Friday, August 14, 2020

Friday Art Attack

 It's been a quiet week. It's actually been a busy week, which means that my efforts on my blog, my Youtube channel, and elsewhere have been quiet. So, the last post I made was a slightly delayed Friday Art Attack, but now it's time for another one.

The only thing otherwise that I've done that's on topic, and it's relatively significant, is that I've read the newest Dresden Files book. I actually had stopped paying very close attention because it had been so long, and when I looked; lo and behold! A book had been released just a few weeks ago. Because our public library is in pickup by appointment mode only, stuff isn't getting checked out very often, so it was available. I got it over the weekend and finished it a day or two ago. It's not my favorite book of the series, but it's not my least favorite either. It feels kind of like an entire book of set-up for the next book, which at least is scheduled to come out very shortly; in late September, actually. I've already put that on hold at the library too; the lockdown and mask hysteria crap won't end until November 4th, at least.

Anyway, on to the art!

Knights of the Old Republic characters put in the classic, original Star Wars poster format. Kind of brilliant, actually.


Nagash and his rebirth. I've probably posted some version of this art before, but I still love it.


Nothing super dramatic, but a classic example of what Star Wars looks like in its quieter moments.


Some kind of furry, gigantic viper of some type. Really nice. 


Nightgaunts attacking some of the more esoteric Paizo iconic characters.


Exotic cities at night.


I think this speaks for itself. It's not quite as exotic as the old video game from the 80s called Joust, but it's a similar idea.


Just brilliant.


The largest of the gorgonopsids from the late Permian.


A classic D&D demon. A quasit, if I recall the artwork correctly.


Lovecraft and Innsmouth turned into a pulpy b-movie.


The Jabberwocky vs. some Paizo iconics. Honestly, most of the Paizo iconics are pretty stupid, in my opinion. But then again, Paizo has become a nest of SJW corruption, so that's not shocking.


Another image of the jabberwocky. Which, while classic, isn't really a folkloric animal, which is probably why they tend to become much more dragon-like over time.


The Jaguar King! Nice stuff here!


Space opera ship battle. Nothing special, but still great.


A great image of a jedi.

And one of the cutest of the pterosaurs in a pretty realistic fashion, even if the trees behind him are very stylized.

Monday, August 10, 2020

Friday Art Attack (delayed)

 


Dux bellorum, the title in the earliest texts given to Arthur (not king.) It translates more or less as warlord, although more literally, it's actually Warduke. I'm pretty sure Gary Gygax would have known that, if the name Warduke rings any bells. Although the character he created sounds more like the Horned Helmet character of Frank Frazetta fame. See below...

This is a pretty iconic style image. I don't know why that place looks like Orthanc, but those characters don't look like Aragorn and Gandalf and Merry really, at least not to me.

Goblins from 4e. Nice image, actually.

Some kind of Greek warrior. I dunno. Nice picture, though.


The tyrant lizard king in a quieter, more artistic moment. But still showing off his impressive chompers.

I don't know for sure what's going on here, but this is a cool image. Always remember; in my fantasy, magic certainly exists, but it's ALWAYS unnatural and therefore extremely hostile to human life. Yeah, yeah... that's an elf, it looks like. But still. Elfs, if I have them at all, are also uusally unnatural and extremely hostile to human life.



A couple of landscapes from Dromund Kaas, the capital of the Sith Empire in Old Republic.

Castle Ravenloft! What a great, iconic image. It doesn't hurt that Ravenloft is, of course, copying great iconic imagery from Dracula. One of the strengths of D&D was its ability to incorporate classic elements and turn them out as recognizable pastiche. When it tried to be more original is often where it went wrong.

Very early concept art for the "supercommando". As you can probably tell, it ended up evolving into Boba Fett, but there was a whole concept behind him originally that was different, as was the Clone Wars of which he was supposed to (originally) have been a leftover.

Some more intriguing Star Wars concepts.

A fascinating landscape of a fantasy port city.

Some Assassin's Creed Odyssey art, if you go with the female version of the main character, I believe.

A typical day in the gallery forests of the Morrison Formation, with two Diplodocus emerging from the forest into a ferny meadow.

Nedry from Jurassic Park. The little guy is the Dilophosaurus from the movie. The big one is what an actual Dilophosaurus woulf have looked like.

DEUS VULT!

I'm not quite sure what this desert warrior thing is; maybe a hobgoblin or something, but it's a very cool image.

Luis Royo. I once kicked off an entire campaign based around this image. Turned out great, too.

Some kind of spirit of the wild type thing.

Shipyards in deep space.

A pastiche of the famous Death Dealer character created by Frank Frazetta (I told you to see below.) This does seem to be a more proximate visual inspiration for Warduke, even if the title itself seems to come from Arthur.

Friday, August 07, 2020

Grr... Google!

