Saturday, July 21, 2018

Why is a Gnome Suing You?

Hex a Day has a Patreon! For a single dollar a month you can get all sorts of bonus adventure material, and sometimes I write stuff for free, like what you see below.    * * *

 Why is a Gnome Suing You? A gnome hands you a sheet of parchment tied with a black ribbon. Oh no! You are being sued for…

1 Neural infringement. You share too many personality traits with this gnome, which violates his rights as a unique being. As evidence, he points out that you have also sued him.

2 Sartorial melancholy. Insistence on wearing armor everywhere because there’s no game-mechanical reason you should not is causing long-term aesthetic damage to civilization; this is a class-action suit.

3 Ex post facto corruption of blood based on the alleged crimes of a non-legal relative, delivered as a bill of attainder to be voted on by a jury not of your peers. This is part of complicated scheme to invent a modern-style constitution, which you now have one month to write and implement before you are drawn, quartered, and burned at the stake.

4 Ghost mischief. A lifetime of killing and failing to bury your enemies, combined with all those undead you’ve destroyed, has thrown the underworld’s soul-merit-tracking mechanisms into disorder. In fact the mechanisms work fine and a minor death god, having lost certain key paperwork, is choosing to blame you.

5 Aggravated but non-criminal assault because you ran him over during the last chase scene. Complex higher-dimensional arbitration means this case can only go to trial in another universe using other laws–you (the player) must find another game system in which to resolve the trial. Until then you (the player) are cursed to utter incomprehensible, paranoid ramblings whenever you speak.

6 Procedurally groundless and contentless lawsuit, the “Big Null.” All required fields are blank. Feeding this piece of paper into any computer, construct, or big mechanical thing will trigger a null-value collapse and create a short-lived sphere of annihilation.  * * *  Original article here!

Wednesday, July 12, 2017

Castlevania

I was really sold on the new Castlevania Netflix series by Warren Ellis when our hero, Trevor Belmont, whipped a guy's eye out.

A comic-book writer whose work came of age in the long shadow of Alan Moore and his transformation of beloved four-color properties into brooding adult-oriented entertainment, Warren Ellis has a knack for updating properties. His previous animated TV work, GI Joe, showed he could advance a property's assumed age-range without turning it into a shlocky splatterfest. Castlevania is a splatterfest that nonetheless has something to say, and that doesn't seem cheap, exploitative, or (worst of all) try-hard. There's no post-Watchmen yearning-to-shock here, only a veteran writer's keen ability to fit his own favorite tropes into a familiar property. Even when demons eat babies and a guy gets his eye whipped out.

Set in late 15th century Wallachia, Ellis' Castlevania pits Trevor Belmont against both Dracula's infernal army and a Catholic Church at the nadir of its moral authority. When the church burns Dracula's wife as a witch because she dared to study science in the Count's preposterously awesome electro-clockpunk castle, he turns against humanity and summons an army to destroy it.

Humanity in Castlevania has little to recommend it. There are traces of Paul Kingsnorth's The Wake in the moral ugliness of Belmont's medieval world, with its big-mouthed yeomen and cowardly villagers prone to mob violence. The church inflicts pogroms on vagabonds rather than admit its part in Dracula's genocidal war. Even Trevor Belmont is a smartass, less "90s bad boy" and more "sad drunk," the last of a ragged and excommunicated noble house--a kind of dirtbag Aragorn.

These elements, coupled with the limited facial animation, which causes some of Ellis' jokes to fall flat, can make Castlevania seem distant and callous, but there's much in the series to love: the hints of super-science and time travel are smartly incorporated, Dracula's villainy and Belmont's heroism both have depth and pathos; the action scenes are solid; and good voice acting saves the stiff animation in the talky scenes. Ellis doesn't look down on the at-times simplistic material; instead, he fills it up, giving it meaning where there were previously only mechanics, playing with familiar video game tropes and scenarios without mocking or disregarding them.

The only real problem: so far Castlevania consists of only four 22-minute episodes. Season 1 basically ends at the Character Select screen. Fortunately Netflix has already greenlit eight more episodes for Season 2, so we'll get to see how Trevor Belmont, Dracula, and a growing cast of characters confront a world of cruelty, ignorance, and awesome electro-clockpunk castles.


Tuesday, December 22, 2015

Three Mary Sues For Your Consideration

More Star Wars: The Force Awakens thoughts, also without spoilers. There is a thrilling twist at the end.

Some people have declared Rey a “Mary Sue. Pretty much everyone else has laughed at them because they're obviously a bunch of sexist dorks who are angry that a woman is allowed to demonstrate the same baseline level of heroic accomplishment that men in adventure movies are granted as a default. But I'm not here to talk about that. I want to talk about one aspect of the “Mary Sue” phenomenon that isn't just howling sexism: the idea that “Mary Sues” distort the setting to accommodate their protagonism. Because it's one of my favorite things in all of fiction.

Batman makes no sense outside of Gotham City. Attempts by DC to integrate him into the larger superheroic world result in ridiculous attempts to place "good planning" on par with "stronger than God and twenty dinosaurs." And Batman's lunatic behavior only makes sense around his equally lunatic villains. That's why Batman is so funny out of context.

Speaking of funny, the old "Conan the Librarian" gag works because Robert E. Howard and his imitators shaped Hyboria to accommodate an outsized murderer like Conan. "Aragorn the Librarian" doesn't work as a punchline because Aragorn has qualities we recognize as admirable outside of heroic adventure. Even closely-related fantasy settings would dismiss Conan as a mere bandit warlord; Howard had to build a setting around the Cimmerian. And Howard was aware of this: the opening chapter of his Almuric explores what a Conan-like hero would look like in the modern world, and it's not pretty. Conanoids need to live in Conan Land or they are either ridiculous or pathetic.

And then there's Sherlock Holmes. Less defined by his setting than the other two, Sherlock nonetheless operates in a strange clockwork reality that only makes sense in the brittle social milieu of fantastic Victorian England, where a man's Inner Property X manifests itself as Outer Characteristic Y, every time. The newest TV show, for all its charm, falls down most often when it calls attention to the fact that the world doesn't work like that any more, and never really did. (The new Sherlock, famously and humorously, can't even realize that a character with a masculine-sounding name is really a woman.)

All three of these characters are men. All three characters are beloved by millions of fans. So, in a surprise twist, this article isn't about Star Wars, tropes, or sexism: it's suddenly an article about writing advice! If you find yourself stuck on characterization, if you can't make your protagonist work, stop trying to redefine them. Instead redefine their entire setting so that the character is as interesting as possible, and that character and setting are inseparable. This trick is cousin to the science fiction dictum that the “big idea” in your SF story should be important enough that, without it, the plot makes no sense. In fantasy (whether that fantasy has swords, killer clowns, or tobacco-brands-as-clues), try building a protagonist who, separated from their setting, makes no sense. It's worked in the past.




Friday, December 18, 2015

Star Wars: The Force Awakens


This is both a review of Star Wars: The Force Awakens as well as my thoughts on the experience of the movie. It contains no spoilers but probably too much nostalgia.

