Showing posts with label sword & sorcery. Show all posts
Showing posts with label sword & sorcery. Show all posts

Friday, October 21, 2022

Nephilim Rising - Tables for Generating Mythohistorical Demigods

Mood Music

"Then the Lord said, ‘My spirit shall not abide in mortals for ever, for they are flesh; their days shall be one hundred and twenty years.’ The Nephilim were on the earth in those days—and also afterwards—when the sons of God went in to the daughters of humans, who bore children to them. These were the heroes that were of old, warriors of renown." 

~ Genesis 6:3-4

The concept of a mythical giant is present is nearly all world cosmologies, folktales, and spiritual lessons. Somewhere, somehow, primeval man contended with, was usurped by, and watched perish the "heroes that were of old." The Hebrew Anak, the Austrailian Yowie, the Sumatran Orang Pendek, the Celtic Fomorian, the Norse Jotun, the Māori Maero, the Greek Titan, the Hindu Rakshasa, the Japanese Oni, the Lenape Allegwi, the Brazilian Mapinguari... look around in nearly any primeval history or mythological account and you are likely to find a reference to a race of giants closely descended from the gods, set loose in their own ambition to lord over men and rule or harass the natural order established by higher creator deities.       

Frankly, we are sleeping on the primeval, antediluvian history of our own planet as what is probably the most hardcore Sword & Sorcery setting for our use in game worlds. We're talking occult cabals, spiritual ritual inhabitation, sorcerer-kings reigning in mountaintop garden strongholds, megalithic architecture, time-lost technology, the fuel of heaven for machines on earth, underworld uprisings, and copious amounts of hybrid godlings running amok and creating culture and empire on a whim...

Simon Wong - Artstation

"Impiety increased; fornication multiplied; and they transgressed and corrupted all their ways."

~ Enoch 8:2  

So it came to pass that the mighty men of renown, hybrids of the spiritual and mortal, consumed the land, ruled it with unquestioned might, and dominated the mere humans who were their lessers. In all races, across all lands, bound up in the epoch which predated judgment by divinity itself, the giant Nephilim of all stripes reigned and conquered and despoiled humanity with heavenly secrets not meant to be shared.

"And the angels who did not stay within their own position of authority, but left their proper dwelling, he has kept in eternal chains under gloomy darkness until the judgment of the great day..."

~ Jude 1:6  

Saturday, September 3, 2022

GloryHammer as Weird North Canon

I once assumed the chaotic and majestic musical universe of GloryHammer was the default setting of Dungeon Crawl Classics, but the more I think about it, the more it could reasonably fit in the Weird North canon without issue.


What do you think?


Friday, November 13, 2020

The Dank Morass: A Swampcrawl for Weird North

So, the Gygax 75 bit is supposed to be weekly. Well, this second installment of my attempt is, uh, monthly. I blame my infant, my seminary degree, and Hearthstone*. That's at least a start.

With the help of my son, Ted (who has starred in all of my RPGs With Kids posts), I put together the first of what I hope to be multiple regional maps/crawls/supplements for Weird North. A while back I pitched him "a spin on the Dark Tower," which, of course he doesn't know about, given that I don't recommend suggesting Stephen King novels to children. He thought I said "Dank Tower," and stuck with it. It cracked me up, so I decided, yeah, Dank Tower, in some awful swamp filled with dinosaurs and relics from a bygone era. The Dank Morass was born, and now I will attempt to translate it here for your rudimentary use as I slowly hone it for my own purposes. So, well, I guess this is my second offical "Gygax 75" post. Hoo boy. 

It's dank. Dank.

Monday, October 12, 2020

The Conceptual Beats of Weird North

Okay, so Ray Otus' throught-provoking Gygax 75 came out in April of this year. I was very intrigued by it, but didn't really have the time to commit. Now, with a bit more breathing room, I'm going to go for it week-by-week as a think-out-loud process of expanding the implied setting of my own Weird North. The world is assumed to be ancient, strange, and filled with layered mystery. 

1. Get/create a notebook

  • I'm using this blog for this purpose. Yes, I have and enjoy many moleskine journals, but when I write creative notes on paper they tend to disappear, get ripped in half, or outright eaten by toddlers.

