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Showing posts with label Mike Polling. Show all posts
Showing posts with label Mike Polling. Show all posts

Friday, 5 July 2024

The pivot of destiny

I came across this 120-player game of D&D on LinkedIn. Unfortunately the post was whisked away from me before I could note the name of the valorous GM, so apologies for not crediting him here. It reminded me of when my friends Nick Henfrey (co-founder of Flat Earths) and Steve Foster (creator of Mortal Combat) and I turned up at our university D&D society just after Freshers' Week. Dozens of new members had signed up, so we found ourselves crammed into a tiny room (five metres square at the most) with a couple of dozen eager first-timers.

"You can't run a game for a party this size," I pointed out to the GM as we all put down figurines in the traditional ten-foot-wide corridor.

"Course we can," he insisted, announcing that the two people at the front could just make out an ochre jelly or whatever it was.

We played on for half an hour, with most people there watching in bafflement as the experienced players leading the party rolled lots and lots of dice. It didn't look like many of these newbies would be coming back next weekend. Nick whispered in my ear. "Let's liven things up."

We were in the middle of the party, so we started blasting spells and swinging swords in both directions, slaughtering folks on both sides until the experienced D&D players waded back and killed us. Outside in the corridor, one of the first-year players whose characters we'd killed asked, "So what are we going to do now?" I didn't know then, but he was Mark Smith.

I opened the next door. It was another meeting room even smaller than the first, maybe four metres square this one, but it was empty. "Have you ever heard of Empire of the Petal Throne?" I said. And that's where we started a game with the core of a group who went on campaigning together for a long time to come -- decades in some cases. There were several who went on to careers far removed from games (and hi there, Les, Sheldon and Pauline, if you happen to see this) but most notable among them was Mike Polling (yes, the author of "The Key of Tirandor") a friend and creative mentor with whom I did much of my early writing. Mike and Mark had been at school with Jamie Thomson. It was through Mike that I was introduced to Oliver Johnson -- they had met at a party the night before our weekly game, and Mike gave Oliver a drunken but apparently brilliant (neither of them can remember it now) account of how roleplaying worked. The next day Oliver showed up to see for himself. And so, directly or otherwise, that Sunday afternoon connected me to most of the RPG writers I'd be working with over the next forty-five years.

Maybe life is full of those "Turn Left" moments. I met my wife because of another, but although that's obviously of paramount importance to me personally there's no gaming dimension so I won't recount the story here. What about you? Are there people or games that have changed your whole life which would have gone entirely unnoticed if you'd made just one different choice?

Thursday, 28 April 2022

A kind of tribalism


The way you choose to roleplay is up to you and your gaming group. Of course it is. But if you’re asking me, I don’t see the point of doing anything if you’re not going to commit to it heart and soul. Roleplaying to me means trying to be somebody else, imagining the reality of their life, and acting as they would. It’s fiction in the moment. And fiction is a parallel reality evoked by imagination that, while the spell lasts, should be taken as seriously as the reality we live in the rest of the time.

The road to Damascus ran through Keble College. It was 1980. I was running a Tekumel campaign and Paul Deacon, playing a pe choi called Keq Yossu, balked after hearing the lead-in to the evening’s adventure. ‘I’m not coming along.’

The others were aghast. ‘But… what are you going to do all evening, in that case?’

‘The whole set-up sounds off to me. You do what you like, but count me out.’ Paul dropped out of character a moment: ‘I’ll help Dave roll for the NPCs.’

It was the first time I’d thought of really getting into the head of a character that way. I admired Paul for it, and I admired him even more when he was proved right a few hours later. The whole party got wiped out. Paul imagined Keq Yossu getting the news back in Jakalla: ‘I did warn them…’

Not long after, in my Medra campaign, Mike Polling’s character Dagronel Kabo-Drasden befriended an NPC who was the sworn enemy of several of the other player-characters. When it came to the crunch, Dagronel sided with the NPC. In the game post-mortem, the other players were indignant. ‘You can’t value friendship with a nonplayer character above your comrades,’ they argued.

Mike pointed out that a roleplaying campaign is a fiction populated by characters. Nobody wears a lanyard saying PLAYER; it isn’t a Westworld style theme park with hosts vs guests. To use Professor Barker’s adage, there are no NPCs. Just characters. It’s only in bad fiction that somebody behaves out of character to ensure the plot goes in a pre-planned direction.

Both Paul and Mike are arts graduates, and it was an eye-opener for this scientist to see them insist on roleplaying as an art form. It was about then I started to eschew underworlds and puzzles. I should’ve known from Columbo that the how and the who are never as interesting as the why. Motivation is what matters. Characters who look at their world and say, ‘This is how it affects me and this is what I must do.’

Without that revelation, heaven knows what Dragon Warriors would have been.

I still come across the old-school approach, but these days it baffles me. A few years back I was playing in an SF campaign set in the Mass Effect universe. One character was a law enforcement agent. Some of the other PCs were rebels or pirates or – look, I don’t know anything about Mass Effect; in Firefly terms most were Browncoats and one was an Alliance officer. When it all kicked off, the agent sided with the local planet’s police and tried to arrest the Johnny Rebs.

Afterwards, one of the players in particular seemed to take it very personally – in real life, that is, not as his character. He went away seething. I asked a friend of his what was the matter. ‘He believes strongly in the players sticking together,’ he said. ‘He’s annoyed that player took the side of the police against the rest of us.’

‘But… what did he expect? The guy was playing a federal agent.’

‘He doesn’t think character should trump party loyalty.’

I honestly don’t know why you’d roleplay if you feel that way. Without commitment to character you might as well be paintballing. If you want PCs to stick up for each other, you have to give them a reason beyond the fact that they're all controlled by people sitting around the same table.


