Book Review: Blood of Elves

Blood of Elves is the third book of the Witcher, Geralt of Rivia, by Andrzej Sapkowski. Unlike the two previous books that were collections of stories, this one is the first novel, but they all can really be seen as a single series following a common storyline. In The Last Wish and The Sword of Destiny, continuity consisted mostly of regular characters that would travel alongside Geralt for a while and there were several references to previous story. In this book the plot begins to become concrete. Geralt and his friends stop wandering around wherever the road and coincidence take them and start pursuing a common goal. Now they have a purpose.

Blood_of_Elves_UKRight from the start it is made clear that this story is revolving around Ciri, a girl whose story began in The Last Wish and who first appeared in person in The Sword of Destiny. The one who is going to be Geralt’s Destiny, even though nobody knows what this is going to mean. But the circumstances of her childhood and previous encounters with Geralt are too strange for anyone to dismiss as coincidence. War is brewing in the Northern Kingdoms. The mighty empire of Nilfgaard has already conquered all the lands in the south and already devastated and occupied Cintra and nobody believes that they are going to stop. To make matters worse, the Nilfgaardians have open support within the Northern Kingdoms in the form of the Scoia’tael, radical young elves and dwarves who are hoping for autonomy as provinces of the empire instead of opression under the feudal lords and kings. Maybe they are impatient or under direct order of the emperor, but many have already begun striking at the human lords and their subjects wherever they can, causing chaos and destruction and forcing others of their kind to pick a side. All nonhumans become suspect and the situation in the towns is only going to get worse for them. In these dark times Ciri is having regular terrifying visions she can neither make any sense of nor remember, and out of ideas the witchers turn to their friends among the sorceresses for help. Meanwhile a mysterious assassin appears in the Northern Kingdoms, looking for both Ciri and Geralt.

Continue reading “Book Review: Blood of Elves”

Book Review: The Sword of Destiny

The Sword of Destiny is the second collection of stories of the witcher Geralt of Rivia by Andrzej Sapkowski that predate the novels. The events of the stories are only losely connected, but there are frequent nods to previous stories that establish some degree of chronological order, that appears to cover a couple of weeks or months, several years after the stories from The Last Wish. This is quite similar to how Fritz Leiber often connected his Lankhmar stories. Unlike the previous book, this one does not have an overarching “meta-story” in which the other stories are inserted as kind of flashbacks. I thought it was a pretty clever device (and I believe added long after the individual stories were originally written), would have been fun to see something similar done with this one as well.

I am having a bit of a hard time reviewing this book in my usual format, because frankly my main impressions pretty much comes down to “The Last Wish was much better”. Giving away my final opinion of the book right here at the start, I don’t think it’s a bad book. But not as great as The Last Wish, that comes before it in the series, or Blood of Elves, which comes after it and I have been putting on a break after being about two thirds through it to read this one first. And having read the entire thing as a whole, I think it’s really worth reading for fans of the first book who want to continue with the series. But more on that later.

The Last Wish
The Last Wish

The Sword of Destiny consists of six stories, which in a similar fashion to the first book all have titles that sound corny and pretentious at first, but have a real meaning that only becomes apparent after you completed them. You can’t get any more cliched with a fantasy book title than “The Sword of Destiny”, but though the term comes up several times there isn’t any actual magic blade to be found anywhere. The Witcher is not that kind of fantasy. Overall, the book is a lot more introperspective than the other two books I’ve read so far, which I think is a major reason why it felt so odd, especially at first. For stories about a monster hunter in a brutal world, the Witcher always has remarkably few and often quite subdued action scenes, but here even more so than usual. Very little is done and the center of the book is really Geralts inner life. Which particularly in the first two stories is not very well done. Geralt is gloomy, talks almost nothing, and I can’t help to think of the word “moody” or maybe even “moping”. He’s always there, but all the talking and acting is done by other characters while the main hero stays in the background with a bleak mood. In the third story he seems to have gotten over it and from then on I enjoyed the book a lot more. But even then I never felt like “Fuck, yeah! Geralt is badass!” However, Dandelion appears in half the stories and he’s always having a blast. Continue reading “Book Review: The Sword of Destiny”

Awesome future novel idea #2

We were just talking about possible action movie sequels we would like to watch, and someone brought up this piece of pure genius:

Djingis Khan vs. Predator

It sounds like Frankenstein vs. Space Vampires at first, but I think it’s actually a briliant idea. I thought the Predator series had already done everything that could be done with the concept by having 1vs1 in the Jungle, 1vs1 in L.A., and Team Death Match on a Jungle Planet all covered. But who is to say that the Predator from the first movie was the first that ever came to Earth for hunting? All these dudes care about is finding the biggest baddest motherfuckers in the universe and challenging them to a fight to the death. And the whole point of the series is that these fights are not about fancy weapons but about the challenge. When one of the Predators sees a guy with a sword in an open field in the third movie, he’s all up for it and doesn’t use any of his high tech gear. And there have been plenty of badass warriors throughout all of human history, which a Predator probably would enjoy very much to fight. Doesn’t have to be the Mongols and it could just as well be the Romans, the Celts, ancient Indians, or pretty much anybody else.

