Showing posts with label cosmos. Show all posts
Showing posts with label cosmos. Show all posts

Monday, July 19, 2021

Alignment and Lawful Clerics

This is the third in a series of web log posts where I describe what “alignment” must mean in the Perilous Realms, based upon our group’s tone and play-style, and its cumulative rulings so far.



Lawful Clerics and Alignment

Lawful Clerics are members of the Church of Law who have made vows and joined some order of religious (which is to say, monastic) knights. Regular, everyday priests and prelates are not “Clerics,” in this sense. Should a Lawful Cleric willingly break any of the Laws of Noe his or her clerical powers would be removed until repentance and restitution are made. That said, those who become knights of religious orders (the so-called “Clerics” of the game) have additional rules they must follow as a part of the vows that set them apart and grant them their authority to call on miraculous powers. Willingly breaking these vows also result in the removal of their special authority until repentance and restitution is made. These are the Seven Vows of the Crusade of the Orders of Religious Knights (Clerics):

The Vows of Crusade

1. Worship the Most High alone

2. Observe Sabbat, fasting, alms, and prayers

3. No shedding of blood

4. Show honor

5. Show mercy

6. Shun falsehood

7. Shun vanity

The first vow, monotheism, sets Clerics apart from their coreligionists. Other Lawful men may “worship” many gods, angels, and saints, including the offering of sacrifices and oblations, so long as these Powers are recognized members of the Council of the Most High and the rituals themselves do not involve the worship of idols. Clerics, on the other hand, may only engage in the ritual worship of the Most High, alone. That said, Clerical powers are mediated by saints and angels whom the Cleric adopts as a patron. But the Cleric does not worship such patrons.

The second vow commits the Cleric to certain religious and ascetical disciplines. These include a day of rest every week – Saturn’s Day, or the Day of Kronos. Kronos is closely associated with the Most High. (But there is debate as to whether or not Kronos is the Most High!) Weekly rest and daily prayers are necessary for the restoration of miraculous authority, Clerical “spells.” If a Cleric does not rest to pray once a day, and rest entirely once a week, Clerical spells are temporarily unavailable. In cases of evasion in the wilderness, this may prove dangerous to a party.

The third vow, no shedding of blood, is where we get the Clerical prohibition on the use of sharps as weapons. The blood is the life of the animal and belongs to the Most High. This means that Clerics are “vegetarians,” in the sense that they do not eat the flesh of mammals. Other animals and milk are not off limits. But won’t, you might ask, a mace “shed blood”? Well, yes. But here is where a little beautiful casuistry enters (and how could a game be “medieval,” without a little casuistry?). The shedding of blood by means of blunts is not necessary and is often a deleterious but unintended consequence of their use. But by fighting with sharps the means of subduing or killing an opponent depends upon cutting, and therefore the shedding of blood is inherent to their use. So: “no sharps,” but not “no killing,” see the commentary on the Fourth Law.

The fourth vow, honor, is directly related to obedience, something inherent to any form of monasticism or membership in a religious order. But it also includes the encouragement of subordinates and things such as respect for the dead by putting them to rest, etc. Clerics rarely tolerate the abuse of a corpse and must never participate. The Clerical war against the Undead is not that of corpse mutilation, but all attempts must be made to free the corpse from this unholy abuse and restore the body to rest through proper committal to the elements. This includes burial, proper, in the earth, but also burial at sea and cremation on pyres. When Clerics gain the authority to dispel the curse of Undeath, this does not cause the undead victim to disappear or disintegrate. It rather immediately restores the corpse to a state of rest, laid and in a position ready for committal to the elements.

The fifth vow, that of mercy, means that all Clerics are expected to do whatever they can to defend and, if necessary, provide for widows, orphans, pilgrims, the oppressed, etc. They are expected always to grant subdued foes the chance to convert to Law, repent and be saved. Fell races and Chaotic monsters are incapable of conversion and repentance, so mercy does not extend to them.

The sixth vow, the prohibition of falsehood, means more than simply not lying. It also demands that a cleric use no disguise, nor engage in any “sting operations” or subterfuge. Nevertheless, a Cleric may tolerate other party members who do so, they simply may not directly participate. If directly questioned in such situations, Clerics may, however, tell the truth in a “creative” way.