On the other hand, I also care that movies, TV drama and novels maintain integrity to the fiction they’ve created, yet a lot of people seem quite happy to excuse out-of-character swerves that are there to keep the plot on the rails the writer planned. To me that’s just not doing the work. It could explain why when I was a little kid and my school took us all to a Christmas panto it was loathing at first sight.

Everyone’s got their own setting on this dial. An it harm none, do as ye will. But what I want is to plunge right in to the imaginary lives we evoke through roleplaying, convinced there’s something amazing to be found there if just for a few hours we can let go of being ourselves.

Friday, 16 February 2018

"The Temple of the Doomed Prince" (scenario)



I vividly remember the evening I ran this scenario. It was in 1982 or ’83. Mike Polling and Mark Smith had been in my Tekumel campaign at Oxford, and on moving to London I started a new game that included their school friend Jamie Thomson as well as Oliver Johnson, who also role-played with me and Mike at college but only in my Medra campaign.

I can even tell you where we played. It was Yve Newnham’s flat in Edgeley Road, Clapham, and I can remember how Mark read out the entries from the temporal codex and then concluded grimly, “A brave man…”

Nomikaru, who appeared in the published scenario as an NPC, was Jamie’s character before he began playing the much more esteemed and exalted Baron Jadhak hiVriddi. I don’t recall what system we used. This was years before Tirikelu with its tactical choices of full- and half-attacks. I think we must have used was a modified form of Mortal Combat that I’d adapted based on what Prof Barker revealed in correspondence about the (then) forthcoming Swords and Glory rules. We used to use hit location back then, which made the conversion to RuneQuest less arduous than it might have been.

The RQ and AD&D stats included in the White Dwarf version of the scenario were a sop to ensure I could get away with including Empire of the Petal Throne stats too – even though Games Workshop had no interest in EPT, and neither did TSR by then. Because I had the Rune Rites column and an instalment of Castle of Lost Souls running in that issue of White Dwarf (#54, June 1984), this scenario went out under the byline “Phil Holmes”.

The Jalush was inspired by Steve Ditko, by the way, as so many of my ideas have been. On Dr Strange’s first foray into the world of Nightmare he was threatened by the spinybeast, and obviously that left a powerful impression on my young mind because fifteen years later this thing leapt out of the unconscious. It gave the players quite a scare, if for no other reason than that a monster you couldn’t find in the rulebook might be capable of anything.

THE TEMPLE OF THE DOOMED PRINCE
by Phil Holmes

An adventure for five to eight Dungeons and Dragons or EPT characters of 4th-6th level or RuneQuest characters of 45%-65% weapon skills. Tirikelu characters should have main skills around 8-10th level.

Referee’s introduction
This adventure is based on Professor M A R Barker’s fantasy world of Tekumel described in Empire of the Petal Throne. For AD&D or RuneQuest just assume that the adventure is located in some distant part of your campaign world. Where EPT monsters are used I have reinterpreted these for AD&D and RQ use. I apologize in advance for having to reduce the complexity of Tsolyani religion and moral philosophy to D&D’s simplistic alignment system.

The worship of Lord Ksarul
Ksarul, Ancient Lord of Secrets, Doomed Prince of the Blue Room, Master of Magic and Grammarie, is the god of those who seek knowledge for the sake of power. Long ago, when gods still walked among men, Lord Ksarul gathered his forces and brought these against the other gods in a war for supremacy of the Universe. He was aided by his monstrous servant, the minor deity Gruganu, the Black Sword of Doom. Together these two came close to attaining the ultimate victory they sought, but at last the other gods joined together and defeated Lord Ksarul at the fabled Battle of Dormoron Plain. They stripped him of much of his power and then imprisoned him in a place between the planes of existence – a chamber of flickering azure light where Ksarul is sunk in deep stasis-sleep. Even the dreaming mind of Ksarul is still powerful, however, and thus he guides the loyal Gruganu (who escaped his master’s fate) in an effort to find the Ten Keys of the Blue Room which will free him to wreak vengeance on all the gods.

The priesthood of Lord Ksarul (who wear smiling masks of silver, black velvet robes and a mortarboard-shaped head-dress) is very highly organized and secretive. But despite their theoretically ‘evil’ aims, many of the priests are simply dedicated men of learning, respected scholars and physicians. In D&D terms most of the Doomed Prince’s followers are thus Lawful Neutral in alignment - although there is a small inner clique of zealots, the Ndalu Society, who devote their lives to the search for the Ten Keys and whose methods and alignment are definitely Evil. [Ugh – how it pains me even after all these years to have to leave those lines in! – DM]

The Goddess of the Pale Bone
This should be revealed at the appropriate time only to clerics, Lhankor Mhy Initiates or EPT characters with the scholar skill. The Goddess of the Pale Bone is one of the Pariah Gods, an utterly inimical and Chaotic deity whose worship is almost universally proscribed. Her few followers are the sort of psychotic outcasts who give Chaotic Evil a bad name; human sacrifice is the least appalling of their activities.

PLAYERS’ INTRODUCTION
By chance one of you discovered some information concerning a temple to Ksarul located in the Do Chaka Protectorate, a region far to the west. The records you have looked at show that the temple was founded in the year 2157. (The year is now 2361). Another brief reference, dated 2270, states that the temple was abandoned during the reign of the Emperor Heshtuatl (sometime between 2168 and 2234) and that the priests’ exodus was apparently so hurried that most of the temple relics and treasures had to be left behind. You set out at once.

Your journey west has brought you over a thousand miles – much of this along the Sakbé roads, huge raised causeways twenty feet or more in height and up to fifty feet across. You left the Sakbé road three or four days ago and travelled north along the River of Red Agates towards the mountain range known as the Atkolel Heights. Through a pass you have come to the village of Mandir, nestled at the foot of impressive cliffs. Somewhere beyond – only a few miles away now – lies your goal

REFEREE’S NOTES

The Village of Mandir
The sun is low over the western hills as the party approach Mandir. In the north, storm clouds gather. The village consists of about thirty houses - low wooden buildings with many-sided totemic pillars at each corner supporting roofs of black tile.

