Fantasy Safari: Spears of the Dawn, Part 2

The Moatia are a race of short old men with yellow skin who walk with a limping gait. All of them are powerful sorcerers who live alone deep within the forests and warn away any intruders with markposts made from bones. They are often wicked and cruel, but are also very skilled healers who have medicine and powders to cure any ailment in existance. They never provide services for free though, and the prices they demand can be very steep or appaling. Moatia don’t use any weapons or attack with their hands, but fight entirely with their magic. They remind me quite a lot of central European witches in their behavior and role.

The Night Men are a race of humans from outside the Three Lands, but all of them are savage and deformed, but almost nothing is known about them other than that they sometimes cross the river at night and raid villages on the southern border. When they attack, they always do so in large hordes, and are usually led by a very powerful sorcerer or shaman. These raiders destroy villages and take large numbers of captives, which they take back to their jungles to be sacrificed in ancient ruined temples. Some people think that they are evil spirits or actually animals that have been transformed into human-like shapes.

The Obia is a spirit in the shape of a large leopard or jackal that serves sorcerers and witches as a guardian or to abduct people and bring them to them. Either to become their wives or for other unspeakable purposes. An obia can grasp a victims in its mouth without hurting them and then run off into the night at very great speed leaving barely any traces. Only the greatest hunters have any chance of tracking them down and find the place where the victims are held. Defeating the sorcerer and his obia guardian is a whole different story altogether.

Continue reading “Fantasy Safari: Spears of the Dawn, Part 2”

Fantasy Safari: Spears of the Dawn, Part 1.

I reviewed Spears of the Dawn a few weeks ago, and it’s a nice little setting I recommend to anyone with interest in non-European influenced fantasy campaigns. I also really love the new classes and magic system based on Basic D&D that work much better for spellcasters in a Sword & Sorcery setting than standard clerics and wizards. But in addition to all that, Spears of the Dawn also has a short and very nice collection of monsters, which made me want to make another Fantasy Safari post.

As part of the funding campaign, all the art from the book was given away freely, which is always very nice when doing this series.

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Spears of the Dawn

Spears of the Dawn by Sine Nomine Publishing, 2013; 11 pages of monsters.

Eloko
Eloko

Eloko are a race of tiny people who look just like humans but have grass instead of hair and wear clothes made from leafs. However, there is nothing endearing about these little guys, as they like to eat humans. Lone hunters are a welcome meal for groups of eloko, but they have a particular taste for the flesh of women. Before they reveal themselves to their prey, they make their presence known by the ringing of tiny bells, which have the ability to cloud the thoughts of any human to the point where they will simply stand around motionless while being devoured alive. If someone can resist the mind numbning ringing of their small bells, eloko are still much more dangerous than their small size makes them look and a single one fights about as well as a fully grown crocodile. In groups they can be a real threat to small parties of adventurers.

Eternal
Eternal

The Eternal are probably my favorite monster of Spears of the Dawn and the major antagonists of the setting. When their evil kingdom was facing defeat by the five other realms of the Three Lands, they turned to dark magic to make themselves immortal. After their death, a magic ritual made their bodies return to a state of unlife, where they need to neither eat, drink, sleep, or even breath. Nor do they bleed and they are impossibly to truly destroy. Stabbing wounds don’t harm them at all and the only way to really harm them is to break their bones or chop off their limbs. While they are able to exist deep in the deserts or underground without any food or water forever and can not be killed by weapons, their unliving nature also makes them unable to heal as they are still corpses. The only way to restore their mangled bodies after suffering the effects of injuries, blasting sand, and the blazing sun is to feed on human flesh. And that already tells you pretty much everything you need to know to understand why they are such a terrifying menace on the Three Lands. They are a lot like vampires in many ways, but also distinctively different creatures. They do not have to feed on humans, but if they do not the ravages of time and the environment quickly take a heavy toll on their dead flesh. They are not harmed by sunlight and in fact nothing can really destroy them. The only way to deal with them permanently is to decapitate them so they are unable to feed and heal their injuries, but even when burned to ash and their bones are ground to dust, their immortal spirits remain, unable to gain a new body or truly die. And like vampires, many eternal sorcerers know the old rituals and can raise the corpses of their enemies to be their slaves forever. Spears of the Dawn is an interesting setting in itself, but the Eternal are what really is selling it to me. They are somewhat similar to an idea I had for my Ancient Lands settings, and I got a whole number of new ideas I want to include from the Eternal. Continue reading “Fantasy Safari: Spears of the Dawn, Part 1.”

Riddle me this

“Why do riddles exist in RPGs?”