I've deliberately been using Google Classic Sites because I greatly prefer it to New Google Sites. I do grudgingly admit that New Google Sites is probably better at looking good across multiple platforms, including phones, whereas Classic Sites was optimized for your typical computer monitor or laptop screen. However, it had a lot of customization options in terms of the look and feel of the site that New Sites does not have.

However, I just got an email from Google that if I don't migrate, eventually my sites will disappear. Sure, sure, this wasn't set to happen for over another year, but I figured why wait if I have to do it anyway? I'm only going to get more used to New Google Sites by using it. I'd rather not, but if I'm not going to have a choice anyway, might as well do it sooner rather than later. 

I went ahead and migrated all of my sites, although I admit that some of them may not be relevant, or they may be redundant with each other too, but I'll clear that up later—I can always delete sites I don't need later. This is especially galling because I just set up the Eberron Remixed site a week or two ago, and I'm still fairly heavily involved in editing it. Anyway, I may yet play around with the formating, or more likely I'll just have to forego having any kind of really custom formating anyway. Maybe that's for the best, given that I want it to be cross platform viewable anyway, I guess.

Anyway; I missed the Friday Art Attack last week after trying to get it back up again, so I'll make sure and hit that later today.

Friday, July 31, 2020

Someone else's Eberron Remixed

https://www.reddit.com/r/Eberron/comments/eg1h6r/homebrewed_khorvaire_revised_map/

Pretty interesting. I mean, he didn't remix it in the same sense that I am, and I strongly suspect that he's still using regular 5e D&D rules, but he remixed the geography to turn Scion's Sound into a proper, big, epicontinental sea, not unlike the Baltic, as he keeps saying. This allows him to create different strategic and political challenges as well as have proper naval activity and piracy going on.

Plus, it's a nice map. Some of the other changes, like adding more settlements that he pulled from other official sources, and increasing the populations of many of them so that there's a bit more urban centers than the setting otherwise posits, allows for better intrigue and skulduggery too.

Anyway, pretty nifty.

Friday, July 24, 2020

Eberron Remixed vs Dark•Heritage 2


I've spent a fair bit of time the last few days fleshing out the content of my Eberron Remixed wiki page. Much of that is material that I otherwise might have explored on my blog, and I will likely cross-post a good deal of it later once things slow down just a bit. But one thing that I noticed; while going through the mechanics, I thought of a few minor updates that I will almost certainly get around to adding to my Dark•Heritage 2 document, changing the revision from 2.4.1 to 2.5. The changes aren't huge, but they did kind of beg themselves and when I thought of them, I kind of wish that I had thought of them earlier.

The first one is that I realized that an important element of adventuring had been left off; how to deal with suffocating and drowning! I've added a section for that in the Other Hazards part of adventuring.

I also added a new twist to the spellcasting rules for a natural 1 where there is a risk of a permanent decrease of 1 to your Sanity score when you fail a roll badly. You get another chance to not lose the Sanity; i.e., you have to fail a second check to have your Sanity score permanently reduced, but still—it kinda seemed obvious. 

And I modified the Shadow Sword class, making it pretty much exactly the same as the Jedi class that I had originally based it on; i.e., instead of a sneaky minor ability, I gave it a modest suite of psionic powers heavily influenced by the stuff you see Jedi do in the movies. Viola! Although based on the Jedi, it's kind of a combination of the soulknife and the psion in terms of its role in the game, and the only way to bring psionics in at all.

Anyway, I recommend you again to my Eberron Remixed site if you have any interest in that project, because I'm advancing material faster there than here, although I will eventually get around to crossposting my Remixed discussions here too. I'm not 100% sure which of all of these changes will for sure make it to Dark•Heritage 2.5, but probably all of them except the change to the Shadow Sword. And I'm considering even that.

Funny how activity in one area seems to always cross-polinate in another for me. 

Wednesday, July 22, 2020

Eberron Remixed has its own page

https://sites.google.com/site/eberronremixed/

So far, I've adapted (and by adapted, I mostly mean "copied and pasted" my Dark•Heritage 2 rules with a very few minor tweaks to be Eberron workable; although fitting the Eberron setting into the rules I already had was one of the key conceits and part of what made it interesting to me. I did, however, add the three signature Eberron races that weren't already in DH, and made a reference to Dragonmarks.

More work will need to be done expanding on my early precis for adaptation to the setting half of the site, but that's still in Coming soon... mode for now. That said, check it out!

Tuesday, July 21, 2020

Revising Eberron Remixed to be compatible with Dark•Heritage 2

Reading through my older blog posts, I was struck by how cool Eberron was with a few minor tweaks to fix some of the niggling issues that it has. I had toyed with this idea in my EBERRON REMIXED tag a couple of years ago. Then, after adopting m20 to be usable for Eberron, I updated it to Fantasy Hack. I could simply leave it there, of course, as a perfectly usable in that mileu, but I've largely left Fantasy Hack to the side, and prefer Dark•Heritage 2 now, as similar already as they are. What would I have to do to convert EBERRON REMIXED into this system, and what impact would that have on my remixing of the setting?