The party are greeted formally by Tulkesh hi-Nraga (surnames carry the ‘hi-’ prefix.) Tulkesh, a slightly-built man about forty years old, is village headman and senior member of the Clan of the Advancing Shadow, a foresters clan which traditionally reveres Lord Ksarul, to which more than three-quarters of the villagers belong. He is quite affable towards strangers – particularly if the party includes Ksarul worshippers – and will invite them to dine with him and stay for a few days. No payment is expected unless the party presume too much on the villagers’ hospitality.

Also at dinner is a strange young man called Nomikaru hi-Teteli, the local priest of Lord Ksarul. As soon as the meal has begun he starts to chew hnequ weed (a narcotic) and becomes by turns either vague or abstractly argumentative. He is in fact a disgraced member of the Ndalu Society, who chafes at his demotion to lowly village priest.

Tulkesh will freely answer any questions. Mandir was settled by pioneers from the east two hundred years ago. The temple that the players are interested in was founded at about the same time, but it appears to have become deserted only a half-century later. Tulkesh is not sure of the details – just that the priests abandoned the place after a number of unexplained events. One story he has heard is that the priests were later attacked and killed by outlaws as they made their way back to the Sakbé road, so a full report was never made. From time to time since then there have been mysterious disappearances, and nowadays people try to give the temple a wide berth.

Nomikaru adds that there are probably Hra and Vorodla (see below) guarding the temple compound, and will relish describing these creatures to the ignorant. The party may choose to look around the village before heading for the temple. If so, they will certainly encounter Major Chengath hi-Lantau, a retired army officer who carves and lacquers decorative wooden screens. He will carve a screen to order for 200 kaitars / 100gps / 200 lunars.

Getting There
The trail from Mandir into the hills is steep and overgrown, and now quite arduous after a recent storm. There is a steady, grey drizzle and the skies threaten further storms, for this is Shapru, the month of rains.

The whole trek takes about seven hours for a moderately-burdened party. This assumes ten minutes’ rest each hour. The last part of the journey involves trudging up a particularly steep and muddy path, and characters who don’t take a ten minute break at the top will fight at -1 for the next hour owing to fatigue.

Temple background (for the referee only)
Although founded ostensibly as a centre of worship for the people of Mandir, its major value to the priesthood of Lord Ksarul must have been as a spiritual retreat; an isolated monastery where priests could conduct their studies and research without disturbance from the factional disputes common within city temples. A number of Hra and Vorodla were provided by the funders of the temple, the Society of Blue Light, a faction devoted to pure scholasticism and opposed to the Ndalu Society.

Unbeknownst to the temple founders, the caverns below the shrine were used millennia ago by devotees of the Goddess of the Pale Bone. In fact this was the root cause of the troubles at the temple, as will become clear.

The abandoned temple
As the party approach, the temple’s ruined state becomes clear. Some time in the past the gatehouse was shattered by lightning, charred, and then rotted by the elements. The stone wall around the temple compound has collapsed at several points. The paving stones within are cracked and subsided, the buildings are tangled with vines and in disrepair.

Dominating the temple is the twenty-foot pyramid on which stands the shrine dedicated to Lord Ksarul. Just as the party pass through the ruined gate, dark, winged shapes rise up from here and the colonnade below, soaring aloft and then swooping down to attack.

These are Vorodla, guardians of the temple. There are seven of them:

VORODLA
RQ: 5-point armour; HP10, 11, 12, 13, 13, 14, 15; Move: 6/12; POW: 13; Sword (1d8+1+1d4 and exposure to Soul Waste), SR7, 45%.
AD&D: AC5; HD4; HP12, 18, 21, 10, 15, 22, 23; Move: 6”/24”; 1 attack for 1-8 +20% chance of energy drain.
EPT: AC5; HD4; HP1O, 14, 16, 9, 12, 18, 19; 20% chance of level drain.
Tirikelu: Melee 19, 1D10+3, hit points 11 [-/-/-], armour 3/2, Evade 8, Mag Res 13.

Notes: Vorodla are winged undead; dead warriors restructured and reanimated by the arcane sorcery of the priests of Lord Ksarul. They fight fanatically until cut apart, and must then be burnt or they will regenerate and rise up within two turns. By night, or in pitch darkness, Vorodla fight at +2 (RQ: +10%). There is a 20% chance that a hit by one of these creatures will lower the victim by one experience level (RQ: exposure to Soul Waste. Tirikelu: a wounded character makes a Psychic Ability check at +4; failed roll costs 1 from Psychic Reservoir and requires another check (this time at +2) after one hour; each failure reduces Psychic Reservoir by 1 and necessitates another hourly check, with the modifier diminishing by 2 each time; stops when the character either succeeds in one of the checks or has had Psychic Reservoir reduced to 0). AD&D: Vorodla are turned as wights by priests of Ksarul and as ghasts by other clerics. (On a ‘D’ result, a priest of Ksarul has a 35% chance of bringing the creature into permanent, if grudging, service.) They are Neutral (evil).

Because it is heavily overcast they attack at + 1 (RQ: +5%) even during the day, unless one of the characters uses weather control or the like to dispel the clouds.