The seventh vow, the rejection of vanity, means avoiding the pomp of the world. As a virtue, this includes not coveting the wealth, title, or power of others. As a practice, it includes the requirement to tithe any wealth obtained through adventuring. This corresponds to the traditional monastic vow of “poverty.” It also includes the monastic vow of “chastity.” Remember, this is a medieval fantasy, so marriage in the medieval world was often a means of glory, the making of alliances, and the maintenance of worldly society. Think “trophy wife,” and you will get the picture. Although marriage is lawful and to be esteemed for those not involved in the religious life, for a Cleric, all spouses would be merely worldly “trophies,” for those who have answered the high call of Crusade.

Next: Alignment and Evil Clerics


Saturday, June 26, 2021

Law in the Perilous Realms

This is the first in a series of web log posts where I describe what “alignment” must mean in the Perilous Realms, based upon our group’s tone and play-style, and its cumulative rulings so far. I am coming to realize how essential to the game alignment is. It defines so many things: the cosmos, the setting, the characters, the classes, especially clerics, monsters who are intelligent, and whether they are free, language, and whatever counts as “religion” in a given setting. This shouldn’t be surprising, I suppose. It is a wargame, after all. And wars have sides.


The Law in the Perilous Realms

So, a character is on the side of LAW. What is the Law? Well, since you asked, they are the Seven Laws of the Prophet Noe, revealed from heaven, through the great prophet who survived the cataclysmic ancient flood of Tiamat.

The Seven Laws of The Prophet Noe

1. Thou shalt not worship idols

2. Thou shalt not curse the Most High

3. Thou shalt establish and hold courts of justice

4. Thou shalt not murder

5. Thou shalt not dishonor the wedding vow

6. Thou shalt not steal

7. Thou shalt not show cruelty

The first law, no worship of idols, rules out a lot of behavior common to a lot of people and free races in a low fantasy setting. This limitation really stands out as something that distinguishes the Lawful from the crowd. The second law, no cursing the Most High, represents a kind of vague blasphemy prohibition that can be interpreted and enforced more or less leniently or strictly depending upon the local community, Church or otherwise Lawful leadership.

The third law, due process, is important and, in many ways, defines Lawfulness, setting Law in stark contrast to Chaos. Due process is essential to the Law. It is the key to establishing safety, order, and civilization. It forms an absolute prohibition against lynching, feuds, unlawful duels, revenge killings, and the like. Punishment may still be “cruel and unusual,” by modern standards. But they must at least seem to fit the crime. Duels may be authorized by the court as an appropriate means of settling a suit. But it must be court decreed.

An exception that is often, but not always honored by courts of Law (that is to say, by this referee) is that of “Wilderness Law.” In cases where adventurers find themselves far away from Lawful civilization, Lawful characters may declare “Wilderness Law,” and, well, let us say, “exact justice,” as the Lawful party understands it. In this case, the Lawful party (or the subgroup of Lawful members thereof) becomes a kind of de facto court of Law, likely to be recognized by the Church or a lawful civilization. So, for example, if it is dangerous to haul a captured Evil High Priest all the way back to a settlement with established Lawful courts, the party may just decide to “try, condemn, and execute” the “obvious offender,” right then and there. As the referee, I would usually uphold this if the reason were obvious and not simply a sham for making things easier on the party.

The fourth law, the prohibition of murder, may seem a little tough to uphold in a fantasy wargame. But note that what is prohibited is murder, not killing. Killing in defense of the defenseless and even in self-defense is not murder.

Capital punishment after due process is not murder. It is the removal of an individual from a corporate body, by that corporate body, through its authorized and Lawful leadership, to maintain safety and order for the whole. The court may just as well choose exile or gulag instead.

War, when declared just by the appropriate authorities, and conducted in a holy and chivalrous fashion, is about two people groups (or a people group against another free race) fighting one another. The death of individuals is a necessary and unfortunate by-product, not its goal. Thus, war does not technically count as murder.

Furthermore, you can only murder members of the free races: men, elves, dwarves, halflings, and intelligent lawful beings. Monsters, especially Chaotic monsters and fell races are not murdered, they are exterminated. Fell “races” count as monsters in the Perilous Realms. Remember, this is just a game – a medieval fantasy game based on the philosophy of Alchemy. Fell beings arise by abiogenesis. So, they don’t have spouses or children to worry about. Monsters are archetypes of our nightmares, ulterior motives, vices, passions, skeletons in the closet, etc. Try not to over think it or “deconstruct” it.

