Wednesday, February 5, 2025
Wednesday Comics: DC, May 1984 (week 1)
Monday, February 3, 2025
The Darkling Princess
Our Land of Azurth 5e campaign continued last night with the party summoned to a counsel of the three rulers: Viola of Yanth, Desira of Virid, and Bellona of Sang. The PCs were informed of recent intelligence that suggested have her long deathless sleep, Nocturose, lover of the Witch Queen of Noxia might be awakening. None of them were sure who this event should it come to pass might tip the balance of the war as the Gloom Elf servants of the Witch Queen have been allies of the Wizard, but they want the party to get involved and find out.
Zabra, ever true to her alignment and her upbringing, makes inquires what might be in it for them. Alas, the rulers just appealed to the party's sense of right. Most of them have long ago resigned themselves to pocketing loot on the side, so they convince Zabra to go along.
They are transported across northern Yanth Country and the border at the Vale of Thorns into gloomy Noxia where the sun is eclipsed by Umbra, the Shadow Moon, by air elementals in the service of Desira. They are deposited at the entrance to the dark forest where the chapel where Nocturose lies in state is located. The elementals wish them luck and say they'll wait.
The dark canopy of the forest is full of stirges and the shadows are unusually thick. The trail is blocked by twisted treant who tells them that Nocturose's fitful spirit seeks a mirror that was shattered. With it reassembled she can fully awaken. He reveals to them in verse the locations of the mirror pieces. The party takes on the task of finding the mirror shards, though they still aren't sure of their purpose or their side here.
They manage to talky to gothy nymphs into giving up the shard that they have. Then they trade a +1 battle axe and a low level potion of healing to a winged morlock-thing for the shard he and his tribe have. Next, they descended into a dark pit and found a cace. Before they could locate a shard there, a voice challenges them from the darkness and a shadowy dragon moves into view!
This relates to the characters and concepts mentioned in the Dictionary of Azurth.
Friday, January 31, 2025
In Translation
Constructed languages, at least for naming, are a big part of fantasy literature. Evocative coinings like Minas Tirith, Lankhmar, Aes Sedai, An-Athair, Khaleesi, Tharagavverug, and sranc are an important part of the enjoyment.
In fantasy rpgs, however, even constructed naming languages can be tough for some players. Not only can names like Hrü'ü be hard for some to pronounce, but a number npcs with difficult/unfamiliar names may be difficult for players to keep straight or remember at all and so keep those players from fully engaging with the imagined world.
Tolkien, bitten though he was by the conlanging bug, offers a solution: translation.
We all know, of course, that we must imagine translation as having occurred so that we can read books and play characters in rpgs in our native languages and not in whatever language exists in the setting. Tolkien, unlike most authors, doesn't just leave this to necessary convention. He tells us that the book he ostensibly got the story of LotR from was in Westron and that the names of the Hobbits Bilbo Baggins and Peregrine "Pippin" Took (for example), are translations/localizations of Bilba Labingi and Razanur "Razar" Tûc, respectively.
Those nice details aside, Tolkien goes a step further. Other imaginary languages in his work beyond Westron get rendered as different, real languages: Rohirric, the language of Rohan gets translated into Old English, and names in the tongue of Dale and that of the dwarves get translated into Old Norse. This allows him to retain the "foreignness" of those other tongues from the perspective of Westron which has become mostly invisible since it's rendered as Modern English.
But he's not done there! Tolkien often chooses languages to "translate" into that retain the essence of the imagined linguistic relationship between his fictional languages. For instance, the names of the ancient kings of Rhovanion are rendered in Gothic, preserving in Gothic's relationship to Old English something of the relationship of the tongue of ancient kings to Rohirric and Westron. This graph from Wikipedia shows it:
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Chiswick Chap |
I think this approach is a natural fit for rpgs. True, any use non-Modern English (or whatever the native language of your group is) might present difficulty for some players, but I think "coding" the use of unfamiliar languages to only certain groups both aids the memory and decreases the total number of unfamiliar things to remember. If Elvish names are translated as French (or Farsi, or whatever you like), well maybe the player still can't remember a particular elf's name, but they stand a better chance of recognizing names as Elvish.
There was a Dragon article back in the 80s that sort of hit upon this. The author suggested using a mix of Old and Middle English to represent the ancestor of Common. In my Azurth campaign, I have high elves speak in sort of the cod-Shakespearean manner of Marvel Comics' Thor to represent how their long lives left them behind current language changes.
Wednesday, January 29, 2025
Wednesday Comics: DC, April 1984 (week 4)
The interesting story, though, is the second one by Kraft and Mazzucchelli/Rodriquez which serves as a coda to the Pantheon saga that concluded in issue 300. As the other heroes depart, Batman asks Superman if he'd like to get a drink with him. The two go to a pub full of African colonialist scum and villainy and a couple of them don't believe these funnily dressed strangers who order milk and talk about their feelings are real superheroes and decide to challenge them. Humorously, the two heroes defeat the tough guys without leaving their seats and only barely disrupting their conversation. The strange thing about this story from the modern perspective is seeing Batman talk to his friend about his feelings. He references his loneliness and concern that the two of them seldom get to talk because they are always dealing with some crisis. I can't say Kraft's script completely sells me on it, but it's kind of refreshing to see a time where friendship was important to these characters.
Monday, January 27, 2025
Greyhawk: The Horned Society
The origin of the so-called humanoids of eastern Oerik is something of a mystery. They first entered history as mercenaries and foederati of the Suloise and Baklunish in their wars. When the conflict toppled both empires, the humanoid groups fell upon their former patrons as well as their enemies as every people scrambled for their own survivable. A confederation of hobgoblin comitatus and various allies of other humanoid groups settled in the steppe north of the Nyr Dyv between the Veng and Ritensa Rivers.
In recent decades, one or more high priests of a diabolic cult have managed to convert the fractious tribes and bring them under their sway, forming the Horned Society. While the name is applied in human lands to the region, only a portion of the humanoid tribes residing there are actually directly in the service of the Horned Society Hierarchs. Though much has been made of the superstitious fanaticism of humanoids, it seems likely that the Hierarchs rule as much by their success in delivering lucrative plunder through banditry and by canny manipulation of rivalries between groups. The theatrics employed by the Hierarchs, to say nothing of the invocation of diabolic power, likely serve as a deterrent against would-be usurpers, however.
Friday, January 24, 2025
Weird Revisited: Magical Revolutions
We’re all familiar with the advance of technology and the shifting--sometimes radically--of scientific ideas. The ether theory gave way to special relativity; the crossbow gave way to the gun. So why is it we seldom see any advancements in the technology of magic, or magical paradigm shifts, in rpg settings?
Not that magic isn’t shown as changing over time, but it's almost always a fall from a more advanced state, even a Golden Age, to its current one. Mostly, though, this seems to just a change from more magic to less. Sure, this gives a convenient rationale for ancient magical ruins and magical items laying around, but there are other explanations for that stuff, surely.
Why can’t magic missiles be more powerful today than 100 years ago? Maybe old spells have completely fallen by the wayside due to improve defenses (maybe, though, those defenses have been lost too?). Or how about old magical theories giving way to the radical new theories of a Magus Einstein? Different magical schools/styles need not be equally valid views that just add “color”, one could be more true than the other. What would that even mean: more powerful spells? shorter casting times? higher levels attainable? bragging rights in the outer planes?