Tuesday, January 15, 2019

Nentir Vale

I'm giving some serious consideration to not really making a solid map of DH5 after all.  What?! How?! Why?!

Well, the reason is perfectly encapsulated in Ray Winninger's First Rule of Dungeoncraft.  Let me quote:
Before we go too far, though, it's time to introduce you to the First Rule of Dungeoncraft: Never force yourself to create more than you must. 
Write this rule on the inside cover of your Dungeon Master Guide. Failure to obey the First Rule has been the downfall of too many campaigns. You shouldn't feel compelled to create more information or detail than you'll need to conduct the next couple of game sessions. When some DMs sit down to create a new campaign, they are strongly tempted to draw dozens of maps, create hundreds of NPCs, and write histories of the campaign world stretching back thousands of years. While having this sort of information at your disposal can't hurt, it probably won't help—not for a long time yet. Spending lots of time on extraneous details now only slows you down, perhaps to the point where you lose interest in the game before it starts. For now, the goal is to figure out exactly what information you'll need to conduct your first few game sessions. You can fill in the holes later, as it becomes necessary. This approach not only gets you up and playing as quickly as possible but also keeps your options open and allows you to tailor the campaign around the input of the players and the outcome of their adventures. In this spirit, you should aim to start your campaign as soon as you can, while doing as little preliminary design as possible.
So, yeah—I'm not going to run anytime soon, and I like world-building for it's own sake.  But a corollary to the First Rule is that it's not that all that detail won't help for a long time yet; it's that it's arguable if it ever really helps at all!  Later on in column #10, Winninger suggests a local map with a radius of about 60 miles.  I suggest doubling that, but I also suggest that that's all that you ever really need for multiple campaigns of adventure; especially if you are good at wringing the maximum potential out of your potential adventures and don't just breeze over them in your haste to move on to the next one.

As it happens, double that is about, give or take a little, the size of Nentir Vale, the localized setting default for 4e.  Now, this works really well for something that's frontier or Dark Age like in its assumptions.  4e is.  Dark•Heritage is (more frontier than dark age, whereas 4e is the reverse, but the two are overall mostly very similar).  If you're more into Imperial politics and whatnot, then maybe you do need a bigger canvas.  Julius Caesar started his career in Asia Minor, went to Rome, became governor for a time of Hispania, traveled extensively in Greece and Egypt, fought the Gauls and the Britons and the Germans, and fought a civil war against Pompey in Illyria.  He got around a much larger geography than the Nentir Vale, which is only about half the size of the Carpathian basin, which was just a tiny part of Caesar's adventures.

But personally, yeah—I like the frontier type campaign, so I'm thinking something that size of Nentir Vale (or the Bighorn Basin, to put it in a real world perspective).  So, all I really need to do is create a more detailed setting that's about the size of the Bighorn Basin or Nentir Vale, and just refer in somewhat handwavy fashion to what else exists in the world and where.  A sketchy map of the whole area isn't even required, although it might be nice, but more than that is totally unnecessary.

Now, some of you may well be suggesting that while I'm obviously name-dropping 4e and Nentir Vale, this was hardly a new idea to 4e.  You note that the Grand Duchy of Karameikos detailed (very lightly) in the old Moldvay-Cook B/X series Expert book was a very comparable example to Nentir Vale both in scope and scale, and certainly it predates it by decades.  Some of you may even note that I've already included my own version of such in Timischburg myself.  So why do I need a new one?  Or rather, naturally I don't, but why might I want one, instead of just spending a bit more time fleshing that one out?

The answer to that lies mostly in the question of tone.  Timischburg was originally invented specifically to be my own answer to Ustalav (from the Pathfinder Golarion setting) for my CULT OF UNDEATH project, and it was supposed to present a kind of Gothic/Transylvanian horror vibe.  While that was 100% appropriate for the CULT OF UNDEATH project, I question whether or not that's really the right approach to what I hope is more generally useful and can support perhaps a broader range of tones with ease.  Also; I need a place that's a frontier region, not one that's haunted by the ancient and the corrupt.  Not that there won't be the ancient and corrupt in the frontier region too, but it'll take a different form, and will generally be more alien.  Also; frontier regions tend to be more diverse, which is part of why there's so much potential for conflict (diversity + proximity = war).  But Timischburg had only limited opportunities for certain types of player characters (or fictional protagonists) to find anything that they could relate to.  Which was partially by design, but also partially... not really what I want for something more general.

So, I want to create another comparable area that is more one that has been washed over by wave after wave of now vanished political entities.  Lingering peoples from those past empires still... well, they linger, here and there.  New colonists, from the Six Colonist nations in particular, have started to establish their new homesteads and towns and maybe even a city or two, but the dominant theme should be one very different than that of Timischburg; it should be rival different settlements of various peoples each occupying the same general area, and with both alliances but also friction, and with loads of dangerous wilderness in between the various settlements.  This dangerous nature of the region means that natural rivalries are sometimes going to be repressed as civilized people regardless of background have to be willing, at least at times, to work together to survive.  This gets back to the more defined points of light type of paradigm.

Timischburg would exist here too, though—it would maybe be a neighboring block, and at least a small border of this newer portion (I'm thinking it'll be the Hill Country, as earlier described) will border Timischburg, although probably separated by pretty difficult boundaries, like the Knifetop Mountains and the surrounding Haunted Forest and Thursewood.  By their names, you can imagine that there isn't a lot of good traveling through those regions.  This probably also means that I'll have to both flip and rotate the Timischburg map to make it work, but that's OK.

Other than that I'll have to draw it again.  Sigh.

UPDATE: Requoting some elements of my discussion about Timischburg.  Maybe it works pretty well after all. What I think I'll end up doing is creating the Hill Country, attaching it directly to Timischburg, and just have two linked areas, for double the fun.  That's more work, but as I said up front; it's actually mostly work that I enjoy anyway.
Ghouls haunt the graveyards at night.  Byakhees flit around the towers of reclusive rural lords with vile reputations.  Dark Young lurk in the depths of the Haunted Forest, and werewolves have famously made the Bitterwood dangerous to pass through.  Succubi siphon the life from urban socialites who fool with powers over their heads that they don't understand or respect.  The Eltdown Fens crawl with shambling, moss-covered skeletons that rest uneasily in their watery graves.  The coastline features mysterious areas that are rumored to be ancient ports destroyed by Ketos.  Liches keep lonely towers in the wilderness, surrounded by their rotting servitors.  Nightgaunts haunt the peaks of the Knifetop Mountains.  Dark rumors of shoggoths lurking in the sewers of Grozavest and Preszov continue to linger.  The Thursewood is crawling with thurses (duh.)  The hilly ridge that gradually rises to the Mountains of Mittermarkt are topped with lonely, old barrows where wights lurk in the night. 
Etc. and so forth.  Everyone likes to talk about how during the Middle Ages people rarely traveled more than a few miles from where they were born.  With a place like Timischburg, it is painfully obvious why that's actually a great idea.

Monday, January 14, 2019

Pterosaur feathers

https://www.nature.com/articles/s41559-018-0728-7.epdf?referrer_access_token=ksRTE6OC4C_ZVop0gyB72tRgN0jAjWel9jnR3ZoTv0OhuDOmy4G-1OHvOkIfGGVaIkvKxBB9Vakc03yx-9ykWvJMglH3RGAjuDUuA5zpGr35TLyTC42TtppLU7pwJFbyRjPHrIgt3uMvdRgdw7wj3APCalPUVE6nTOqC-1njR6yJDFaTNIM_qmGJqKLoVL1nAM2u-ISn0ZDZ40Nkm2QQhzf4pl1gBuEjtoiTxZUGoS36epZxOAOxl_jvIRnzUeZX

Pterosaurs have long been known to have "pycnofibers;" a kind of hollow, hair-like structure that probably provided insulation and kept them both from overheating and overcooling.  Like a small mammal such as a bat, in other words.

However, a new study (and this isn't actually the first study to suggest this, but it seems to be the most conclusive so far) suggests that pterosaurs actually had true feathers, complete with the branching structure of feathers, meaning that it was not a convergent similarity to the feathers of birds and some dinosaurs, but rather a homologous trait.  Which means that it's the same trait, inherited in both groups, from some common ancestor.

This probably isn't surprising to anyone who's read dinosaur literature for some time; Greg Paul has been suggesting that "proto-dinosaurs" developed warm-bloodedness and therefore needed some kind of integument to protect them as long ago as the 80s, and he was only building on suggestions that Robert Bakker had made years before. But, it hasn't actually been proven until now, and until now, there was also the specter of convergence.  This discovery means that it isn't, and that the origin of feathers goes back to before the dinosaurs even appeared.  Feathers are the inheritance of all dinosaurs; even those who didn't actually sport them, just as fur is the inheritance of all mammals, even those that don't sport it anymore.