The new Star Wars is as entertaining as the prequels were dour. It's a movie full of humor, energy, and pathos. The film builds up your trust in its first few scenes and keeps it. The Force Awakens relies on the narrative structure of the original Star Wars, but also shows a sly willingness to play with the emotional resonance of familiar concepts. One scene echoes the “Cave of Evil” in Dagobah, for example, but changes around the location, the characterization, the central conflict, and the meaning of “failure” in the context of one character's journey toward heroism, so the scene reads totally differently. Here and elsewhere, Abrams displays a keen emotional intelligence and a trust in his audience's ability to read a situation. Trust flows both ways and I found myself settling in to enjoy myself, almost as if a movie about space wizards was meant to be a good, fun time.

Though The Force Awaken's plot is familiar to the point of being derivative, it never feels as stupid or empty as Abrams' other reboot, 2009's Star Trek. But like Star Trek, The Force Awaken's characterization is so on-point that I wanted to spend more time in the universe. The new trio of Daisy Ridley's Rey (a scavenger from a world that makes Tattooine look upmarket), Finn (played by John Boyega with a cocksure, anxious, and scrappy intensity that resembles Indiana Jones more than Han Solo), and Poe Dameron (Oscar Isaac, who can play a movie-star hero like nobody's business) are great. Abrams understands that we “get” Star Wars already and lets that knowledge add depth and richness to the new cast, something the archetypal figures of the original trilogy only developed over several movies. Adam Driver's Kylo Ren is no Darth Vader lite; in or out of the mask he conveys the sort of tortured, conflicted moral darkness that Lucas probably wanted to get in Hayden Christensen's pouty and ridiculous Anakin Skywalker.

Kylo Ren's mask is a brilliant prop that reflects Abrams' command of Star Wars' visual landscape. Our fourth hero, the adorable rolling droid BB-8, is terminally enchanting, a Disneyfied "toy" whose combination of vulnerability and pluck nonetheless compels instant fondness. If Miyazaki had to create a Star Wars character, he would create something like BB-8. And BB exists in environments that hearken back not just to the original Star Wars but to the French comics and early sci-fi that defined its visual lexicon.

The Force Awakens is not perfect or even “great” in the way The Empire Strikes Back is “great.” Its plot and some of its imagery are derivative. The larger political situation is obscure, and while this contrasts well with the prequels' emphasis on boring large-scale maneuvering, the relationship of the First Order to the Resistance lacks the immediate clarity of "rag-tag rebels fight an evil galactic empire," which means the stakes remain murky. (The political stakes are murky--thanks to the cast, the personal stakes as we rush toward the climax thunder with emotional resonance.) The older cast (specifically Leia) doesn't have enough to do.

I have many other boring quibbles. I will spare you.

Despite all that, The Force Awakens feels like Star Wars in a way that operates outside of the movie theater, and here I abandon the structure of the review to wallow in my own myopic perspective on geek culture. I was born in 1980 and did not experience the heady days of '77 where, all aswirl with speculation and trapped in a pre-Internet world of ignorance and rumor, dazzled fans imagined the future of Star Wars. I heard second-hand stories of that world: kids spreading nonsense rumors about “Star Wars 2,” claiming that in the new movie Luke would fight a “vampire woman” (inaccurate memories of the comics?), or that Luke's dad was really still alive (well...) and lived in his lightsaber (what?). Obi-Wan was really O-B-1 and his clone, O-B-2, would appear in the sequel. People told stories of the “Bummer Summer of '80,” with Spock dead and Han Solo frozen in carbonite. Everyone had bad haircuts and played D&D. So I'm told.

In a strange way we're back to that. Perusing Wookieepedia (I know, I know) you now find, not endless detail about minor characters swollen by 30 years of the Expanded Universe, but terse, almost hesitant entries about the First Order, Black Squadron, Captain Phasma. Right now there is no entry for Captain Phasma's rifle...because it's just a damn rifle. The article about Kylo Ren's ship mentions its “nose-mounted loading ramp”...because you can see a nose-mounted loading ramp. Despite the Internet, despite everything, we've been returned to a state of ignorance and innocence about Star Wars. Anything could wait behind that loading ramp. Enjoy this time. It will not last. What comes later might not be worse, but it will feel fundamentally different from these brief weeks where your imagination can create a whole new galaxy out of a two-hour movie.


Sunday, September 13, 2015

Hiero's Journey

Hiero's Journey, written in 1973 by Stephen E. Lanier (who gave the go-ahead to publish Dune), features a Canadian battle-exorcist and his psychic moose, Klootz, as they journey across post-apocalyptic North America in the year 7000 AD to find a lost artifact called a "computer." They're joined in this quest by a bear (also psychic), a druid from a forgotten order of ecologists, and a runaway princess, and together they must overcome mushroom demons, mutants of all kinds, and a Dark Brotherhood of evil techno-wizards.

Let's talk about why Hiero's Journey isn't the best book ever written.It has everything, if by "everything" you mean "giant attack weasels" and "hypnotic axe-wielding lizard-men," but now people only remember the novel because it inspired Dungeons & Dragon's psionics rules.

And Hiero's Journey has a lot going for it. Its unapologetic absurdity has a dreamlike quality. I could imagine reading it as a child and then, as an adult, being amazed it was real and not just a confused misremembering of other, less ambitious, media. It has several dynamite scenes, including a thrilling escape from a fortress of evil psychics. Though the future of 7000 AD seems to contain only one woman, most of the characters are non-white (Hiero himself is a Metis), which is a novelty today, let alone in the seventies. And--in this age of ironic posturing--Hiero's Journey is invincibly, defiantly unironic. The main character is a future psi-Mountie and you are invited by the author either to buy into the fantasy or get out. I respect that.

But for all that, Hiero's Journey plods. Like with so much post-Tolkien-revival fiction, there's too much damn walking around, but the novel's problems are deeper than its occasional monotony, or its crude and over-enthusiastic prose. Hiero's Journey never winks or sneers at its material, which is a blessing, but it never really winks at all, or smiles, or plays with its conceits. Hiero himself is a gormless white-hat with all the complexity of a Lensman. He's a man out of time, a protagonist in the 70s who has definitely never smoked a joint, burned his draft card, or listened to The Doors. And he's not a reaction to those types of heroes--it's like Lanier doesn't even know the landscape has changed.

Our psychic protagonist's psychic deadness drags on the whole story, giving us prose that's flat and mechanical despite all the exclamation points, devoid of allusions that might enrich the (admittedly impressive) weird fauna and cultures of Lanier's world, despite all the piled-up adjectives. I have read prose containing less craft but rarely containing less ambition. Nothing sparkles.

The simplistic morality and joyless prose are significant faults, but Hiero's Journey offers something for the fantasy-history aficionado. This novel inspired Gary Gygax's D&D rules, and not just the psionic rules. (Or the threefold alignment system: Hiero's faux-Catholic church, the religion of his druid buddy, and the Satanic dark brotherhood, correspond neatly to Law, Neutrality, and Chaos, but so do many things.) But here's a more interesting question: does Hiero's Journey represent the source of LEVELING, as a concept in Dungeons & Dragons, and by extension as an element of most fantasy games today?

Here's an excerpt:

He was learning something the Abbey scholars of the mental arts were
just beginning to conceive, the fact that mental powers accrete in a
geometric, not arithmetical, progression, depending on how much and
how well they are used. The two battles Hiero had won...had
given...his already strong mind a dimension and power he would not
himself have believed possible. And the oddest thing was, he knew it.


