Showing posts with label Magic. Show all posts
Showing posts with label Magic. Show all posts

Saturday, 4 July 2020

[OSR] Real places to use in RPG [4]: Eternal Flame Falls

[OSR] Real places in RPG [4]: 
Eternal Flame Falls

The Eternal Flame Falls is a small waterfall located in the Shale Creek Preserve in Western New York. The grotto emits natural gas which burns quasi continously.


Fire 

Fire has always been a dual thing for humans. On one hand, it is what has permitted humanity to settle down and survive, and later develop technology, and on the other hand, humanity has always felt an unhealthy fascination for fire, for it's destructive power and potential to hurt.
It is no wonder that a perpetually burning flame is something dreaded and enthralling at the same time.
Water and fire have always been seen as adversaries in antic cosmologies (and often in fantasy), so a place combining those two elements is particularly bewitching.

Leylines

Ancient European societies (celts, their contemporaries, and other cultures before them) erected structures along what they believed to be places with arcane power.
This is a concept seldom used in RPG, which I find is a shame, since it has a lot of potential.
Birthright uses them as magical power sources and they are an arcane incarnation of the raw magical power of nature and "the land" (which blooded character are attuned to). The more civilized a region gets, the weaker these magical places would get.
Another way to see these leylines is to bind them to an element: Ancient forests would create "wood/nature" leylines, mountains have stone leylines, rivers, lakes and oceans support water leylines, volcanoes contribute to leylines of fire.
Magician would need to tap into these sources of power either to power up rituals or recharge their arcane reserves (with mana, or elemental magic "atoms", to use later on)
What happens when two leylines cross each other? Well, I think the eternal flame falls is the best example of what I would picture for the crossing of a small fire leyline and an equally small water leyline.


Usage in a RPG quest

  • Alchemy:
Using the water and the flame could have interesting alchemical proprieties, for example for a water breathing potion that would also protect from heat, or anything related to steam or steam machines.
  • Enchantment:
Elementally enchanting a blade with the power of fire and water could be difficult, unless you are in an arcane locus saturated with magical energy from both elements.
  • Rejuvenation:
An eternally burning flame is certainly a symbol of infinite youth... Who knows if drinking the water from the fall heated on the flame would not lend you some part of that immortality?
  • Cure:
Thermal sources are renown to these days for their healing capabilities... What kind of ailings do you think this source would be able to heal? Burns, maybe, but what else?
  • Untapped power source:
In Birthright, the power sources are all controlled by someone. It is possible to create new sources, though... In a session, I would expect from the player wanting to create a new magical source which he or she strives to control to describe me a fantastical place like this one.
  • Doorway to another plane:
Planes of existence are suppose to spill through at places where they are near each other or in contact (like in Sharn in the setting of Eberron). This small grotto could be a doorway to the elemental plane of fire (or just believed to be, or an indication that a portal to the other plane would be easier to open there)

Do you see other usages for this place in a rpg game? What would the place mean to a nature defending Werewolf? What kind of creature would protect this place?
Develop that in the comments !



Wednesday, 1 July 2020

[OSR] Real places to use in RPG [3]: Harihar Fort

 [OSR] Real places in RPG [3]: Harihar Fort

This seemingly inaccessible Fort is in the Nashik district, Maharashtra. western India.
Its purpose was to look upon the trade route through Gonda Ghat.


Unreachable places

Fantasy stories often feature a quest for a mentor/professor type of person. Those are evidently the secluded type (how else would there be an adventure?), searching for peace and quiet... At the top of a montain.
Even if this photo shows a stair carved in stone to a fortification, it really opens your mind to the possibilities of hardship you could find along your path to get to your ermite source of knowledge

They normally won't get down into the civilization, so why have an easy route to come to visit? They WANT to be left alone, anyway...

Untakeable Fortress

This kind of fortress was not a defensive fort, more of an observation point and deliver intelligence on anyone taking the road down in the valley.
Sure, as a last time mesure, a sovereign could barricade himself up there, and could probably not be easily dislodged from there.
Not even a trebuchet could throw stones at this remote area. A frontal attack by foot soldier would also be doomed to die under the stones, arrows and bolds of the defenders.
A siege could also take a very long time, and the resources to invest into the siege would be tremendous (manpower must be paid, but also food, etc.)
Spells like Goodberries or Create Food and Water make the outcome of a siege even more difficult if divine or mundane spellcasters are in the ranks of the defenders

Aerial attack

Attacking from above would be an option... Griffin-mounted knights? Low tech goblin air ballons? Floating disk? Wind-elemental-powered skyships? Yes, fantasy gives you options. Don't think the defenders would not think of such possibilities in planning their defenses (unless the technique is a novelty)?

