captain Bligh's side since the first time I heard the story of the Bounty.

So it was inevitable that Fabled Lands would feature seafaring adventures like you get in Blood Sword and Down Among the Dead Men. Connective tissue though it is for the rest of the series, I think I enjoyed writing Over the Blood-Dark Sea best of all the FL books.

If you've got the brine in your system too, Prime Games have an update on the Fabled Lands CRPG and it's all about the high seas. Hoist the mainsail!

Coming up tomorrow: how dungeons are a simple container to shape stories, and whether it's better to author a character or just play them.

Wednesday, 18 December 2013

Tall Tom lay o'er yond grassy bank

If you're planning on running this year's Yuletide scenario "Silent Night" then here are a few bits and pieces that could come in handy.

First, Tim Harford's description of his character Tall Tom Tattertail, inspired in part by the character of Cole Hawlings from John Masefield's 1935 novel The Box of Delights:
"I still need to sketch out some more backstory, but the idea of a near-demented once-great sorcerer is still there. His most powerful item is the Felicitous Purse, a small black velvet sack with a jewel-studded clasp. It has a panoply of powers that Tom has completely forgotten the use of.

"What Tom does remember is that the purse is remarkably capacious; holding the purse gives the wearer fortitude ("recover will" lost through spellcasting) and the power to help others (through fortify, deflect and major healing) and to avoid trouble (through blur and blink, although these would attract great attention and are best avoided).

"Tom once owned a fine and generously-proportioned bowl, spoon and knife which he confiscated from an over-bold ogre. He gave the bowl and the spoon to a fairy maiden who was impatient to eat a large pot of scalding porridge. The knife - a large dagger to human eyes - now dances and fights to defend Tom with surprising deftness. he cannot remember what happened to the dish and the spoon and believes they ran away together.

"Tom's sole remaining inherent power is that of his voice: he will sometimes make suggestions to people in the most genial manner; these suggestions are strangely persuasive."
Tim had already suggested making him a slightly befuddled old conjurer, and that played rather well into the Mathan story so I worked it in. Tall Tom got the following magical items, which are the kind I like because they enable interesting twists in the story rather than being about zappy artillery effects:

A toy coach 
Throw it onto a fire and a full-sized coach with silent driver will arrive, taking you to the first place you name. The coach covers ten miles an hour regardless of the condition of the roads. It must not carry more than seven people (excluding the driver). When it has reached its destination – or returned home, if it’s a round trip – the coach departs and the toy will be found in the ashes of the next fire you sleep beside.

A puppet of a hound
Put the puppet's nose to something associated with a person or object and then drop it in a stream. A full-sized hound will jump out of the stream and will lead you unerringly to the one you seek. You must then give the dog a bone, which it will bury before running off. Dig at that spot to get the toy back.

A puppet of a plague doctor
Put a nail clipping or lock of hair in his bag, and that person (only one at a time!) gets +5 on HT rolls to recover from wounds, disease or poison.

A puppet of a skeleton
Put a nail clipping or lock of hair in the sack the puppet carries, and that person is cursed: all rolls at -1 until they achieve a successful roll when in danger, whereupon that successful roll is itself nullified but the curse ends. You cannot curse the same person again.

A puppet trumpeter
Will wake you with a toot of its horn (which only you can hear) if anyone enters with hostile intent into the room in which you are sleeping.

A puppet of a harpist (Orpheus?)
Bury in a cemetery at sunset. At midnight it will dig its way out of the ground and answer three yes/no questions. (Usual Divination penalties for repeated questions on the same subject.)

A puppet of a serving maid
Leave it in a room with people you wish to spy on. It will answer three yes/no questions about what they said or did.
The players were given these guidelines about wealth and status when generating their characters. (Apologies about the use of dollars in medieval Ellesland, but that's the convention in GURPS.)
Wealth listed in the table is your personal disposable cash with which to buy equipment. You’ll be assumed to have clothing appropriate to your status. High status characters will also have a household with servants, but if you want any special servants (that ex-Harbinger for example) then you’ll need to spend points. You can, of course, lend gear to each other.

Status 4 comes with automatic Status 5 character as a prepaid Patron/Duty package (will only apply in the game on a 6 or less). Status 2 and 3 come with Patron/Duty to level above (will apply on 9 or less).

For characters of Status 1-3: if you swear fealty to another player-character of higher status, you get 10 points for your feudal duty to him/her. That is, he/she is your Patron. The character to whom loyalty is sworn gets 5 points for each vassal.

Struggling and impoverished characters
You can opt to be struggling (-10 points, halve starting wealth) or impoverished (-15 pts, one-fifth starting wealth). But wait – wouldn’t a struggling Status 4 character, for example, just have the same wealth as a regular Status 3 character at the same points cost – and have higher status? You might think you can game it, but a struggling character cannot afford the clothing that marks his/her rank under the sumptuary laws. Therefore, if you take a struggling Status 4 character, everyone who doesn’t know your circumstances will simply react to you as you appear, ie Status 3. As for the people who do know: those of equal or higher status will indeed regard you as Status 4 but those of lower rank will have a -1 reaction to you because, to them, your poverty is the first sign that your line is slipping down nearer to their own status. All in all, given the extra responsibilities of a high-status character, you should consider carefully before taking either of these options.