I should point out that lacking early, transitional forms, it's not 100% clear exactly what a pterosaur is.  Our best analysis today suggests that they are ornithodiran archosaurs, relatively closely related to dinosaurimorph archosaurs that gave rise to dinosaurs, and that animals like Lagosuchus and Scleromochlus were relatively closely related cousins who gave rise (eventually) to dinosaurs and pterosaurs respectively by being among the most basal ornithodirans.  But that might not be correct, and we really need more early form pterosaurs, and "proto-pterosaurs" to know for sure.  If pterosaurs and dinosaurs aren't actually all that closely related after all, that opens up all kinds of weird questions about how they could possibly have a homologous feature.  Mostly, I think this puts the final nail in the coffin of the weird protorosaur origin idea, which was already rapidly becoming a parody of itself anyway.

Anyway, it pushes the origin of feathers down to, at least, the origin of ornithodirans.  I wouldn't even be surprised to find out that it goes even deeper, but let's not get ahead of ourselves quite yet.  Crocodilians today are, of course, not warm-blooded and not feathered.  But that is an interesting problem, because they do have a number of anatomical features and even behaviors that may have been an inheritance of a warm-blooded past, as well as a whole Triassic assemblage of relatives who appear to have enjoyed a much more active, terrestrial, and quite possibly warm-blooded life-style.  Is it possible that the origin of feathers goes all the way back down the origin of archosaurs, and modern crocodiles lost them along with their warm-bloodedness, because it was actually maladaptive to the aquatic ambush predator life-style that they were adopting?

There's an intriguing study that came out several years ago that suggests: maybe.

https://www.zmescience.com/science/news-science/aligator-scale-feathers-043242/

Friday, January 11, 2019

Friday Art Attack

Seems like it's been a while since I've done one of these.  Maybe I'll pick a slightly larger selection today.


Graz'zt and Iggwilv on a romantic cruise of the canals.


Andronovo steppe warriors; the immediate predecessors and ancestors of the Scythians.


A Faery King in the woods.  Apropos, it seems, given some of my recent discussions on the in or out nature of Elfland in my setting.


An old 70s illustration of Protoceratops nests from a book I had as a child.  Amazing how much more we know about dinosaurs than when this illustration was made.


Historical illustration of the siege of Tyre.


I'm not sure who or what this is supposed to be... but I like it.


Yeah; I think I definitely prefer sword & sorcery to high fantasy anymore...


Some neo-classic D&D artwork.  Another thing that 4e did that was quite clever was even as they made some significant changes to settings and cosmologies and whatnot, they purposefully made sure that there was an easy way to incorporate some of the most definite D&Diana that they could into the mix and make sure that it fit.  The Tomb of Horrors was... not my type of module, let's just say, but still, I can respect them for making room for tradition.


Achilles wearing a helmet that looks more like Gerard Butler's from 300 than anything that the Myceneans would have worn (maybe I should find some artwork of Mycenean warriors, just for the heckuvit.  Most people who aren't already familiar with them would be surprised at how bizarre and foreign it would look, for something that's so iconic at the foundation of Western Civilization as the Trojan War.)


Wayne Reynolds taking on classic mythology.


Writers forget that one of the most exciting aspects of science fiction is exotic and beautiful space princesses at their peril.


Speaking of Western Civilization, how's about this for a very iconic fantasy image?  It looks like concept art for FantasyLand at DisneyLand, fer cryin' out loud.


An alternative design for Robocop.  Out of the blue, at bit, I know.


While I kind of smirk, roll my eyes, or even get annoyed with the idea of "strong warrior women, hear me roar" nonsense that pervades much of today's fantasy, actual honest to goodness Amazons are, of course, the exception to that.


Who said Acererak can't be a fun guy?


While to me, Angazhan always felt like Paizo's take (at least in part) on Demogorgon, James Jacobs once told me that that was a later development that happened kind of serendipitously rather than on purpose.  Angazhan was originally designed to be "What if King Kong were a demon lord?"

Curiously, Golarion has, to the best of my knowledge, no obvious place for the Isle of Dread, the iconic D&D riff on Skull Island (that is notoriously lacking a King Kong)


I haven't had any paleo-art in a while, but of course, I still love it.  One of my old favorites, Ankylosaurus, updated with the latest science.  And made quite dark too, I might add.


Some character from Erikson's Malazan books.  Nice image, but Mary Sue, from all I've heard.  Not that I would know; I tried really hard to like those books, but after the second one, I gave up in disgust.  This character hadn't even been introduced yet, if I remember correctly.

Thursday, January 10, 2019

Cosmology minor changes

I probably won't keep doing cosmology posts much longer, even though I'm enjoying them for the time being.  It's just not where I want to focus too much of my effort.  I did finish reading, from the library, the 4e Manual of the Planes, so I'm now pretty up-to-date on the 4e cosmology, or at least as much as I can be without the deeper-dive books like the one they did for the Shadowfell, the Planes Above and Below and the Demons, etc.  However, I did tinker a bit with my schematic, and I want to discuss briefly what I did differently:
  • I decided to use more familiar realms, usually from folklore or mythology. Along those lines, I resisted the urge to "translate" those names into Old or Middle or even Modern English.  It's one thing if Tolkien takes orc-þyrs from Beowulf and turns it into orc and made it a popular term.  It's probably another altogether that I'm pushing it to have thurses and ettens, and I certainly don't need to add Wanes from Wane-home to that, which I had briefly considered, along with some others.  (Vanir from Vanaheim to use the anglicized Old Norse terms that are more familiar.)  Ettenshaws as an alternate for Jotunheim is the only exception on the map above, but in actual usage, I'll probably revert to Jotunheim just because everybody knows what Jotunheim is.  Bottom line: I'm no Tolkien, and getting caught up in linguistic games is fine when you're at least a professional linguist.  It can only go badly for me to go very far down that road.
  • (A possible exception to this is the name of the world itself.  It's a time honored tradition to have a funky spelling of Earth or the World or whatever be the name of your alternate earth.  Urth from Gene Wolf, Oerth from Gary Gygax, etc. are just two examples.  I might—and right now I can only emphasize might—use the Anglo-Saxon term Weorold to refer to the World, by calling it the Weorold.)
  • The map also breaks up where I had combined in the earlier iteration.  Instead of the realms of the Old Ones, I have the specific realms of Othrys, Olympus, Asgard, etc.  I changed a few other names too—Dhomus is a fine name, but Lacertus has some Latin linkages to the concept behind it, at least, and is easier to remember.  Jozgorath is another cool name, but because it was more or less evolving into a combination of Aquaman's Atlantis and Jotunheim, then why not just use Jotunheim.  And do I really want Aquaman's Atlantis anyway?  If I do, it can be under the ocean of the World rather than a separate extradimensional realm.
  • I had earlier kept Faery apart from "The Weorold" as an excuse to not really have elves or dwarfs running around; but after reading the Feywild chapter of 4e's Manual of the Planes and having it remind me strongly of Jim Butcher's take on Faeries, which of course, is closely based on Celtic folklore about them, I'm rethinking that strategy.  Elves and dwarfs (and every other type of faery) will not be appearing as player character "protagonist" races, but as monstrous foes, they work very well.  There won't be any Elrond or Galadriel or Legloas, there will be King Oberon, Queen Titania, the Erlking, etc.  This may well mean that I need some more monster entries, honestly—but then I can add a speed modifier to the monsters while I'm at it and just officially bump up the revision level of the document.  I'll probably do that in the next few weeks or so.  Although I don't love calling them Sidhe, which is an Irish word that actually means "mound" (the full title is Daoine Sidhe or the Aes Sidhe, or people of the mounds) there aren't a lot of alternatives that are sufficiently well-known that they work as well, so I probably will anyway.  I'd prefer to go with the Scottish equivalent, because I'm much more partial to the Scottish over the Irish, but that word is Sith.  Although pronounced [shee], no native English speaker is going to see that and think of anything other than Star Wars.  I do wish that the older pronunciation of Sidhe (sheathuh) was still in use, but it's not and most people wouldn't recognize it anyway.)
  • The little black bars are where there are connections between realms.  Although looking at my schematic now, I realize that I inadvertently left one off, between the World and Asgard.  (Yeah, see, calling that Osyard, or even Osguard just wasn't going to work, no matter how linguistically clever it was.)
  • At first, I wasn't sure if the relative sizes of the circles on the schematic were supposed to mean something, but I decided that they were.  The City-state of Brass seems as big as the whole world, which seems odd, but I'm going to assume that actually there's a whole 'nother world there after all, and the City-state of Brass is merely the only relatively friendly place that people know how to get to.  There's also a city of Silver and one of Gold, all of whom are rivals of sorts, and there are vast, fiery tracts of land where the giant king Surt rules his kingdom of Muspel.