The fourth law, honoring the vows of marriage, establishes the basic unit of human order, the family, and thus ensures the safety and rearing of the next generation. This would include most traditional mores around such things, as understood by most traditional human societies. But it also includes things like the defense of widows and orphans, etc.

The sixth law, prohibiting theft, ensures the basic property rights necessary to maintain a free and orderly (medieval fantasy) society. This is an imaginary world before the industrial revolution so there is no “Capitalism.” And if wealth is not defined as the means of production, then we don’t yet need some medieval fantasy version of Marxism informing us that “property is theft”!

Finally, the seventh law, prohibiting acts of cruelty, maintains the humaneness of Law. Although there are plenty of Lawful characters who rule with an iron fist, if they cross a certain line, they may no longer be regarded as truly Lawful. The prohibition on cruelty includes not only the usual things associated with cruelty but also a wider gamut of behaviors such as: no corpse abuse, no animal cruelty (the actual prohibition of the seventh law of Noah, In Real Life) and no eating meat without humane slaughter and thanksgiving rendered to the Most High for the animal’s life.

A note about the relationship of the Law to being a “Good,” character:

You can imagine an “evil” Lawful character, one who hides behind the law in cowardice, for false motives, or who imposes the Law on others with forced conversions and an iron fist. But, in general it is “good” folks who will choose law, because they can see its obvious benefits to the oppressed and also its general benefits due to its role in the development of human civilization.

Up next: Chaos in the Perilous Realms

Monday, April 22, 2019

Ages of the Perilous Realms


I am more a rules-imaginer than a setting-imaginer. But I'm getting more into exploring my campaign setting than ever before.

There are multiple overlapping ages of rise and collapse of mighty civilizations that define the Perilous Realms and the kinds of ruins, underworlds, treasures, magic items and artifacts that may be found. Here is the myth, or legend of the various apocalypses and dark ages that led to the current state of the Perilous Realms, my campaign setting.

The Diamond Aeon

In this age, the archetypal powers were young and playful children of the Most High.
They knew their place, and, although childishly mischievous at times, obeyed the will of their Father.
They reigned over the cosmos like living stars.
In the end, the archetypal powers come of age, and conflict ensues.
They rebel against their Father and are thrown into the chaos of war.

In terms of the way we think of things now, we are talking about billions of years ago. Thus this loosely corresponds to “big bang” through cooling down of the universe. In Tolkienesque terms, this is like the Valaquenta. The key to this fall narrative is REBELLION. So whenever we see rebellion in the campaign setting it links somehow to the Powers.

The Golden Age

Law and chaos draw their lines for the first time.
The Celestials seek to establish the joy of the Diamond Aeon through Law, and often fall into rigid legalism.
The Chthonic powers seek to empower the unbridled joy of the Diamond Aeon through following the passions of the underworld and often fall into the cruelty and whim.
Many powers opt out and hide as spirits of nature and life ("neutral" elemental powers).
The war shapes much of the terrain of the Perilous Realms.
Ultimately, the Celestials drive the Chthonics under earth and imprison them there, only to serve for fertility and virility.
The Celestials establish a Golden Era of light and genius upon the earth — with unparalleled cyclopean edifices and artifacts!
At this time, the fay races are born into the wonder of direct contact with their fascinated rulers.
But the Celestials become too confident in their victory, and their watches fall into indiscipline.
In the end, the earth cannot contain the chaos that errupts.
The final war leads to total apocalypse and a dark age ensues.
 
In terms of the way we think of things now, we are talking about millions of years ago. Thus this loosely corresponds to a kind of smashing together of the mesozoic and its great meteoric (heavenly) and volcanic (chthonic) apocalypse together with the monolithic stone age. This nicely gives us cavemen with dinosaurs! This era gives a chance to engage the Lovecraft Mythos. The key to this fall narrative is COMPLACENCY.

Interlude: The Age of Darkness

The fell races are born and run free but unorganized.