Portals

Spells like Dimension door, Teleport, or Gate could bring you within the fortress walls... Sure, it's not easy or the war won just because you got there, but these spells do take away a good portion of the usefulness of such fortification. Unless they are protected by runes, enchantments, glyphs or the like. Which again is a big cost added to the construction and upkeep of the place (try to send one of those cushy spellcasters to walk to the top of that montain, taking stairs)... They will even complain the lack of teleportation circle, which is a security mesure!

Other reasons to want to get up there

As I wrote in a previous post, this series of post is based on a collaborative "show me your rpg places"-Group on facebook.
Other people there had good ideas, too...
  • What about the moss? Could it be that this moss is a particularly rare and hallucinogenic sort?
  • Could this stair lead to a doorway to another plane?
  • Who else could you want to meet there? An orders of seers with peculiar knowledge about current events? A martial Art master tired of war and rivalry? 
  • Is there a magic source in that fort? With rejuvenative proprieties? Or just plain cure against the magical plague slowly decimating your village?
  • Is the sword of the Emperor of the 5 Kingdoms set in a stone up there? (that would diminish the amount of candidates...)
  • Is the Philactery of Lich hidden there?
  • Is it not the best place for a dark cult to practice their unholy rituals ?(humans to sacrifice might get scarce, though)

And remember: reaching the top and surviving whatever ordeal is waiting for you does not mean you'll survive the descent back to civilization...


If you have another idea about what could be done, write it in the comment (in here is better, everyone can then read it)

Monday, 29 June 2020

[OSR] Real places to use in RPG [2]: Cats' Alley

Real places in RPG [2]: Cats' Alley

One thing that is really often forgotten in fantasy gaming, is how compact medieval towns were. Streets were narrow (sometimes, like in this case, not even wide enough for a carriage to get through) and stone houses were very rare.

This is a picture of one of the few remaining very narrow streets in my home town of Troyes, Champagne Region, France. It is called "La ruelle aux chats", meaning cats' alley.
As you can see, the street is very narrow, the houses were not really stable, hence the beams connecting the buildings, to make sure they don't lean completely on each other (and don't crumble into the street either).
Since this is France, there is also a rumor saying the beams were used by lovers to get to each other stealthily...

Fantasy architecture

Broad streets and luminous housing is not a typical concept in a medieval town. Space was scarce (at least if you wanted to live securely protected by the towns fortifications) and wattle & daub was the most used building material (at least in my home region). What is that ? It is a method for making walls, in which a woven lattice of wooden strips is daubed with a sticky material,  like wet soil, clay, sand, animal dung and straw.
I guess some spells could help create or cut stones and make them affordable, but isn't magic expensive anyway? (I must say, a stonemason-wizard would look stylish, though)

Problem

Wattle & daub was quite cheap but had a tremendous disadvantage... It is quite flammable. The straw in the building material means that in a case of fire, a lot of buildings would burn down (this happened a few times in Troyes). The blaze will ignite other building quite quickly and fire spread easily and quickly.

Consequences on Fantasy

Well it means that uncontrolled open fire is to be banned, as much as possible.
If I were the burgomaster of a town, I would immediately ban all fire magic and either exile any petty offender, or just hang them high.
Imagine how many houses a fireball would set on fire! Remember, magical fire does not have to be a tamed resource, always in control of the caster and solely burning opponents.
Fire is non judgmental... Fire just burns everything it can: clothing, hair, buildings, cattle & mules, e-ve-ry-thing.
So next time your players are ambushed by assassins in a narrow street, jumping down on them from the house-stabilization beams, and defend themselves with a fireball or burning hands, don't forget to make them accountable for the destruction of at least a house block by the ensuing blaze. 
Just in case you were running out of troubles to throw at your PCs.

Alchemist fire

That is something that would be absolutely banned from any urban area in a medieval setting. This alchemy arson weapon is MADE to be difficult to extinguish!
Guards would search persons for this kind of dangerous weapon and confiscate it at the town's gates!
You might even want to ban its components (probably a combination of pine resin, naphtha, quicklime, calcium phosphide, sulfur, and/or niter).
Wouldn't that be a wonderful opportunity for smugglers?

Fire fighters

The ability to magically control fire (like the 5E cantrip "Control Flames") would be a must for a fire-fighting force in a city that can afford such a unit (most towns relied of massively levy the population in such cases). Having a sorcerer that can cast it would be nice, but having a wizard that would teach a unit of specialized guards this cantrip would be even better.
Not having a retired wizard adventurer on the roll could be a disastrous decision for a town.
If your party's wizard behaves badly or just plainly uses magic all the time, the town might want to have him sequestrated until he taught "Control Flames" to a bunch of illiterate town guards.
If you want your fire-fighters to be clerics or druids, the spell "Create Or Destroy Water" in its create rain version could be usefull and only is a lvl 1 spell. Still 10 gallons / 37 liters are not a lot of water to extinguish the blaze of an urban conflagration...