Wednesday, January 09, 2019

Proto-Germanic mythology vs Norse Mythology


While it's great that we have a pretty good idea of what the Norse mythology would have looked like (if you could take all of the localized Norse beliefs, filter them through one guy in Iceland after Christianization had already come along, and distilled it into a single snapshot, that is) what I really wish is that we had it for the pagan Anglo-Saxon past.  Not that I don't have some Norse ancestry in there a bit (the first person I know of with my last name in the family tree is a Norman who's son came to England with William the Conqueror—and all of the English who come from the border region especially, were under Danelaw at one point) but the Anglo-Saxon is my primary identity (secondarily, it's Scottish and/or British Celtic.)

Anyway, we have a pretty good idea of the names of a number of the earliest proto-Germanic, Nordic Bronze Age *Ansewez and *Wanizaz—who would have been known as the Ese and the Wanes, perhaps, to the Old English, but are better known to us as the Æsir and the Vanir.  Given below is the Proto-Germanic linguistic construction, followed by the familiar Norse evolution of that, and then the Anglo-Saxon (or English, if it survived into the modern age) equivalent.

Also; this list is easier to read if you're familiar with the old Germanic letter of thorn (Þ, þ)

Gods
  • Wōdanaz, Odin or, Woden
  • Þunraz, Thor or Thunor
  • Teiwaz, Tyr or Tiw
  • Ermunaz, Jormun or Eorman
  • Wulþuz, Ullr or Wuldor (although it was debased in Old English to merely being a word for glory rather than the name of a god.)
  • Ingwaz or Inguz, identified with the god addressed as fraujaz "lord", Frey or Frea
Goddesses
  • Nerþuz, described by Tacitus as Mother Earth, converted in Norse to Njord, a God.  No Anglo-Saxon equivalent attested. but the linguistic construction Hertha might be similar to what they would have said.
  • Frijjō, Frigg or Frige.  Possibly also Freyja.
  • Fraujō, Freyja, or Freo
  • Fullō, goddess—or *Fullaz, god—Fulla.  No Anglo-Saxon name attested.
  • Wurdiz, Urd (Urth) or Wyrd.  By the time of Anglo-Saxon attestation, this wasn't a being, just a cosmic force.
  • Sōwilō, Sol, Sunne
Semi-gods or mythical heroes
  • Auzawandilaz, Aurvandil or Earandel
  • Gautaz, Gautr or Geat (mythic ancestor)
  • Wēlanduz, Volund or Weland (Wayland, Weyland)
  • Agilaz, Egil or Ægil
Mythical races
  • Þurisaz, Thurs or Thyrs  
  • Etunaz. Jotunn or Eotan (later ettin or etten)
  • Dwergaz, Dvergr or Dweorg (later Dwarf)
  • Albaz, Alf or Ælf (later Elf).  Modified, at least in Norse, as Ljosalfar (light-elfs), Dokkalfar (dark-elfs), Svartalfar (black-elfs) and Myrkalfar (murky-elfs)
  • Nikwuz, Nekor and Nicor (later Neck, Nixie and even Knucker). 
Cosmology
  • Medjanagardaz, Midgard or Middangeard (later loosely translated as Middle-earth)
  • Wira-alđiz, Verold or Weorold (later World)
  • Haljō, Hel or Helle (later Hell)
  • Muþspell, Muspell.  No Anglo-Saxon attestation, but Old High German has Muspili.
Sadly, the reality "on the ground" in Anglo-Saxon Angle-land, or any other Germanic territory is impossible to recover anymore.  The Christianization of England was more or less complete by 650 AD; a whole fifty-five generations ago.  The Common Germanic linguistic period lasted from c. 500 BC for over 500 years; 81-101 generations ago, and the Nordic Bronze Age, the first culture believed to be directly ancestral to the Germanic peoples exclusively, dates back to 1,700 BC.  That's a whopping 150 generations, almost.

Of course, Germanic paganism seems to be an evolved form of Indo-European paganism.  Late Proto-Indo-European was starting to separate into its constituent language groups by 2,500 BC, another 32 generations earlier than that even, whereas early Proto-Indo-European could have come together in a recognizable form as early as 4,500 BC with the Sredni Stog, Dnieper-Donets and Samara archaeological material cultures.  Can you imagine that, really?  That's more than 260 generations ago.  And, of course, although we can't reconstruct very much (other than a few aspects of material culture and genetic signatures) what came before Indo-European, it didn't spring ex nihilo out of the Eurasian ground like Athena springing from the head of Zeus.  So, ancient analogs of some of these gods probably date back much further, but if it's hard enough to figure out exactly what Anglo-Saxon mythology looked like, pre-Proto-Indo-European is completely lost to us.

Tuesday, January 08, 2019

The Otherworlds

Much of my noodling, both with the backstory of nations of actual Earthlings from Medieval western Europe coming to my fantasy world, as well as the nature of "gods" familiar from mythology still existing in a setting that endorses Christianity as correct religion, is just noodling.  I don't intend on actually sharing any of that with any players if it's a game, or making that important to any stories if I'm making fiction about the setting.  But it's helpful to me, at least, to noodle around with these ideas just to have a stable backstory that I understand as the creator.

The stuff below, on the other hand, is perhaps more useful.  I don't really see the exploration of the Otherworld as a super important or common occurrence, even for "adventurers", but it's also not completely unheard of, so knowing something about the local cosmology is nice.  As DH4 gobbled up and ate MAMMOTH LORDS and some DREAMLANDS REMIXED to become DH5, why not utilize some of the other concepts that I've come up with but not really done a whole lot with?  So, DH5 will now gobble up the concepts that I came up with for REALMS TRAVELER, and for that matter, even ODD D&D, which will become an important coterminous realm to the World.  Which brings all of this full circle; ODD D&D was largely inspired by reading one of the realms of Beyond Countless Doorways to begin with, before taking on a life of its own and going my own direction utilizing the same high concept.  REALMS TRAVELER was initially envisioned to be a complete setting in its own right; a kind of episodic "plane to plane to plane" journey as an entire campaign; one that maybe never even started out in a standard, regular, "material plane" campaign setting to begin with. Or, depending on the nature of the campaign, maybe it would be more like Asprin's Myth Adventures books; but either way the exploration of new realms and planes was the main purpose of the setting, and the plane to be explored would change from episodic module to module.

In that setting, planes clustered together like soap bubbles, and occasionally moved in relation to each other, but maintained a degree of coterminousness with at least one and often several planes at once.  Other planes would not be coterminous with each other, but were accessible by traveling through a third plane, while others would have even more complicated routes, possibly stopping through multiple planes in the way.

I'm not using that campaign model for DH5, of course, but I am going to use that cosmological model.  Here's a quick and dirty schematic of some of the realms that are near to the World of DH5, and will have an effect on the world that I've already thought of (and probably already added creatures to the Monster list based on these connections, at least a little bit here and there.)  This isn't meant to be complete, and one could certainly find, on further exploration, that more realms connect to the ones shown here, but if so, their impact and influence on the world of DH5 has not really been felt to any degree at all.  Well, with one exception: the Colonists migrated from Earth to this world by traveling through Elfhome, or Faery (or Alfheim; all words used by the Colonists as they traveled through it.)  Although I keep saying that I won't keep talking about it, it's an interesting example of some of the concepts illustrated here; Earth has separated from this entire cluster and is no longer accessible at all, as far as anyone knows, and as it separated it tugged on Elfhome, so that it is now no longer coterminous itself, but hanging out there, and accessible only by first passing through Dhomus.

