Wednesday, December 31, 2014

Twenty Questions

Some time ago, the Necropraxis blog came up with a post entitled "20 Quick Questions: Rules," which was a follow-up to Jeff Rients' "Twenty Quick Questions For Your Campaign Setting." Here are my answers for the Necropraxis questions (I'll do Rients' at a later date, maybe):
  1. Ability scores generation method?
    3d6 in order, then roll 3d6 a seventh time and replace any ability desired.
  2. How are death and dying handled?
    A character can survive negative hit points equal to their level, modified by their Constitution bonus. They lose one hit point per turn until they either make a save vs. death (-1 per negative hit point) or someone intervenes. Below that, make a save vs. death to survive, and even succeeding means rolling for a permanent injury (table to come).
  3. What about raising the dead?
    If you can find a high enough cleric of like alignment and meet their (always steep, both in terms of offering and service) price.
  4. How are replacement PCs handled?
    Promote a henchman (which is a good motivation to have one), bring in an heir who can inherit the former PC's treasures (after a 50% "death tax"), or create an all-new PC at 1st level.
  5. Initiative: individual, group, or something else?
    Group, but having a pole weapon automatically grants initiative in the first round.
  6. Are there critical hits and fumbles? How do they work?
    Double damage on a natural 20, fumbles handled by DM fiat (whatever is the most amusing at the time).
  7. Do I get any benefits for wearing a helmet?
    No, but in any armor heavier than leather, you lose a point of Armor Class for not wearing one.
  8. Can I hurt my friends if I fire into melee or do something similarly silly?
    Yep. If you miss, you have to roll against the PC engaged with your target, rolling as if a zero-level human.
  9. Will we need to run from some encounters, or will we be able to kill everything?
    There will be a lot of running--at least among those who wish to survive.
  10. Level-draining monsters: yes or no?
    Yes, but those so effected may make a saving throw vs. death to recover those lost levels after a week of rest (one roll per level).
  11. Are there going to be cases where a failed save results in PC death?"
    Yep.
  12. How strictly are encumbrance & resources tracked?
    Very strictly, using the Lamantations of the Flame Princess encumbrance rules.
  13. What’s required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time?
    Leveling happens immediately, though new spells are acquired only after a reasonable period of down time.
  14. What do I get experience for?
    Depends on the adventure. For your standard dungeon-crawl, you get xp for both monsters and loot as per the rules. You get another 2 xp for each silver piece (I use the silver standard) spent. If the adventure involves hunting one or more creatures, you may get up to quintuple the normal xp for kills. For exploration, xp awards for reaching new locations. For epic quests, xp awards for achieving specific goals.
  15. How are traps located? Description, dice rolling, or some combination?
    Some combination. It depends on what the PCs do and the nature of the trap.
  16. Are retainers encouraged and how does morale work?
    Retainers are definitely encouraged, and morale is per the B/X rules.
  17. How do I identify magic items?
    Experimentation, or hiring a magician-sage (very expensive).
  18. Can I buy magic items? Oh, come on: how about just potions?
    Minor magic items can be bought and sold, including potions, +1 weapons, and minor protective charms. Some of these will be counterfeit, of course.
  19. Can I create magic items? When and how?
    In accordance with the BX rules (name level characters) with the following exceptions: Magic-users and elves may create scrolls at any time and potions at 5th level. Dwarves may also create appropriate items (weapons, armor, metal and stone-based miscellaneous items) at name level.
  20. What about splitting the party?
    Sure, go for it. But the encounter tables won't change to save you.

Tuesday, December 16, 2014

Of Gods and Ideals

As I noted in my previous post, the gods of Tellene come across more as Platonic ideals of certain concepts than the gods of earth mythology. In our world's mythology, the gods are personifications of nature, and their emergences, births, wars, marriages, deaths, and so forth are symbolic representations of the forces of nature. For example, it's been speculated that the myth of Baal's death at the hands of Mot (the god of death) in Ugaritic mythology is either a symbolic retelling of the cycle of the year, with the dry summer months of the Levant being reprented by Baal's (the storm-god's) death, or else that the myth was inspired by a particularly harsh drought and famine. My own personal speculation is that the fall of the Titans in Greek mythology was a symbolic representation of the shift in Greek devotion from their old gods to those of the Sidonians / Phoenicians. (The triad of Zeus, Poseidon, and Hades being Hellenizations of Baal, Yam, and Mot.)