The obvious answer is “Because Tolkien did it”. Which is the answer to almost every question about conventions in fantasy. (If not this, then “Gygax did it”.)

clip-l-incontro-tra-bilbo-e-gollum-lo-hobbit-un-viaggio-inaspettatoBut I think they are a terrible idea to include in a roleplaying game. Tolkien could use them in his novel because he knew the answer and the reader didn’t have to figure it out for the story to continue. And that’s one of the biggest mistakes many GMs and most writers of published adventures are making all the time: They approach creating adventures like writing a novel and then having the players act out the parts of the characters. But unlike actors, they don’t know the script. Story is certainly a very important element in most roleplaying games, but it works completely different from story in a novel or a movie. Story is what is happening now, not what somewhat has prepared to happen in the future. When you have the characters in the adventure face a riddle, there is a good chance that the players won’t figure out the answer at all. Then what? Or even if they do, it might take them a very long time and can very soon become the opposite of fun.

And what justification is there within the world of the campaign for the riddle being asked in the first place? The sphinx in the desert was asking riddles of travelers or it would kill and eat them. That was not a test of cunning or a password to be granted passage, but simply some additional torture before the poor traveler would be murdered. There was no point to it other than causing suffering. The secret gate of Moria did work really well with a riddle lock. But it worked not because the riddle was challenging, but because there wasn’t any indication that it was a riddle at all. Frodos stroke of genius was not solving the riddle, but recognizing that it was a riddle to begin with. However, that trick works only once and Tolkien already did it.

Other than this one case, riddle locks don’t make sense. Why would anyone secure an important place with a lock that random passer-bys can open with a few minuts of thinking? If it is to make any sense at all, then the answer would have to be something that is only known to people who have been initiated, but which an outsider can not possibly know. Which is very difficult to do in an RPG. Players only remember details about the setting if they know that this detail is probably going to be important later the moment they first hear about it. If a character should know something because of his background, but the player isn’t aware of it, you can’t use it for a riddle either. The only thing you could do in that case is to make a skill check or something like that to see if the character knows or remembers it and then telling the answer to the player. Which would be completely boring.

So my advice to anyone creating adventures: Don’t use riddles. They don’t make sense and are not as fun as you probably think they will be. (Because you already know the answer.)

Things that really piss me off: History Documentaries

I love watching history documentaries. There are lots of decent ones and even a couple really good ones.

But why do they all have such stupid names? For every single documentary that has the words secret, truth, lost, hidden or forbidden in the title, someone somewhere needs to be whacked in the head with a stone slab!

That is conspiracy theory crap! Don’t try to make your science more appealing by begging for attention by the dumbest of people.

Movie Review: Indiana Jones and the Kingdom of the Crystal Skull

When Indiana Jones and the Kingdom of the Crystal Skull came out in 2007 the oppinions I hear about it were mostly pretty bad and calling it by far the worst Indiana Jones movie and absolutely terrible, and it causing the series to be ruined forever!. So I never watched it in all the years and had no desire to ever do so. But I got the series on DVD for christmas and it had the movie included and yesterday my parents were visiting, and since we wanted to watch a movie and none of us had seen it before, we watched it. Otherwise I still wouldn’t have watched it, preferring to simply don’t know what’s in it. (I might do the same with the new Star Wars movies.)

Indiana_Jones_and_the_Kingdom_of_the_Crystal_Skul_01Right from the start some things seem to be odd. Indy aknowledges being old and mentions his father having died, which doesn’t match the ending of the previous movie. But no explanation is ever given or the events of the movie mentioned, which I found rather odd. The second scene is set in the famous warehouse from the first movie and we get a quick lool at the arc as its box is broken, but otherwise the first movie isn’t mentioned either. It’s just like “look, we made a reference to the other movies!” That’s weak. Indy starts the movie with a new sidekick, whose name I can’t even remember, which always is a very bad sign about the strength of a movies characters and dialogues. It’s never explained who he is or what his relationship with Indy is, and except for two short scenes he has no real relevance to the plot or any meaningful dialogue. The other new character is Mutt, who follows Indy around after fat moustache guy has left for a while and after his first scene has no real impact on the plot either. Later of course we meet Marion again, who is a fun character but also has just one relevant dialogue with Indy and doesn’t really contribute anything to the plot. John Hurt also plays a character who gets picked up with by Indys crew and hangs around for the rest of the plot, but after drawing a map in his first scene does not have any meaningful dialogue or impact to the plot. Indy himself is okay, but you probably can see the problem here. Indy could have gone on this whole adventure by all by himself, or at least with only one companion to give an opportunity to explain the plot to the audience.

There are two villains in this movie. One is a Russian psychic played by Kate Blanchet, who tries to read Indys mind once but fails and then never shows any supernatural abilities for the rest of the movie at all. She keeps chasing after Indy for all of the movie but except for one scene in the middle of the movie she never catches up to him so her impact on the plot is also almost nothing. She has a henchman who commands a group of Soviet soldiers, but since he almost only speaks in Russian without subtitles and very little of that, we don’t really know anything about him. *sigh* And yes, he also does not do anything relevant for the plot. Indy has a fist fight with him, but he simply falls over ans gets pulled into a hole by a swarm of ants. It doesn’t remotely reach the fight against the random German mechanic in the first movie, which is clearly what this scene tries to allude to. At two point during the search for a lost ancient city in South America does Indy run into local tribes of Indians who menacingly sneak around with seemingly supernatura skill in the dark. But they show the Indians the skull and they back off, doing nothing at all and then disappearing while Indy explores the city.