Since I don’t expect it to be made into an actual movie, I think it’s still a great idea that could be made into a novel, and a completely serious one. A classic fantasy monster hunt, but it turns out that the demon is actually an alien and it’s supernatural powers are actually the result of the strange artifacts it carries. I think it could work either as a pseudo-historical story or be set in an all out fantasy world. Mixing fantasy and science-fiction is no new idea, but that always had a 30s or 60s retro-style to it. This seems like a very interesting way to explore the idea in a more modern style.

Main regions of the Ancient Lands

Earlier this week I wrote a post about rethinking my approach for dealing with the both physical and cultural geography of the Ancient Lands. I’ve never been anywhere close to happy with the geography of the setting and I think I now figured out why. The traditional fantasy campaign setting “satelite view” map very much conflicts with the sword & sorcery and space opera approach to setting design I am using. So right now I think I am not actually going to do a true world map at all. Instead there will be just a very rough and sketchy outline for the major landmasses. All the actual content regarding settlements and landscapes is confined to a number of relatively small areas, which get covered in considerable detail. These will be comparable to Icewind Dale, Ferelden, the Eldeen Reaches, Skyrim, Tatooine, Tuchanka, or any other of hundreds of “countries” you encounter in fiction outside of roleplaying games. The ones that I cover may not necessarily be the most densely populated or most representative regions of the Ancient Lands, but I am picking them by how well they are suited as places for adventures. Big fertile lands of peaceful farming villages are not really places either players or GMs would care about.

A good reason to have accurate world maps for fantasy settings is for judging travel distances and to see what kind of places and areas you’ll be passing through on a long journey to another region. This can be quite important information for some campaigns, but in a pulp campaign like Sword & Sorcery or space opera it normally doesn’t matter at all. Some weeks or months have passed and then you’re standing right next to the place you wanted to go to. The journey itself doesn’t really play any role in these genres. It’s the parts with the villains and the old ruins that matter, the rest is glossed over. Doing a good world map poses a lot of challenges (even if it’s just a continent or part of one), but for a setting like the Ancient Lands where it is not needed, it really isn’t worth the effort. And I think not having an accurate map actually enhances some of the themes and the overall atmosphere of the setting.

Currently, all the material I have crated over the years seems to come together very neatly in 16 thematical and geographical regions. The layout is very simple, consisting of a single long coast that runs from north to south with the land in the west and the ocean in the east. Similar to the American East Coast all the way from Greenland to Florida, or the eastern coast of Asia. Continue reading “Main regions of the Ancient Lands”

Reconsidering the role of place in the Ancient Lands

When it comes to working on the Ancient Lands, probably the most difficult thing about it has always been the subject of places. Cultures, Creatures, and Cosmology have always been my greatest strengths and I am totally in love with what I have created over the last four years. But places have never really worked out and after all this time I still have no real map for the whole setting.

I think a major part of that comes from the Ancient Lands being in many ways the synthesis of two different kinds of fiction: Fantasy RPG settings and space opera videogames. I always had in mind a reincarnation of Knights of the Old Republic and Mass Effect in the form of a bronze age Sword & Sorcery world. A concept I still fully believe in. Mass Effect is born directly out of Star Wars (so they could continue their game series unbound by a license) and Star Wars is a direct descendant of the John Carter novels with a bunch of old Samurai movies thrown in. And John Carter really is the granddaddy of both Space Opera and Sword & Sorcery. They are two divergent branches from the same root and at their very heart they tick the same and follow the same logic.

The cognitive dissonance I am struggling with is how these two main sources deal with maps. Fantasy roleplaying games are obsessed with maps of very high detail, while space opera doesn’t have any. And it doesn’t need to. Everyone travels by space ship and using hyperdrive. When distance doesn’t matter, relative position is meaningless as well. Now you are here and next you are there. That’s all there is. Somewhat paradoxically, even with a whole galaxy as the environment, the setting always only extends as far as the eye can see. These universes are so mind bogglingly huge that trying to write down everything is impossible, so nobody tries. Fantasy RPGs are different. They very often opperate by the unspoken logic that you can indeed catalogue every single major settlement and prominent landmark of an entire continent on a single page. Which is of course preposterous, but nobody really thinks about it or questions it. When creating a fantasy world, the instinct is very powerful to start with a map. But in this particula case it completely doesn’t work. The most important Space Opera element I want to capture is the sensation of vast emptiness of space. Having a satellite view map of the setting directly contradicts that and cancels it out. I think I now realize that a traditional RPG map can not work for the Ancient Lands.