Research
The authentic medieval atmosphere is Legend's main USP. Lately I've found The Time Traveler's Guide to Medieval England by Ian Mortimer to be a really useful source of information and inspiration for this period:

Tuesday, 15 November 2011

A dream to some, a Knightmare to others

Tim Child was a visionary. That’s not unknown among television producers, but what strikes me as rarer is that he was – and is – an innovator. And one with some powers of persuasion, to boot, because he somehow talked the powers that be at Anglia TV into letting him put out a Dungeons-&-Dragons inspired game show in the prime kids’ teatime slot. And it ran for eight seasons. That was Knightmare.

I wasn’t involved in the TV production, but I always enjoyed meeting Tim and taking a look around the studios. I’d been called in to polish a novel of his designed to add backstory to the show. I ended up rewriting quite a bit, though most of the ideas were Tim’s. The only problem, really, was that he’d written it like a TV script, with lots of cross-cutting between scenes that prose doesn’t handle well.

As well as the novel, I added a 105-section gamebook-style adventure. Each year after that, Tim and Transworld (the publishers) came back and got me to do another. From now on I was left entirely to my own devices as regards both the novel and the gamebook part, so I guess they trusted me. All the editors ever asked to know in advance was the title for each book. That's a great way for an author to work!

The first few were drawn from my Dragon Warriors adventures in large part, though relocated in early 13th century Europe. In The Labyrinths of Fear, the hero Treguard got embroiled in a tourney, lost in the wildwood, and encountered the king of the elves – who was freakin’ terrifying, let me tell you. There's a funny story about that and recreational drugs that - hmm, no, better keep it to myself. I didn't inhale, let's leave it at that.

In Fortress of Assassins, which I co-wrote with Oliver Johnson, Treguard went looking for the lost heir of Richard the Lionheart. And his fourth and last outing in an historical adventure setting was The Sorcerer’s Isle, wherein he faced a quest for the Grail in the company of a resurrected Sir Lancelot. Maybe the Grail, maybe Lancelot... you'll get no spoilers here, not even two decades on.

After that the publishers asked me to take the books younger, which meant giving Treguard a back seat, moving the action to present day, and making the protagonists kids. Despite what you may think, The Forbidden Gate was my favorite in the series. I felt I channeled a little bit of Alan Garner and a dash of John Masefield. Enough to satisfy me, anyway. And David Learner, one of the actors on the show, turned it into a stage play. The children who came to see it will be in their thirties now. And that’s scarier than anything in the Knightmare dungeon.

I can give you only this little taste, which comes from Fortress of Assassins. Copyright in the text (both novels and gamebook sections) is not mine but resides with the publishers and Tim Child, so if you find any ripped PDFs online better keep quiet about them ;-)

Tim Child’s daughter once suggested publishing an omnibus volume collecting all the stories together, but nothing ever came of that – and, now that the show is receding into the mists of time, I doubt it ever will. A Kindle edition might be feasible, but you’d have to write to Transworld about that.
PROLOGUE
The Syrian Desert, AD 1212

The caravan hurrying through the low dunes was not the usual assortment of merchants and pilgrims journeying between Hamadan and Aleppo. For one thing, there were but six people in the entourage and only eight camels – a far smaller party than would usually brave the threatening wastes of the desert, infested as it was with brigands and predatory animals. And it seemed that the party was trying to he as inconspicuous as possible. There were none of the usual gay trappings of bells and colored tassels hanging from the camels' saddles. The bales of silk and silver that they had borne from Hamadan were swathed in a dull, dun-colored cloth. So also were the merchants themselves, as though they preferred to blend against the background of rolling dunes all about them.

The caravan was in a hurry – that much could be seen from the sand kicked up in their wake and the sweat-streaked, dusty faces of the men. At intervals two of the men would stop to cast anxious glances back in the direction they had come. The scene behind them was one to frighten the most hardened of desert travelers: a purple-black cloud, spinning dust devils marking its inexorable progress over the yellow dunes, was bearing down on them from the east. This would have been cause enough for alarm – caravans much larger than this one had been lost forever in such a sandstorm – but it was not the impending storm that filled the men's hearts with dread.

The two who kept stopping to look back were brothers, merchants of Venice – by the look of them too elderly and comfortable to undertake such a journey unless it promised great rewards. Their guards, grim-faced Frankish veterans, were armed with winch crossbows and swords of tempered Toledo steel. They walked with blades bared, anticipating danger.

Over the course of the day, first one and then the others had thought to see a black-garbed figure walking steadfastly in pursuit of them on the very fringe of the dust storm. It had seemed like some unstoppable creature out of Hell. Now, as the sun sank lower in the sky, the shadows at the centre of the storm grew more impenetrable and wind whipped at their cloaks. The storm was upon them.

'Santino,' cried one of the merchants in a voice edged with fear, 'we must abandon it! What are two hundred ducats compared to our lives?'