Continue reading “Movie Review: Indiana Jones and the Kingdom of the Crystal Skull”

RPG Review: Black Streams

Black Streams is a series of free, short supplements for the Red Tide campaign sertting by Kevin Crawford. Though they are directly tied to the setting, they are self contained enough to be eassily adapted for any setting in any OSR game and should also be useful sources of ideas for other systems.

122752Cults of Ruin expands on the cults of various evil forces that are mentioned in Red Tide and has a length of 7 pages. The Black Emperor was a powerful and evil ruler back in the days before the Tide, who was eventually destroyed for his dark sorcery, but somehow managed to ascend to becoming a god. Though most records of his terrible reign and evil transgressions had been deliberately destroyed or lost during the coming of the Red Tide, the truth can still sometimes be discovered by sages searching for obscure lore. Only scholars, alchemists, and other learned people can become true followers of the Black Emperor, who offers them secrets to extend their life and evade Hell and other necromantic magic. The God-Beasts are savage animal spirits that protect remote villages and can grant fertility to their fields and herds, but often demand terrible forms of tribute from their worshippers. The only salvation offered by the Hell Kings is the promise that those people who truly devote themselves to evil can gain their respect and admiration, so that when they ultimately will go to Hell after their death, they will be elevated to rank among the Hell Kings instead of suffering in eternal agony. Worshippers of the Hell Kings are expected to lead as many souls as possible into hell, but even among the high priests of the cults only very few reach a degree of evil that gets them a place among the lowest ranks of devils. The Red Gods are strange entities of evil and hunger that only reveal themselves to people suffering from famine and facing starvation. They grant the gift of great strength and vigor, but in turn those who accept it slowly transform into ravenous beasts who gain sustenance from a range of unnatural and depraved sources. Finally there are the truly mad cults that worship the Red Tide itself. They are compelled to create portals that allow the Tide to spill into the Sunset Isles and are usually the first to be torn apart by the horde of the Tides spawn that emerges. The last page describes the new Azure Minister class, a cleric variant specialized in secretly exterminating evil cults that threaten the Sunset Isles while keeping the existance and true nature of their organization secret.

The Pacts of the Wise seems to be heavily inspired by pact magic from the Tome of Magic of Dungeons & Dragons. It’s 7 pages long and describes six elusive entities that can be contacted by a wizard to be granted special powers. The ritual to make a pact take a month of preparation and have to be repeated once every year. Unless a ritual to be released from the pact is performed, wizards who fail to meet their obligations are suffering severe consequences until their debts are paid. The powers granted by the entities are not particularly powerful and more than balanced by the price demanded from the wizard, but still interesting and useful enough that players might consider it to be worth it. It certainly adds an interesting new element to the character and each pact includes ideas on how to create adventures around NPCs who have access to these powers or are struggling with meeting their part of the bargain and are getting desperate to gain the required resources. Even though there are only six entities described, they provide a sufficient base to create your own ones. Since the mechanics involved are extremely simply they are easily adapted to any game.

The Yellow Legion is 8 pages long and describes a powerful artifact and the Walking Ghosts it can create, as well as their history in the Red Tide setting. The artifact is a black rod that can be planted into the ground to grow into a large tree that produces magic fruit when watered with the blood of living people. The juice of the fruit have the power to restore any corpse and return it to unlife, and the blood of a single person creates enough fruit to create ten walking ghosts. However, the fruit can only revive creatures of the same type of creature whose blood is used to create them, so to bring a fallen army of human soldiers back to life, many humans have to be sacrificed to the trees. While those who have been sacrificed can be raised like any other corpse, they are henceforth forced to exist as undead. The walking ghost are loyal to the person who create the tree and appear just as they were in life. They do not eat, drink, breath, or sleep and they heal and can be healed like living humans, but even the terrible and horrific wounds can not kill them. Only when hacked to pieces or burned do their minds fall into delirious slumber, but over the course of many years their bodies can restore themselves and make the walking ghosta rise from their graves. Without purpose after the eventual death of their creator they wander the land with the appearance of a living person, but all living things can sense their unnatural aura. If there is a way to permanently end them, it has not been discovered.

Though short as they are, I really like all these supplements and in fact their briefness probably makes them even more interesting and useful for GMs not using the Red Tide setting. Pacts of the Wise is probably the most versatile and not at all connected to any specific settin, and I recommend it to everyone to give it a look. The other two have a much more specific cultural flavor, but since they are both short and completely free, I do recommend them all. Really nice stuff and a format I would like to see used by more games in addition to full sized books.