(God, that prose is dire. The book contains several similar examples, but this one was the only one that didn't ramble for most of a page.)

Granted, this refers to psychic combat and psychic leveling. Also, early D&D rewarded more experience points for plunder than for combat. But perhaps the sheer mechanistic oddness of Hiero's "leveling" here, and the language used, inspired Gary as he formulated Dungeons & Dragons.

Hiero's Journey is an uneven and at times frustrating book. The ideas are excellent, the story serviceable, and often the action is thrilling, but leaden prose and lazy characterization hamper what might have been one of the best stories of its era. Read it because it's historically interesting, or because you've had your fill of sandy wastelands and want to see the weird end of the post-apocalypse.

But if you're looking for a book that's more than the sum of its parts, leave Hiero's Journey on the spinner rack.

Monday, March 9, 2015

Leigh Brackett Understands Drama

I wanted to finish Leigh Brackett's Skaith Trilogy (The Ginger Star, The Hounds of Skaith, The Reavers of Skaith) before writing about it, but The Hounds of Skaith is so well-written I need to unload right now before my brain swells up.

Here's the situation: our hero is Stark, a Tarzan-like wild man raised in civilization to be a sort of interstellar troubleshooter for an ersatz United Federation of Planets. With his mentor kidnapped, he visits the dying low-tech world of Skaith. The world's rulers, fearing his presence will overthrow the existing order, attack Stark in a way that begins unraveling the world's existing order.

Having slain the leader of a pack of psychic wolves whose powers only he can withstand, Stark asserts dominance over the wolves as he races back to the planet's only starport, which is located deep within the territory of the planet's rulers and his enemies--the Wandsmen.

Now, here's the clever thing. The psychic wolves exist to protect the Wandsmen and will not harm them. They serve Stark (he is Strongest, so they follow), and they do not necessarily serve the Wandsmen, but every time Stark fights the Wandsmen's allies, his control over the wolves erodes a bit more. Yet he cannot abandon them--their mind-reading powers have already saved his life more than once, even as they articulate a growing dissatisfaction that will, it's obvious, culminate in the same challenge for dominance that let Stark take control of the pack. They are simple creatures, and cannot comprehend Stark's goals and actions, and each encounter with the Wandsmen pushes the pack closer to a betrayal that is not really a betrayal at all--more of a return to the creatures' natural existence.

This structure reminds me of good modern television: the system is inherently unstable, and now the writer's job becomes to shove the hero from every direction until everything falls apart. I never really understood the writer's adage "put your hero in a tree and throw rocks at him" until I saw the trick used here. This is the exact opposite of Marvel-style comic book writing--where the trick is to produce a dynamic-seeming situation that always springs back to normal--and reminds me of Steven King, where you know the bad stuff is coming (you know from The Shining's first interview scene that Torrance is going to go after his kid, Danny, with an axe), but you don't know when it's coming.

Adding to the drama is the realism of everyone's motivations: Stark just wants to escape Skaith, the wolves are beasts who cannot change their natures, and the Wandsmen are portrayed as sympathetic antagonists who can no more fathom what Stark represents than the wolves can. There are no "villains" here, only agendas that cannot be brought into harmony.

And through that tension Brackett weaves a thrilling action story. The situation's inherent instability lends excitement to what, in lesser novels, would just be a bunch of "random encounters": here's Stark fighting cannibals, okay; here's Stark facing a sandstorm. Even today many SF/F novels still rely on a picaresque structure like this (when they're not cut-and-pasting the plot of Star Wars). The best writers (Jack Vance, Poul Anderson) bring their worlds and characters to life with such skill that they don't need the dynamic instability of a plot like Hounds of Skaith's, but most lesser writers don't bother, and their stories are just one damn thing after another. Brackett understands how to combine picaresque encounters with unstable dynamic situations in a way that creates a story that is both exciting and nail-biting. So far the Skaith trilogy has been an exhausting, thrilling read.

Saturday, March 7, 2015

Villain Agency vs. Player Agency


So I finished Dragon Age: Inquisition a few days ago and here come the spoilers. I keep thinking about Corypheus, the game's villain, because he's the weakest element in an otherwise excellent game. In fact it's rare to see any piece of fantasy media so good where the villain is so mediocre.

Corypheus isn't scary, and he's not scary because he waits around to lose. His repeated losses, and the crumbling of his power base from its high point at Haven (the first time he appears in person), remind me of Warcraft 2. Each fight in Warcraft 2 pits you against an enemy army, and you either win or you try it again. There's no branching mission structure like in some of the old Wing Commander games. Your steamrolling victories undercut any sense of tension, because as you keep winning, it's increasingly obvious that your enemy is getting its ass kicked on every front. The final battles feel less like a death-defying victory against impossible odds and more like mopping up the last remnants of an already-defeated foe.

That works fine for Warcraft 2, which is a strategy game with a light sprinkling of narration, but it feels anticlimactic and somewhat pathetic in DA:I. But the interesting thing to me is how Corypheus' weakness ties into one of the game's primary selling points: Dragon Age: Inquisition gives you all the time in the world to be a hero. It lacks many of the irrevocable decisions and half-blind choices of previous Dragon Age and Mass Effect games and permits you to revel in a kind of timeless fantasy of heroism. Refugees are starving? You can feed them whenever; they're not going to actually starve. Cultists are causing trouble up north? Send someone to deal with them whenever you have a moment. DA: I combines the wide-open structure of Skyrim with the solution-oriented storytelling of other BioWare games; the result feels almost like a casual game in that it's structured to make you feel really good about accomplishing really simple tasks. And that's not an insult: the game feels great.

But that villain! Man, Corypheus has nothing going on. He's allowed to lash out once, at Haven—to devastating effect—and then he hangs around in the background waiting for you to level up enough to fight him. Letting him lash out at the player a second or even a third time, or being able to see the inevitable growth of his armies on the Battle Map, would have helped. Back when I ran tabletop games, I'd often interject free-roaming exploration (let's say ten areas that need to be explored) with villain-activated scenes. For example, the villain would attack when 25% of the areas had been explored, again at 50%, and again when the characters accomplished a major goal. It's a simple but effective trick for making the NPCs come alive. BioWare has used that trick with party-NPCs since Baldur's Gate; I would have love to have seen Corypheus “activate” the same way, for example, Iron Bull's “I want to kill dragons” plot activates the first time you kill a high dragon.

Corypheus got me thinking about Sephiroth, since they—and their games—are such opposites. Final Fantasy 7 is a straight-line slalom run where the protagonist's lack of control is so fundamental to the game it's an aspect of the story, and the joke about FF7 is that you spend the whole game chasing after Sephiroth, always missing him by five minutes. And by almost every standard FF7 is inferior to DA:I. Except I've been watching a longplay of Final Fantasy 7 on YouTube and...Sephiroth is scary! I've played the game and Sephiroth is still scary! Every time his music plays I sit up straight because the guy is so unpredictable. History has allowed Sephiroth's long-haired pretty-boy image to eclipse his half-smashed spider behavior. He's a fucking nightmare! He tears the setting apart, runs all over the place, kills your friends, kills your enemies, messes with your mind, and he's nuttier than a shithouse chipmunk, which means that even when you understand his plan, you don't really understand his plan.