Anyway, let's talk very briefly about what all of these places actually are.  I'm not sure how to best approach this, or rather, in what order makes the most sense, so I'll just do them as I glance at the next one and decide that's the one to talk about.
  • The World: The dark green circle in the middle of this cluster is the regular world of DH5.  I still haven't actually sketched a modern map of this setting, but I have an older sketch and a pretty good idea of what it looks like, plus I've talked about it enough that it should be broadly familiar by now.
  • Dhomus: This is the world of ODD D&D, or at least a somewhat translated version of it.  While it was meant to be used with D&D 3.5 originally, and referred to some specifically D&D-like elements, most of them can be used pretty well with my DH5 ruleset with some obvious changes (like replacing yuan-ti with my serpentmen, for instance.)  Dhomus is generally a hotter environment than DH5, and the lizardmen and snakemen kingdoms there aren't super comfortable in much of the DH5 setting, except the further south.  That said, they keep an interested eye in the World, and would like to conquer it, and have a number of plans brewing that would allow them to colonize it en masse; probably after exterminating most of the peoples that already live there now.
  • Faery: Is probably the name most commonly used, but Alfheim and the English equivalent, Elfhome, are also used by large numbers of Colonists and natives alike.  The Colonists are perhaps more familiar with this realm than the natives.  It is no longer directly connected, and can only be reached by traveling from touchpoints or gates from the World to Dhomus, and then traveling through Dhomus to places where gates or touchpoints that reach Faery reside.  These are poorly chronicled, as the Elfs and other fairies have little interest in the lizardmen and snakemen of Dhomus or vice versa.  Because of this, and the low likelihood that the elfs and fairies travel outside their realm, Faery has become somewhat mythical to people in the World, very, very few of whom have anything like first-hand knowledge of it anymore.  What is known is that it is a wild and beautiful place, full of magic and wonder and danger for mortals.  The elfs and fairies divide themselves into massive clans based on the seasons, and the magical lands of, for instance, the Spring clans are always in a state of Spring, never aging into summer, and covered at all times in flowers and new growth and blossoms, etc.  Many of the "gods" of Avalon are here, rather than in the realm noted below, and some of the lords of Faery are equivalent in all ways to the Outsider lords; Queen Mab, King Oberon, Baba Yaga, the Erlking, etc. are equals to Odin, Zeus, Thor or others.
  • Old Ones Realms: This is actually a patchwork of many realms "sutured" together, and some of them have slightly different traits to others, but mostly it is a realm not unlike Faery.  In fact, some Realms-scholars believe that Faery and this Realm were once the same, and somehow it split and Faery drifted off away from the Old Ones Realms, given that both are wild, beautiful and fey and very similar in features.  However, where Faery is the home of elfs and dwarfs and gnomes and other fairy creatures and ruled by the Winter Queen and the Summer King, etc., the Old Ones Realms are the homes of powerful beings that were once worshiped as gods and their retinues.  Olympus is one of these realms (as is Othrys of the Titans), Asgard is among these realms (as is Vanaheim), Avalon is here, etc.  Basically, this is the source of classical mythology.  Unlike Faery, which is now somewhat distant and remote, these realms are actually coterminous with the World, and inhabitants of Asgard or Olympus, (or even the darker realms like Tartarus and Hades) are not completely infrequent travelers in the World, although when they do arrive, they tend to be monstrous and cause nothing but trouble for the locals.
  • Underworld: As you might imagine, the Underworld is a vast underground realm.  Whatever surface it connects to is completely unknown, although occasionally walking through caves in the World, or even more likely, places like Tartarus or other Old Ones Realms that are underground, will connect you to the Underworld.  I haven't done a lot of work on this one yet; I imagine that it will borrow from all sorts of similar concepts as seen in fiction and gaming, from Lovecraft's Dream-Quest, the hollow worlds of Pellucidar and Journey to the Center of the Earth, the home of Wells' morlocks, and of course, D&D's own Underdark (or Paizo's Pathfinder equivalent, the Darklands.)
  • Shadow: A dark realm, home of all kinds of creatures of darkness, including the Undead, presumably (certainly Shadow has lots of undead crawling about it now.)  This will have all kinds of similarities to the Plane of Shadow from D&D, the Upside-down from Stranger Things, and any other perpetually dark, shadowy alternate dimensions.
  • Jozgorath: A vast watery world; a gigantic sea.  Much of the action takes place with aquatic life that lives in the water full-time, but there are also many sailors and others who ply the surface of the water.  Where it freezes in colder parts, it is also the home of the ettins, or jotuns as they are called by the Vikings; large creatures that sometimes, in their most powerful form, are able to manipulate elemental energy and are creatures of frost or storm or lightning.  Although called Jozgorath by the natives of the World, because it was known to them from long ago, the Colonists often call it either Jotunheim, or the English equivalent, Ettinhome, but more properly, that corresponds only to the portion of this realm where the ocean is frozen solid and the ettins hail from originally.
  • Daemon Realms: Much as the Old Ones Realms are a patchwork of various realms ruled by various Old Ones, or what the old pagan gods are now known as, the Daemon Realms are also a patchwork of many realms, ruled by Daemon Lords and their servitors.  Despite it's slightly more distant connections to the World, the daemons have taken a strong interest in mortals and vice versa, and a great deal of contact has been sought out by both.  Many daemons have traversed the Shadow realm or Jozgorath making those realms even more dangerous than they otherwise would be, although powerful cosmological structure of unknown and poorly understood nature make their entry into the World itself difficult and limited.  Exploratory parties of daemons are often sent on errands from their masters to find another route, much like the mythical Northwest Passage, although there is no guarantee that any such other route even exists, of course.
  • Abominatus: This is not a part of creation, and it's connections to it are often tenuous and fickle.  This is good, because the beings that live here are so alien, so hostile, and so horrifying, that they represent an existential threat to all of creation.  Few of them have managed to leak through, but occasionally one of the smaller, weaker and sneakier ones does, which is the source of the specifically Lovecraftian monsters in the monster list.

Monday, January 07, 2019

What's so "dark" about Dark•Heritage, anyway?

While before the holiday, I was talking about the likely next projects for me being something like Western Hack and Swashbuckler Hack; modular add-ons to Fantasy Hack that have rather than a Medieval European sword & sorcery, have an American Old West and Renaissance Europe or Golden Age of Piracy backdrop (although equally fantastic and meant to take place in a secondary world, not in the real world but with fantasy.  Once I've got these modular rules nailed down, whatever exactly they may end up being, I have to work on some setting assumptions to go with it: Dark•Cowboys&Injuns or Dark•Pirates or whatever.

But I haven't done that.  In fact, I haven't thought much about it during the holiday, and on coming back, my eye has been turned elsewhere.  I've actually been somewhat captivated by the setting assumptions of 4e.  4e, as I've said before, was not my cup of tea.  I never bought it, I never read it, I never played it, and I don't wish to.  The game itself went he completely opposite direction from where I wanted 3.5e to move.  But, they did an awful lot of stuff correctly with the setting.  I won't reiterate it here, but I was actually amazed how much they mirrored directions that I was independently going, so I've always been pretty happy with the setting assumptions of 4e, which made D&D into something that I would have liked.  If only it had been paired with a ruleset I could have played!  I might have lingered in D&D instead of becoming (again) the prodigal son who wanders into other fields.  But, it wasn't, so I did wander.  And now when 5e is several years old, I'm reading 4e fluff and getting more up to speed on it than I had been.  And the similarities between the 4e cosmology and setting assumptions and my own directions are so strong that I'm feeling more inspired to work on cosmology than anything else, even though it's not really something that matters day to day with the setting.

So why do it?  Well, I'd like to think that there is interesting stuff I can do with the cosmology, even if it's a bit beyond the day to day comings and goings of the setting.  And the cosmology of DH5 will look fairly familiar to anyone who knows the 4e cosmology, although less overtly D&Dish.  And the reasons for it are the same as they are for 4e, to wit: 1) It's more similar to familiar, mythological cosmology, so it has a kind of cultural resonance that the Great Wheel never did, 2) much of the Great Wheel (and I include the Inner Planes as part of the Great Wheel model) was created specifically to fill holes that seemed apparent because of the artificial nature of tying everything to either an element or an alignment.  This meant that there was a lot of stuff that was created and sitting out there, but wasn't very interesting, and nobody actually much liked it.  3)  In spite of the arbitrary difficulty in actually setting any adventures on a plane made of, say fire or negative energy, or whatever, planar adventuring was, all too often, quite frankly really boring.  Vast expanses of literally nothing make up most of the planes, punctuated by something that doesn't really fit the character of the Plane, but which was at least usable.  Why have a cosmology that spends so much effort on stuff that's both boring and unusable, instead of focusing on the stuff that's interesting and usable?

Now, granted, 4e was really more about pruning the Great Wheel down to its best elements and chucking the rest, whereas I'm more about borrowing from folklore and mythology and yes, occasionally gaming or fiction products too, as needed.  So they're largely converging from two different ends of the creative process, but because I'm perfectly happy to borrow D&D elements that fit into my assumptions (often because they were borrowed themselves into D&D from some folklore or mythological source in the first place), that difference is probably more academic than substantive.

Anyway, this is also tied to the question posed in the post title.  Dark•Heritage originally had a meaning, but now it's mostly become just a label for the current version of my setting, and the meaning that it originally had is one that was dropped many iterations ago.  It also still worked when I was much more overtly a "dark fantasy", or fantasy/horror hybrid in terms of tone, and there's still plenty of echoes of that left, but it's still probably not enough to continue with the name based on that alone.  But buried in the cosmological backstory it still works; now I just have to actually articulate that so the title doesn't just feel like a legacy going back to earlier iterations of the setting.  So what makes Dark•Heritage Mk. V so dark?  Why is heritage a thing, and why does it have to be dark, anyway?