If you know of better ways to fight fire in a fantasy setting, please tell me so in the comments !

Friday, 26 June 2020

[OSR] Real places to use in RPG [1]: Living root bridges

Real places to use in RPG [1]: Living root bridges

On Facebook, I recently joined a group named "RPG Worldbuilders Visual Inspiration and Prompts". What I've seen there triggered a lust for writing.
So i'll start a new series of posts, based on real places or things in our world, and how that would mean something or plainly exist in an OSR dungeonverse.

Living Root Bridges from India

A living root bridge is a type of suspension bridge formed of living plant roots by tree shaping. It means that people weave the aerial roots of rubber fig trees to form a bridge.

Double Decker Living Root Bridge (Photo by Ashwin Kumar)



Double living root bridge in East Khasi (Photo by Arshiya Urveeja Bose)



Relevance in Fantasy

These images have a "magical" feeling to me.
Sure it probably took a long time of weaving ang letting the roots grow to obtain a suspended tree like this. 
But now imagine a ritual that would grow this kind of bridge within hours!
Would it not be the kind of magical feat you would expect from a druid?
Sure, "entangle" and "grow plants" are not rituals (in 5e), and getting this effect with these spells would need acceptance from the DM. But how could a DM not accept this kind of creative use of magic? Would refusing this kind of usage not lead to a disenchantment of the world for the player?

Place of druids in a fantasy army

Medieval armies (and greek/roman armies before them) always maintained at least one engineer on the payroll, to create siege weapons, siege engines, and in some cases: bridges!
Those weapons and bridges took a lot of time to saw and build before they could be used.
I don't think a fantasy army would spare the cost of an engineer, but a druid should be a must.
  1. Druids can help "grow food" to nourrish the army
  2. Druids can "grow trees" to acquire building material
  3. With the right seeds in their pocket, druids can "grow bridges" within a night to take a shortcut to surprise the enemy, ambush, or flank them. 
Remember that wide river (something like the Mississipi, the Nile, or the Ganges) where the enemy is holding all the bridges? Well, that does not really impedes you long to create a bridge. If your druid is a good swimmer or you can build a raft, 2 druids could work in concert from each side of the river to create a sturdy bridge overnight.
Remember that deep, impassable Canyon between your duchy and the realm of Karham, the Undead's King? Maybe you should have this area patrolled on a regular basis, just in case he gets his hands on a wicked druid (for example a druid of the Circle of Spores?)...

Fantasy warfare

As you see, medieval warfare techniques, as fun as it is to use them in a high fantasy game, are deeply impacted by this ability to grow tree. And this is not even an offensive spell like fireball. This is grow plant, a 3rd level spell that seems more flavor than useful.
We need to rethink our approach of magical warfare, as it cannot (at least not in a high fantasy setting) be compared with our own medieval tactics.

In conclusion

I hope you liked how a simple root bridge from India could have strong repercussions on your fantasy gaming.
I hope you'll see the evil lurking in every druid, now *grin*

Feel free to leave a comment !

Thursday, 12 December 2019

[OSR]D66 Mad wizard's research into immortality

D66 Mad wizard's research into immortality 

The Circle of the Lustful: Paolo and Francesca, from Dante's Inferno, Canto V

Introduction

I was reading the introduction of "return to white plume mountain" yesterday and Keraptis, the wizard bad guy was said to be researching in the field of immortality, following 8 leads (one of them detailed in the book and relevant to the plot). I started wondering what were the other leads he was following and this is the result of my bedtime musings.

Immortality as a trigger for madness

Wizards and magic user in general make very good enemies.
Often, their pragmatism, thirst for knowledge, hunger for power are their tipping point. Each of these traits is all right, even combined, as long as they don't bring you to the point where you start twisting the accepted moral principles.
Research is a point which might tip the scales and bring a magic user to "the dark side" when they start considering that their "crucial research" is worth more than human lives, for example. The research into immortality, for the magic user's own use or for one of his patron's, is a characteristically commonplace goal for extremely powerful magic users. And test subjects are needed, else the magic users won't be able to rework their experiments if they don't work from scratch...
Magic users reaching for immortality are not even bad, per se, just overly enthusiastic (and generally insane).
Here is a table to determine which area of research your batshit crazy big boss was looking into. For really crazy results, roll 3D66 and COMBINE !