It's been fascinating watching BioWare since for the past 5-10 years they've been interrogating themselves about how to balance player agency with the emotional needs of a good drama. Their previous offerings often punched up the emotional impact of their stories by denying us meaningful choice, which culminated in the clumsy ending of the Mass Effect trilogy. DA:I is the closest I've ever seen them come yet to a perfect balance. It gave us all the agency we could ever want, though here and there the drama fell flat. But every game seems to bring them closer to some elusive and perhaps asymptotic ideal; I cannot wait to see what they try next.

Now if you'll excuse me, I have to get back to that longplay and try to hide whenever Sephiroth's spooky-tolling-bell music starts up.

Thursday, May 15, 2014

Games About Stuff

I've had this thought kicking around since I finished Mass Effect 3 and didn't want to discuss it for fear of spoiling things. But the science fiction trilogy concluded a while ago and I figure I ought to get these thoughts out before they slip beyond the horizon of cultural relevance.

You may recall a great deal of anger about the ending of Mass Effect. I'm sympathetic to people's frustrations but also to the designers' desire to end their franchise.

I think people approach stories (including story-heavy games) in two different ways. Some people are in it for the story and some people are in it for the world. People also care about the characters, but the way most writers make stories, characters fall into two types: story-characters (who undergo fundamental character changes across the narrative, like Luke Skywalker) and setting-characters (who remain basically consistent, like Captain Kirk). Most people don't analyze how they enjoy stories, but I see people gravitate toward one type of story or another based on their preferences, and I've seen people get all kinds of angry when their initial assumptions about the type of story they're experiencing don't pan out.

Mass Effect had that problem. People thought--and some of it was wishful thinking--that Mass Effect was about the Mass Effect setting, and that was a reasonable view to have, because the setting had so much in it: Cerberus and Reapers and the Council and biotics and the Presidium and space pirates and a million other things. And it came as a shock to a lot of people when they learned Mass Effect was really about a single story (Shepherd's decision) and a single theme (the old man vs. machine chestnut). Mass Effect was a game about something, and it also happened to have a universe attached to it. Mass Effect 3 dragged together most of the previous two game's plot elements, from the Genophage to EDI, and showed how they were all the same kind of story.

Mass Effect 3 didn't do a perfect job at that, which is part of the reason why a lot of people were mad: ME3 was far from perfect; its execution was often heavy-handed and clumsy, and it exposed the fundamentally linear nature of Bioware's stories, despite all the writers' attempts to hide that fact. But more importantly, ME3 took people's universe away.

The Star Wars "expanded universe" has been lurching along for almost 40 years now. Almost everything in the EU sucks, I mean, it's worse than bad, it's completely terrible and full of elements so tone-deaf that I wonder how they ever seemed like a good idea. But as a tabletop gamer, I've had an absolute blast running games in the Star Wars universe.

The Mass Effect universe is just as cool (I imagine a whiteboard at Bioware, Day 1 of New Science Fiction Game, with "Universe Just As Cool As Star Wars" written on it and underlined three times), but I won't ever play in that universe because the designers destroyed it. Now, I'm not all broken up about that, because I can build my own settings and there are plenty of ready-made ones, but if I were the sort of person who loved Mass Effect for the universe, ME3 would have been a kick in the junk. No more Omega, no more Alliance, no more permanently-unresolved stories about the Krogan vs. the Salarians or the dangerous Batarians and their hatred of humanity's success.

But...Some of these desires, I think, are toxic to creativity. The Genophage was interesting for 2 1/2 games; dragging out the angst interminably is what makes superhero comic books so unreadable. Ditto the Batarians. And I think it's naive to expect that the "real story" of Mass Effect is Shepherd and his/her friends fighting Batarian gangsters forever. We all knew ME was going to be more than that, and anyone who knew the first thing about science fiction could see in what direction the plot was going to go.

Further, I kind of respect the designers for blowing up the universe. "No, Mass Effect isn't a setting that gets played out forever, that gets cluttered up with fanfiction-level content after ten years, that slowly spawns an incomprehensible and labyrinthine continuity that alienates all but hardcore fans; Mass Effect is a story about one thing and when that one story is done, the curtains come down." It takes integrity to do that, and it takes a firm understanding of what your story is about.

It's just a shame that what Mass Effect was about was handled so clumsily. But that's an issue of game design, which is outside the scope of this undirected musing. I respect what Bioware tried to do, but I think that, in their attempt to close off the universe, they closed off the story too, and gave us a strangled whimper to conclude their narrative. I don't want to mess around in the Mass Effect universe forever, with the setting's dramas frozen in time for my eternal savoring, but I wanted more of a decision about how I brought down the curtains.

Tuesday, May 13, 2014

No Justice in Westeros

It's cool how Game of Thrones is anti-chivalry propaganda, and people like talking about that, but T.H. White's The Once and Future King was anti-chivalry propaganda a million years ago, so I don't think that's the coolest part of GoT.

The coolest part of Game of Thrones is that Martin thinks through the consequences of living in a society without a rule of law. Fantasy writers screw that up all the time. They either give their setting a robust rule of law (a legitimate choice, but one that often sticks out weirdly from the rest of the setting), or they don't follow through on the whole "these people are barbarians" thing.

By "rule of law" I mean the understanding most of us modern people have that laws come from, well, laws (fixed rules written down somewhere) rather than directly from our rulers. We know that ultimately law comes from the threat of force, but we place buffers and cushions between our leaders and the application of their power, because the alternative is tyranny or anarchy. (You can usually spot political lunatics because they try to strip away the barriers of intermediation: they try to give everyone guns and banish fiat currency, for example. They want to get rid of the barriers and let power flow directly, and most people instinctively recoil from that.)

Westeros is a setting without as many layers of intermediation as our own world, and the buffers between the people who wield raw power and the people who suffer it are vanishing one by one. Westeros hasn't had the rule of law since Joffrey offed Ned Stark. Or since Jaime Lannister killed the Mad King. Or since Robert Baratheon fought a rebellion against the Targaryens. Or since Aegon the Conqueror showed up and decided that since he had dragons, he deserved a kingdom...

...Okay, Westeros has basically never recognized "law" as most people today understand the concept. It's all people wielding power directly. That's why the rift between the Starks and the Karstarks was so disastrous to Robb's hopes of winning the Iron Throne, and while it's easy to dismiss the Northerners as a bunch of pseudo-Scottish barbaric clansmen, the South is no better: North or South, power is just a bunch of rich families.

George RR Martin, unlike most fantasy authors, actually follows through on the promise of his setting, like a hard science-fiction author. He doesn't even use magic as the primary source of disintermediation. Obviously people who wield magic make it hard to have a rule of law (what do zoning ordinances matter to someone who can conjure castles and demons from thin air?), but Martin uses that trick sparingly. Instead he just shows the consequences of his setting's assumptions, without chickening out. Martin doesn't have a suspiciously modern senate moderating the excesses of kings; he doesn't have a bunch of barbarians re-create the United Federation of Planets; he doesn't even give you the solace of a modern-thinking viewpoint character looking smugly down on the savages (Tyrion may be ethical, but his ethics are purely interpersonal; he's no Seneca). People credit Martin's unflinching look at the cruelty of Westeros as his story's most interesting feature, but Martin's greatest strength is his meticulous exploration of a world with one key difference: not the magic, not the seasons, but the lack of law.