Two things come to mind.  First off, while DH5, like all DH settings, is primarily humano-centric, I have purposefully eschewed using very many traditional fantasy races such as are common in D&D and mostly come to us as bowdlerized Tolkien products.  Instead of elfs and dwarfs and halflings and stuff, I've gone the same direction as I did in my now quite old Bloodlines setting, which pre-dated Dark•Heritage by some degree, and which while also humano-centric, was focused on the notion of magical or monstrous admixture with humanity to create racial variety.  At that time, that meant that there would be nations of tieflings, aasimar, and the four types of genasi alongside populations of humans, but I've gradually "evolved" those concepts.

Dark•Heritage's earlier incarnations dropped most of the elemental types, with the exception of the fire genasi (probably here under influence from Freeport's azhar race) but picked up some other races that had other monstrous or cursed admixture.  While my races today aren't really the same as the D&D race which prompted me to add them in the first place, and I prefer, when borrowing from D&D, to go back to the original folkloric or mythic source material (if any) and utilize as much of that as I can rather than the D&Diana version of the concept, one can still draw a line of sorts from a race that is known in D&D to one that is in DH5.  Most of these are either cursed or monstrous, certainly qualifying as a dark heritage, I'd think.  A few other races are indeed merely monstrous races to begin with.  Let's have a quick look, shall we, at the races in the DH5 game and discuss them briefly, including how their heritage can be seen as "dark" compared to real world people.
  • Human: All humans in DH5 belong to one of two groups: 1) exiles from the early medieval Europe, who's heritage is affected by the fact that they know that they don't really belong here unless they can make themselves belong by carving out and defending their place here, or 2) ancient slaves to other races who have only relatively recently come to freedom, and who struggle with a heritage where they were sources of contempt and abuse.  They have no real cultural or civilizational heritage of their own to draw upon, and have to forge one anew still.
  • Skraelings: Are they human?  Or not quite?  The debased inhabitants of the most wicked of all nations that ever existed (well, that may be arguable.  Baal Hamazi certainly gives them a run for their money) these former Atlanteans have their backs against the wall, their homes in exile now overrun with the Colonists and their own numbers drastically reduced.  They live a life in the shadows preying on the weak, when they can, or giving up their culture and attempting to mingle when they can't.  Although represented by a different stat-block, these aren't meant to be non-human, but merely a highly divergent population.
  • Orc: Much like orcs as everyone knows them, these are clearly not humans, and their origin is shrouded in shadow.  Perhaps they never were human, but persistent stories of their former humanity until corrupted by a Dark Lord of unparalleled power (who came from Atlantis himself, and he may have been the cause of the sinking of that evil place) linger still.  If that doesn't remind you of Sauron and the sinking of Numenor, then you can't call yourself a fan of fantasy.
  • Goblin: If the origin of orcs is mysterious, the origin of goblins is even moreso.  Most people believe them to be merely a much smaller, weaker morph of the same species, much as pygmies are still people in spite of their size, but some wonder if they have a completely different origin altogether.
  • Cursed: As the Skraelings are the final dregs of Atlantean civilization, the Cursed are the remnants of Hyperborean civilization.  Unlike those from Atlantis, they still retain some vestiges of living in their far northern home with its glorious capital city of Zobna.  They are in exile, chased southwards by the advance of Inuto savages and the gradual failing of their own nation and culture, but they still linger yet.  These guys retain something of the nature of the shadar-kai from D&D (although more like the Pathfinder fetchling interpretation than the 4e shadar-kai interpretation) but in origin, they were probably originally more like the dhampyr.  I see them as retaining some of the tone and flavor of both still—both races that posit a cursed backstory.
  • Jann: One of the few remnants from Bloodlines.  Probably because of Freeport's azhar, at least in part, I always had more interest in the fire genasi than any other type of genasi, and the jann inherited that mantle; mostly human but with monstrous ifrit admixture from the City of Brass.  In spite of how D&D has always done it, the ifrit (or efreet or afrit; there are various transliterations) were evil and daemonic spirits, not elemental spirits.  While more overtly fiery, of course, than the kemlings (see below) and still retaining some of their origin as fire genasi originally, this is still a dark heritage to have.
  • Kemling: Started out as tieflings in Bloodlines, were carried forward into the earliest versions of Dark•Heritage.  Later, some of the Bael Turath lore from 4e got bowdlerized by me (mostly because I didn't know much about it other than that it was a long-lost tiefling empire, so I was working on just the concept and the name, not any details).  Needless to say, the whole schtick of the tiefling race is that it has a dark heritage, which carries on to the kemlings too.
  • Nephilim: While the aasimar race that my Bloodlines setting had is hardly a dark heritage, it occurred to me that the only real explanation for the existence of the aasimar in the first place is that the angels involved are fallen angels.  Looking into old Second Temple Hebrew traditions of the Nephilim and Samyassa, a notorious fallen angel, that gave me the details of this race as it came to be.
  • Wose: While the name comes from Tolkien, and Tolkien got it from folklore, I had to, of course, look deeply in the wood-wose or wildman of the wood folklore to work on this race.  But it really started as the shifters (from Eberron); the descendants of werewolves who lost much of the potency (but not necessarily the savagery) of their curse over time.
But all of that isn't really the reason that the heritage of Dark•Heritage is dark.  No, the reason for that is that the world is somewhat more challenging and difficult than most, because The Plan has been sent somewhat askew.  Whereas in our world, a third of the Heavenly Host fell and were cast out, in this world, an additional third refused to participate at all, and stayed neutral.  Because these were lukewarm, neither cold nor hot, they were also spewed out of Heaven, but did not become devils, but rather inhabit the near domains of the Otherworld.  The most powerful of these are mighty beings like Odin or Zeus, and pagans in the past worshiped them as gods.  Others took monstrous forms, like Scylla or Typhon. Lesser members of the host became smaller elfs, faeries, or other denizens of the Otherworld. Together, they were tasked, as a means of redemption, with protecting mortals from threats from outside creation, but the lukewarm have generally done a poor job of it; either because they were resentful of their fall in status and became bitter and uncooperative, or because they were poor in judgement and lost track of their task, or because they quarreled with each other, jockeying for power or influence in their Otherworld courts and domains.

Because of this, the threats from Outside creation have become a bit more emboldened here, and leak into Creation more readily than they do in any other Creation.  This lends a Lovecraftian edge to the setting, on top of the mythological edge that the lukewarm former Heavenly Hosts have done.  And these lukewarm Otherworld residents aren't usually very friendly to mortals anyway, even if they still remember their mission to mortals overall, they tend to see individual mortals as occasionally interesting, but usually unimportant in the long run.