The Silver Age

Out of the shadows of the Age of Darkness, the Fay races form an alliance, consulting what Powers still remain in their weakness and sorrow.
With the advice of their cosmic elders, the fay together stem the tide of the spawning hoard.
The elves rise to power over all other fay.
They establish a Silver Era under the light of their matron, Mother Moon.
They enslave the fell races, especially the orcs, to do their bidding — and on their backs they build mighty cities, towers, and palaces unrivaled by any save the powers themselves.
But the orcs and their fellow fell never forget their enslavement.
At this time, Men arrive, the fay know not from where — nor do the men! They are in awe of the elves.
But the elves in their assumption of opulence grow fatuous, weak, superficial, degenerate — and their civilizations fall into decadence.
Thus they become easy targets for fell rebellion — if they are not dragged down by their own petty divisions and meaningless wars of trumped up honor.
The collapse of the elves is a slow and painful decline, leading, ultimately, to a second dark age.

In terms of how we think now, we are talking about several millennia ago. Thus this roughly corresponds to the great pre-historic civilizations of myth. This era allows me to smash together Tolkien's and Anderson's elves. The key to this fall narrative is DECADENCE.

Interlude: The Second Dark Age

Pacts with the chthonic power, Necros render the first Undead. Alchemical and medicinal warfare fabricate the disease of lycanthropy. Monsters proliferate.

The Bronze Age

The bronze age is the first age of Men.
In the memory of the elven empires of old, and in devotion to, and under the patronage of what remains of the mighty Powers, men erect fabulous temples. Around these temples, cities grow up — Ur, Babel, Byblos, Shangri-La, Hamunaptra, Aqaba, Thebes, Indus, Eddo, Techlan, Cyprus.
These temple-cities become the center of mighty and diverse empires in trade with one another of both goods and philosophies.
At some point, men cannot remember how or why these great empires all suddenly (with decades of one another) fell into complete collapse.
It is not likely that the collapse came about either because of internal disputes or because of external wars, although these played a part, but from the evidence it seems the “gods” (Powers) no longer favored them and removed their blessings of abundance.
This is the great Bronze Age Collapse.
The human population was decimated and the survivors fled to hills and mountains to survive.
The “Ancients” left behind powerful ruins, tombs, sepulchers and crypts — of frightful aspect to the fragile humans who remained.

In terms of how we think now this represents several centuries ago. Thus this is a fantasy version of the actual Bronze Age Collapse. This allows us to engage classical mythology and legend. The key to this fall narrative is divine ABANDONMENT.

Now: The Age of Adventure

Now is the age of adventure!
Now law and chaos reenter their struggle for vast civilizations of lawful glory or unbridled passions and dominion.
Now mighty fighting-men and Amazons rise up to pit their thews against the dying of the light!
Now over-confident users of magics seek their own through initiations into the mysteries of the arcane.
Now the church proclaims a gospel of universal order under a king of heaven and sends out crusaders (“clerics”) to establish Law: by word or by fist.
Now fearless — or foolish — adventurers commit to mighty peregrinations into forgotten wildernesses and yawning openings of the mythic underworld.

In terms of how we think now, this represents about the last millennium. The Perilous Realms campaign begins in an imaginary year 990. In a sense, this is a Third Dark Age. It roughly corresponds to a mash up of the Iron Age and both the Western and Eastern Middle Ages. This age engages Leiber's universe of Nehwon. The key narrative here, is, of course, WAR and ADVENTURE.

All of these previous beings remain: powers, fay, fell, lycanthropes, undead of the bronze age— each slightly weaker than before. Each remembers and grieves the loss of their once great status. But now they are lost in wildernesses and trapped in nightmares of the underworld.

Adventurers may stumble upon all of these different layers of civilization, languages and artifacts:
Powers: celestials, elementals, chthonicoi and their physical manifestation as giants and sylvan monsters
Fay: elves, dwarves, gnomes, and, after a fashion, even the hobbits
Fell: kobolds, goblins, orcs, hobgoblins, gnolls; and
Ancient men: Aegyptian, Anatolian, Levantine, Etruscan, Mycenean, Assyrian, Hittite, Wotan, Indus, Nod, Jomon, and more.
Their stories give clues to one another and nest within one another.

Fight on!

Monday, March 4, 2019

More on the General Line-up


Alignment came from wargames. It was about knowing what side of the battlefield to place the troops. There were the good guys (law), the bad guys (chaos) and those who wanted to try to keep out (neutral).

What does this mean?

Here is how I understand it now.