Tuesday, April 1, 2014

Mage, Cultural Irrelevancy, and the New Despair

The other day someone who liked Genius: The Transgression asked me what Mage: The Ascension books were worth reading. White Wolf (what's left of it) is coming out with a 20th anniversary Mage just like they did with Vampire and Werewolf, trying to recapture the magic. Some of the designers seem aware of the problem with Mage: The Ascension: it's a New Age game about mysticism and technology-as-the-enemy, heir to Carlos Castaneda and the LSD-enlightenment movements of the 60s and 70s, and right now the Nerd World could not be further from that. Right now everything is steampunk and ray guns and Neil deGrasse Tyson, and the anti-scientific thinking Mage pushes is about as hip as liberalism after the Iran Hostage Crisis or conservatism after Hurricane Katrina.

I watched as the 90s became the 2000s and geekdom shifted away from the pagan/postmodern thinking that helped produce Mage into the (often equally shallow, but still diametrically opposed) "hurray for science" attitude that continues to persist, despite economic and ecological calamity. Now Mage's themes look more dated than the Captain Planet ecofascism that litters Werewolf: The Apocalypse. Meanwhile, Marvel movies sweep up the box office because 1962 and 2014 are similar in a lot of ways. The same gee-whiz attitude unites the present day and the years when Kirby and co. were creating the Marvel universe; the early 90s might as well be the Cretaceous.

There are ways out of the 20th anniversary game's conundrum, though. I would emphasize the empowerment offered by Mage. Phil Brucato, one of the chief architects of Ascension, has spoken several times about Mage's empowering elements, and I think that message, more than the mysticism, is what still resonates. This is especially the case as more people from traditionally disadvantaged groups get online and realize that they are not as powerless or alone as society told them they were. Tumblr--much-maligned, frequently-ridiculous Tumblr--probably feels like a Mage-style Awakening to the historically disenfranchised people who get on there and realize their concerns and opinions are real and shared by thousands of others. Translating the energy of that discovery into Mage is a better idea than digging around in the detritus of postmodern philosophy and New Age.

*

I wonder if the pendulum of geek culture can swing back. It's hard to imagine, in the middle of it! No more steampunk, no more bacon science robots, no more happy Pinterest garden projects--at least, not as anything but a cultural relic. But culture shifts fast.

The rise of New Age coincides with the failure of the Space Age. I'm not sure if that's a coincidence or a cause, but the timing is conspicuous, and we have another failure on the horizon: the second dotcom bust. No one can look at the death spiral of Yahoo!, the frenzied world of pointless app creation, the corrosion of Google, and see anything but disaster on the horizon. When the whole farce comes crashing down--harder than the first dotcom bust, maybe harder than any collapse we've seen since the gutting of American manufacturing or the slow death of American unions--we will see more than enough despair to fuel a furious reaction against the science-fetishism that characterized the early 60s and that characterizes our current age. Maybe, the collapse of Silicon Valley will be enough to end this age of do-it-yourself tinkering and can-do spirit. Maybe in a few years, we can go up on a steep hill in Las Vegas again and look west, and see another high-water mark, where the wave broke and rolled back once more.

Thursday, January 2, 2014

Hex Map Encounters in Yane (Part 5)

You can follow along with the map here.

*

18|04. Coastal/Sathini Forest. Shipwreck of Keidian sailors from back during the Ghostmark War, hidden under a bluff. One of the paladins onboard cursed the gods and now exists as a death knight with a small unholy retinue. He wields a +1 sword of the unclean road.

18|05. Coastal/Sathini Forest. Villagers receive advice by studying the tracks of lynxes. Anyone who can track the animals can gain valuable political insight.

18|06. FREE CITY OF OLONTO. 5,200 people in a bay marked by colossal Old Realm statues, ruled by Baron Gancella si’Tromio (adult human male aristocrat 5, cn). He dreams of ruling the City of Lahaz (Hex 15|15), perhaps by wedding the Imperatrix Zulphine. His chamberlain, Wodo (old male halfling aristocrat 7, le) considers infernal sources of advancement for his young and naïve protégé.  As Lahaz abandoned its piratical ways, Olonto has taken them up and has become a dangerous port-of-call for criminals and adventurers.

18|07. Coastal/Sathini Forest. An Old Realm road stretches from Olonto to Lake Amillo, a reservoir. Lights appear on the water; this is the court of the Candle King, a fire elemental who knows about the fire devil in Hex 10|19 and wants him stopped.

18|08. Coastal/Sathini Forest. Rumors of a siren in this area actually refer to an elf princess (sister to the elf in Hex 17|20) who escaped her guardianship with magic only to become trapped in an old watchtower. She will pay dearly to go home.

10|09. Coastal/Sathini Forest. A lighthouse-keeper sells reefs maps. These are moderately accurate but also enchanted to reveal the location of any ship to the Jotunn pirate queen Lissuth in Hex 19|06.

18|14. Coastal/Southern Forest. Antlered murderers hunt the woods as bandits, offering sacrifices to an idol of the Stag of Starry Heavens in Hex 04|16. (He gains nothing from this, but has instructed them to capture a skilled wizard.)

18|15. Coastal/Southern Forest. TOWN OF MUNCIPER. Population 1,300; Keidian. The Gray River terminates here. Munciper has a decent library. Two librarian-priests, one of Coth, one of the Iconess, wander endlessly among the halls seeking tomes that will let them win theological disputes against one-another.

18|16. Coastal/Southern Forest. A forgotten Old Realm fountain, still in good repair, contains water that burns in the light of the sun, freezes in the light of the moon, and generates an electrical shock during rain storms. The water appears normal. It can be bottled and will discharge so long as kept away from light. Up to three bottles worth of water can be removed per day.

18|19. Coastal/Southern Plains. Storms that touch down here create whirlwinds that can suck up anything up to a small-sized boat and deposit it on the island at Hex 21|14, mostly unscathed. (This strange wind affects other water hexes, but only touches land here, and only here is the trip less than fatal.)

18|20. Coastal/Owl Forest. The Frotha Lacha River splits into tributaries and reaches a lake full of silver fish. The lake contains a turtle that exactly duplicates the appearance of the Jotunn Turtleship (wandering coastal encounter) as a result of forgotten elven defensive magic.

19|03. Coastal/Sathini Forest. The Uth Quara River spills into the sea. An old graveyard causes some travelers to turn ethereal and invisible if sufficiently frightened. People from the nearby village have been cursed this way for years and believe they’re dead. They’ve grown feral and nihilistic, manipulated by a (real) specter.

19|04. Sathini Forest. The Uth Quara River flows northwest-southeast. Small (120) Jotunn colony tolerated by the humans, riddled with Tazhikar spies loyal to different political bureaus.

19|05. Sathini Forest. A damp, ruined library. The words in the books have grown intelligent and escaped to the top row of books, which haven’t been eaten by mold. The mold has grown clever on the words. The over-crowded words will ask to be taken en masse out of their book-slum to the forgotten tower in Hex 21|03 where they can enter the sun clock and live there safely. The mold will try to stop this.