When you look at Star Wars and Mass Effect, “worlds” really just consist of space ports and landing sites. And perhaps a short footmarch away from those. For a while that was an approach I tried to work with. But the bronze age setting focused on tribal society is meant to deal primarily with the villages in the wild, with the big cities being more like fancyful stories that most people never get to see, so I soon abandoned that. Of course, how would you make a map based world the size of a continent that consists only of small and mostly generic villages? That also is completely doomed to fail, but I guess I never really thought about it until now.

It seems that a completely different approach is required to tackle this. One source I will be going back to for this are the two great sandbox settings by Kevin Crawford, Red Tide and . I think that seems like a very viable approach to what I have in mind. Maybe I’ll also give Stars Without Number another more careful look. It is clear that I can not create an encyclopedia of all major and interesting settlements. Instead I think I should rathe concentrate of creating a good but overseeable number of towns and villages that serve as examples of how these usually look in the Ancient Lands. Not just as templates for making campaign specific locations, but also as completely functional sites to be used for adventures. But I think the main focus should really be on describing both cultures and environments in sufficient detail to give a good sense of their identities and dynamics. Within reason, of course. Something like a 120 page book for each culture would be nonsense. But say perhaps three or four pages for each of the 20 cultures? Add to that a section on different types of wilderness environments, a good number of full page settlements, and a bit about technologies and magic and you got a good size setting book that is both complete and not overwhelming. Some kind of map is of course still needed, but it can be a really crude one that only shows major land masses, main ports, and the largest mountain ranges. Like actual ancient and medieval maps did. Sadly I don’t remembe where, but a while ago I read a good post complaining about the wrong assumptions that are being evoked by most fantasy maps and how they put players and GM in the wrong frame of mind, assuming a world of extensive and complete geographic surveying. This might be a great opportunity to try out some different, more “oldschool” types of maps and seeing how they affect the experience.

AGE of High Adventure

I’ve been reading the Fantasy Age Basic Rulebook for the last week and I am really quite taken with it. It feels a lot like an expanded version of Barbarians of Lemuria in many ways, being somewhat more complex but using a very similar approach to how to design and run a game. Though the options for races, specializations, spells, and monsters are very generic, the rules and mechanics of the AGE system have really won me over. It’s a fantasy RPG like I would have done it myself, if I would attempt to create my own game. When someone in a forum thread pointed out that Fantasy Age is a game he’d run pretty much without houserules, I realized that this pretty much goes for me as well.

But to run a Sword & Sorcery game with Fantasy Age, there’s still a few tweaks I think work very well for it:

  • Normally in Fantasy Age, characters get training in a number of default weapon groups and that’s it. (Warriors get two additional groups later on.) For Sword & Sorcery I feel it’s entirely appropriate to allow rogues and even mages to become somewhat decent with bigger weapons. So when characters are able to take a new weapon group Focus for either the Accuracy or Fighting ability when gaining a new level, they can instead pick training for a new weapon group. All characters can get both training and the Focus for a weapon group this way (though obviously at different levels.
  • “Magic” weapons and armor of the Uncommon and Rare categories are not actually magic. They are simply made from superior materials and with advanced craftsmanship. Only items of the Legendary category are actually enchanted.
  • In a Bronze Age or Iron Age setting, the Black Powder, Dueling, and Lances weapon groups would not be available. In the Heavy Blades group, two-handed swords might be removed and the bastard sword replaced with a kopis or falcata.
  • When using experience points, the default way to award XP for an encounter is to judge how hard the player characters had to fight for their success. In a Sword & Sorcery campaign, the amount of XP can instead be based on how heroically, impressive, and flashy the players were fighting. This encourages the players to not play it safe but to constantly try to do things that are entertaining and impress the GM, even if they are reckless and foolhardy.
  • Since Sword & Sorcery characters generally have few possessions, are frequently broke, and there isn’t a lot of things to buy with money in Fantasy Age, you can easily run a campaign in which money plays no role at all. However, an exception can be made for unusually and extremely valuable treasures, such as a gold idol or a giant ruby. Since their monetary value has very little meaning to the players, you can still use this classic element of pulp adventures by rewarding them with experience points instead. Whenever the players manage to get their hands on such a special treasure and manage to sell it, award them 400 XP as if they had overcome a Hard (or Heroic) encounter. If they somehow lose it again before selling it, they get nothing. Finding such special treasures and successfully getting them to a town and sold can be thought of as an optional bonus objective that doesn’t have much to do with the main subject of the adventure. This encourages players to still look for valuable loot and break into well protected places to satisfy their greed, and also can make for great side-adventures if they somehow happen to lose one or having it stolen.