2. Develop your pitch

  • The world is very, very old 
    The planet itself is ancient. Dozens of world-spanning civilizations have come and gone. The current populace mostly doesn't realize it's number X in a long line of successful occupants of the world. Bizarre and inscrutable relics from past eras are buried in the earth, or stick out of hills at random. Magic and technology are cruel and indistinguishable.
  • Many realms have links to the land
    Portals abound. Whether magical, mechanical, or entirely inscrutable, the landscape is perpetually connected to out-world, demiplanes, extant planets, and spiritual realities. Portals might be obvious (blazing gateways in plain sight) or obscured (crawl into that tree root and take a left).
  • Human power centers are not alone
    Many human outposts and lesser kingdoms have scratched out a living in and on the world's surface levels, but cabals of snakepeople, demon overseers, and eldritch abominations hold sway over the greater politics of the landscape whether by obvious or covert means. Every local plot tugs on strings leading into the shadows.
  • Magic is corrupting 
    There wasn't always arcana in the world. It came from outside. As the eons churned, more and more strange energy seeped into the planet itself, whether by portal, occult influence, or mechanical summons. There are extant masters of magic, but not one of them is human. Humans can't handle much magic before they begin to lose their humanity.
  • Mercenary ambition is the norm
    With apocalyptic events having peppered the world several times over, no one makes many lasting plans. Kingdoms are small or nomadic. Villages are transient. Artifacts, outsiders, and the planet itself are armed, dangerous, and paradigm-shifting. Everyone survives, no one thrives.

Friday, September 11, 2020

Weird North is LIVE

When Eclectic Bastion Jam was announced back in July, I decided I wanted to try my hand at writing a full-scale RPG hack based on Into the Odd. I'm all for pulpy fantasy like Conan the Cimmerian, Fahfrd and the Gray Mouser, and Dying Earth, so I set to work putting together a proper Sword & Sorcery hack of the Bastionland family of games.

At forty-five total pages, Weird North is a stripped down ruleset which is easy to learn, use, and adapt. 

- A simple but punishing inventory and encumbrance rubric forcing tough choices about treasure and lackeys.

- Corrupting magic with a chance to turn your players into snake people, demons, and eldritch pillars of otherworldly strangeness.

- More than a dozen generators for dungeons, warbands, pocket realms, NPC problems, and occult rites.

- Six archetypes for players to delve into the flavor of the world, such as the grave-robbing Sepluchrite, the weapon-mastering Contender, and the rat-controlling Dirtfriend.

- Genre-focused public domain art, clean layout, and a magnificent character sheet designed by Cosmic Orrery.

You can download the PDF in pages and spreads, the plain text rules under CC-by-SA 4.0 sharing, and character sheets in A5 and Letter size for $6.00 at DTRPG and itch. The DTRPG page has a preview of everything but the generators and gear lists. The full description is below.

Tuesday, July 21, 2020

Six Weird North Archetypes for Bastionland

With BastionJam ongoing, I'm working on a full sword & sorcery hack of Into the Odd/Electric Bastionland. I'm calling it Weird North, and it is inspired by various pulpy picaresque tales, as well as my deep-diving into the monolith that is Astonishing Swordsmen & Sorcerers of Hyperborea (2nd Edition). As to the latter game, it's too crunchy for my taste (though I'd totally still run and play it!), but the flavor is on point. The gazetteer in the back, alone, is a goldmine. But, my preferences being what they are, it's Into the Odd or some close derivative just about every time, so that's the mechanical mold into which I'm pouring this atmospheric pulp novella goodness.

Armor, Odilon Redon
Jason Tocci and I discussed on the Bastionland Discord recently that we were both tinkering with soft classes/soft progression for Chris McDowall's games--not so hard that it forces some abstract compartmetalization of the game, but just enough to carrot-on-a-stick players in different directions through organic means. Then we both chuckled as Chris simply posted a more refined version of the same idea himself with Paralegal Bastionland. Kudos to Chris, as it's his game after all! Paralegal Bastionland affords a concise, actionable template for similar ideas, so I've decided to directly adapt it to Weird North.

Friday, July 17, 2020

The Picaresque Tale

{A bit of mood music for you}

It is difficult for me to think of old school adventure without thinking about the various Appendix N authors, which then leads me to think a lot about the specific works of Jack Vance, Robert E. Howard, Fritz Lieber and the rest, and that leads me to think about the curious word which has typically fallen out of modern use but is the foundational catch-all for the pulpy, strange, and morally gray hijinks which fill the pages of these stories: "picaresque." The dictionary definition for this old Spanish word (originally "picaro") is as follows: 

"Relating to an episodic style of fiction dealing with the adventures of a rough and dishonest but appealing hero." 

The picaresque tale centers around a wandering individual of low standing who happens into a series of adventures among people of various higher classes, often relying on their wits and a little dishonesty to get by. Barring higher moral design concepts of alignment (law/chaos, good/evil), the majority of the old school adventure game context resides in the picaresque--doing what it takes to outsmart and cajole circumstances into advantages, grabbing loot, pilfering powerful secrets from those in power or those long-dead, and coming out richer, stronger, and probably more broken than you started.

A personal favorite cover and title, especially wed together.