'Have you so readily forgotten the precepts of our father?' the other jeered back at him, fearless and indomitable where his brother trembled with fear. 'Never surrender what is rightfully yours – those were his words, Giacommo. Even in these heathen lands, the law of possession must hold. I paid a fair price for the thing and it is ours.'

Just as these words were out of his mouth, a searing blast of hot air struck them as if a furnace door had opened in the east. A wall of stinging sand flew into their faces. They hunched down and struggled through the cauldron of dust towards the fast-disappearing rumps of the camels.

'Close up!' the elder brother, Santino, yelled to their guards. Faint answering cries came back to them through the howling storm. Presently they saw three of the guards urging the camels back against the brutal strength of the wind. Of the fourth guard there was no sign.

'By San Rocco, where's Barthelemeo?' hollered one of the guards. 'He'll be lost – we must follow him! Barthelemeo!'

'Don't be a fool. It would be the end for us all if we did that.' Santino, was still ice cool despite the danger.

A faint answering cry came out of the swirling dust ahead. Before the others could stop him, the man who had called out blundered off into the storm, his cloak snapping about him until he was lost to view. A heart-stopping scream followed a few seconds later. The remaining four stood transfixed, nerveless hands clutching at their weapons. They backed away together, their eyes desperately seeking for signs of attack.

'Over there!' another guard screamed. They all whirled to face in the direction of his shaking crossbow. A shadowy form was materializing with faltering steps out of the storm. It was Barthelemeo, the hood of his desert cloak swept back so they could recognize his ashen face. A gush of bright blood covered the front of his chest, and a bubble of it formed on his lips as he tried to speak. No sound came above the shriek of the wind. Instead he pitched forward at their feet. Now they could see that the man's throat had been cut from ear to ear. He was still trying to say something. The younger of the brothers leaned down. He could just make out what Barthelemeo was saying: 'Master, beware… he is like the desert wind… I never saw him.' The guard twitched once, then lay still.

Giacommo got to his feet hastily. Just as he did, another of the guards gave a cry, his crossbow discharging harmlessly into the air. A jagged black throwing knife protruded from his neck, just under the ear. Even before his dead body pitched forward into the sand, Santino had drawn his sword and launched himself in the direction of the attack.

It was his last living action. As if wielded by an invisible attacker, a scimitar flashed out of the stinging wall of sand, severing his head from his body with one blow. Giacommo stood transfixed as the head rolled across the sand towards him, leaving a crescent-shaped trail of blood behind it. It came to rest against his foot. Santino's eyes stared up at him with the same cold imperious glare they had possessed in life. Giacommo slowly dragged his gaze up from his brother's head, his sword dangling uselessly by his side. He was not surprised to see that, somehow, the fourth of their guards had now joined the others in death. He had not even seen the blow that had opened up his rib cage so neatly that his vital organs had fallen to the ground between his feet. Giacommo heard a whimper of fear; it came from his own throat.

Suddenly the wind dropped, leaving a hollow silence. The swirling dust clouds drove off to the west in the direction of the setting sun, casting an eerie purple shadow over the scene of carnage. Giacommo hardly noticed the storm's passing. All his attention was focused on the figure who stood in front of him — a tall warrior clad from head to foot in the black robes of the Hashishin - the Assassins. The scimitar that had beheaded Santino still swung from one hand, its sharp blade caked with dust and blood.

`Saints . . .' moaned Giacommo. His hand brought his sword up in a hopeless gesture, but he lowered it again under the scrutiny of the assassin's eyes. Partially veiled by the swathes of the burnoose, they were of the deepest blue that Giacommo had ever seen; even the waters of the Venetian lagoon could not compare to their oceanic depths. In the face of that cold gaze, his resolve melted. The sword fell from his fingers and he sank to his knees on the sand.

He sensed the black-clad figure walking closer… and past him. Giacommo stared up, slack-jawed. He had expected to die. The figure stood silhouetted against the sullen glow of the sun as it sank beyond the westward-driving storm. With superhuman strength, the assassin flung aside the boxes and saddle-bags that had been slung over the camels. With a savage downward sweep of the scimitar, the brass binding of a chest was smashed open and delicately embroidered Chinese silks spilt out. These the assassin tossed into the evening breeze like so many worthless rags.

Giacommo knew what it was that the stranger sought. 'There,' he pleaded, pointing to one of the camels. 'Take it; only let me live.'

Striding over to the bundle he had indicated, the assassin tore it down and unfurled the cloth wrapping. A sword lay revealed – a sword whose blade shone with the white light of heaven. A black-gloved hand reverently took up the sword and raised it aloft, holding its hilt up to the sunset. For the last time, Giacommo saw the delicately worked hilt: a lion's head of gold with two amethysts for eyes. They blazed as if on fire in the orange glow.

At last the assassin uttered a sound. It was a feral cry that rang out across the sands like the call of a jackal. Then, uttering a low laugh of triumph, the assassin pulled aside the black veil. As Giacommo slipped into grateful unconsciousness, the sight of the assassin's face lingered in his mind like a brand that had been burned on to his eyes. He would remember that face to his dying day.

The assassin was a woman...