Monday, April 4, 2011

Clerics

C is for Clerics, our third installment of the Deepest Sea A-Z.

The world of the Deepest Sea has religion at its core, just as the real world does.  The various races approach the Divine in different ways, and some hold that they are really worshiping the same thing, aspects of a great single god.  Others argue that the immortals dwell on another plane of existence, and that the gods use the races as pawns in their own games for their own ends.  Religion though is serious business, and there are few that do not give at least public lip service to one or another faith.

Clerics have been part of D&D since nearly the beginning, which in some ways is sensible, considering the central nature of religion in human history.


There are three basic sorts of religious classes in D&D, the Druid, the Cleric, and the Monk (which typically avoids all actual religious trappings). The Paladin is also a religious character, based on the fighting man; however, I plan to address that class later. All four are present in the Deepest Seas setting; however, with some variation, and there are restrictions on which races and nationalities follow which gods, which narrows down the class choices considerably.

Elves for instance, worship a pantheon of gods.  Each god has its priests and other religious persons, and some of these are drawn to adventure.  Those, for instance, who serve Bella, the daughter of war, are paladins, where as those who serve Mortus are clerics, seeking adventure in order to end the scourge of undeath.

Most humans in the known world worship the Shepard, or if they are barbarians, more the more primitive Lightning god and his wives. Human worshipers of the Shepard are split into two groups, the Suphics and the Orthodox.  The Orthodox church, which is followed predominantly below the Rim, has a rigid church hierarchy.  Some priests of the church are drawn to adventure, and become adventuring clerics of priestly orders.  The crusader kingdom of Cadia, over the Deepest Sea from most of the human kingdoms has a tradition of paladin warriors.

Suphics are mostly in the Turq kingdoms, and have a more personal relationship with the deity.  Their adventuring religious class is monks.  Dwarves? No clerics, for reasons we will discuss later.  Havlings? Druids.  Orcs?  Clerics.  Each god, and religion, has a "favored weapon" as well as restrictions on behavior, as well as expectations. 

An important note for handling clerics in any game, is to consider their role in society, and their relationship with their god(s). Using the Orthodox church as our example, all clerics are subject to higher authority, either from bishops, or from the head of their order. While they may have day to day freedom (depending on their order), they are still subject to authority, and will have to account for their actions.  In a similar manner, clerics have day to day freedom of action, but are subject to the laws of the Shepard in the long run, particularly as they gain levels, and have more interaction with the deity's heavenly servants.  On the other hand a havling druid would not be subject to much temporal authority, but might have a more rigid set of rules from the natural world instead, with nearly instant feedback on misdeeds.

So, anyway, quick review of clerics of the Deepest Sea.

Tomorrow, more Deepest Sea A-Z, with a discussion of Dwarves.

Saturday, April 2, 2011

Brémdy

B is for Brémdy, our second installment of the Deepest Sea A-Z.

Geography
Brémdy is the western most country in the known world, south of the Deepest Sea, and east of the Shallow Sea.  To the east lies Chénez, and to the south is the Barbarian country of Utenas. Like all the human kingdoms south of the Deepest Sea, the majority of the country's territory lies over the Rim.  There are no dwarven kingdoms in the mountains of Brémdy, although many ancient holds are reputed to be found there.  In AGM1031, the duke of Férfoy added to the land ruled by the Crown by claiming the crown of Umbria.

Population
Specially marked by cunning, despising their own inheritance in the hope of winning a greater, eager after both gain and dominion, given to imitation of all kinds, holding a certain mean between lavishness and greediness. Their chief men were specially lavish through their desire of good report. They were, moreover, a race skillful in flattery, given to the study of eloquence, so that the very boys were orators. They were enduring of toil, hunger, and cold whenever fortune laid it on them, given to hunting and hawking, delighting in the pleasure of horses, and of all the weapons and garb of war. - M. Malaterra, from his treatise "On the Brémdians" AGM975

Brémdy was settled by the the most adventurous tribes of Nords during the great migration (circa AGM15), and as the area was but sparsely populated by the Empire, it was quickly converted into human rule.  The population is quite high as a result (around Five Million), and various crusades have departed to conquer barbarian territory in the last century, most successfully in AGM1032, when South Umbria was added as a fiefdom of the Crown.  The population speaks an evolved Franka dialect called Brémdian, which is characterized by being more nasal and which retains the Nordic word inflections.