First, let me revisit some of my guiding principles for the remixing project. I'm actually not cutting and pasting, but rewriting and potentially slightly tweaking them here.
  • Eberron's high concept was a swashbuckling game of derring-do in a D&D kind of setting. D&D, at least at the time and in the edition that Eberron was developed, was a highly static game of cautious, grid-based tactical combat, which is completely at odds with Eberron's concept. 4e, as near as I can tell, was even worse in this regard, although I suppose that the combat was at least more over-the-top in some ways. I have no idea if 5e is more in alignment here or not, and I don't really care to find out as I have little interest in learning 5e, but the first point of order remains making sure that your system is in alignment with the concept of Eberron and actually supports that concept. I'm quite happy with DH/m20 in this regard. Although I recognize that other systems could also accomplish this goal fairly well, because I've settled on m20 variants, that's the only system that I'll be discussing with regards to remixing Eberron.
  • I've come to appreciate over the years the wisdom of the much more humano-centric assumption that Gary Gygax himself would have had, as well as that of the writers that he was creating a pastiche of, such as Leiber, Howard, and others. Eberron spotlights non-human races significantly, and I've rejiggered the setting to be much more humano-centric in its assumptions, with "demihumans" and monsters appearing much less frequently, although still being available as need requires.
  • Anything that reeks of wokeness and social justice dogma is remixed out. Eberron, as published in the 3.5 era, was before wokeness was even a term, but the concepts are still there. In general, this means stop pretending that men and women are interchangeable widgets, and changing the sex of potentially a great many important NPCs. (If they were to even show up in my games, which is probably unlikely anyway.) It also means that the Christan church stand-in, the Church of the Silver Flame needs to have its "oh my gosh, so oppressive!" snide insults completely removed from the setting. For that matter, I also prefer to have actual Christianity be the default religion of most people, rather than a stand-in for Christianity. And as an American, rather than a European, I also prefer to focus more on local pastors and whatnot leading congregations rather than big, centralized organizations vying for power. That was one of the main things that the American colonists wanted to escape from, after all.
  • Because Eberron was designed specifically to be a setting where everything from D&D potentially had a place, it lacks coherency sometimes. I'm perfectly OK with pruning esoteric D&Disms out entirely and not replacing them, to be honest with you. My design goals for remixing Eberron don't have to be the same that Baker had when he designed it in the first place. Some judicious and occasionally ruthless editing of concepts that never really fit very well is acceptable, and even desireable.
  • Eberron is very big; the remixing project is taking a relatively light touch on the details of the setting, focusing instead on big picture stuff. That said, a "protagonist" area would be essential for actually playing the game; y'know, a place where most of the action actually takes place. Here, I think the single best setting element, Sharn, as a place of fantasy noir type stories, is this place. I also know that yeah, zipping all across the continent and beyond is a feature of the setting, the modules, the novels, and what's expected generally from Eberron, but I tend to think that there are more local opportunities for adventure than most gamers realize, possibly because not enough of them get out and experience what the local adventuring possibilities in real life actually are. Sharn and its surrounding environs are therefore where any more detailed localized remixing would take place, although honestly, I probably won't bother too much with that until I'm actually at a point where I care to play with this.
Now, Fantasy Hack, or at least my EBERRON REMIXED version of it, accomodated almost all of the demihuman racial diversity in Eberron. The first thing that I need to do in adapting Eberron into DH is remapping the races from Eberron into the races that exist in DH. The signature races of Eberron need to be present, of course, otherwise it wouldn't exactly be a very good translation of Eberron, but some of the other D&D races that otherwise aren't selectable in DH can be translated into something else. I know, I know--that will make the setting diverge in a number of ways from the setting as published. In fact, it's probably a beachhead into a more thorough remix of the setting than the Fantasy Hack version was. That's OK. If you want something a bit more closely hewing to Eberron as printed, the Fantasy Hack revisions can be seen with the earlier posts that have this same tag, while those going forward from this one will be more of a departure into a different take on the setting. That's actually what prompted me to do this, though--the concept of a more thorough departure sounded intriguing enough that I wanted to start exploring it piece by piece, step by step and little by little. This actually helps with the second goal of the setting remix guiding principles, actually. Some of the demihuman groups will become human, and my demihumans are actually demihuman rather than "non-human." (Gygax seemed to use the word to refer to races that were more aesthetically pleasing, like elves and halflings, etc. rather than to imply that demihumans were actually part human and part something else, like the prefix actually means semantically. Maybe parahuman was really the word he was looking for.)