The Library
The roof has fallen in at the western end - many of the books are rotten and worm-eaten, but three sealed Chlen-hide (bronze) chests have preserved the most important books in excellent condi–tion. There is also a scroll of necromancy and the grey hand (AD&D: hold monster and disintegrate; RQ: scroll giving 10% increase in Knowledge skills; Tirikelu: Command Undead and Speak With The Dead spells inscribed by a scholar with +8 in the Necromagy phylum) written in the Tongue of the Priests of Ksarul. The real find, though, is the temporal codex of the temple - the daily record of events. The entries of interest deal with the months Hasanpor and Shapru of the year 2215:

13th HASANPOR, 2215
In the midst of preparations for the coming ceremony, two priests who had climbed down to the forest to collect sauqun flowers for the festivities went missing. One crawled back into the temple compound in the early hours of this morning, bloodied and tattered. His tongue had been ripped from his head. Ministrations proved ineffective and he died without providing an account of what had befallen.

15th HASANPOR, 2215
The Eventuation of Holy Pavar was commemorated. The celebration was more muted than in previous years owing to the absence of four of the six slaves prepared for streblosis. These four must have escaped just a few hours before dawn, but their means of egress from the temple precincts is by no means apparent. None of the other slaves seems to have witnessed the escape - a story which they maintain even under diligent torture. It remains a mystery.

27th HASANPOR, 2215
Archdeacon Ishankoi hi-Reshlan has disappeared – spirited away, so to speak, in the middle of the night. Magical means have been employed in an effort to contact him, to no avail. His Holiness the Archimandrite has sent word via Mandir to the Palace of the Realm in Khirgar. Ishankoi has always seemed a stable fellow, and it is difficult to believe him capable of such dereliction of duty as to go missing only hours before the Returning of the Mantle of Blue.

29th HASANPOR, 2215
Those of us who thought ill of Ishankoi have had cause to revise our judgement since his mutilated form was found in the Lower Shrine shortly after lunch. Who can have performed this horrible deed? Recalling the fate of Shrakan and Elvaru earlier this month, one is forced to the conclusion that some monstrous being has come up from the forests. In spite of the heavy rainfall, Yugao hi-Ludum insisted on taking another message to the runner in Mandir.

3rd SHAPRU, 2215
The heavy storms of the last few days continue unabated. Tekketal hi–Kuroda has gone missing. One can only hope he has not suffered the fate of Ishankoi. Yugao hi-Ludum suggested at dinner that these strange events result from an incursion of Shunned Ones from the forest, and is himself preparing a note to this effect to send to the Omnipotent Azure Legion in Khirgar – though some of us believe it would be more seemly to first inform the Temple at Mrelu.

6th SHAPRU, 2215
Tekketal’s corpse has been located in the Hra pit, mutilated if anything even more gruesomely than Ishankoi. To some extent this was due to several of the Hra having mistaken his body for an exotic item of their diet. Further, two acolytes have gone missing.

8th SHAPRU, 2215
Goduku hi-Raitlan has now vanished, along with his personal servant. On the orders of His Holiness, Yugao hi-Ludum used mediumship to communicate our troubles to the Temple at Mrelu. We are assured that investigators have been despatched.

9th SHAPRU, 2215
Like one who is infected with the eggs of the nkek-worm, we have suffered from a traitor within! Yugao hi–Ludum has been uncovered as the source of our woe! Along with two young acolytes he has been worshipping at an ancient shrine to the terrible Goddess of the Pale Bone in the caverns below our temple. After a few minutes of careful questioning he lapsed into a ghastly calm which he retained even when flayed alive. After this his heart was cut out and the corpse flung into the catacombs where he had his shrine. The acolytes were similarly treated, but spoke freely of a baleful influence which called them to the caverns. They died more insane than a Hli’ir. Our troubles are at least now at an end.

10th SHAPRU, 2215
After the Visitation of the Dormant Lord, His Holiness the Archimandrite was found to be missing. A thorough search of the catacombs uncovered his butchered form, treated not unlike that of Yugao. No magic could resurrect him. Moreover, there was no sign of the carrion deposited in the catacombs only yesterday.

11th SHAPRU, 2215
Two more were found dead, and those who remained have been forced to evacuate the temple. Apart from a few slaves only! remain, for l am too infirm to travel far. land the slaves keep to the library now. I have released the Hra and even the Vorodla in the temple precincts, with instructions to attack even those robed as priests of our Supreme Lord. The Vorodla accommodate themselves to such orders with relish, of course, but the Hra seemed dully reluctant. It is tempting to think of this as a sort of loyalty, but I know that the spark of true reason has jaded from their dead minds and it is only the illusion of thought that I perceive in them. The rain is a heavy curtain in the courtyard. Once or twice I thought I glimpsed a figure out there.

12th SHAPRU, 2215
There is food for only two more days, but I do not think it will come to that. I have had an idea for a treatise on the ethology of the Hra. A pity I will never get the chance to write it.

There are no further entries.

The Shrine
 
The roof of the shrine is of a sturdy, black-lacquered wood which has suffered little from time and the elements. There are steps up the south side of the pyramid. The doors are locked.

1. The Outer Shrine. There is an altar stone of blue marble against the north wall, under a silver crescent moon and azure beetle - one of the insignia of Lord Ksarul.

2. Side-chapel. Behind a locked bronze grille is a small shrine to Ey’un, Knower of Skills, the aspect of Lord Ksarul to whom this temple was particularly dedicated. There is a small steel (AD&D: platinum; RQ: iron) statue of the skeletal Ey’un. This is worth up to 150,000 kaitars / 75,000gps / 150,000 lunars, although it would be considered an act of terrible sacrilege if anyone less than a Cardinal of the priesthood of Lord Ksarul were to remove it from the shrine. AD&D players should not be given its full XP value, if it is taken. (It should be worth about 3,000XP).

