Tuesday, March 17, 2020

Wednesday Comics: Social Isolation Edition


If you're bored and stuck and home, you could do a lot worse than listening to our podcast The Bronze Age Book Club, where we explore one Bronze Age issue an episode. Our latest episode has been delayed, but not to worry, we have are continued to record and will get them to you as soon as we are able.

Still, there are already 15 episodes for you listening pleasure.

Monday, March 16, 2020

Weird Revisited: Middle Earth with More Pulp

"Know, O prince, that between the years when the oceans drank Númenor and the gleaming cities, and the years of the Fourth Age, there was an Age undreamed of, when realms of Elf, Man, and Dwarf lay spread across the world like blue mantles beneath the stars. . . Hither came Aragorn of the Dúnedain, black-haired, sullen-eyed, sword in hand, a ranger, a wanderer, a chieftain, with gigantic melancholies and gigantic mirth, to tread the thrones of Arda under his feet." 
- The Red Book of Westmarch
I posted that bit of Howardian remix on G+ years ago goofing around, but it's a serious idea: What would Middle-earth be if presented in a more pulp fantasy (not just Robert E. Howard) sort of way? You could do a really comprehensive overall, sure, where maybe only the names remain the same, but I think a few tweaks here and there would make a big difference. Just take a look at things that are already pretty pulpy: 1) a fallen age following the sinking of a "Atlantis"; (2) Orders of beings with some more advanced and others more degenerate than others; (3) a lot of ruins strewn about; (4) a lot of wilderness separating civilized areas; (5) Magic (to the extent it is practiced by Men--i.e. humans) seems the province of sorcerers who are engaged with evil forces.

So let's start with Eriador, also called the Lone-Lands, which is pretty cool, because that's where the stories do, and see how it goes. Eriador is definitely a "Points of Light" place; a former advanced kingdom where most of the cities have fallen into ruin after a war with a Witch-King.


Witch-King Cultists: When a guy named the Witch-King used to rule, I think there probably should be hidden enclaves (or whole villages) fallen to his service and maybe worship of Sauron or Morgoth. They probably also engage in sacrifices commiserate with their Satanic cultist behavior.

The Rangers of the North: The Dúnedain who struggled against the Witch-King were descendants of Numenoreans (like Conan was a descendant of Atlanteans). After their defeat they become badass wilderness types organized into tribes or bands, I'd guess. They're about as much "barbarian" as Conan is, except they're in tight with elves. They roam the wilderness and hunt orcs and trolls (and probably those Witch-King cults). They could be part frontier lawmen, but also a lot like the settlers described in Howard's "Beyond the Black River":  "They were all gaunt and scarred and hard-eyed; sinewy and taciturn."

Replace the Picts in those Pictish Border Howard stories with orcs or Hill-men, and you've got it. Or replace Solomon Kane in any of a few of his stories with a lone ranger (heh), and that works as well.

Woses: Speaking of Picts, a couple of Howard's Pict stories are perfect inspiration for the mistreated, more primitive Drúedain. Check out "The Lost Race." Here's a perfect description:
"Scarce above four feet stood the tallest, and they were small of build and very dark of complexion. Their eyes were black; and most of them went stooped forward, as if from a lifetime spent in crouching and hiding; peering furtively on all sides. They were armed with small bows, arrows, spears and daggers, all pointed, not with crudely worked bronze but with flint and obsidian, of the finest workmanship. They were dressed in finely dressed hides of rabbits and other small animals, and a kind of coarse cloth; and many were tattooed from head to foot in ocher and woad" 
Hill-Men: Again speaking of Picts, in either Howards frontier stories or some of his other Pictish yarns where their degeneration is more sinister (after Machen) and less sad, the Hill-Men can be those sort of Picts. A little degeneration won't hurt. They're really likely to be those cultists mentioned above, too.


The towns: As to the civilized or more settled areas of Eriador. I strongly support MERP's idea that Tharbad (before it was a ruin) was a decaying city of cutthroats and thieves. A standard Conan tavern ought to fit in well, in any of those towns, too. Just substitute "Brythunian" with "Breeland" and you're good to go.

Sunday, March 15, 2020

Elves from the Broken Sword


The elves of Poul Anderson's The Broken Sword are like the standard elves of D&D to the extent they both share similarities to Tolkien's elves (in the case of Anderson's book, it's because they share the same sources), but are very different in other ways: they are haughty and cruel, more classic faerie-like, invisible to human's without witchsight and vulnerable to iron.