D66 Research Topic
11
Clone: this spell is a way to immortality. But, what if the spell doesn't exist, though? Or if you didn't have the time to grow your clone to a suitable age before you were to die of natural causes?
12
Golemization: create an indestructible or very durable golem and transfer your consciousness into it. Who cares if you now are now a construct? They don't have to drink, eat, breathe or sleep! That can't be a bad thing, even if it means losing your humanity, right?
13
Reversing the "fall of man": this highly theological theory is based on the common creation myth than humans were immortal until they angered God (or a god) and were stripped of their immortality as punishment. Maybe if you ask God nicely?
14
Conscience imprinting into a spell: Keraptis' main research effort was to imprint his consciousness on a spell that would replace any reader's consciousness with a copy of the caster's consciousness. Since this process doesn't kill the caster, his consciousness could be around more than once at the same time. What could go wrong if the separate consciousnesses of a megalomaniac were to antagonize each other?
15
Controlled rebirth: this one is morally darkisk-gray. Trying to not forget anything before being reborn is not too bad. It starts getting dodgy when you also choose to which unborn child you want your consciousness to be sent to, after your death. And what happens to the soul of the unborn child?
16
Near Death Experience: If there is a way to go to hell/hades/the underworld, why not try mapping it and its surroundings, looking for a way back to the living. What can go wrong during a near death experience anyway?
21
Parasitizing: Your body is old and used. Why not using someone else's? If their will is weak enough, you could impose yourself into consciousness around 90% of the time. What could your host do against you in his 10% time anyway?
22
Alchemy: This has been a standard since the beginning of this discipline. Finding the right ingredients can be an infinite source of quests. What blight do failed potions cause on the test subjects?
23
Dragon blood: Drinking it? Bathing in it like Siegfried? How do you get the blood anyway? And how fresh must it still be?
24
Find the source of immortality: Is it a wellspring of Longevity? Do you have to eat Idunn's apples, or the Hesperides’ golden Apples. Do you have to go to the source of the river separating the lands of the living and those of the dead?
25
Life draining: mythic evil swords often drain health from the enemies of the swordbearer. Draining youth, life expectancy is rarer, but worth much more to an aging dodgy character. Draining the life force can be ritually done, too. Is the life given willingly or unwillingly? Is the ritual cabalistic, demonic, bloody, amorous, spiritual? And how much youth is drained? What does an 8 years old page look like after having got 30 years of his life-span drained?
26
Vampirism: Why drain life if you can be immortal drinking blood? Who needs a reflection in the mirror? Can you tame the thirsty beast within? Can you be a "light"-vampire drinking only animal blood? What about sun tan? Can you become an immortal vampire without losing your humanity, without becoming a Monster?
31
Stealing Cat Lives: It is well known the feline bastards have multiple lives. Some say 7, other say 9. Fact is: are they gonna miss one? Will Bastet suddenly pay you an unfriendly visit? Or will the reduced lifetime of the cats cause a plague outbreak?
32
Lichdom: Eternal life is too difficult to reach? Try eternal undeath! Raise your family, or raise yourself a new family, or servants, or an army! The graveyard's the limit! Just be caful with your Phylactery...
33
Body function control: eat healthy, harden your mind, be ascetic. Live like a Monk. Supposedly, their timeless bodies can age very slowly. And if the dieting, asceticism, and constant meditating get on your nerves, maybe dissecting a few monks will help understand how to emulate that slow aging without the exhaustingly boring lifestyle...
34
Pact with a higher patron: There are very powerful beings roaming the material plane, which are no gods, but not far from it. Some will exchange some of their Magic for your eternal servitude. But if what you seek is not borrowed magic power, they will certainly exchange some life energy for your enslavement. Is the Queen of the unseelie court not immortal, herself?
35
Stasis: there are certain drawbacks to being immortal in stasis. You can’t do anything physical and imposing your will and the world is a tiresome “mind over matter” activity. It’s a bit cold and boring, but you’re not ageing, so there’s that. Who’s the poor person that acts on your behalf? Willingly?
36
Dorian Greyism: Find an object that ages in your place. What happens if the object is destroyed? What happens if your connection to the object is broken? What if you are on another plane? Maybe that bag of holding is not the safest place to store it...
41
Grafting: What about exchanging your old body parts against new ones? If a family sells you their kid, you can do whatever you want with that kid, couldn’t you? Anyway, you need those organs more than he or she does… A certain Doktor Frankenstein seem to be able to graft anything… Marvels of this age… A Dr. Miguelito Quixote Loveless grafts mechanical improvements, maybe that’s better? And if you don’t like metal, have his Excellency Momir Vig graft you the cytoplasted hand of an owlbear, claws inclusive...