19|06. Sathini Hills. Ifando’s River begins here and flows east. A well-hidden cenote contains the base and trading camp used by the jotunn pirate queen Lissuth (adult female jotunn ranger 9, ne). Her ship, White Death, usually holds 50 seasoned cutthroats, and her base holds another 50. The underground river flows to a cave in Hex 19|08 beneath the surface river.

19|07. Sathini Forest. Ifando’s River flows east-west. An ogress with power over darkness dwells here. She created the enchanted pigs (that now wander the Muro Forest) to escape Baron Gancella’s justice, but Captain Chotwaith (now in Hex 4|21) and his pirate crew stole them. Now she waits for the baron’s assassins.

19|08. Coastal/Sethini Forest. Ifando’s River spills into the sea. Wodo, the halfling castellan of Olonto, keeps an estate here. His priest is convinced (correctly) that Wodo uses the catacombs in an attempt to commune with devils.

19|14. Coastal/Southern Forest. A rectangular grid of alternating white and red grass that resists all attempts to remove it forms a colossal game area. A few huge clay checker-pieces are buried beneath hills, and one is used as a village moot-stone. Taken to the Blue Sun Keep in Hex 7|23, a piece will help stabilize the magic of the other checker-pieces, allowing for easier travel through the Keep.

19|15. Coastal/Southern Forest. The Castigation of Morodus, a terrible necrotic war machine (four spellcasting faces—one necromancy, one conjuration, one evocation, one transmutation—on a rolling juggernaut frame), has begun to stir. It can disguise itself as a wagon driven by a halfling.

19|16. Coastal/Southern Forest. Scarred undead-hunters (mostly Keimians, one elf) track the Castigation of Morodus. One of their number has a side-business killing inconvenient villagers and claiming they were vampires.

19|17. Coastal/Southern Forest. An elderly failed hero who fled his destiny during the Ghostmark War, now a hermit. A birthmark covers his back—it’s actually a spellbook filled with powerful arcane anti-undead spells, plus the magic word that opens the door to the fortress of the Corpse-Tiger General in Hex
06|17.

19|20. Coastal/Southern Plains. Prehistorical cave paintings of bison, deer, and mammoth come alive at night and have begun to attack travelers. An ancient godling in the caves knows that the “one who dreams in ice” in Hex 21|03 can banish the paintings.

19|21. Coastal/Owl Forest. Elves have shaped trees into living runes. Running certain (dangerous) paths through the forest-roads can activate defensive and enhancing spells.

20|04. Sathini Forest. A destroyed farmstead leads to the goblin warrens in Hex 21|04. The dead people all have wounds filled with animal teeth.

20|05. Sathini Hills. Bubbling hot springs around the origins of several rivers. The hot springs used to have healing powers (and resort villas) until a devil defiled them. He now inhabits a handsome, if rotting, villa.

20|06. Sathini Forest. This east-west river, called the Gamales, has grown corrupt at its source (Hex 20|05). People have abandoned the riverways and trolls have moved in. The mayor refuses to tell the baron or his tax collectors what has happened.

20|07. TOWN OF SIRENZEI. 800 people under Zirenno Esk (human elderly male aristocrat 6, n), a retired captain. Olonto’s shipyards. The apotropaic eyes painted on the newest ships cause evil people to grow sick; the docks are shorthanded as the scummier laborers can no longer work.

20|16. Coastal/Southern Forest. A lighthouse-priory to the Iconess. The piety of the nuns produces the light, and also the devastating energy blasts that assail any pirate ships that sail too close.

20|19. Coastal/Southern Plains. Any piece from a game of chance (cards, dice, etc.), when used anywhere in this hex, flies to a central location atop a low hill. A god of chance is trying to create itself in our world, but its assembled parts dissolve under the full moon and it has yet to get itself even half-assembled.

20|20. Coastal/Owl Forest. Elven warriors train in the trees. Numerous carnivorous beasts stalk the woods, but they are placid unless you bow to them in the fairy style, in which case they attack.

21|02. Sathini Forest. Eyes on wings flap through the woods, the creations of the long-dead wizard in Hex 22|05.

21|03. Sathini Hills. Abandoned pre-Old Realm gnome tower with a huge and intricate solar clock computer. Badly damaged. All the automata are destroyed except for a medical bot that will try to place injured people in a cryo-pod underground. One working cryo-pod contains a gnome child, the rest are full of skeletons. One skeleton has a bundle of scrolls, including one that will banish the living cave paintings in Hex 19|20.
 
21|04. Sathini Hills. Goblins warren. The goblins arrived on the surface recently, having been displaced by something terrible far below the surface. Every goblin has a second, biting mouth somewhere on its body.

21|05. Sathini Hills. Abandoned watchtower. Taken over by were-eagles, who fling humans off the cliff to see whom they have successfully infected. (If infected—which is rare—they will transform before they hit the rocks below.)

21|06. Coastal/Sathini Forest. Out to sea, three abstract aberrations keep watch in the direction of the Claw of the West in Hex 04|15. If banished back to their native realities, the Claw will be one step closer to awakening.

21|14. Coastal/Southern Forest. Broken ships litter the woods, still full of cargo. Winds and fog make this island hard to approach but easy to escape—if a boat can be fixed! The ships are full of old valuables, but haunted by spirits of terror and violent death.

21|19. Coastal/Southern Forest. PORT RIDLEY. Keimian naval base. 140 sailors under Commander Naneel Paxroid (middle-aged human female ranger 8, lg). At least one of Keidia’s four Arkat Bay warships is usually in dock. The station cook, Panderly (female adult halfling sorcerer 5, ng) brews potion-dinners and is an incurable gossip about other sorcerers and wizards.

21|19. Sailors from Mirlace convinced they’re marooned forever. Anyone who explains their situation will earn the gratitude of their captain, Rançoisse (middle-aged male human fighter 7, ln), and his eternal love if they can take his crew and their supplies to Lahaz. But Rancoisse’s second mate, Dalçon (adult male human fighter 4, ce) was press-ganged and will do anything to betray his commander and escape with the supplies. Also here: the hidden cave from Hex 14|23.

21|20. Coastal/Owl Forest. 80 Gnomes in a crystal castle. They are unaware that the treasure map possessed by the pirates in Hex 23|04 marks their castle as the treasure.

22|01. Coastal/Sathini Agricultre. TOWN OF THULIA. 1,200 people ruled by Lady Phaedria (adult female human aristocrat 5, n). Her people despise her as a murderer because she has been married three times and buried three husbands; the second two were in fact murdered by the ghost of her first husband, whom her second husband killed in a duel over Phaedria—the Lady knows none of this. The Nurio River enters the sea here.

22|02. Coastal/Sathini Agriculture. Lake Nurio; the river flows east-to-west. Irrigated marshland that contains the half-sunk, monster-haunted first attempt Baron Alrecco si’Tromio (the current baron’s father, son of the original settler) made at building a castle.

22|03. Coastal/Sathini Hills. The Bloody Cliffs, famous for fog, shipwrecks and suicides. A narrow cliffside road is occasionally used by members of the petty gentry for death-defying horse or carriage races.

22|04. Coastal/Sathini Agriculture. DRANICCA MONASTERY. An upside-down gothic fortress; once a death knight’s castle, it was literally inverted by a powerful cleric during the Ghostmark War and drained of its evil. Now it shines golden and beautiful. Its evil drained downhill to infest Hex 23|05. The abbot, Flein (old human male expert 5, lg) and his 40 monks and nuns, are not-so-secretly loyal to Keidia.