Tellene's mythology, as presented in the sourcebooks so far, is fairly static. The gods have personality, but little history beyond a vague war in the past that resulted in the death of eleven of the original fifty-four gods (six per alignment, showing that the "idea" alignment in Tellene is True Neutral--a typical ideal in D&D campaign worlds). There are, as already noted, no relationships between them, beyond all being children of the Creator, though there are alliances and enmities which will surprise no one looking at an alignment chart.

Those tendencies are endemic of campaign worlds developed during the 2e to 3e era of Dungeons & Dragons: Every element must have its opposite, to the point where a salamander (a kind of fire elemental) must be balanced with an "ice salamander" and a paladin must be balanced by an anti-paladin (or blackguard, in 3e). "A foolish consistency is the hobgoblin of little minds" is a phrase that seems to sum it up.

KoK underwent most of its development during this phase, which is somewhat frustrating to me. Ancient mythologies weren't so "balanced," and the symbols of the gods tended to be what was most important to the people in the time that they arose. Some of these seem trite to us. For example, the Mesopotamian god Enlil was symbolized by the mattock. That seems trite and humble to us, but to the stone-age-turning-bronze-age people of Mesopotamia, the mattock was an astounding invention that revolutionized their lives and made agriculture and cities possible.

That actually fits with some of the elements of Tellene pretty well. For example, the Overlord's sacred animal is the draft horse. Sounds trite, until you realize that the Overlord was imprisoned at the dawn of human history, probably at about the same time that humans were starting to domesticate the animals. The draft horse, therefore, becomes a symbol of man's dominance, of taking control of nature rather than being subject to its whims. The Overlord, therefore, was probably the first god of civilization in Tellene.

If so, that tells us something of the moral dimension of Tellene: Dominance, the rule of the strong / high-born over the weak / low-born--or for that matter, the dominance exhibited in domesticating animals--is naturally the province of Lawful Evil, and can never be wholly channeled for Good. On the other hand, tilling the fields and bringing forth crops, represented by the Holy Mother and the Raiser, are inherently Lawful/Neutral Good activities. Conversely, the extreme liberation offered by the Guardian and the wild unpredictability of the Storm Lord are actually more akin to each other than to the tilling of the fields. This is much in contrast to our own world, where the Ugaritic texts viewed Baal as being integral to civilization, as the Levant (unlike Egypt or Mesopotamia) was completely dependent on the winter rains to survive.

The easiest way to reconcile this is that the Holy Mother, Raiser, or Mother of the Elements is the goddess of the gentle rains, and the people of Tellene see a quantitative and moral distinction between rain and storm. One wonders if the Elosi or those of the eastern side of the Reanaaria Bay would have a different view, since a handful of heavy storms a year might be the only rain they get at all . . .

In Greyhawk, the cultures that originated the various gods are noted. No such luck in Tellene: Pretty much everyone seems to know that there are exactly forty-two gods, and every culture has its own name for each and every one of them. While that somewhat offends my own sense of mythology and the possibilities in pagan syncretism for adventures and stories, let's work out the ramifications. The gods each represent "a specific characteristic or related characteristics of the Creator." In other words, they're all what the ancient Greeks would call a hypostasis ("that which underlies," or "essence"): The personified manifestation of some aspect of a god. For Christians, the idea of a hypostasis actually carries over into the Bible as well, which presents Jesus Christ as the incarnate hypostasis of God's Word (John 1:1). Presumably, given that there were originally an even number of deities (six) for each alignment and that the gods were apparently created in opposition to each other, the alignment of Tellene's Creator is either the ultimate in Balance (True Neutral), or else she is simply above such human classifications.

In any case, this to me suggests that while the gods of Tellene have some will and volition, each is basically the personification or hypostsis of those characteristics of the Creator that they exemplify. In some ways, they are more like the Platonic ideal of those concepts than they are living beings: Unlike the gods of Earth's mythologies, they have neither eldest nor youngest among them, nor are they intrinsically connected to each other in families linked by marriages and births. Moreover, in most KoK material, the gods are addressed by their titles rather than their proper names. While I recognize that part of this is keeping things convenient for the DM, I'm going to suggest that it's also an acknowledgement that the gods are more ideals than individuals.

So why do they have names at all? And why do the names rarely seem to be linguistically linked (as in, different pronunciations of the same name, like Baal and Bel, aka Marduk, in our world)?

My personal solution: The names of the gods are the names of the heroes believed to be their most recent avatar to that particular culture. For example, in my version of Pekal, Hokalas isn't just the Riftmaster's proper name, but the name of the human who was the last avatar of the Sorceror Supreme and who established his school in what would become Bet Rogala.