The Fantasy Hack races list is as follows; I'll start from there and see where I need to diverge.
  • Human: +1 to all skills
  • Elf: +2 to MND
  • Half-elf: +1 MND, +2 to any skill(s)
  • Dwarf: +1 STR, +1 to AC as natural armor
  • Halfling: +1 DEX and Stealth affinity
  • Gnome: +1 to DEX, +1 to MND
  • Goblin: +1 DEX and +1 to Subterfuge
  • Orcs (and Half-orcs): +2 to STR
  • Hobgoblins: +1 STR, +1 to DEX
  • Warforged: +1 to STR, +2 to Acrobatics, no stat increases on leveling, but are immune to mind-influencing magic, and do not need to breathe, eat, drink, etc. 
  • Shifters: +3 to STR, -1 to MND, +1 to Survival skill, -1 to Communication skill.
  • Changeling: Can change form as a single action, +1 to Subterfuge, +1 to Communication
  • Kalashtar: Can spend 1 HP to establish a two-way mindlink with a creature it can see, which enables telepathic communication, +1 to Communication, and +1 to Knowledge
The DH5 list is more modest, but of course, it doesn't technically have the Eberron specific races, which could be added (keep in mind that the Wose race from DH5 is both conceptually and mechanically identical to the shifters. Let me post that, and then I'll post a side by side where I map one list to the other and discuss how to do that.
  • Human: +1 to all skills.  
  • Skraeling: +1 to DEX and Stealth affinity.  
  • Orc: +2 to STR.  
  • Goblin: +1 DEX and a +2 to the Subterfuge skill.
  • Cursed: Racial affinity for Stealth, +1 to Athletics and +1 to Knowledge. 
  • Jann: +1 to any 2 skills, and also have the fire strike ability; they can infuse one attack per day with the power of the ifrit and their weapon will burst into flame doing an additional 2d6 damage for 5 rounds. 
  • Kemling: +1 to DEX, a racial affinity for Stealth, and the ability to see in the dark with a biological equivalent to night vision goggles.
  • Nephilim: +1 to MND and a +1 to Knowledge and Communication.
  • Wose: +3 to STR, -1 to MND, +1 to their Survival Skill, and -1 to their Communication skill.
What does DH5 not have that Eberron does?
  • Elf. I know that elfs are very much standard to D&D, but I've deliberately not used them in DH5, figuring that they don't really fit. I actually don't think that elves are important to the setting unless you're specifically using Aerenal in some fashion, but if you are, I actually think the Nephilim can stand in for the elves here. Since there are no elves, there also are no half-elves, where a specific race of humans (without differing stats) can replace them. In fact, in the spirit of making the whole thing more humano-centric, maybe Aerenal should be a primarily human nation, with its own Aereni ethnic group, ruled over by an overcaste of the Nephilim.The dark elves of Xen'drik, on the other hand, were represented by kemlings. I'm not sold on this, necessarily, or even the concept of making Xen'drik an important part of the setting that I'd expect people to go to, and there are other places that I like kemlings. But it's possible for there to be two completely unconnected groups of kemlings, I suppose, so maybe it's best to keep it as it is for now. And the Valenar elves can, of course, just be a small faction of Nephilim that left Aerenal, just as the the setting promises anyway.
  • Dwarf. Elves and dwarves are the two races that scream "vanilla fantasy" to me. (Especially with that Tolkien spelling instead of the more standard elfs and dwarfs.) I know that both have their roots in old Germanic if not even Indo-European folklore, but they are not presented in fantasy settings, most of the time, as they are in that kind of folklore. If they were, they probably wouldn't be a playable race anyway. Can you imagine the Seelie and Unseelie Courts, for example, from the Dresden Files trying to be translated into D&D with its members as playable characters? If I'm not going to do elfs, I'm not going to do dwarfs either. That said, I have less resonance with the Mror Holds and the notion of dwarfs as the Swiss bankers of Eberron. If we need Swiss bankers, just make them more like the actual Swiss; an ethnic group of humans from the mountains of the Mror Holds.
  • Halfling. In Baker's attempt to get away from the "stereotype" of the hobbit and make halflings cool, even though the concept is fundamentally uncool, he made them dinosaur-riding Plains Indians, if you accept a very strange, and kind of hippy interpretation of Plains Indians. I prefer a much more savage and dangerous type of Plains Indian; y'know, the kind that we actually feared and respected, and I'd already decided that the jann were where I'd use them. 
  • Gnome. If the halfling already isn't very cool, then gnomes are the halflings' even less cool, nebbish older brother. A nation of spies and gangsters is a little strange to think of on its own (how exactly does such a nation survive, for one thing? They have to have someone to prey on, and that makes them fundamentally unstable as a nation on their own and a threat and enemy to everyone else.) It's an insufficient twist to make the gnomes salvageable. I actually think that replacing the gnomes of Zilargo (and elsewhere) with the Cursed makes some sense, though. It retains the vibe of normal people don't really trust them, even if they don't necessarily have an in-your-face reason not to, and it also works that they've had to develop means other than overt strength to maintain their positions in some cases. 
  • Hobgoblin. Orcs and hobgoblins are already conceptually exactly the same thing. I overlooked that with my earlier attempt to translate Eberron into Fantasy Hack and made a unique hobgoblin stat line, but I'm not willing to do that here. The orcs will replace the hobgoblins in Darguun and other areas where orcs and goblins might have association. The orcs of the Shadow Marches will, on the other hand, not be orcs at all, but rather skraelings, which seems to fit them perfectly. Most other pockets of orcs here and there across Khorvaire will also be replaced by skraelings.
  • Warforged, kalashtar and changelings need to be actually brought in, as they are in the Fantasy Hack iteration. Being signature races to the Eberron setting, it just doesn't seem right to not include them. That said, warforged can actually be taken out if desired with surprisingly little problems to the setting itself, other than that you don't have the Lord of Blades as a potential villain, and changelings can just be dopplegangers and monsters rather than playable character types, and their frequency reduced without upsetting much of anything either. And kalashtar can be a human group.
  • Shifters and woses are already the same thing. Use whichever name you like. I think I prefer shifter for Eberron and wose for DH5, but whatever.
Besides races, what are a few other changes needed? I never actually adapted any Psionics rules to the EBERRON REMIXED project, although I think I probably referred you to the m20 compilation document and m20 Psionics as a suitable replacement. I actually am less intrigued by this than I was at the time; I think that if psionics needs to be in at all, beyond the kalashtar racial ability, they can simply be Shadow Swords to represent their psionic abilities. The Shadow Sword is kind of the Jedi from STAR WARS REMIXED (later AD ASTRA) but with the force powers removed and the lightsaber replaced with a manifestable psionic blade. If you wanted to go to a form that had more psionic powers again, you could always port the actual Psionic Knight class (i.e. fake Jedi) from AD ASTRA since the Shadow Blade is already quite similar. Replace the ability to cloak yourself in shadow with the ability to use Psionic Powers, as listed here. I'm not sure that I necessarily recommend doing this yet—to be honest with you, I always thougth psionics sat uncomfortably next to magic in D&D. Do one or the other depending on what flavor you prefer for your magic in your fantasy setting, but having them both as alternates to each other was always weird. But that said, I think I'd at least allow this if someone really wanted to play a psionic character, pending further review of the concept, where I might decide that it doesn't really fit after all in the future.