Alignment is descriptive, not prescriptive. Alignment changes based upon behavior. Example: if a chaotic person does something to serve law once, she becomes neutral. If a neutral person does something to advance law she becomes lawful. And vice versa.

  1. Law = Human law is good for everyone
  2. Neutrality = Human law is good for human beings
  3. Chaos = Human law isn't any good for anyone
Law

Human law is good for everyone. It is good for every human settlement. It is good for elves and dwarves and hobbits too - whether they know it yet or not. It is good for fell creatures such as orcs - which usually means they are dead orcs.

This is because human law is consonant with the laws of heaven or the cosmos. Thus human law is universal and should be performed and judged the same across all geographic regions, with some wiggle room for local variation and culture.

In actual practice, there are many schools of law, all arguing with each other as to who has gotten it right, but still basically recognizing each other. So, for example, there are the philosophers of the Forbidden City who proclaim that the law of heaven and of men is the same and we must find its Way. Then there is the Church of Law who believe the King of Heaven has revealed the one true law. They alone have Crusaders (clerics) actively spreading universal human law as they understand it.

Neutrality

Human law is good for human beings. Every human settlement should have laws in place for the good of its people. It is not good for human beings to live lawlessly. Human laws, however, ought not to be expected to apply to creatures that are not human.

This is because human law is something that arises naturally from human beings through accumulated custom. Custom is unavoidable and ought to be respected for the life it brings to human groups. And although laws are natural and not entirely arbitrary, nevertheless they do not enjoy anything like a one-to-one correspondence with the laws of the cosmos.  So one ought not to expect different human groups to have similar customs and laws.

There are many local cults and philosophical schools who adhere to something like the above. They are not willing to fight for anything they perceive to be purely local and customary. They will fight for human life. Needless to say, there are no churches or crusaders for neutrality.

Chaos

Human law isn't any good for anybody. Human settlements must be liberated from such oppressive local customs and traditions. Elves and dwarves and hobbits - even fell races such as orcs - actually live closer to a truly liberated existence.

This is because human law is merely by convention and therefore purely arbitrary. Laws are imposed by the strong on the weak. Laws arise among human beings out of fear of living truly free like animals following their instincts, or fay or fell races following their intuitions. Basic moral sentiments such as loyalty, disgust, respect, affection, retribution and reward are all that are necessary to live a truly human life.

Most of the cults and philosophical schools who adhere to something like the above find that they must maintain relative secrecy for their own protection. They will fight for freedom of sentiment for themselves and on behalf of others when they perceive they have an overwhelming advantage - a real chance for success - for they know the wrath of Law that will rain down upon them should they fail. Among the multitudinous cults there are many who fashion themselves "churches." These sometimes recognize each other and are willing to work together for practical reasons. They all attempt to infiltrate the Church of Law to over throw its tyranny from within. These churches have anti-crusaders (anti-clerics), sometimes openly so, sometimes acting under-cover as Crusaders (clerics), actively spreading freedom of sentiment as they understand it.

How they understand each other

This of opposite alignments see the other as deluded and dangerous.
Neutral folks find Law and Chaos fanatical, over-worried and perhaps a bit hokey.
Chaos and Law find Neutral folks wishy-washy, noncommittal and perhaps obstructive.

Conclusion

I hope this is clearly different than the way that alignment is sometimes described. Please note that none of these folks are deliberately immoral, but all can fall into some form of immorality. Chaos can be moral simply freely following basic human sentiments and passions like affection, loyalty and disgust. Chaos can be immoral when any of those affections become extreme and cruel. Law can be moral by bringing safety and peace to free races. Law can be immoral when that law is imposed with fear, micromanagement and oppression. Neutrality can be moral by respecting both sentiment and local mores. Neutrality can be immoral through complacency, claiming they ought not to get involved so as not to meddle in, or impose upon others, merely local custom.

Saturday, February 3, 2018

Perilous Realms Campaign World Map


Above is my campaign-world map for the Perilous Realms medieval fantasy wargames campaign.

The Perilous Realms are my name for my own amalgamation of what I, in my limited knowledge, can amalgamate of various civilizations abstracted and anachronistically represented at their various heights but frozen somewhere between about 500 and 1,000 A.D. So, there is Aegyptus, but also the Holy Empire (Byzantium). There is Parthia (Persian), the great Central Kingdom (China), the Empire of the Sun (Japan), Shangri-La, Wudang, Old Araby, the Paladin Duchies of Westernesse, Logres, Libya, Nubia, Nod, and various wildernesses - even the Land of the Lost.

