Monday, April 26, 2010

More Inspirational Nonfiction

Here, from my shelves to you, are five more works of nonfiction that I've find inspirational, or instructional, in the process of world-building:

Imaginary Worlds by Lin Carter: This first selection is an oldie--woefully out of print--but a goodie and worth seeking out. Not only does Carter provide a history of "secondary world" or "imaginary world" fantasy, but his last chapter is a "how-to" on world-building covering topics like religion, cartography, and naming. It's aimed at fiction writers, true, but it has some good thoughts for gaming world-builders, as well.

The Secret Teachings of All Ages by Manly P. Hall: Originally published in 1928, Hall's book is a good corrective to the simplified polytheistism in a lot of fantasy game worlds. He's got quick-read-but-detailed, chapter's on Pythagorean mysticism, Gnosticism, Hermeticism, and more mystery cults than you can shake a bone rattle at. It would probably be useful to add some color to modern, or modernish, occult games like Call of Cthulhu, too.

Dictionary of Ancient Deities by Patricia Turner & Charles Russell Coulter: Need inspiration for the portfolios or characteristics of gods in your game? Or maybe just need an obscure name to throw on an idol in a dungeon, and don't feel particularly like coining one? This books got you covered from A (Mayan death god) to Zywie (alternate name for Polish goddess of life, Ziva). It makes for interesting browsing for ideas you didn't know you needed, as well.

Encyclopedia of Heresies and Heretics by Chas S. Clifton: What's all this Ancient World-syle religion in a pseudo-medieval setting? Try out some of these challenges to Christian orthoxy through the ages. I've found heretical beliefs a big inspiration for "Catholicism-but-not" religions for games that need something like that. Not as much information as Cohn's book I've mentioned previously, but a breezier read and more browsable.

Monsters! by Neil Arnold: Arnold subtitles his book "the A-Z of zooform phenomena" giving a hint of his Fortean stance, but its weird sightings, urban legends, and mythological creatures make for fine adventure fodder. Arnold's entries suffer from a little sparseness of detail at times, and some of the monsters either already have analogs in gaming or would require a lot of thought to make them useful.  But things like the Hopkinsville Goblins, Jenny Greenteeth, or the cattle-mutilating, flying, Jellyfish of Japan, definitely have potential.

Sunday, April 25, 2010

Mail Order Magical Materials

From the early 1930s until after World War II, companies like King Novelty Company sold "curios,"--hoodoo charms and ritual materials--and grimoires (including the famous Pow Wows, or The Long Lost Friend) alongside cosmetic and medicinal items.

In the world of The City, catalogs like these are handy resources for material components and materia magica. Even in more traditional, pre-industrial fantasy campaigns these materials might be used to add some flavor to spellcasting. For campaigns that don't use material components, maybe these materials enhance the potency of spells?

Here's a selection of some of the materials offered in the catalogs with suggested D&D game effects.  Example spells affected for each material are from the Open Game License System Reference Document version 3.5.

Devil's Shoe-String: Thin, flexible roots of a family of plants related to honeysuckle. These can be used as components in spells to "tie up" or "hobble" enemies (Entangle, Hold spells, Slow, Snare) and also be carried for luck in gambling.

Goofer Dust: Made from graveyard dirt, powdered, shed snake-skins, sulfur, and salt in the main, exact goofer dust formula's are trade secrets of the various manufacturers. Goofer dust is sprinkled where an enemy will walk, or perhaps placed inside his shoes, and leads a magical poisoning. [On a failed saving throw, the victim suffers a -2 to penalty to attack rolls, saves, and ability checks for a period of 1-10 days.]

Graveyard Dirt: Dirt acquired in a graveyard can be used as a material component for some spells which do harm to others (Bestow Curse, Cause Fear), but can also be used in spells of protection (Various Protection and Magic Circle spells). Whether graveyard dirt is gathered by the would-be caster or bought from a supplier, care should be taken that it has been "paid for"--usually by leaving an offering of a silver piece in the graveyard--to appease the spirits of the dead.


Lodestone: Pieces of naturally magnetic iron ore. Lodestone is a component used in spells of luck (Locate and Find spells), or attraction (Charm and Summon spells). Some hold that different color lodestones have greater potency when used for specific purposes.

Four Thieves Vinegar: An ancient, Old World formula, this is a mixture of herbs and vinegar, which can be ingested or applied topically to provide resistance to disease and magical protection. [Adds a +2 to saving throws against disease, and a +1 against spells for 2-12 days with each application.]


Van Van Oil: Made from herbal essential oils, it may be applied to the body or a surface as a component of spells of protection ([Alignment], Magic, Arrows, etc.). It can also be used to anoint magical items like amulets or rings to enhance them, or weaken cursed items. [Application of the oil adds one additional charge (1 time/item) to an item with limited charges, adds a bonus to the effect of any non-charged item for 1-10 hours, or removes the deleterious effect of a cursed item for 1-10 hours. These last two effects may be gained more than once per item, though never in a cumulative fashion. The oil has no effect on scrolls, potions, or magical weapons or armor.]

For information on real-world hoodoo and rootwork, and more examples of magical materials. check out Cat Yronwode's great website.

Friday, April 23, 2010

This Land...

"As I went walking that ribbon of highway,
I saw above me that endless skyway..."
-
Arlo Guthrie, "This Land is Your Land"
Last Sunday, I mentioned the City sandbox campaign. I thought I might give a little more information on City, and its world.

The City sits at the mouth of the Eldritch River on the eastern coast of the New World (which isn't really new at all) facing the ocean, across which lies the Olde World which still suffering the effects of the strange weapons employed in the last war.

With the ocean and the Olde World behind us, let's heading out west. We come to the Smaragdine Mountains. These parallel the east coast, running into the sea in the north and petering out in the south. These old, forested hills are the home of superstitious yokels, moon-shining ogre clans, crafty conjure-men, and magical beasts. In the south, where the mountains shrink to hills, then flatten, and finally sink to vast swamps, we again find monsters--prehistoric holdouts and belligerent (and malodorous) skunk-apes.

West again, over the mountains, we find steel-towns, and corrupt Lake City, run by warring gangsters, on the shores of the Inland Sea.

Beyond the cities and still fertile farm lands, are the Dustlands. These were farm lands once, but now ruined by drought, ruled by sentient, malevolent storms--cyclone suzerains and tornado tyrants--and haunted by black-dust ghosts.

Eager to leave the Dustlands behind us, we push westward and find more mountains. These are rugged peaks that dwarf the Smaragdines, and shadow hardpan, high deserts. These are places of old mining ghost towns, deep canyons with ancient cliff dwellings, and strange, diminutive mummies that might still whisper in dessicated voices to those that will listen.



West again, one last time, and we're in the lands of Hesperia, and at another coast. Hesperia is the most civilized place we've come to since we left the east--and maybe more civilized, depending on who you ask. Sunny, palm-treed Heliotrope, in the south is the home of movie industry that entertains a continent. In the north is decadent San Tiburón, where lives a vagrant, who's either the Maimed King of the New World, or a sad lunatic.

And that's a brief, fly-over tour of a continent.  Sea to shining sea, as it were.