3. Steps lead down within the pyramid.

4. A landing. The steps continue down and there is an archway to the east, from the chamber beyond which issue forth four Hra:

HRA
RQ: 6-point armour; HP20, 21, 22, 23; Move: 8; POW: 14; Sword (1d10+1+2d6), SR7, 75%; will regenerate unless slain by magic; can detect life at no POW cost.
AD&D: AC4; HD7; HP31,28,28,24; Move: 12”; 1 Attack for 4-11.
EPT:    AC4; HD7; HP24, 22, 22, 20.
Tirikelu:  Melee 22, 1D10+4, hit points 30 [-/-/-], armour 6/2, Evade 5, Mag Res 18.

Notes: These huge (7-foot) undead warriors are sometimes used by the priests of Ksarul as temple guards – but only in the lower catacombs, as they cannot stand the light of day. They are turned as spectres except by priests of Ksarul, who turn them as wights and gain permanent control of the Hra on a ‘D’ result. (Tirikelu: a priest of Ksarul can stop a Hra from attacking by making a -5 Theologian check) Even if completely hacked apart in melee, a Hra will reanimate after two turns (Tirikelu: one hour) and pursue its opponents; it has the tracking abilities of a ranger (RQ: detect life; Tirikelu: 15th level Hunter). In appearance Hra are gaunt and grey, seeming much like a wight. After killing their foes they drain them of all blood and bodily fluids, leaving only a shrivelled husk. If dispelled by a cleric or slain by a paladin with a Holy Sword, the Hra is completely and permanently destroyed.

5. The Lower Shrine. A chamber of black stone, intended for the more sacred and secret rituals. There is a crescent moon symbol inlaid in polished quartz shards into the floor.

6. The stairs end. A locked bronze grille bars the way.

7. Antechamber to the Inner Shrine. Each of the double doors to the east bears the Bound Claw emblem on panels of beaten silver.

8. The Inner Shrine. An effigy of Lord Ksarul, carved of black wood and masked with silver, lies on a couch studded with blue mosaic. He holds a silver staff topped with a large sapphire cut to resemble a beetle. The whole room is faced with blue marble.

The mask is worth about 200 kaitars / 100gps / 200 lunars; the staff, 150,000 kaitars / 75,000gps / 150,000 lunars. The same applies as with the statuette of Ey’un in the side-chapel above.

A search of this room will reveal lines of faint scratches on the floor running between the couch and the east wall. If the couch is lifted up slightly it can be slid aside to reveal a pit. This requires a combined strength of 150 (AD&D/RQ: 28).

The Caverns below the Pyramid

These caverns were a centre of worship for the sect of the Goddess of the Pale Bone centuries before the eastern pioneers colonized the area and built their temple to Lord Ksarul. The only worshipper here now is Yugao hi-Ludum, the treacherous priest of Ksarul mentioned in the extracts from the temporal codex.

YUGAO HI-LUDUM
AD&D:
9th level cleric; Str: 16; Int: 11; Wis: 10; Con: 15; Dex: 11; Cha: 13; AC6; HP50.
Equipment: Shield +3*, Lucern hammer +1*, Wand of Fear (2ch)
Spells: 1st - Curse, command, cause light wounds, sanctuary.
2nd - Hold person, know alignment, spiritual hammer (x2).
3rd - Cause blindness, cause disease, dispel magic.
4th - Cause serious wounds, poison.
5th - Commune.

EPT:
9th level priest; Str: 89; Int: 55; Con: 81; Pow: 60; Dex: 52; Com: 1; AC5; HP38; (+2 hit, +2 damage).
Equipment: Shield +3*, Warhammer +1*, Excellent Ruby Eye (6ch), Eye of Allseeing Wonder (31ch).
Spells: Basic MU skills to Nature Control.
I - Fear, plague, shadows.
II - Cold, creatures, the hands of Kra the mighty.
Ill - Doomkill, the silver halo of soul stealing.
(*These items are only magical when used by Yugao.)

RQ:
STR: 16; CON: 15; SIZ: 11; INT: 11; POW: 18; DEX: 11; CHA: 13; HP16; Defence:5%.
Equipment: Medium shield, warhammer (iron); special powered crystal which gives protection 3 at all times.
Spells: Befuddle, demoralize, disruption, bludgeon 3, darkwall, invisibility, (repair, detect life, silence, extinguish, mindspeech 3, dispel magic 2).
Rune Magic: Shattering, blinding, shield 3, summon small shade.
Skills: Combat skills 55%; stealth 55%; perception 80%.
Allied Spirit in bone talisman: INT: 11; POW 15.

Tirikelu:
Melee 16, 1d10+1        HP: 14 [3/5/8]         Mag Res +27
19th level Ritual Sorcerer                        Spellpoints: 300
Ceraunics +7
Guarding +6
Malediction +9
Necromagy +7
Psychethesis +3
Vallation +6

Yugao’s life-force has been sustained all these years by the power of the Goddess. He presents a grisly spectacle, still in the state that his erstwhile comrades left him – flayed to the waist, his skin hangs like a kilt leaving an upper torso of raw flesh and sinew, a skull-like mask of a face with lidless, staring eyes. There is a gaping hole where the priests tore his heart out. Most of his abilities now derive from his deity and so he should be treated as a priest (AD&D: cleric) as indicated above. Outside the caverns Yugao’s life would ebb away at the rate of one hit point a turn.

Besides Yugao the caverns hold another danger – the Jalush, a creature which has guarded the Goddess’ fane for hundreds of years. The Jalush may be a unique, demonic creature or it may be the last survivor of an extinct species. It has six limbs, walking on the back four and using the forelimbs for grasping and striking. It has an outer integument, smooth and ivory-pale, with sharp clusters of spines at its joints. It stalks with the slow, precise movements of a praying mantis and strikes with a scorpion’s vicious speed; any NPC of 4th level (RQ: lay member) or less has a 15% chance of fleeing in terror if suddenly confronted by it.