I base the map on some of the old Mappe Mundi of the ancient world, such as the following.







These were more detailed and "realistic" versions of the more abstract and theological Mappe Mundi that represented the three known continents in geometric and cosmographic relationship to each other. Note that these maps are "oriented": east is at the top of the map, as it is where the Sun rises.







Fight on!

Saturday, February 25, 2017

The General Line-up

Yes, that's right, its time for another web log post about alignment. Not that I have ever done one before. This is my first. But I suppose it was inevitable!

Some preliminaries

The abstraction of “Alignment,” corresponds to the battle “line up,” drawn by the King of Heaven for the Last Battle. Alignment is therefore archetypal and mythomorphic. The primordial chaos monster, Mater Chaos, is Leviathan, Tiamat, Yam, Cyclone. Monsters and Fell are her wicked spawn and brood.

• Lawful = good for flourishing of all free races, e.g., both human and fay, thus implying a kind of "universalism:" “Universal Law of heaven against the Chaos”
• Neutral = good for local family unit, clan group, in-group and thus a kind of tribalism, still trying to keep chaos at bay: “pagan struggle with immanent forces for survival”
• Chaotic = bad for the flourishing of free races and therefore monstrous, fell: “of or having to do with the primordial chaos and the entropy of things”

Three-point alignment

Law, Chaos and Neutrality represent one's orientation to one of the the fundamental principles, defining, therefore your own goal, and what you believe to be the goal of reality.

Law = Order, beauty, structure, form
Chaos = Power, energy, flux
Neutrality = The Void

All the great philosophers, and even some of the theologians recognize these three fundamental principles or archetypes to exist. But they only name one as truly primordial.

There is Lex Pater, the God of Law, Mater Chaos, the goddess of the gods of Chaos, and then there is the Void.

You could understand the hierarchy of these fundamental principles in many different ways:

Law then Neutrality
Law then Chaos
Chaos then Neutrality
Chaos then Law
Neutrality then Law
Neutrality then Chaos

End and means

So the first alignment principle would represent a character's ultimate goal and the second would represent the characters chief means for attaining that goal. If the character is philosophical or at all self-reflective, it might represent their understood chief principle or deity, and then the key subordinated archetype.

You could be lawful / lawful. Clear enough. But here are some other outcomes:
My character is lawful chaotic! That means he thinks order is fundamental to all things and should prove our true aim. But this takes energy and embracing the flux to empower our ride there!
My character is chaotic lawful! That means he thinks all is flux and the best thing to do is seek to release all energies. But this takes order and study and strict hierarchies to achieve well.
My character is neutral. That means he thinks he is a chance formation out of the Void and to the Void he will return. If he is Neutral Lawful he thinks that order will sustain him on the way to the Void. If he is Neutral Chaotic, he thinks that the release of energy will take him back to the Void by the surest (and perhaps most fun) route.

In this way, neutrality is not "half way" between law and chaos. It becomes a "3 point alignment." A kind of triangle defining a continuum or set of continua along which people and creatures "align" themselves.

Some philosophy

Notice that this description of the general line-up may roughly be compared to the six classical philosophical schools:

LN = Platonism
LC = Aristotelianism
NL = Stoicism
NC = Epicureanism
CL = Skepticism
CN = Cynicism

Now that seems possibly ripe for some fun campaign stuff! Seems like it would be fun to abstract and fictionalize some of these things in some crazy old books they find and some crazy old sages they encounter.

"Look here," says the crazy wizened old man, "here be the scrolls of Epictirius [Fictional fantastical Epicurean, NC]. He tells the true nature of things, 'From the Void erupts the Flux, out of Flux men fashion laws. So eat, drink and be merry. But do so in moderation, for your dissolution is sure to come in time and you will take no enjoyment if you journey to quickly along the way of all things. For the way of all things is also the way of all the Cosmos: total dissolution in the great final conflagration!' Ha ha ha ha!" he laughs robustly, darting wild eyes at each of you.