For that matter, my magic system is more Lovecraftian rather than Vancian. Doesn't that potentially impact one of the major setting assumptions of Eberron, i.e., very common low level magic applied to objects to make them mimic some aspects of what is done with technology in the real world? Well... yes and no. Yes in the sense that if you really stopped and thought about the implications of such a change, it would make sense that it undercuts that element of the setting. Then again, it would hardly be the first or even the most egregious element of a setting that doesn't make sense if you really think through the implications of including it. And since the PCs aren't meant to be street light makers, or even lightning rail makers, it's kind of a moot point; at no point am I interested in exploring how these things were developed or how they're manufactured and maintained, so there's no point in really trying to worry about it or explain it. I mean, do you know how light bulbs are manufactured and how electricity gets to them? You can probably say something about noble gases and the filament and hydroelectric power and power lines, but the answer is, no, you probably don't, unless you work for a power company directly involved in making sure that it happens. Does that impact your ability to accept the real world because you don't know how that works? Well, it shouldn't with your fantasy world either.

Besides, although I didn't convert them per se, because utilizing d20 elements in m20 is usually a pretty straightforward task, the Dragonmarked feats still exist after all and I've always said as much. One can simply assume that the Houses maintain and create these items, as the setting mostly says that they do, and if the feats themselves don't cover it, you can assume that there are other, higher-level House secret feats that the artificers have that you as a player character don't.

Other than that, for now, I think that my previous conversion of Eberron to Fantasy Hack doesn't need to be supplemented by anything right away beyond what I've detailed here to be further converted into Dark•Heritage. But don't forget, if you were to try and use this, to go ahead and implement all of those changes too. Maybe I'll even create a small little classic Google Site to house this put together in a better format; i.e., not just a handful of rambly blog posts that occasionally over-write each other.

Monday, July 20, 2020

Porting Porto Liure

In looking to make better use of "my assets" I've decided that I'd like to do away with having Porto Liure as a Spanish-like island city and bring it into the mainstream of DH5 somewhere. Because, honestly, by shunting it off to the side away from where I'm working, I've pretty guaranteed that it will play no role in anything in DH5 ever again. On the other hand, I've got a number of cities that need developing in DH5, and I do have one in particular that's supposed to be a little seedy, with all kinds of shady goings-on in the background. A kind of fantasy "Washington D.C." so to speak, in the form of Waychester. In reality, conceptually a little bit more like the London of King George whereas its southern rival Upwater is more all that's good and admirable about British culture, especially and specifically including its breakaway spin-off, American culture. So yeah; it's got ambitious tyrants running around stabbing each other in the backs in the form of the Grand Duke and his rivalry with his Duchess, but more to the point, he's trying to extend his dominion over the entire area and proclaim himself King. He's not a nice fellow; he's ambitious and driven and in a way that has little concern for the rights and way of life of the people in the southern portion of the Hill Country. Basically, he's like the Puritans of New England, who 150 years after their war of aggression against the South are still trying to stamp out and eliminate any vestige of the South that they aggressively and unprovoked went and conquered militarily. In other words, the epitome of a secular, normal villain.