THE JALUSH
RQ:
HP28; Move 8; POW 20; Talons (1d8+3d6), SR4, 95%
Right hindleg (01)                 10/9
Right foreleg   (02-04)           10/9
Left hind leg   (05)                 10/9
Left foreleg     (06-08)           10/9
Abdomen        (09-10)           10/10
Chest               (11-12)                        10/10
Right arm       (13-15)                        10/9
Left arm          (16-18)                        10/9
Head               (19-20)            10/10

AD&D:
AC0; HP54 (from 11 dice); Move: 12”; 1 attack for 4-24; Neutral Evil.

EPT:
AC1; HP44 (from 11 dice); Move: 12”; Other notes: see below.

Tirikelu:
Melee 30, 1D10+6, hit points 44 [9/16/23], armour 6/3, Evade 9, Mag Res 24.

Any character hitting the Jalush has a chance of being scratched by its poisonous spines: 15% if the character is AC5 or less, increasing by 1% per AC point above 5. If the character fails his saving throw he loses 5 EPT points of constitution (AD&D: 1 point) at once and a further 5 EPT points (AD&D: 1 point) every two minutes. This continues until the character is dead or the poison neutralized. This can only be accomplished with the Ineluctable Eye of Healing (AD&D: Keoghtom’s Ointment or full wish), and even this will not reverse the damage! The poison also causes 1-3 hit points permanent damage whether or not the character makes his saving throw! Nothing short of Divine Intervention will heal its effects. 

RQ: the character must make his luck roll to avoid the spines. The poison is potency 15, and if it overcomes the character’s CON, he should be considered to have contracted the terminal form of Creeping Chill disease. If the poison does not overcome the character’s CON, he merely loses 1 point permanently in the scratched location. 

Tirikelu: Anyone striking the Jalush must roll their armour value or less on D6 to avoid being scratched by the spines. If scratched the character loses 1 point of Stamina every two minutes until they die or the poison is neutralised with Detoxify, Invigoration, or an Eye of Healing. Lost Stamina is not regained without a Restoration spell or a charge of the Eye of Regeneration.

The Jalush has a saving throw of 6 against all spells, technological devices, etc. It has keen senses and moves almost silently despite its size: it surprises the party on a roll of 1-4 on d6 and is itself surprised only on a roll of 1 on d10.

For any encounter in the caverns, roll d6:
1-3       the Jalush
4-5      Yugao
6          Yugao and the Jalush

Of course, Yugao is always somewhere in the caverns. Have the party encounter him in the Goddess’ fane if they haven’t run into him before then.

9. Low chamber. There is a drop of about twenty feet from the floor of the Inner Shrine down a narrow shaft which opens into the roof of this cave. The climb down is not difficult. A tunnel slopes gently downwards from the south-west part of the chamber. The sound of running water can be heard.

10. Underground stream. This dries up in summer, but at the moment is in full flood. The stream is 4 feet at its deepest point.

11. Secret ‘door’. A boulder conceals the narrow passage. It takes a combined strength of 85 (AD&D/RQ: 16) to roll it back.

12. The Goddess’ Fane. This cave is taller than most of those here and seems to have been enlarged by excavation at some time in the past. The walls have been stained white and covered with squarish crimson designs. There is a rough altar, a natural table of rock, to the south-east. On this is a rough, pitted idol of light grey stone, depicting a globular being with six thick, curving legs and the face of a thin-lipped woman.

Anyone touching the idol will receive a fleeting but horrible vision: a tall, unsmiling woman dissolves into the repulsive apparition of a torn, rotting monstrosity – the woman’s head, shoulder and right arm – flying through illimitable darkness towards the viewer. She wields a great warhammer and seems to be shrieking in rage with her hair streaming as if in a wind. However, there is no sound.

After a moment this vision fades; the idol will not affect a character more than once. Removed from the fane, it loses this power.

13. Skulls and broken bones, the Jalush’s victims over the years. There is a 4’ wide shaft in the floor of this chamber, set with many razor-sharp chips.

If a character manages to get down the shaft he or she will feel a sense of tremendous premonition, as though on the verge of a great discovery. Rather than merely telling the player this, the referee should try to create a mood, to heighten the sense of significance. Describe the dank air at the bottom of the pit, the rasping of the character’s own breath in the stillness, the rough wood of the torch in his hands, its heat on his face... There at the bottom of the shaft lies a 6” sphere with a stylized eye-symbol inscribed into it, seeming to watch the character. When the character picks it up it feels almost icy cold, and remains so even if heated. Though it seems to be made of grey marble, it cannot be cracked or damaged in any way.

This is one of the Ten Keys required to free Lord Ksarul, presumably concealed here by one of the followers of the Goddess of the Pale Bone. It cannot be detected as such by magical means, and only a great scholar could identify it for certain. Nonetheless, anyone who sees it will have some kind of ‘sixth sense’ as to its importance.

14. Cave entrance and waterfall. The stream emerges from the cliff face. The forest is a hundred feet below. From here characters can see Lake Ngusinaa stretching to the west and, mistily through the continuing drizzle, the great mountain peaks in the north. There are a number of ledges and handholds which make the cliff an easy climb.

After the adventure
For those who like to loot, there’s about 900 kaitars/450gps/900 lunars in cash distributed around the temple – mostly in the bursary strongbox in the administration building, but some also in the private quarters.

If the players take the temple relics (the statuette of Ey’un, etc) then they had better be careful about where they sell them if they don’t want the priests of Ksarul as enemies. Even if they return the relics to the priests, the latter may still view the removal of these items from the temple as questionable or even sacrilegious. The optimum course would be to leave the relics in place and bring back a Cardinal from the priesthood to recover them. The priests of Ksarul will give about 25% of the relics’ value as a reward to their discoverer.