Alignment for characters

Alignment is nevertheless descriptive rather than prescriptive for characters. Thus alignment changes easily based upon character decision. Alignment terminology does not describe a character’s personality or their relative predictability, as in Advanced Edition Rules. Lawful is definitely not “goody two-shoes.” The Lawful often rule with an iron fist (some of them, sometimes). Do they want to slay the primordial chaos monster and establish cosmos out of chaos? Then they are Lawful. Do they want to unleash the primordial chaos monster and revel in the supposed riches unleashed and go down in flames as long as that might last? Then they are Chaotic. Have they not yet heard that there is such a thing as a universal Law (still pagan), or are they skeptical of this new "universalism," worrying that it might wash out what is unique about their tribe or race or people? Then they are Neutral.

Only law and chaos are "active." Neutrality is for equilibrium, balance, homeostasis. It will fight to preserve this, but it will avoid sides when it comes to the "conversionalistic" tendencies of law and chaos.

This makes sense of why there might be neutral adventurers - or even whole civilizations. Gone is the description of neutral as "selfish." No way. It also makes sense of why there are no "neutral" clerics. Clerics are crusaders. They are forcibly bringing their cause to those they "convert." This is a law / chaos thing only.

Okay, that's what I've got so far!

Saturday, February 18, 2017

Questions for a Campaign


Somebody (sadly, I can't remember whom) pointed me back to Jeff's Gameblog's list of twenty quick questions for your campaign setting.

As with just about anything I run into, I can't take it as is -- I have to play with it and make it fit my way of thinking and my way of campaigning. So, inspired by Jeff, here are my questions.

Please note that they can work for every level of campaign scale: cosmic, setting, territory, settlement. (I think however, a different set of related questions are necessary for generating dungeons and the underworld. More on that to come.)

Questions for Campaigns at Each Level of Scale

What is the name of this place?
  • ·       Why
  • ·       Backstory
  • ·       Size
  • ·       Population
  • ·       Army and size

What race is in charge here? Really?

Do they speak common? Something else?

Is anything illegal?
  • ·       Weapons
  • ·       Magic
  • ·       Something odd or absurd?

Who is in charge? Really?

Secret societies? Cults?

Who is the wealthiest? Different from above? Really?

Stronghold?
  • ·       Motte & Baily
  • ·       Castle & Keep
  • ·       Curtain Walls
  • ·       Wood
  • ·       Stone
  • ·       Enchanted

What is the religion? Really?

Who is their cleric? Really?
  • ·       What are “clerics”?
  • ·       How do clerics “work” here?

Is this place for law, chaos or no-side?

Can we change alignment here?

Who is the most powerful?
  • ·       FM
  • ·       CL
  • ·       MU
  • ·       TH
  • ·       Dwarf
  • ·       Elf
  • ·       Hobbit

Who knows the most?
  • ·       Book knowledge
  • ·       Experience

Is there a _______ here?
  • ·       Tavern / inn
  • ·       Stable / livery
  • ·       Jail / Prison (Who is in it?)
  • ·       Church / Temple
  • ·       Bank
  • ·       Town / Guild Hall
  • ·       School

Can we buy?
  • ·       Supplies
  • ·       Equipment
  • ·       Weapons/armor
  • ·       Magic Items
  • ·       Transportation

Can we find?
  • ·       Healing / potions
  • ·       Antidote
  • ·       Cures
  • ·       Raise dead
  • ·       Curse / remove
  • ·       Lycanthropy cure

Can we hire hirelings? Retainers?

Where is the nearest treasure to recover?
  • ·       Is it legendary
  • ·       Will it make us famous
  • ·       Will it make us rich

Are there any problems around here?
  • ·       NPCs
  • ·       Monsters
  • ·       Will it make us famous
  • ·       Will it make us rich
  • ·       Will it make us landed

Is this place its own problem?
  • ·       Deception
  • ·       Intrigue
  • ·       Corruption

Does anyone need something done?
  • ·       Are they rich
  • ·       Powerful
  • ·       Will they pay:
  • ·       In kind
  • ·       In coin
  • ·       In land

Is this place at war?
  • ·       With whom
  • ·       How long
  • ·       Is it just
  • ·       Who is winning

Where is the nearest dragon? And hoard? Or any creature that:
  • ·       Petrifies
  • ·       Paralyzes
  • ·       Drains Energy
  • ·       Poisons
  • ·       Breathes a weapon
  • ·       Contagious condition
  • ·       Regenerates
  • ·       Enchants


How do PCs find out about these things? Rumors?

Enjoy!