This is a little bit in contrast to how I've seen the Lords of Porto Liure, who are more insular. Rather than ambitious, they're ruthless and decadent, but their games are played with their own cadre of local nobility, and their view is inward rather than outward. This gives plenty of opportunity for noble sponsored skulduggery while maintaining Porto Liure's status quo. That said, I never developed either of those ideas beyond a vague inclination, so making the Grand Duke of Waychester remain as he is while Waychester itself becomes, to some degree, the assets I developed for Porto Liure is fine. The reality is that while the Grand Duke has ambitions on militarily conquering the South, he's got problems closer to home with regards to corruption, sedition and open rebellion, starting with his own wife, who he's locked in a tower, but who's loyal supporters have not forgotten her. So the change is even more subtle.

I'll also have to rename everything, although that doesn't mean that I need to reinvent everything. Porto Liure was originally designed to be a kind of fantasy Tortuga, and it therefore had a lot of pseudo-Spanish nomenclature. Waychester is a thoroughly Anglo-Saxon endeavor, and there isn't any Spanish anything that would give a background of such names, so they'll all need to go. But just because the names of neighborhoods like Castello or Ciutat Viexa are vaguely old-fashioned Spanish sounding (or more likely Catalan, since I heavily used that dictionary to find suitable alternatives to straight up Spanish) or the Castiada crime family can't be used doesn't mean that everything about them except the name isn't still good.

So, for another post in the near future, I'm going to take a few of my older Porto Liure posts and adapt them to Waychester, which will be my new go-to wretched hive of scum and villainy in DH5.


Friday, July 17, 2020

Friday Art Attack

It's been many months since I've done a Friday Art Attack. I'm not quite sure how I fell off that bandwagon, but its time to get back on it! Because I've missed this for some time, I'll try and do a larger than normal one too...


A Conan man-ape. In fact, the Conan man-ape, Thak. Frank Frazetta painted him most iconically, but this is a good character portrait take on him too.


Classic old school "near future" science fiction art of a space station and its traffic. In real life, docking with a space station is a big deal, but in this type of art there's always all kinds of traffic coming and going as if space stations were like gas stations in space or something.



A couple more of these kinds of cheerful views of the future, which sadly has given way to the dystopian nightmare that faces us today for a variety of reasons, mostly poor decisions made by us in terms of who to trust and what to believe about reality. In any case...


I know that Valhalla is out now, but this concept art from the ancient Greek Assassin's Creed game is really cool, and I tend to really like the classical Greco-Roman vibe. It's also one that I often forget to include sufficiently, but the reality is that Western Civilization is built on three pillars, and the Greco-Roman cultural tradition, if not necessarily genetic inheritance, is absolutely one of those three pillars.


Some WAR fantasy art; a sea serpect and a sorcerers in a little boat.


I'm not really into cosplay, although I know that I have a cousin--or maybe even two--who are into the whole 501st stuff. That said, this unique Mandalorian outfit is really, really cool.


More Greek Assassin's creed screenshots.



Some good old-fashioned pulp artwork. Why the girls don't have any clothes on is a mystery to me, but y'know. That's often part of the vibe for this kind of artwork.


I'm not sure who the artist is here, but this is a great Conan piece. Very classic, Frazetta-inspired technique. Even the girl kinda has that "Frazetta girl" face a little bit.


Another interesting piece of old space opera art. 


Vae victis! Barbarian chieftains taking their spoils, in this case, also including Roman girls as slaves.


Speaking of which, here's another Roman and Celtic post-battlefield bit of art. I'm not sure, but that might even be Julius Caesar and Vercingetorix themselves.


I've long had a strange fascination for the "savage humanoids" and seen them as poorly and thoughtlessly underutilized. So seeing them presented as actual characters rather than merely mooks has always been fascinating to me.


A yeti fighting snow leopards. What's not to love?


The Kings of South America; Smilodon populator, the largest cat that ever lived. (The North American species was about lion-sized; this was nearly freakin' bear-sized.)


A more interesting and fantastical takeon the coloration of a sabertooth.


Part of Warhammer's ghoul-kings armies. I'm actually not sure exactly what I think about the big hump on their backs and the bone-spines, but it does make them look extra gnarly, I guess.


A vampire that has lost all control and become a feral monster, something that I've also adopted for DH5, but which has analogs in folklore all over the place. I don't know how that thing is supposed to fly with those wings, or what even keeps the one bone attached to the other given that it protrudes out from the flesh, but whatever. Warhammer art is overly stylized and gnarly sometimes.


A more typical vampire artwork, although not a typical vampire character in some ways.