22|05. Coastal/Sathini Forest. The vine-choked tower of a dead wizard, filled with hundreds of mirrors and cages. Owlbears have taken up residence. Amidst the wreckage, explorers can find three globes of silver castigation and shoes of the fan-dancer.

23|01. Coastal/Sathini Plains. Petrified trees line the shore, the distress signal of a lost and injured earth elemental trying to return home.

23|02. Coastal/Sathini Plains.  Angry farmers evicted from their lands near Olonto mix shepherding with banditry.

23|03. Coastal/Sathini Forest. A hidden marble fountain, an Old Realm remnant, turns up to one object per week invisible until exposed to sunlight.

23|04. Coastal/Sathini Forest. Pirate cove. Merchants-turned-pirates. Captain Dromello (middle-aged human male rogue 8, ce) of the Fate Wind killed the previous captain and took over, to the anger of his crew. But he managed one good theft. Recently he spoke to the Oracle of Droom in Hex
05|14 and learned of an incredible treasure in Hex 21|20. He doesn’t know yet that the castle is the treasure.

23|05. Coastal/Sathini Forest. The stains of evil from Dranicca Monastery in Hex 22|04 congealed here to form wraith-eels. Drowned men from Hex 22|03 have learned to ride them and they plan an invasion.


*

This concludes the Yane entries. I had plans for several wandering encounter tables, but the tables are tabled for now, as it doesn't look like I will be able to run a campaign. (People and schedules, you know how it is.) Nonetheless, I hope readers can mine these entries for ideas and use them in their own campaigns. Please use whatever you want.

Thursday, December 19, 2013

Hex Map Encounters in Yane (part 4)



You can follow along with the map here.

*

13|23. Coastal/Owl Forest. A cave leads to a potential breeding-ground for beholders. Eyes occasionally appear on plants and trees.
 
13|24. Coastal/Owl Forest. Selkies patrol the water against the intrusions of weresharks. They avoid the rotting Death Hulk from the Ghostmark War on the sea bottom.

14|13. Plains/Coastal. Villagers here never harm a nightingale on pain of exile or death. This is because the town’s ruler, Lady Szorka (female “human” bard 6, n), is secretly a hive mind of 96 alien nightingales from the far side of the gate in Hex 03|17. She used to be 101 nightingales, but has suffered casualties over the years. Szorka wants to replace her missing parts, but does not know how. She would ask the Stag of the Starry Heavens in Hex 04|16 but does not trust him.

14|14. Hill. DRUZMIRE ABBEY. 300 soldiers and 40 Cothic priests under Dovomex the Sanctified (elderly human male cleric 11, ne). Dovomex knows the truth about Coth and fears that the Cold Council of Lahaz will find out; he plans to replace Imperatrix Zulphine if she suspects the truth. Well-fortified and stocked for a seige; source of the Gray River.

14|15. Plains. Fallow Lahazi farmland. The manse of the long-dead sorceress Trovia is here, accessible by touching a graven stone in a pond guarded by a canny river-drake. Information in the manse points to the serpent in Hex 13|21. Among the manse’s treasures are a wand of acid arrow (40 charges), a wand of the teeth that assemble (22 charges), and bracers of the fated folly.

14|16. Coastal/Plains. The road follows the jagged coast southeast to northwest. A family of gnomes lives hidden on the cliffs among the squawking birds, below the road. They indiscrimately sacrifice people to a gull-faced aspect of Angsuma, hoping that one of them is “perfect”; this infuriates Veshara the mer-mutant in Hex 04|15, who takes a more scholastic approach to raising the Claw of the West.

14|17. Coastal/Istarion Agriculture. TOWN OF SHAR. The roads meet here in a town of 900 people. Ruled by Admio Truftan (old human male fighter 8, cn), a retired mercenary captain from the Baronies. Arrogant and independent, he dislikes the officious soldiers of the Remnant, but has a soft spot for their wizards. He is in love with Arlenn the Philosopher of the Lyceum in Hex 14|18 and tries to woo her (ineffectually) with tales of bravado and gifts of bad wine.

14|18. Coastal/Istarion Agriculture. ARCANE LYCEUM. An attempt to recapture the glories of the Old Realm on the banks of the Istarion River. Arlenn the Philosopher (middle-aged human female transmuter 8, ln) manages around 25 wizards (mostly transmuters of levels 1-3). She dislikes the garrison that Prince-General Voronos—the actual Remnant ruler—has stationed, but recently enjoyed a romance with the garrison leader, Captain Vanree. But the captain has disappeared, and no one knows that he was a death cultist who gave himself to the lich Dwar Ambrose in Hex 08|14. The Lyceum also contains a pedestal with the metallic lower body of a woman. If the metal statue from Hex 07|21 is placed there, it (along with the two other statues) will reveal the location of Muro Casmide’s Tomb (Hex 11|19).

14|19. Istarion Agriculture. Cultivated lands for the Remnant. A wolf with a mirror for a face (the result of one of the Lyceum’s experiments) hunts a small woodland, devouring reflections.

14|20. Owl Forest. FORT SULI. The Raining River (named for the aqueduct that begins in Hex 13|18 and that breaks apart here) divides into the Mernescart River (flows east) and the Ardescart River (flows southwest). They part around a tower-tree ruled by Lady Graine (adult female elf diviner 5/ranger 3/loremaster 2, cg). She commands 30 elves and owns the sun pearl, a powerful device for divination and illusion originally owned by Muro Casmide’s dragon, Thundering. Lady Graine has almost found the location of the item’s companion, the moon pearl, but while she can identify that it’s in Hex 07|18, she can learn no more and cannot spare people to find out. Elven tree roads lead east and southwest.

14|21. Coastal/Owl Forest. PORT CANNAI. The elven tree road leads east-west above the Mernescart River. Most of the east coast is impassable, but there is a small, semi-secret port cove here where elves trade with the outside world.

14|22. Coastal/Owl Forest. Winter home of the White Owl Elves. In the warmer months, maintained by stone statues and a few charmed human pirates.

14|23. Coastal/Owl Forest. Contains a forgotten escape route in case the White Owl Elves fell: passing through a circular hole in a certain tree takes one to Hex 21|19. It’s a one-way trip to a hidden cave containing a sailboat with an elven map and enough supplies (except food, which has rotted) to reach the mainland.

15|14. Coastal/Lahazi Agriculture. TOWN OF CRESH. Population 2,800. Basically part of Lahaz, except not as well purged of necrotic elements. Serious, recurring shadow problem, but the shadows are held at bay by zig-zags. Inhabited streets form harsh zig-zags; street designs feature triple-lightning-bolts. People wear zig-zagging spirals or starbursts on their clothes and mutter that they are more efficacious than Coth. Shipping here trades freely with Keimia but often refuses Olonto ships.

15|15: CITY OF LAHAZ. 22,300 people, but the city could hold many more. Former vampire city, then pirate base, gone semi-legitimate with semi-legal trade. Bisected by the Gray River. Ruled by the Cold Council (a squabbling aristocrat-guild-temple-tribe council who meet in a permanently-frigid catacomb) and headed by the not-as-easily-controlled-as-she-should-have-been  Imperatrix Zulphine (adult human female sorcerer 4, cg). Zulphine distrusts the church of Coth and wants to improve relations with the elves and dwarves.