This means that in different times and places, the avatars of the gods would have had different relationships with each other--both in Tellene's literal history and as symbolic unions of these various concepts. This gives me a lot of room to develop Tellene's mythology for my own campaign.

Admittedly, it also gives me more of a chance to cannibalize old campaigns for my Tellene's mythology as well as the chance to have both modern heroes and villains become the new avatars (if the campaign reaches that level).


Thursday, December 11, 2014

The Inherant Vapidness of Mythology in D&D

One of my deep-seated dissatisfactions with most D&D campaign worlds is the way the gods are presented. For some reason, each world is content to give you a couple of pages of deities with a brief description of their alignments and spheres of influence. Second edition AD&D tried to spruce this up a bit by giving clerics distinctive spell lists based on their chosen power, a practice that semi-carried over into 3e.

I can sum up the source of my dissatisfaction in two broad strokes. The first is the ludicrous idea that all gods have clerics. Why on earth would Hokalas, the Sorcerer Supreme, have a priesthood of armored, mace-wielding clerics who have the same spells and ability to turn undead as the clerics of Deb'fo, the Knight of the Gods? Do you know what you call a priest of the god of magic? A magic-user.

While B/X D&D contains rules for chaotic (i.e., evil) clerics--outright called anti-clerics in some editions of the game--the base cleric is a militant champion of Law whose spells and abilities are deliberately drawn from Biblical and post-Biblical Jewish and Christian sources. Clerics are wholly unsuited as the priests of nature gods (that's what druids are for) or gods of magic, thievery, harvests, love and pacifism. The hierarchy implied by their level titles (high-level clerics are presumed to be Patriarchs in their faiths) isn't suited for good but chaotic gods either.

My second problem comes out of my love of culture, religion and mythology. Simply put, there is a richness in real-world religion and its interactions and evolution that is completely lost in most D&D worlds. This is partially deliberate: Gary Gygax was a devout Christian, and while he didn't mind his player's characters interacting with the pulp-fiction version of Thor or Artemis, he didn't want to include anything that he really believed in--hence why there are no stats for Lucifer or Michael in the Monster Manual.

One of the things that I really like about the Kingdoms of Kalamar is that the gods are more than a list or a paragraph. Each one is detailed with their common titles, their names in different cultures, their symbols, their holy days, the kinds of sacrifices their followers offer, the name of their body of believers, and enough details that you can find adventure hooks for every one. It also gives a very basic creation narrative which is pregnant with even more adventuring hooks: An ancient war of the gods, several dead deities, a missing (and possibly imprisoned) Creator Goddess (an interesting take on the "idle god" motif common to many real-world mythologies), setting up the current stage.


While I think Kenzerco did a great job in most respects, they are missing some common elements of real-world comparative mythology: There is no cataclysm to compare to the Flood Myth, no real analogue to the creative sacrifice or dying god, no "elder gods" (e.g., the Titans) overthrown by the current crop, and no listed axis mundi, world tree, or sacred mountains (or other locations, though there is a vague mention of possible locations that connect to the elemental planes, presumably from D&D's "Great Wheel Cosmology).

We'll grant that many of these elements are probably localized by the various cultures: The Elosi would clearly view Dijishy, the City of History, as the axis mundi, while the Fhokki would probably consider a mountain in the Jorakk Mountains to be the home of the gods, etc. Given the apparent capriciousness of Tellene's Creator, it wouldn't be too hard to imagine a race of elder gods who displeased her and were overthrown in the First Winter before the Age of Spring. And my own take on Tellene does include a sinking of the great bulk of Svimolzia in the age before the great migrations.

The other missing element, which again is probably something that you'd have to explore culture-by-culture, is the relationship between the various gods. As it stands, the gods seem more like Platonic ideals of concepts like Justice, Truth, the Elements, the Wild, Storms, Corruption, etc., than personal beings. What to do with that?

My final complaint about religion in Kalamar specifically is that there is no real sense of which gods are most important to which cultures. I've tried to map out which gods are venerated where to see if there are any patterns, and while a few have emerged, there's less than I'd like. You don't get a sense of certain deities being distinctly Dejy vs. Kalamaran vs whatever. Yes, the Dark One is the patron god of the Krangi hobgoblins. That's the exception, not the rule. Contrast that to Greyhawk, which told you which gods emerged from which cultures, even if there was an assumption of syncretism in the world.

I guess this is a long way around saying that the approach of KoK to mythology and religion is better than most campaign worlds, but still a bit vapid for my tastes. One of the things I hope to do in this blog is explore the various cultures of Tellene--and that includes exploring their beliefs about the gods and the higher worlds (other planes).