Thursday, June 18, 2020

Mythology and oral history

I think we are foolish to discount the value of oral tradition and history. And because of that, our understanding of the past is often quite wrong. I don't read Razib Khan much anymore, but the Bell Beaker Blogger pointed out this article, where he discusses a recently published paper. I'll quote a few parts of it, recounting how it's likely that much of the stories of the Irish mythology probably do in fact represent genuine encounters between pre-Celtic Bell Beakers and the even earlier megalithic EEF peoples who were on Ireland before the arrival of the Bell Beakers.



First, let's address what remains of Marija Gimbutas' absurd "feminist archaeology" of Old Europe.  
 
There’s a lot of moving parts in this research, and the most interesting element isn’t the genetics, but the social structure that you can infer from the genetics. It seems entirely likely that the “Megalithic civilization” of Atlantic Europe was hierarchal. But this pretty much confirms it. As noted in the paper violations of first-order incest taboos as a cultural norm (as opposed to deviancy) are strongly associated with very stratified preliterate or semiliterate societies (with the possible exception of Zoroastrianism). Additionally, this research highlights that a set of individuals, likely paternally related, seem to be enriched in elite burials.

In a few circles, there are ideas that Neolithic Europeans were peaceful and matrilineal. The existence of stratification like this and the likelihood of ‘god-kings’ makes that very unlikely in Ireland. Though there was no doubt some variation in Neolithic Europe, the existence of “long-houses” in Germany from contemporary cultures is ominous. The matrilineal element is distinct. There are matrilineal societies that are quite warlike (e.g., the Nairs of Kerala or the Iroquois). But the possibility of common Y chromosomes suggests that this was a patrilineal society, which is, on the whole, more common anthropologically.

Patrilineal, violent male hierarchies among Old Europe are starting to look much more and more common. The TRB and GAC cultures were not Indo-European, but were arguably more savage and violent in spite of their incipient "civilizational" "urban" centers and whatnot. To be fair, the more urban centers were further south in the Tripolye and Cucuteni areas of the Balkans, but still. They were clearly often warlike too; those are fortified cities after all. The narrative of the Indo-Europeans being the bringer of oppressive violence is just cultural Marxism rearing its ugly head again. It's a just-so story of "your ancestors were evil, just like you are, therefore give all of your stuff to the Jews and other minorities." If it wasn't so deadly serious, it would farcical to really see what the gist of the prevailing narrative really boils down to. It's no wonder that I now say that racism is a hoax. Along with a great many other things.

Secondly, on oral histories:

This is incredible. Unless you are set in your ways I think it is hard to deny that the medieval Irish were passing on a recollection in their myth from an encounter between Bell Beakers and the late descendants of the Newgrange people. In The Isles Norman Davies argues that the Irish, unlike the English and the British more generally (Brythonic), kept their own mythology, and so have a sense of their past in a way that is uncommon among Northern European peoples. The Irish legends imply that there were multiple waves of people, and it is assumed that the people who live in the great mounds are the Tuatha Dé Danann, who became ancient Irish demigods.

I suspect that the early Bell Beakers viewed the monuments of the Tuatha Dé Danann, the Newgrange people, like how some Americans view “Indian graveyards.” Even among modern people, there is superstition, so what can we expect from the ancients? The Greeks forgot their heritage and assumed that the cyclopean citadels of their ancestors were built by giants. No doubt agro-pastoralist Bell Beakers looked at the massive ruins, and perceived the work of the gods.

And we shouldn’t underestimate the ability of oral tradition to recall events for premodern people. Mount Mazama blew 7,700 years ago, but native people in the area have legends of that explosion. Australian Aboriginals have myths that clearly outline and detail landmarks that are now underwater due to rising sea levels. The point is that it’s plausible that facts that are 3,000 years old could persist down to Christian Ireland, and be recorded by priests.

Where this becomes relevant, I think, is that scientists should be very, very careful about being cavalier in brushing off the oral histories of native peoples, such as in the United States, because it disagrees with the establishment narrative. We already know that the establishment narrative was established by John Wesley Powell, and hasn't changed much, and much of the evidence collected by the Smithsonian during and before his time remains locked up and unanalyzed. John Wesley Powell was the son of a Methodist minister in upstate New York. He had two complementary ulterior motives for creating such a narrative: he didn't want to credit anything Joseph Smith had said or published in the Book of Mormon, which said that in the past there were high civilizational societies in the area, and he wanted to promote Manifest Destiny, which required that the Indians all having been savage, stone age barbarians into antiquity. Therefore all kinds of evidence of metalworking, cities, complex social structures, complex technology comparable to what was in the Old World, particularly with regards to the Hopewell remains, which farmers were digging up all over the place, was pushed aside, buried in the Smithsonian basement, written off as a hoax or other weird mystery that simply didn't fit and was ignored, etc. I could point to dozens if not hundreds of material evidences found of burial mounds, metal swords and armor, walled cities, written scripts, and evidence of sustained contact with the Old World, and more found throughout the Midwestern region of the United States, but most people simply aren't aware of at all, because it doesn't fit the prevailing establishment narrative and therefore it's all ignored and dismissed.