These Otherworldly creatures and beings can be fought and killed, but because their substance is immortal, they will eventually reform.  They won't have their memories, but they do retain their abilities, or rather, they will grow into them as they mature.  In this sense, they operate much like the immortals from my MYTHS REVISITED project.  Let me quote a small part of that which explains how this will work for DH5.  And before I do, let me reiterate once more that this is all backstory, and doesn't really matter too much in terms of what any character, or even player, would know or need to know.  It's just me noodling around with cosmology and deep backstory about how things work.
One of the great mysteries of humanity is exactly what happens to the souls of those who die, however, such is not the case with these Outsiders, as they are collectively sometimes called.  While not actually immortal, and certainly capable of being slain, the souls of Outsiders eventually re-coalesce and reform to be reborn when one is slain.  They will grow up to possess all of the abilities that they had before, although none of the memories of their prior lives.  This does grant them a measure of immortality, but a very limited one, since if you are killed, have to be reborn a number of years later, grow up, and then still don't have any of your prior memories, death to the Outsiders is fairly final, and is certainly a viable solution to dealing with the plans of a rival or enemy. 
Certain rituals can give characters random (and usually more confusing rather than helpful) glimpses into their past lives, and can be done on occasion, although they are very fearful of doing so because prolonged exposure to these glimpses leads to insanity and violent, paranoid madness. 
Outsiders can often manipulate magic and exhibit Otherworldly traits, as befits their nature as Otherworlders.  There are also a number of other, more exotic beasts that live in these Otherworld domains—creatures that may be semi-human like, as in centaurs or rusalka, or others that are purely monstrous, such as trolls, hydras or worse.  
In the past, various populations of Outsiders usually had limited geographical exposure to Earth, but as the population of Earth has become increasingly scattered and intermingled, that is no longer true, and the various populations of Outsiders now interact not only with humanity, but also with each other quite a bit.  In addition, as their wars and often brutal politics proceed, in many cases, individual heroes are reborn, or hidden after their birth, on the Earth, where they may be completely unconnected from their forebears (and in an ironic twist, may in fact grow up to later become more familiar with a rival population of Outsiders.)  Also, the myths as presented show a point in time only--echoes of past upheavals are reflected in the mythology, such as in the Æsir-Vanir War or the Titanomachy--are merely past upheavals, and others of often similar scope have taken place since the time that the myths were first transmitted to "mortals."
And the following reposted text uses Greek mythology an example to show how these beings can exist in a setting that is specifically Christian in its cosmology.
Zeus, the Skyfather, Lord of Lightning and Thunder, is the King of the Olympians according to most treatises on Classical Mythology. Most treatises on Classical Mythology, however, ignore the long history and historicity of the cults of the various Greeks about the Olympians, where they came from, and what happened to them. Consequently, these details are shrouded in over-simplified myths and metaphor. 
In reality, Zeus came upon the Greek pantheon as wandering Outsider prior to its identification with Mount Olympus. At the time, a loose collection of Outsiders including Artemis, Athena, Dionysos, and the Mistresses (Demeter and Persephone), Hephaestus, Hermes and Hera, along with a number of others that later became more or less forgotten—Paean, Erinya, Eileithyia, and Despoina ruled a small realm in the Otherworld that was tied to Greece on planet Earth, allowing them to occasionally roam over this circumscribed geographical area. Over this loose collection of Outsiders, Poseidon was champion and "first among equals"—a powerful force individually, but their loose collection made them vulnerable to another militaristic pantheon, the so-called Titans of Mount Othrys, who’s own realm in the Otherworld was anchored in another part of the Greek peninsula, putting them at odds because of proximity. 
Zeus arrived with some of his young and untested allies: Ares, Apollo, Hades, Aphrodite, Herakles, and others, and due to his own war-like nature and off-the-charts personal magnetism and physical power, was able to unite the disparate Mycenaean pantheon into a powerful force. They set up their paradise on Mount Olympus (in reality, a pocket dimension called Olympus, which is most often accessed via a semi-permanent portal on Mount Olympus in Greece) and waged the terrible war known as the Titanomachy. This was one of the first and most terrible examples of open warfare between pantheons of Outsiders, and the triumvirate of Zeus, his "brother" Hades, and Poseidon, the champion of the region before the arrival of Zeus and his entourage, proved to be unstoppable.

The New Olympians overthrew the Titans, incorporating some few of their members who surrendered into their own growing pantheon and imprisoning the rest so that they couldn't be reborn to threaten their rule later. Zeus, Poseidon and Hades, the most powerful of the new Olympian pantheon, declared themselves brothers, retroactively declared themselves sons and heirs of Cronus, the King of Othrys and the Titans overall, and ruled Olympus jointly, with Zeus the new "King of the Gods." In truth, Zeus, Hades and Poseidon don’t always get along, or trust each other too much, and the lusts, envies and politics between them are often brutal and cruel. However, all three of them recognize that it is the power of their joint triumvirate that has led to their long dominance. Breaking their triumvirate will expose them to their enemies (of which there are many, mostly due to their own aggressive nature) and creates a situation in which as much as they may not like it, all three have a vested interest in maintaining the status quo. Indeed, all three of the triumvirs have at times been killed, but on being re-embodied and reborn, the other two remaining triumvirs made sure that they were raised and taught their place so that they could assume it smoothly again on reaching their full maturity of power. 
The Olympian pantheon later made war against two smaller pantheons; those later known on Earth as the Etruscan gods and the Roman gods. After suffering a number of losses in lightning raids that left their forces imprisoned and depleted, the Etruscan and Roman pantheons merged, and brought a titanic battle to the Olympians. Echoes of this struggle remain in mythology in garbled form as the Gigantomachy, but the effects of the war are better illustrated in the practices of the worshipers of these pantheons. The Etruscan pantheon, as transmitted to archaeologists, adopted more and more Roman and Greek influences, and the Roman pantheon adopted the stories and personalities of the Olympians, although in most cases the names remained Roman. As with the titans, many of the original Roman and Etruscan deities were imprisoned and their places taken by Olympians, who adopted their names and titles for local worshipers, while others were integrated into the Olympian pantheon.  
There were some bitter and brutal moves during this integration. Ares was slain and his reborn soul was hidden by the Romans, for example. Later, the Roman Mars took his place in Olympus, leaving Ares as an exile with no knowledge of his heritage for many centuries. Today, Ares remains a bitter outsider, unconnected with the Olympians, since Zeus and the triumvirate had to "adopt" Mars as part of the cessation of hostilities with the remaining Roman pantheon. Hades "adopted" a number of Outsiders with similar interests—Orcus, Pluto, etc. and announced that they were permanently part of his entourage. 
This was the last great Outsider war in which the Olympians participated—following the naked aggression of Zeus and his brothers against the Roman and Etruscan pantheons, few other outsiders would trust or deal with the Olympians anymore, and many would rather make common cause with their rivals against the Olympians rather than give the powerful Zeus a chance to work his way into another pantheonic conquest. That said, two additional powerful Outsiders were later associated with the Olympians during the later Roman times—Isis, a princess from the Eqyptian pantheon who dallied for many years with Poseidon and had a powerful alliance with him (and him alone, not with the rest of the Olympians). Zeus also befriended Mithras, a wandering Outsider who was part of an pre-Avestan pantheon that imploded in brutal warfare and politics, and the Mithraic mysteries were an important part of Roman worship for some time. Mithras eventually wandered again, although his friendship with Zeus remains an important trump card that Zeus can pull when needed, for Mithras was a solar figure and infamously powerful warrior. 
The Olympians had a long-running "Cold War" with a Celtic pantheon that was separate from the later attested Irish and Welsh mythologies, but this never erupted into full-scale war. While historically the Roman mortals did eventually conquer and assimilate most of the continental and many of the insular Celtic peoples, the pantheon of Outsiders who knew them best was able to form a temporary alliance with the up and coming Teutonic pantheon, an early incarnation of what is later known better to us as the Norse pantheon, where it was actually transmitted to archaeologists via writing. Having just come off a war of their own, in which the Æsir and Vanir merged to form a much stronger Teutonic pantheon, they were a militarily powerful group and rival for the Olympians that the Olympians were not ready to tackle. Some small part of the warfare and politics between the Teutonic—later Asgardian, Celtic—later, Avalonian, and Olympian pantheons is reflected in the complex relationships between the Celtic, Germanic, and Romano-Greek peoples, but as all three populations were eventually Christianized and became significantly intermingled culturally and ethnically over time, later events in the pantheons are not reflected in mythology or history, but in the secret history of the Outsiders, which is unknown to most peoples.  Once Christianity took over these peoples, their relationship with the Outsiders waned; but the Outsiders endured nonetheless.
This later history, however, mostly coincides with that of the other pantheons—as worship of the Outsiders as gods has faded and failed their sacred sites, which were anchors between their realms in the Otherworld and earth were disturbed and the links between them became unreliable and unpredictable. This has also led to a dampening of hostilities between pantheons, as without easy access to Earth,, they don't have the means to make war on each other as easily. It also means that individuals are often stranded on Earth, and sometimes are even killed here. Re-embodied without the ability of their "home" pantheons to raise them to take the same place that they held before their deaths, many pantheons have holes missing in them, and the presence of Exile outsiders, who have little or no knowledge of who or what they are, is growing. Some believe, for example, that Samson or Beowulf (or perhaps both!) were actually lives of Herakles, who while wandering far from Olympus was slain, grew up among a foreign people when re-embodied and reborn, and became a local hero to them before being killed again.
As the Dresden Files says about Old Gods, "It is said that most gods are the first generation scions of angels, demons, or powerful beings of the Nevernever. Some of them are derelict angels—not cast out of Heaven, but just departed on their own.  Millennia ago, such beings gathered into tribes (the Olympians, the Aesir and Vanir, the Jotuns, and so on) and were eventually venerated as gods by the local mortals. The strongest, most capricious, most frightening, most helpful, or most stylish are the ones that tend to be remembered today."

Thursday, January 03, 2019

Cutting a few ties

After reading yesterday's DH5 post, I realized that I was falling into a trap that I've fallen into before.  I've started getting too much into the weeds of a setting detail that ultimately isn't all that important.  I like the idea that my protagonist DH5 nations resemble some familiar real-world nations, but honestly; who really cares all that much how they got that way, or wants that much detail about their set-up?  Ultimately, it's completely unimportant.  This kind of purity spiral about developing an inconsequential detail until it swallows up everything fun that sparked it is what ultimately cratered DH3, so you'd think I'd know better.  But clearly, I just have a natural tendency to go that direction unless I recognize and stop it.  Luckily for me, I'm not really very far into DH5 yet, so I think I'll be OK.