Law
Brémdy is ruled by a King who processes through the crown holdings during the year.  In this way, each region of the country sees the majesty of the crown, and the King is able to administer high justice.  The country is divided into duchies, and those into baronies.  The number of duchies changes from time to time, as great houses merge and split.  During the current era, there are twelve duchies, and Hodiéq is run by a charter granted by the King.  Brémdy is blessed with fertile soil and a high population, so serfdom is more rare than in the other kingdoms, and free yeomen farmers work the land for the barons.  The crown does not allow the enslavement of its subjects; however, debtor-bondsmen are common in the south where the land is less fertile, and farm failures are common.

In Brémdy it is illegal for commoners to wear swords when not at war, although this rule is often ignored in the south, where raids from Utenas are not unknown.

Cities
Frésnoy
Located in the south on the Shallow Sea.  Known for its cider production, martial air of its inhabitants, and heavily involved in trade along the coast of Brémdy. Population 4,500 households
Contés
Located at the mouth of a large bay on the Shallow Sea, Contés is the home port of the Brémdian Navy. Population: 4,000 households
Férfoy
Located across the river Méuse from Chénez, Férfoy is known for trade and the production of finished goods, due to its ample water power.  Population 5,000 households
Créquy
A fishing port on the Shallow Sea, Créquy also smelts iron taken from mines in the Rim. Population 3,400 households.
Hodiéq
Largest city of the country, and the only one located on the Deepest Sea.  Self governing by charter granted by the Crown (in AGM967, during the rule of Charlés the weak).  Substantial population of Elves, Dwarves, with some havlings living outside the city.  Has a merchant quarter dominated by Vatonians. Population: 8,000 households

Monday, more Deepest Sea A-Z, with a review of Clerics.

Friday, April 1, 2011

April First

The April A-Z challenge has started, and already there are tons of quality posts to read and learn from. (or steal, stealing is easier than learning, right?)

here are a few selections so far:
http://lunchingonlamias.blogspot.com/2011/04/is-also-for.html
http://oldguyrpg.blogspot.com/2011/04/to-z-dark-ages-and-vale-campaigns.html

I have all entries for A-D in the queue already, and have a list for the other letters, although I am somewhat unsure about X.  (it would be easier if the Deepest Sea had a "greek" language.)

Also, a warm welcome to new followers Tim Brannan, Cyclopeatron, and Arkhein.  Hope you see something you like!

How to Roll Citadel Dice

As you are probably aware, there is somewhat of a tradition on this day to post joke or humerous items on blogs, websites, and also in company catalogs.

Here is the best I have seen in quite a while:

The pictures alone are amusing

Astounding levels of detail here, in the GW blog.  Hurry to get your copy! 

Armor

A is for Armor, our first installment of Deepest Sea A-Z, part of the A-Z blogging challenge, and an explanation of my Deepest Sea world.

(Image grabbed from Wikipedia)

Part of any combative role playing game is armor, particularly when melee combat is common.  In D&D, this is Armor Class, which traditionally has the odd characteristic of getting smaller as it gets better.  For example, a set of mail armor and a shield rates an AC4, where as leather armor is an AC8.  It is harder to "hit" someone in AC4 armor (for damage), which is represented by needing a higher roll on a d20.









Here is the basic traditional D&D information from the Labyrinth Lord Advanced Companion:
ARMOR

Armor                 Cost           Armor Class Weight
Banded mail         85 gp         4                   35 lb. (Laminar)
Chain mail            70 gp         5                   30 lb. (Mail)
Helmet                 10 gp         -                     5 lb.
Horse barding     150 gp        5                   60 lb.
Leather                  6 gp         8                   15 lb. (boiled leather)
Padded                 4 gp          8                   10 lb. (Gambeson)
Plate mail           450 gp         3                   50 lb. (plate armor)
Scale mail            50 gp         6                   40 lb.(scale armor)
Shield                  10 gp         1 less*           10 lb.
Splint mail            75 gp        4                    45 lb. (plated mail)
Studded leather   30 gp         7                    20 lb. (Brigandine)
Unarmored           0 gp         9                      nil
*Using a shield reduces armor class by 1.

All of that is nice, but not totally appropriate for the Deepest Sea, since the setting is more restricted than a general generic Late-Medieval Northern Europe.  The Deepest Sea campaign is sort of a quasi-Dark Ages type era, and some armors simply do not exist yet. For example, the Nords and similar kingdoms use mail hauberks over quilted gambesons, at least when they can afford armor at all.  The Imperial Elves, would have laminar or plated mail, where as Orcs wear mail or brigandine.

In addition to limiting the list of armors, I will be using the house rule Shields Shall Be Splintered, which gives a further reason to carry a shield.  After all, everyone did until they wore enough armor to make it unnecessary.