If the party show the Key to Nomikaru hi-Teteli, back in Mandir, he may try to get it from them so that he can take it himself to the priesthood. This is not to say that Nomikaru will recognize it as being one of the Ten Keys, merely that it is an interesting artefact which could help him to ingratiate himself with his superiors.
Trivia: This scenario was slated to appear in a different version in Questworld, the supplement that Oliver Johnson and I worked on for Games Workshop. I drew the monastery and a cutaway of the shrine in 3D view, and sketched out some of the book spreads like the one below. The accompanying notes to the artist read:

"The main spread [for this scenario] shows the protagonists' first view of the monastery after climbing up the mountain path. It is heavily overcast and there is a curtain of fine drizzle. Hovering in the sky over the ruined monastery are seven winged creatures ('corposants')." 

So that's what would have been instead of Dragon Warriors, if things had turned out differently.

Friday, 25 November 2016

Four ways into fantasy

This is the text of a talk I gave at a role-playing convention in Coventry in the late '80s. I'd been sweet-talked into doing it by Gail Baker and Paul Mason. I thought what I'd do was throw out something contentious and then get a debate going. In those days I was quite combative about good fantasy. Ah, but you say 'good' is an elite word? All right, then!
There are a number of qualitatively different ways in which the fantasy element can be incorporated into a fantasy role-playing campaign. These different “registers” are built into the game world.

At one end of the spectrum, worlds such as Tekumel or Jorune are essentially Realist fantasies, in that all aspects of the world are viewed as logical and internally consistent. Such worlds are “absolute sub-creations”, to use Tolkien’s phrase. Tolkien’s words on the successful sub-creator apply equally to the referee of a Realist fantasy:
“He makes a Secondary World which your mind can enter. Inside it, what he relates is ‘true’: it accords with the laws of that world. You therefore believe it while you are, as it were, inside.”
Obviously the magic of Tekumel or Jorune is not rationally feasible in true scientific terms, but it is treated as logical within the framework of the fantasy. We are asked only to believe that in these worlds there exists a natural phenomenon that is indistinguishable from magic. The day-to-day logic of a Realist fantasy world is as close as possible to that of the real world. This is not to say that characters in the world will be like modern individuals, but their understanding of their world will ride on the same logic as ours. Nations go to war for political reasons, and people in the world resist convenient categorization as “good”, “evil”, “chaotic” or whatever. On Tekumel, Baron Ald of Yan Kor is prosecuting a war against his southern neighbors, the Tsolyani, because an expansionist policy is the only way to unify the fragmented Yan Koryani political structure. The war has become more bitter for certain acts perpetrated by the Tsolyani, most notably the massacre at the fortress of Ke’er. For their part, the Tsolyani regard Ald as a renegade – he was formerly a foreign mercenary in their army. When the whole situation is studied it is rather difficult to say who is in the right, and this is what one would expect of any Realist fantasy.

The most common environment in games and fiction is the Pseudo-Real fantasy. The mark of an Pseudo-Real fantasy is that it shows the roots of its creation. Most are based on medieval Europe and usually make no bones about this. The setting for RuneQuest 3 is overtly called Fantasy Europe, and Legend from Dragon Warriors is but a thinly disguised evocation of the medieval world as medieval people believed it to be. Other Pseudo-Real settings are possible (for instance Bushido’s Nippon) but all share the same heritage: they swipe much of their scenery from things we are all familiar with, on an intellectual and/or emotional level. Such a world cannot be utterly accepted as real, as it will contain elements which the players cannot avoid recognizing as fantastical. A Realist fantasy can fool your subconscious with the semblance of internal logic – it is the viable “Secondary World” Tolkien speaks of. But the only approach to a Pseudo-Real world is the temporary suspension of disbelief. Tolkien seems to be addressing us on this, too:
“But this suspension of disbelief is a substitute for the genuine thing, a subterfuge we use when condescending to games or make believe.”
This would make the Pseudo-Real world seem like a pretty poor thing in comparison to Realist fantasy. In fact, I would say (using reasoning much like Tolkien’s) that it can never quite match up as a game setting. It does, however, have its interesting features. It allows the players to explore the re-creation of legendary themes and imaginative landscapes we all share. Certainly it is easier to enter the half-familiar territory of a Pseudo-Real campaign, especially if you’re not playing frequently with a group of intensely committed gamers, than it is to key in to the fully reshaped tropes of a Realist campaign.

A step further from the real world is the Semi-Mythic fantasy. There is no longer any need for events to follow a “real” pattern, and the world cannot be accepted on an intellectual level. You must enter it as a make-believe. Rather than lurking as a half-glimpsed shadowy force that occasionally impinges on the world (as in a Pseudo-Real setting), the power of magic in the Semi-Mythic universe is great enough to affect world events. Often such a world is “kind of” medieval Europe, but with an overlay of dark lords, barbarian hordes of chaos, and taverns full of drunken dwarves. People wage war because they are Evil with a capital e, and are opposed by other people who are therefore Good. At its very worst this kind of environment is the stereotypical DnD cod-medieval world, and is to be encountered all too wearisomely often in fantastic fiction. But if handled expertly it can be very powerful indeed, tapping into tremendous emotional sources. It can be approached through the channels of dream, and the great Semi-Mythic achievements are perhaps Glorantha and Tolkien’s own Middle Earth.