What does this recognition mean, then?  First off, there isn't going to be any more discussion about how anyone got to the New World from Earth.  In fact, the New World will just be called earth, the world, etc. and if there's even an off-hand mention of the fact that the protagonist nations believe they have come from somewhere else, that's all it will be; an off-hand mention.  All details about timing and how and why and what was going on on Earth when they left will be taken completely out.  I may even do away with the idea entirely and just pretend that they were always there and have a curiously close parallel to earth cultures (not terribly unlike Robert E. Howard's Hyborian model, honestly.  Or the way the Warhammer World did it.  Or any number of other settings that have done the same thing.)

But by the same token, I don't intend to change much of the nations that I have.  Maybe a name or two.  There's no reason to have New Cumbria and New Dalriata if I'm not going to talk about how they're settlers from a place that remembers Cumbria and Dalriata on the British island.  And if I use the names Dalriata and Cumbria, it occurs to me that Cumbria and Culmerland are perhaps too similar for my liking, and liable to be confused.  I need a new name for one of the two.  In fact, I might want to change all kinds of names, possibly.  I've really struggled with finding exactly the names I want, for some reason.  Here's another stab at it:
  • Normaund: a Norman kingdom, with the aristocracy, at least, and maybe much of the peasantry, speaking Norman French.
  • Morganset an Anglo-Saxon kingdom, wary of ambitions from Normaund.
  • Cumbria: a Brittonic kingdom; i.e., most similar to the Bretons, the Welsh, and the Cornish.
  • Brynach: a primarily Scottish kingdom, but with some Anglo-Saxon Border Reiver style mingling.
  • Trondmark: ruled by Cnut V, a mixed Viking/Anglo-Saxon type kingdom.
  • Skeldale: a more "pure" Viking kingdom
I don't know if I'm going to rename the combined loose alliance of these nations as the "Six Colonists" or not, but maybe I will.  Carlovingia, Terassa, Tesculum, Timischburg, and the "native" kingdoms also will remain unchanged.

Another change is that I will make frequent reference, even among the natives, to Greek, Roman, Celtic and Germanic (specifically Anglo-Saxon and Norse) mythology.  The correct religion in DH5, as in the real world, is Christianity, of course, but as after the early Christianization of Northern Europe, we still have a strange situation in which the pagan gods are acknowledged, but not worshiped, or something like that. I actually think I see this most like the situation in the Dresden Files.  While fallen angels and other specifically Christian doctrine make up a significant portion of the discussion, Pluto and Odin do make specific appearances as well, not to mention less specifically mythological, but similar beings like Queens Mab and Titania, etc.  (Although it's likely that Mab comes from Gaelic Medb or Maev, a former goddess who became a legendary mortal queen after the Christianization of Ireland in the Ulster Cycle.)  This probably isn't all that different than what the early Christian writers who committed the Irish Mythological Cycle to parchment, or the Icelandic Eddas, or even Beowulf, for that matter; they are weird hybrids of Christianity overarching over what was clearly once a pagan religion, but the deities have been demoted to something that is not specifically a deity.

As the Christianized Gaelic and Germanic peoples of Northern Europe could still somehow reconcile their folk beliefs in the Otherworld and its powerful nobility (formerly pagan gods in their belief) existing alongside the world that they knew and it not contradicting their Christian faith, so will it be in DH5.

Aside from the belief in these characters, or their actual presence in the setting itself in some form or other, it's also an important part of their cultural heritage.  Like the Victorians still say "By Jove!" and make references to classical mythology quite frequently, assuming that everyone knows what they're talking about, the same will be true here.  For the most part, this mythological stuff is referenced in expressions.  But if it comes down to it, they do exist, although nobody actually worships Thor or Odin or Zeus or anything like that.  They become instead powerful otherworldly beings who may not necessarily be hateful of human life, but aren't likely to be magnanimous towards it either.

Wednesday, January 02, 2019

Ancient Empires

One of the greatest lessons in cosmology and setting design to come from the 4e era was the concept of ancient empire that are long gone, but echoes of their past grandeur and horror still linger.  In DH5, the protagonist nations are deliberately meant to be new colonists from Earth, who over relatively few generations have had to accustom themselves to this foreign yet familiar world, so the potential for lost empires in the very territory that they now occupy is quite significant.