Here is my reformatted list:
Armor                     Cost         Armor Class         Weight

Gambeson (cloth)   10d                  8                      10
Leather (soft)          25d                 8                      15
Boiled Leather        80d                 7                      25
Brigandine             100d                7                      40
Scale Armor          700d                6                      60
Mail                     1200d               5                      50
Plated Mail          1700d               4                       60
Laminar               3000d               4                       40
Helm                     100d               -                         3
Great Helm            200d               -                        7
Shield (small)           40d               -1                      5
Shield (large)           70d               -1                     10

Here is a good picture of what a well equipped soldier would look like [probably from Chénez]:

(image at left  taken from Bing Image search)

So what about in your games? Do you take the D&D armor table as written, or do you have modifications?  Are items restricted by location, or just by cost?  Let me know.
Tomorrow: More Deepest Sea A-Z.

Thursday, March 31, 2011

March Madness

No, not the kind with college basketball, picks, or the final four.

Just a quick post to talk about the blog.  In the last month, as I have become more active in posting about the OSR, and have posted on other journals, I have reached a new high page view total with around 400.  Yes, I spent too much time looking at the "stats" tab on this thing.  In any case, this is an improvement of over 100 views over my previous high.

Thank you to my readers.  Blogging can be lonely, but at least I know that a few people come to this site.

Tomorrow we start off with the Deepest Sea A-Z... which should be interesting, for me at least.

Wednesday, March 30, 2011

10mm Musings

I know that I said here, that I do not have the time to make a 10mm castle for the Terrain for Hippos competition, yet somehow I find myself reading Warmaster Siege rules, and doodling castles in the margins of my meeting notes...

As reminder, Deepest Sea A-Z starts Friday, as part of the Blogging A-Z challenge. I have already written and queued up two posts, so I am somewhat ahead of things, for once.

Also, a warm welcome to follower #9 Greg Gorgonmilk, who has an excellent OSR blog, and follower #10, Talysman the Ur-Beatle who likewise has an excellent blog. (although not linked to his profile, you can find it on my D&D blogs page)

Monday, March 28, 2011

Battle of the Five Armies

Some day, I will get around to painting the figures from my set of Battle of the Five Armies. (I do have the Elvish knights painted, and a regiment of Uruk-hai)

In the meantime, here are two galleries of pictures showing the good and evil sides of the game.

Good

Evil

Lovely stuff (particularly at 10mm!), and worthy of emulation once I get to that stage.

Friday, March 25, 2011

Hawkmoon

Last week I read the Hawkmoon book The Mad God's Amulet, by Michael Moorcock.  The book itself is very nice, particularly considering that I got it brand new as part of a library sale, and it cost me some fraction of $5. (paper grocery sack of books for $5)  That is unfortunately about all of the nice things I can say about it.  Set in some sort of post apocalyptic future, the dashing Hawkmoon is on the run from an evil empire, gets a McGuffin, saves his future bride, and then saves the day.  It had some of the flavor of a chivalry tale written for kids, but with far more blood and guts. Also, the mixture of super science technology and neo-feudal technology was odd, to say the least. If this is representative of the rest of the series, I really have no interest in tracking down the rest.  I suspect I lost something by reading this book, which is in the middle of the series rather than starting at the beginning, but again, do not have much interest in looking further.

On the plus side, it did have an interesting feel to it, and you could see how it influenced D&D.  Mad wizards, ancient cities out of phase with reality, technological artifacts, gratuitous plate harness, etc.

Now I am reading through the three most recent White Dwarf Magazines, which had accumulated unread on my nightstand.  My wife and I generally page through them together, looking at the pretty pictures, and then I read them later. Following that, I have Swords' Masters to read, which I am looking forward to.

I have also been working on my list of subjects for the A-Z blogging challenge.  I have pretty much selected all of the subjects, but some of the letters are more difficult than others (Q,XYZ for instance).  Plenty of content coming in the future.

Wednesday, March 23, 2011

Terrain Competition

Terrain for Hippos, a great online terrain blog, is having their second "Berfenday Compometition" [sic].  Basically, the idea is that you make some terrain following their plans or using the techniques explained, and then send in pictures before May 31st. 

Unfortunately, I probably will not have any hobby time to make anything (and indeed, there are more pressing hobby time needs than terrain), which is a real shame, because I would really like to make a 10mm castle using the concepts and plans here.  Something suitable for Warmaster, which would follow the rules presented in Warmaster Ancients for sieges.  With a bit of planning, I think that I could make it work as a frontier fort for either 10mm Lord of the Rings or WM Fantasy, by having removable hording.