Here's an elven subrace for 5e that is a bit more like Anderson's version than the standard D&D ones:

Ability Score Increase. Your Charisma score increases by 1.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Cantrip. You know one cantrip of your choice from the wizard spell list. Charisma is your spellcasting ability for it.
Fleet of Foot. Your base walking speed increases to 35 feet.
Iron Sensitivity. Iron weapons do +1 damage against one. You cannot wear iron weapons or armor, or even touch it without taking 1 point of damage per round.

Friday, March 13, 2020

Weird Revisited: Adventuring in The Time of Plague

This post originally appeared in 2010, but recent events brought it to mind...


A little light reading about the Plague of Justinian the other day (and the plague of no home internet access I continue to suffer) got me to thinking about the use of epidemics or even pandemics in gaming. Obviously, succumbing to infectious disease isn’t the most adventurous way to die, but plagues, particularly big ones, have a tendency to cause a great deal of social, economic, and religious upheaval, which is the perfect backdrop for an rpg campaign, or fodder for adventures.

First a few terms. An “epidemic” occurs when the outbreak of new cases of a particular disease exceeds the expected number for a given population. This is, as the definition suggests, somewhat subjective. A “pandemic” is when epidemic conditions exist over a wide geographic area--possibly even the whole world.

The most famous historical pandemic is probably the Black Death which affected Eurasia, and peaked in Europe around 1350. Low-end estimates have it killing a third of Europe’s population. The traditional culprit was thought to be bubonic plague caused by the bacterium Yersinia pestis, though their are some new theories.

The societal effects were profound. Depopulation meant fewer people to farm, and that coupled with livestock plagues, and climatic changes lead to famine and starvation. Fearful people blamed convenient scape-goats--often Jews--and Jewish communities were wiped out in some places. Fringe religious groups like the Brotherhood of Flagellants became more widespread.

The Plague of Justinian (541-542 CE) is also thought to have been caused by bubonic plague. This plague may have weakened Byzantium enough that Justinian I was unable to reconquer Italy, shattering any hopes of reconstitute a whole Roman Empire. It may have also weakened Byzantium for its coming face-off with the Arabs a century later.

Y. pestis isn’t the only malefactor out there. Smallpox, influenza, cholera, and typhus caused pandemics before the the 20th century. Measles, yellow fever, and dengue fever never had the same spread, but have caused localized epidemics. Of course, in a fantasy world plagues might be more exotic, even magical in nature.

I can think of three broad ways a plague could be used in gaming. The first is plague as background color. Carts of dead, or oddly dressed plague doctors might just be part of the general ambience of a setting--particularly one with a grubby, "real" Middle Ages feel. It could be treated seriously, or darkly humorous.

The second is plague as apocalypse. As its been pointed out before, there is a post-apocalyptic element to the implied setting of D&D. Perhaps the apocalypse isn’t just a remote event, but ongoing? This could cast the player’s not as pioneers on the frontier, but as defenders of the fire of civilization. This might or might not have implications on the sort of adventures had, or it might just influence the tone.

The third is plague as campaign focus. Maybe the point of the whole campaign is defeating the forces of evil behind the plague? It could be introduced early, as a minor background element, but as more people succumb to the disease it grows in importance. Eventually, finding a cure might become the PC’s central concern, but only after its grown “naturally”( or unnaturally).

Thursday, March 12, 2020

Weird Revisted: Demonland

Art by quiteproustian
The promiscuousness of infernal beings is well-known, so it isn't surprising that by-blows of their trysts are found among mortals. While rare in most of the world, those with infernal blood are the majority of the populous in Demonland1, a city-state across the mephitic Wastes from the Country of Sang. Why so many descendants of infernal bloodlines should be found in one place is a mystery, but perhaps the area had a sulfurous air of hominess for their grandsires and granddams.

Demonland proper is built upon a cluster of small islands in a lake formed by hot springs. The boiling, caustic, malodorous waters are a perfect defense --though they also make life less pleasant for the inhabitants. Demonland’s potable water comes from filtered rainwater collect in cisterns and also by magical purification of the water of the lake itself. The city is only accessible by boat and all goods and visitors make the trip over by ferry.


Demonland is nominally ruled by a Duke (or Duchess), and though this ruler’s power is theoretically absolute, it is most commonly exercised in throwing lavish revelries at which the true rulers of the city go masked. These princes (and their masks) represent the seven capital vices exalted in Demonlander religion and culture. The prince of each vice is officially appointed by the Duke but in practice is more or less elected by general consensus, as the Duke shrewdly defers to the inclinations of the mob. They serve for an indefinite tenure, usually a year and a day. The princes are meant to most perfectly embody their vice, and would-be candidates campaign vigorously (all except the candidates for Prince of Sloth, of course) for the title by engaging in the most audacious (and public) displays of sinfulness to capture the jaded hearts of the populous. The princes hold absolute authority with regard to the practice of the vice they personify and make legal proclamations and levy taxes or duties that might be pertinent as they see fit. They are allowed to keep a percentage of any monies collected for themselves.