Perhaps it is misleading to look at these various kinds of fantasy in a linear sequence depending on the amount of “myth” in the mixture. That is one categorization, but it is also worth considering the way in which the fantasy must be approached and experienced. With the final category, the Mythic fantasy, we have come almost full-circle. Such a world is not accessible on a realistic level, but the player (or reader) must shift his own role to one where his perception of the world is “real-like”. A Mythic fantasy is one where archetypal figures and landscapes are directly represented in the world. There will be no complex social setups; the world seems dark, passionate and primeval. Characters are apt to be hall-heroes full of human foibles but capable of great glory: Dark Age gangs à la Beowulf. Players thus see this world through different eyes. It is not realistic from our modern standpoint, but to the player-characters no other world is conceivable. The suspension of disbelief is no longer a problem, no longer grates against the player’s imagination, because the primal nature of the Mythic environment is so raw and primally strong that reason is lulled into submission. In such a world a hero might learn from a wise woman that if he swims the Rymchild Sea with a silver coin in his mouth, he will come to the Land of the Dead. If he rides far enough north he might come to an endless wall, beyond whose gate lies Faerie. Emotion, poetry and dream act with the force of natural law.

Player-characters in a Mythic world can be expected to adopt a dramatic rather than a pragmatic attitude, as they are almost conscious that the events of their lives are not real and immediate, but are in some sense outside of time. A riddling contest may be accepted and entered into with gusto, seen by the character as the proper way to deal with a challenge. A taboo such as is common in folktales (not to wander from the path, not to ask a specific question, etc) will be understood by the character to apply with a force greater than the intellect can grasp – whereas a character on a Realist world like Tekumel would surely require a more logical basis for his actions.

I know of no pure Mythic world in fantasy gaming, though I’m sure they are out there. Pendragon comes the closest of the games I’ve played, as it deliberately sets out to create an obviously unreal time and place, spurring players towards an immersion in the character-attitudes appropriate to that. A campaign based on the adventures of the Norse gods or Grimm's fairy tales would be even nearer to the mark.

Such are the categories. Now, what use are they? There are several lessons to be learned by considering the different categories of fantasy. First, it pays never to mix the approach of one category with the setting of another. As a very simple example, very few people in real life make a definite decision to act in a particular way simply because they see it as “good” or “evil”. In a Realist world it would be inappropriate for characters to talk in those terms. They might say, “We can’t do this; it isn’t right.” But they certainly would not say, “We can’t do that, we’d be acting like we’re chaotic-evil.” Yet in a universe where Chaos is widely accepted as a physical force (as in a teenager’s bedroom), although not realistic, it is credible for characters to take account of it in their discussions.

The other error lies in mixing elements of two categories. Both are usually devalued in the process. In the context of Jorune, it is perfectly reasonable to give the history, habits and social structure of an alien race like the thriddle. They are simply a group of intelligent nonhumans, and can be presented factually just as Larry Niven portrays his kzin, puppeteers, and so on. In the context of a Pseudo-Real or Semi-Mythic fantasy, it is not reasonable to do the same thing for dwarves and elves. Elves represent more than just the outer image; in a science fiction game, people with pointy ears are called Vulcans and we can be told all about them. But in fantasy, elves stand for something in relation to humanity; their soullessness and mystery stirs something in our imagination, and means that they have some bearing on what we are. They have a myth-value which is debased if they are treated as just a nonhuman race. See Robert Dale’s review of the Mayfair sourcebooks in White Dwarf 57 for a more extensive tirade on this theme.

A corollary to this is the use of elves, dwarves, etc, as player-characters. While that might be an interesting experiment for a good role-player over a single evening’s gaming, it can only have a negative effect in the long term. With the best will in the world, if I am playing an elf and adventuring for some reason with a bunch of humans, how long will the music of Faerie hang about me? How long before we reach the crass dungeoneering approach of “Elf at the back with his bow ready, the front rank hits the door...”? If you are trying to play the part of an elf, you must ask yourself a lot of rather mundane questions. Do elves sit in taverns and get drunk? Do they belch and have hangovers? Do they pick their noses, crap and get colds? These are questions that not only should never be answered, they should never be asked.

To focus upon a myth-figure with such boorish scrutiny is to strip away the fragile tissue of suspended disbelief on which it rests. You enter what Michael Polling calls the Cycle of Taxonomic Reduction. Elves cease to be viable myth-images, so (since even the most dedicated aficionado of pulp high fantasy must possess a vestigial imagination) it soon becomes clear one must create something else to fulfill their function in the fantasy environment. Searching a bit deeper into folklore to replace the now unmysterious elf, one might find drow, or spriggans, or bogles. But as soon as these are duly written up and codified, they too are devalued and the desperate slide continues. It is possible to apply a few game-safeguards (“this race is for NPCs only” or “the GM may choose from the following facts about the race, some of which may be only half-truths”) but these do not stop the rot entirely. A close look at any game’s monster listings usually turns up several valiant attempts at remythologisation. I have just flipped through the Fiend Folio, where the meenlock and revenant are good examples. But on the barren soil of rules and stats they can never be more than a pale after-image of the original myths.

This is more important now than ever before because we have a lot of new blood entering the fantasy role-playing hobby. Giving newcomers tips on how to role-play or design good scenarios should not come before warnings on how to preserve the wildness and power of their fantasy. Someone whose induction to fantasy role-playing gets mired in the compatibility of human-orc genetics and contemplating the lifecycle of trolls is on a downward spiral of diminishing imaginative returns. I think we shall not have done our duty by the hobby if we fail to take a stand against that.



Recommended reading
Tree and Leaf by J.R.R.Tolkien
The Language of the Night by Ursula LeGuin (especially the essay “From Elfland to Ploughkeepsie”)
Red as Blood by Tanith Lee
Rhetorics of Fantasy by Farah Mendlesohn

There are of course no definite boundaries between the fantasy categories I have defined here (categories should always be taken with a pinch of salt in any case), but the following are good fantasy works that illustrate the point:

The Man of Gold by M.A.R.Barker (Realist)
Lyonesse by Jack Vance (Pseudo-Real)
Night’s Master by Tanith Lee (Semi-Mythic)
The Penguin Book of the Norse Myths by Kevin Crossley-Holland (Mythic)