As a quick reminder or update; here are the basic protagonist nations and a very brief precis of their character.  They are all expatriate Earthlings, but it's been over a hundred years since any contact with Earth has occurred.
  • The Six Colonist nations: 
    • Normaund—a Norman colony, with some of the substrate citizens of various Norman domains on Earth brought over as an underclass—Anglo-Saxons, Gallo-Franks, Sicilians, etc.
    • Culmerland—refugees from Anglo-Saxon England that never submitted to William the Conqueror (DH5 takes place about the time-frame of Ivanhoe, so the crusader colonists left Earth not any later than 1100; shortly after William's conquest.)
    • New Cumbria—originally another ethnic separatist enclave; Welsh-Cornish separatists who pined for a semi-legendary Golden Age before the Anglo-Saxon conquest.  After a rush of naming things in the Old Brythonic language gave this region much of its linguistic character, the Old British have not managed to maintain strict ethnic control over this country, and the population is heavily mingled with others from the Colonist nations, although it still maintains some political and cultural distinctiveness.
    • New Dalriata—A primarily Lowland Scots and northern English nation that bears some of the anarchic and tribal character of the Border Reivers.  What they lack in political unity, they make up for in bellicosity and unruliness.  Eventually they are ripe to be made a subsidiary of one of the other kingdoms, but not in the immediate future.  They still maintain a fair bit of distinctive Scottishness about them, in spite of their blended heritage, by and large.
    • Trondmark—a claimant to the lost throne of Cnut the Great; an illegitimate half-brother to Harthacnut sent his son as a Crusader to reestablish the glory of Cnut's North Sea Empire, which became the foundation of Trondmark.  This country has a predominately hybrid Viking and Anglo-Saxon character, much as might have developed had either Cnut not had his own issue die shortly after his death unable to secure his legacy, or had Harald Hardrada been successful in pressing his claim as king of England.  In reality, this is probably the most cosmopolitan of the Six Colonists, although most citizens today have left behind their older identities if they were Scottish or Welsh or what-have-you and instead become assimilated into the emergent Anglo-Viking Trondmarkian ethnicity.
    • Skeldale—It wasn't only the descendants of Cnut who moved into the new world from Scandinavia; a collection of jarls and lords from the north who fell out of favor when Magnus took Norway from Cnut's heirs banded together and brought their retinues and families along with them to found Skeldale, a much more "pure" Viking colony.
  • The Hill Country—sometimes called "the Seventh Colony" this was actually a much later settlement, largely by Anglo-Saxons and Scots from Culmerland and New Cumbria and a few other locations who found themselves not completely satisfied their their lot in their new colonies and went and founded their own rural republic further to the South.
  • Another earlier pulse of colonization based on a period of contact with Earth that predates the arrival of the Six Colonist nations by about two centuries created the nations of Carlovingia and Terassa—Frankish in the case of the former, and drawn from the northern Reconquista countries of Asturias, Leon, Navarre and Aragon in the case of the latter.  Their longer duration here has given them some time to diverge and merge with locals more than the Six Colonist nations, although they still maintain much of their former character still.
  • Timiscburg has lost the records of when it came from Earth, but clearly it did.  It appears to be a combination of Lombards, Byzantines from the Exarchate of Ravenna, and other Germanic and Slavic peoples from Bavaria and  Carantania.  Politically, this has been often combined via dynastic union with Terassa and/or Carlovingia, but it seems to maintain its distinctive character.  It is currently ruled by a king of native Timischer stock; a kind of Germanic ethnicity that would be very similar to what later emerged as the Swiss or Tyrolean people we know.  It is a place of dark repute, as at least some of the aristocracy are rumored to be vampires.
  • Porto Liure is a city-state of primarily Terassan settlement, but which is completely politically independent.  Infamous as an alleged haven of pirates, it has a vile reputation, but seems to be both politically and financially rather secure at the moment.
  • The final (and earliest) of the Earthling kingdoms on the new world is Tesculum, which came sometime in the years between Theodosius I (395 AD) and Zeno (480 AD) from the failing Western Roman Empire, and represent a kind of late Roman population, which has nevertheless undergone significant evolution and hybridization with the locals since its arrival in the new world.
There are also some local kingdoms of natives, many of which represent the rump states of former empires which existed over much of the territory covered by these Earthling nations.  These include the following:
  • Kurushat—the home of the jann, which once spread nearly to the Eastern Sea.  Kurushat is the name of the original empire of the jann, which is maintained in their current holdings, but in reality it Balkanized and separated over time, and the names of kingdoms like Thuran, Izvand, Ochar, Qard and others are kingdoms that shared the same culture.  All except the current Kurushat rump state are long gone.
  • Baal Hamazi—another rump state of the kemlings, which once stretched across much of this same territory.  Baal Hamazi grew by wresting territory from the Balkanized petty kingdoms of old Kurushat, but has since fallen into ruin itself, riven by dissension among its noble caste and most especially the rejection of their rule by all of their component peoples, who were horrified by their heathen idolatries and dark cults.
  • Lomar—Although some trading outposts of old Zobna exist, the Cursed of Lomar are themselves a new arrival to the region, having been forced out of their ancestral home in Zobna to the north by the savage Inuto tribes.  Their ancient empire is, therefore, mostly inaccessible to the Six Colonists, but a handful of trading cities and city-states founded by Zobnans do exist as ruins deep in the forests and prairies.
  • Gunaakt—conversely, the orcs and goblins once ruled a territory farther to the south.  Their power was broken by the waxing of Kurushat many centuries ago, but they still remain in a much reduced territory.
  • Nizrekh—today, this is only an island with a dark reputation as the home of necromancers and snake cultists.  In reality, waves of both snakemen empires of the past and the dark sorcerers who became the Nizrekh Heresiarchs once ruled much of the territory now covered by the nations listed above.  Lingering blots of dark, inhuman evil still remain from this long-gone era, and it is believed that the curse of vampirism originated from some ancient Nizrekh ruins left behind in the territory that became Timischburg.  Worse evil still lingers, hidden, sometimes sealed or dormant, but waiting to be discovered nonetheless.  Nobody still remembers how the dark sorcerers made common cause with the snakemen, who's own empire had already been long lost by this time, but some believe that old Gunaakt may have been their rival and the cause of their alliance.  Some also believe that the savage Wendaks may be a lingering population, dwindled into barbarity, of Nizrekh settlement in the distant past.  A few names of these Nizrekh kingdoms and city-states still linger as whispered curses: Mnar, Kadatheron, Thraa, Ilarnek, and Sarnath.
  • Leng—The Mind Wizards of Leng are still confined, as far as anyone knows, to Leng (wherever that is), and have never had an open Empire—but their baleful influence has been felt many times in the past as they've exercised their dark wizardry to topple empires and kingdoms, or subjugate them in secret.
  • The snakemen empire is the earliest about which anything is known, but rumors of various even older empires predating anything human are not hard to find among scholars and, occasionally, simply the imaginative.  What clues or finds have led people to believe in these ancient empires is unknown, and some of them might be entirely fictional—but some of them may not.
    • An ancient "civilized" ape empire.  Today, rumors of apes who can speak and use tools and build with stone and wood are just rumors, but they remain persistent.  Frequent assertions and associations that they were rivals to the snakemen in a time when the climate was warmer remain.  Today, temperate and even cold-weather apes and monkeys are rare but not unknown, but they have devolved if they once had an empire, for they live simply as animals, without language, culture or tools.
    • Rumors of a lizardmen settlement when times were warmer also make the rounds, and some claim to have seen their ruins buried in remote fastnesses of the Hill Country or the southern reaches.  Today, lizardmen have no kingdoms or empires, but are almost unknown except as savage tribes living in some remote southern expanses.  What their former settlement may have looked like before the arrival of humans and near humans (like the jann, kemlings, etc.) is unknown.
    • The very oldest realms that stretched across this land about which anything concrete is known were the Realms of Monsters that preceded the Gigantomachy.  While the heathen religion of the natives suggest that their gods cleared the earth of these realms to make room for mortals, the Christian arrivals from Earth dispute such an interpretation.  That said, that there was a Realm of Monster overthrown in a titanic struggle with beings of immense power, worshiped by subsequent heathens as gods is not contested.  The remnants here take the form of rare (or even singular and unique) monsters inhabiting strange and remote lairs, appearing rarely, but causing suffering and death whenever they do.
    • Some strange scholars, considered by some to be insane, suggest that much of this territory was once covered by a vast shallow sea, and was ruled by thoroughly alien fish people.  They contend that such still linger just off-shore and beyond where the waters are much deeper and occasionally prey on isolated coastal villages, worshiping their demon-patrons Dagon and Cthulhu (if they aren't in fact the same being) and Bokrug.  Some may still linger in deep marshes, lakes and waterways where they managed to hold on to a tiny scrap of their former territory, and they plot the flooding of the entire earth again to usher in again their underwater empire.
    • While nobody speaks of empires or past grandeurs, tales of an era when ratmen ruled the continent also remain.  Their degenerate and savage descendants still linger in a few places, although many refuse to believe that such ever existed at all.
    • For those poor few who know what a shoggoth or dark young is or have seen the vile and forbidden pages of tomes such as The Book of the Black Prince, The Book of Eibon or The Necronomicon, they speak of an age even before the age of the Realms of Monsters, when truly alien horrors walked the land.  If such an era existed, little, if anything, is known about it.
    • The Thurses have territory far to the north.  They are primarily savage and don't build cities or empires or even kingdoms, but they now walk in the lands where the Zobnans and others once walked, and rumors of their continued prowling of the lands of Skeldale or Trondmark or other more northerly Colonist nations persist.
    • It's unclear if the woses, before their blood thinned and they were still werewolves, had any kind of kingdom, but the woses themselves speak wistfully of the power of the Golden Age of their werewolf ancestors, who hunted the forests and plains unmolested by the weaker human and near human races.  They themselves are mostly just another near human race nowadays.

Indo-European: what I'd like to know more about

Andronovo chariot warriors
What would I wish we could know more about in terms of archaeogenetics and archaeology and linguistics?  The following is my early wishlist for understanding better what was going on during the formation and spread of indo-european cultures.
  • Better understanding of Sredni Stog genetics.  More sampling needed.
  • Better understanding of the specific genetic and archaeological relationship between Sredni Stog and Corded Ware, as well as between Sredni Stog and Yamnaya and Yamnaya and Corded Ware.  My supposition, based on a pretty broad-brush archaeological glance is that Sredni Stog II and Khvalynsk (and Repin) all had contacts, at least, even though they maintained some cultural and genetic distinctiveness, and all spoke dialects of Proto-Indo-European.  When Yamnaya formed and spread to cover the entire steppe, it came from Repin and Khvalynsk in the northeasterly portion of the territory, and while it absorbed some Sredni Stog, it also largely displaced Sredni Stog, at least with regards to Y-DNA lineages, which upon displacement, went north and west and became Corded Ware under the influence of the natives upon which it largely superimposed itself.  But this needs more genetic data to be confirmed.
  • In addition to this, while the displacement of Sredni Stog which led to the Middle Dnieper and Corded Ware culture by the Yamnaya expansion makes a lot of sense; it explains the Y-DNA split, it is a good match archaeologically (it's long been believed by many that the iconic Corded Ware ceramics, there is a not insignificant temporal gap between the Yamnaya overwhelming Sredni Stog and the formation of the Corded Ware.  And in the gap we have to explain the Globular Amphora culture, which doesn't really seem to be too similar to either Sredni Stog or Corded Ware, necessarily, but geographically it has to be explained somehow.  In any case, that temporal gap depends on a lot of dating controversy.  Did the Yamnaya form shortly prior to 3,000 BC (from the much longer-lived Repin culture) or did it form earlier?  What's the timing of it's expansion?  I don't know, and I think that that's still an area where more data is needed.  (The Corded Ware origin is dated a bit more precisely at shortly later than 3,000 BC.)
  • Much better understanding of the origin of the Anatolians and their relationship with the steppe.  Much more genetic sampling needed.  Did they, in fact, come from the early Suvarovo expansion from the steppes into the Balkans, like I think they did?
  • Much better understanding of the late Neolithic and early Bronze Age cultural formations, especially in the Europe west of the steppes.  I think it's a bit clearer on the steppes (although I'd like to see some better evidence for the population replacement that I think happened as derived Fatyanovo and Abeshevo, i.e. post Corded Ware, pushed the Catacomb culture out of the steppes to become the core of the paleo-Balkan Indo-European languages, including Greek, Armenian, Phrygian, Thracian, Illyrean, etc.  But the whole evolution of Usatovo into eastern Bell Beaker, Tumulus, Unetice, etc. that later emerged as Urnfield, Nordic Bronze Age, etc. is still a bit handwavey, at least in my mind.