Diabolism is the state religion of Demonland. It inverts the morality of most human faiths, promoting vice and condemning virtue. Self-interest and the pursuit of pleasure are valued over altruism and self-denial; Greed and vanity are extolled, and charity and modesty condemned. Demonlanders, however, are only a trifle less likely to fall short of the ideals of their faith than folk elsewhere, so their practice of immorality is as prone to lapses as the practice of morality in other lands.

Art by Arthur Asa
1. The correct demonym is "Demonlander." Never call a Demonlander a "demon" as this is both inaccurate and rude. "Tiefling" is just as bad.

Monday, March 9, 2020

The Half-Seen Tower

Art by Petr Passek
Our 5e Land of Azurth game continued last night with the party trying to find a way to close the portal to the Umbral Realm after having slain the shadow drakes. Nothing they try seems to work. They do discover the missing artifacts of the cervine centaur people (and 3 shadows in the process), and glimpse a partially ruined tower in the near distance, but only when the roiling shadow rising from the portal passes between them and it. Otherwise, it's invisible.

They decide to investigate, but first thing's first: return the artifacts to the tribe. Waylon and Erekose surreptitiously decide to Identify the items first, lest they turn over something truly valuable to the forest dwelling folk. The staff is nothing magical. The diadem is, but the specifics are hard to understand. Waylon asks Tualla if they might borrow for a while, but after Shade intervenes the matter is dropped.

But on the way back to the tribe's encampment they discover another enemy. A pale, black-eyed elf and a couple of hulking humanoids of unknown type are threatening a yearling of the tribe. When Erekose and Kully intervene, the elf and companions make their escape. The kid tells them they wanted to know about "the strangers that killed the drakes."

Shade will brook no child-threatening, so the party tracks them through a shadow-darkened mire to a dark, unwholesome pond surrounded by tall grass--and the half-ruined tower. Ever on the lookout for valuables, Erekose spies a glint of gold in the grass 'round the pond. It turns out to be a ring on the pinky digit of a half-decayed, severed hand.

Waylon tries to get the ring via mage hand, while Waylon goes in closer to investigate and a putrid undead thing rises from the muck to attack. Then another!


While the party is fighting the creatures, someone hidden snipes at them with poison arrows. When they are finally able to catch a glimpse of them, it's two more of the strange elves. The snipers press the party hard, but eventually 7 against two, causes one to beat a retreat and leaves the other asleep in the grass--a captive for interrogation.

Sunday, March 8, 2020

East of Caldwellia, West of Elmoreon

In recent discussions of vanilla fantasy, my friend Paul (owner of the long-hiatused blog, Dungeonskull Mountain) and I have bandied about the idea of an "80s fantasy" world. While we perhaps don't share exactly the same vision for that, both of us agree that famous D&D artists of mid-1e to 2e eras--particularly Clyde Caldwell, Larry Elmore, and Keith Parkinson--play a big part in that.

The visuals are clear and distinct, but is there a setting in the work of these artists distinct from just generic D&D?

I'm not entirely sure, but I think we can say make guesses as to what elements it may have and what elements it does not.

Glamorous Not Grotty
Glamorous might be a little strong, but hey, alliteration! Anyway, we are certainly not in the Dung Ages, or any version of gritty pseudo-Medieval verisimilitude.

Complicated Costumes and Culture
Compared to work of Frazetta, Kelly, or Vallejo, the clothing of the characters has a lot going on: fur trim, feathers, scales, etc. This tends to be true even when female characters are scantily clad. It's all more renfair that Conan. This suggests (to me) more of a high fantasy world than a sword & sorcery one, and an interest in visually defining cultures that doesn't get into the heavy worldbuilding of a Glorantha or Tekumel, but is definitely of the "needs a glossary at the end of the book" level.

Dragons & Drama
There are an awful lot of dragons. I mean,  they're showing up all the time. And often characters are confronting them in a way that suggest they are big, powerful heroes, not the type to die pointless in holes in the ground. The another name for high fantasy is epic fantasy, and that's what these images often convey.

A Touch of Humor
Despite the epicness and high drama, things are seldom if ever grim. In fact, from adventures posing with the tiny dragon they slew, to a muscular female fighter manhandling an ogre, a bit of humor is pretty common.