15|16. Coastal/Lahazi Agriculture. The road leads west to Lahaz and northeast around the coast. Called the Road of Hogs, as the ruined eastern extent was turned over to different clans who now squabble endlessly over who owns what pig. Branding is applied liberally to pig and person, to seal contracts or indicate payment, or for the satisfaction that comes from a well-delivered branding.

15|18. Coastal/Istarion Agriculture. The Remnant’s legions train and spar here, as if they believe Lahaz can see them. Their huge plume-banners are visible to ships.

15|19: FORTRESS-TOWN OF VALISONNE. A new fortress, as nothing of the Old Realm fortress remains. 4,200 people ruled by Prince-General Voronos (middle-aged human male fighter 6, le), a ruthless and ambitious expansionist who dreams of becoming the next Emperor of Istarion…if he can just prove his worth. He has begun poaching battle-mages away from the Lyceum.

15|20. Owl Forest. An Old Realm road leads to a bridge that crosses the Ardescart river. Prince-General Voronos of the Remnant has petitioned the elves to yield part of their land to cultivation, but they have refused. An elf wizard waits in a grotto under the bridge, waiting to destroy it should Voronos order an advance.

15|21. Owl Forest. The White Owl Elves’ game preserve: a many-tiered woodland full of fat, tasty ducks with a laughably limited ability to fly. Ponds hold fish and the trees grow with apples and other fruit. The whole region is constantly patrolled.

15|22. Coastal/Owl Forest. Halfling explorers from the Kelder Vale have found themselves trapped by elf guard-automata.

16|13. Coastal/Lahazi Agriculture. Fishing villages. Villagers have captured a glowing angel of the god Tirwein that was sent to stop the freeing of the Claw of the West. It needs to reach Hex 14|16, but the villagers are depending on it for better fishing and will not let it go.

16|14. The seaside tomb of Eshi, a famous hero who fought alongside Muro Casmide. His tomb is guarded by the living screams of dragons and contains one of Trovia’s fangs (see Hexes 13|21 and 14|15) as well as a +2 shivering spear and a helm of the laconic knight.

16|15. Coastal/Lahazi Agriculture. The Gray River flows, mingles and divides here, forming agricultural tributaries. The villagers remember the local hero Eshi. Born to be vampire-foodstock, he found a serpent’s tooth that could kill nearly anything and used it to slay several undead monsters, including Alufen (killed in Hex 07|20). This is Trovia’s fang. The exact location of Eshi’s tomb has been lost.

16|16. Coastal/Lahazi Agriculture. A cruel blue-skinned cloud giant, cast out of the sky after a terrible battle, has enslaved a village by stealing their children. The village feeds him and brings him the materials he needs to return to the clouds and claim the Blue Sun Keep in Hex 07|23. But he asks too much food and someone will probably discover him before he can complete his returning-device.

16|18. Coastal/Istarion Agriculture. The landing-point of the cloud giant in Hex 16|16. The crater is tainted by thunder magic and children born to the villagers there have displayed strange sorcerous powers.

16|19. Coastal/Owl Forest. Elven “smithy” and “factory”: antelope with fine horns, ironwood trees, yaks with glossy hair (bowstrings), hard leaves for armor, and other elfy stuff like that.

16|20. Owl Forest. The Ardescart River divides into the Sirruth River (southeast) and the Frotha Lacha River (southwest).  Huge, intoxicating (and dangerous to outsiders!) flowers mark the elves’ potion- and magic-ingredient-harvesting territories. Expect to be eaten by hostile plants, or impregnated by amorous ones.

16|21. Coastal/Owl Forest. The Forest Heart. The life force of the forest. Tied to the growing life in the northern forests; if destroyed, those forests will wither in hours. Guarded by Croian the Wise (female adult elf druid 10, ng), but she is frequently called away for other tasks.

17|06. Coastal/Sathini Forest. The treasure of Captain Zar the Cruel is buried on this little island. Zar buried thousands of gold pieces, as well as the cutlass of curs, a necklace of triumphant metempsychosis, a crown of the ruby sunrise, and a rod of the wheelmaster. Unfortunately, whoever finds the treasure, greedy dwarves will appear and claim that it is theirs due to baffling dwarven laws that make no sense to non-dwarves.

17|07. Coastal/Sathini Agriculture. Secret training camp for the Crooked Path Assassins, a group of Keimian fanatics exiled for their murderous policies. 15 assassins under Grandfather Waro (elderly male human rogue 5/assassin 8, ne). The Crooked Path currently considers abandoning its political ambitions to become a high-end assassination cartel, perhaps by aligning with Olonto.

17|08. Coastal/Sathini Agriculture. The road to Olonto hugs the coast and looks out on farmland. Ghosts from shipwrecks wander the wooded beaches. They will share the location of their shipwrecks so they can find peace.
 
17|09. Coastal/Sathini Agriculture. The road hugs the coast. Fishing villages. A few people remember the card-reading woman a few years back who gave helpful prophecies and then mysteriously disappeared. (Andrio, from Hex 07|10, killed her at Lord Heroch’s order.)

17|10. Coastal/Sathini Agticulture. TOWN OF TRILIANA. 1,200 people under Lord Heroch (middle-aged human male aristocrat 8, ne), who married into aristocracy after amassing a shipping (and pirate) fortune. He fears that ghosts or oracles will reveal his crimes, and has necromancers and oracles put to death using his assassin and tailor, Andrio (adult human male rogue 5/assassin 2, ne), who is secretly a member of the Crooked Path from Hex 17|07.

17|15. Coastal/Lahazi Agriculture. TOWN OF ADOMASTAR. The farthest extent of the old undead city’s ruins. 1,000 people live beneath tall, empty gray columns covered in mouths. Lord Phune (elderly human aristocrat 5, n) rules. He believes the city itself is an undead entity that hates him; Dovomex the Sanctified in Hex 14|14 has used this fear to gain an ally against the Cold Council. The Little Gray River spills into the sea here. Trade is brisk and only moderately haunted.

17|16. Coastal/Lahazi Agriculture. Long-legged birds hunt through the marshes where the Gray River spills into the sea. A Crooked Path assassin from Hex 17|07 has learned to mimic their movements and appears invisible until he strikes. He practices on fishermen, not yet ready to offer his services for a fee.

17|19. Coastal/Southern Plains. Seven long-abandoned towers stand in the sea, connected by spiderwebs. Pirates have captured an enormous spider from the White Owl Forest, a favorite of the elf-children, and the elves want her back.

17|20. Owl Forest. The Frotha Lacha River flows north-south. An elf princess waits in a tower, supremely bored, watched by her avian tutor. The elves plan to use her to secure an alliance with a larger elven nation like the Banwood. She has Bara’s gift for controlling owls, and sends offers of rescue to “brave knights.” None have gotten close to the tower.

17|21. Coastal/Owl Forest. A shipwreck tangled in the huge roots. One passenger, a human sailor, is still alive, but an offended storm god that serves Angsuma caused the wreck and plans to hunt him into the woods.

*

Only one part left!