42
Decorporation: in this case you would not cheat death, just the “go to another plane of existence”-part of it. After your death, your point is to stay around as an unchanged spirit, forgoing the “getting mad” process. Sure you lose some part of your ability to interact with the world, but now you can go through walls, that counts for something, doesn’t it? Your laboratory might be haunted by a lot of angry spirits though...
43
Cryomancy: everything decays slower when you keep it cold. Maybe that’s the secret? Keep your body cold but functioning? Maybe you should move to a polar location… Do not forget to get rid of the ice statues of your test subjects before leaving, though...
44
Gem-Embedding: Dwarves are capable of doing incredible stuff with gems. You might want to embed your consciousness into an incredibly valuable gem. Whoever wears the pendant holding the gem would then be your puppet. Better not lose control or that gem might land in a very lonely safe...
45
Godhood: Gods are more or less immortal. You just have to ascend to godhood. Easy peasy. Maybe you should kill an unpopular god and take over his place in the pantheon? Be ambitious!
46
Alcohol: You can preserve a lot of stuff in Alcool. But there is one alcohol that will keep you alive for years: Ambrosia, the wine of the gods. Who cares that they use souls to fertilise the divine grapes? Who’s your dealer anyway? And what does he want in exchange?
51
Blight: How about harnessing the power of the land and transform its energy into life force? Tapping into the leylines sounds a bit dangerous for beginners, but you are able of mind! And the withering of the land around you is a small price to pay to live a few centuries longer, isn’t it?
52
Corruption: Everyone has a price, any powerful ruler knows that! Even the ferryman can be bribed. That might be a quite heavy tribute, yearly, but what the heck, if you have the money it’s worth it. Even if the price includes a soul every year. As long as it’s not yours...
53
Dark dealings: There is a life force exchanger, just around the gates of hell. Sure he does look like a devil, and his price in souls is steep, but it’s worth a yearly pilgrimage… And those kids would soon have died of famine anyway...
54
Timenapping: Steal your younger body from the past and implant your consciousness into it. Who cares about time paradoxes? It’s always easier to implant your consciousness into your own body. It’s a bit traumatic, but nothing you couldn’t handle, right? Or is that the reason you keep experimenting on others?
55
Chronolooping: This is another time trick to cheat death, sending your consciousness into your younger body, decades before. You relive the same years again and again, but you can relive your life and try to avoid the mistakes you made… Maybe you’ll find another way to live longer along the next try...
56
Law: you can try foolproofing a wish spell. Read all laws of hell, heaven and the planes. Try to find a dumb Genie. Try your hypotheses on your poor apprentices. The genies were always wiser, up to now...
61
Augment durability: Statues can overcome millenaries. Stone is just durable. If you could become stone without losing your mobility, that’d be perfect… With “flesh to stone” and “animate statue”, you can try to cast everyday until the effect is permanent… Might work one day. Sadly, you missed one “animate statue” on Igor and it seems it does not work on his statued self anymore...
62
Reverse aging: There is a legend that if you are able to reverse your blood flow, you will get younger again, reversing the aging process. Just have to find a way to do that. And do it again once you’re much younger… It would be sad if you’d forget the ritual and die of getting too young...
63
Devilish pact: you’d have to have a really yummy soul for a devil to grant a longer life. Unless he thinks you’d die of unnatural causes before your time anyway. The strings attached might be really daunting. Are you sure you read all the fine print?
64
Self-mummification: Mummification is a long process. Find the right bandages, not too itchy, but still long lasting… And once you’re ready to never rot, there’s the mess with having your bowels removed. And all this gold for your mask! A pity everyone that worked on you gotta die...
65
Angel’s grace: Angel are immortal, thank to their grace. It is not easy for a mortal to extract it, and even more trickier to ensnare it. You have to consume it with parsimony, but one grace won’t last for long… How many Angels are you read to kill over your immortality? Do you think you’ll go anywhere else than directly to inferno?
66
Gambling: Death is a gamer, but the odds are always in his favor. He will always accept a game before taking you. The more you gamble, the more death is interested! Cheating death, now, is quite another matter… Maybe you should challenge him to survive the original “Tomb of Horrors”, with unloaded dice...

Other Topics?

Immortality is not the only crazy topic an unstable yet overpowerful magic user can channel his efforts towards...
If you want other crazily impossible topics, i recommend having a look at Tristan Tanner's d66 table of experiments that go terribly wrong (on his bogeymanscave blog)

Do you miss any kind of fantasy research in this list?
Then, add it in the comments!