The same is true for evidence of megafauna lingering considerably longer than is credited after the ending of the Ice Age too, for that matter. But that's a whole 'nother discussion.

Wednesday, June 17, 2020

Leveling in my m20 games

I came across some of my older posts and saw where I'd made an offhand comment about leveling up near the beginning of a game about once ever 4-5 sessions, and having that slow down, and that an ideal, full 10-level game could have about 100 sessions. I whipped up a quick chart showing what level I'd expect the PCs to be at at every session. Realistically, of course, I probably wouldn't be this rigid, but setting it out like this would make it much less likely that I'd get carried away and start doing things too fast, or forget about it and do it too slow. It also could serve as a baseline to use to put off-set with the main chart if I have a new character join at 1st level. Although typically, I usually have new characters join at the same level as the rest of the group when I've done it in the past.

UPDATE: That's a ridiculous ridiculous way to lay this out. Let me summarize it more easily. The numbered bullet point would be the level of the characters in the session.
  1. Sessions 1-4
  2. Sessions 5-11
  3. Sessions 12-19
  4. Sessions 20-31
  5. Sessions 32-43
  6. Sessions 44-55
  7. Sessions 56-67
  8. Sessions 68-79
  9. Sessions 80-91
  10. Sessions 92-100
  11. No more play. Game is over.

Tuesday, June 16, 2020

Unresolved questions (i.e. hinkiness) about dates

As more samples come in, more likely possibilities are coming to light. However, I do note some hinkiness in the dates. As we look for the origin of the Indo-European languages and who spoke this proto-Indo-European, we've had a lot of handwaviness in the past between "the steppe" which was often generalized, and the post-steppe expansion into Europe and Central Asia and beyond. But we're getting less handwavey over time, and that's a good--and interesting--thing. But I do notice that some of the dates of the cultures that are supposedly in a linear are a little bit hinky.

Notably, let's try to lay this out, and I'll show where the dates are a little funny; either overlapping in a way that doesn't quite make sense, or not leaving enough room between cultures for one to be a normal successor to the other. Probably this is simply a lack of sampling; if we have too few samples, of too poor quality, then the dates we have for archaeological material cultures may be a little rough.  First off, I think it's important to note that the Yamnaya culture is no longer seen as the likely ancestor of Indo-European, although sources like Wikipedia (and by extension, Infogalactic) are still out of date. Yamnaya is likely now seen as neighbors and probably close cousins to the proto-Indo-Europeans, who interacted with them closely and probably spoke very similar related dialects, but the specific y-DNA haplogroups associated with the Yamnaya culture are not the y-DNA haplogroups associated with the later spread of Indo-European languages. Because language spread often, especially in early historic and pre-historic settings, is associated with demic changes of some kind, having the Yamnaya spread their languages but not their genetics seems unlikely; especially when a closely related set of genetic cousins did spread their DNA through the Indo-European region, and almost certainly brought their Indo-European languages with them.

Anyway, so the first step in this process is to walk back to the earliest stage where we can say something useful. The Dnieper-Donets culture of the western steppe region from the Mesolithic were a robustly built, Swiderian derived late Cro-Magnon population that by genetics can be associated mostly with the Eastern Hunter Gatherer (EHG) lineages of R1a and even moreso R1b, plus I2a, that was mixed somewhat with a Western Hunter Gatherer (WHG) component. This WHG increased over time with the transition from Mesolithic to Neolithic, possibly as a result of population pressure by expanding Early European Farmers (EEF) ancestry, who's source was ultimately Anatolia and who would have resembled (genetically, at least, but probably physically as well) the modern day Sardinians. At this point, these archaic culturo-linguistic groups that were on some kind of glide-path towards becoming Indo-European, but can't yet be called even early/archaic proto-Indo-European don't yet have any Caucasian Hunter Gatherer (CHG) admixture (the event that putatively could have moved them into archaic proto-Indo-European territory, assuming that Bomhard's Caucasian substrate hypothesis, which is certainly gathering momentum in terms of expert approval, is true. Nor does it have any EEF admixture yet, although as we'll see, that's an important element of later Indo-European groups that can confidently be pinned to a specific Indo-European language group.

Dneiper-Donets coexisted with some later groups, of which it was partially the ancestor; probably it got absorbed into additional groups there. The dates are 5,000-4,200 BC. It seems related genetically and culturally, and probably had relatively intense contacts with the Samara culture to the East. It was finally absorbed into the Sredni Stog culture, which was probably an outgrowth of this culture itself admixted with another, to the east. Curiously, however, as David Anthony points out, the CHG ancestry was limited to the Volga-Caspian steppes, and the Dnieper-Donets had, instead, the WHG admixture, and later populations that followed Dnieper-Donets (Sredni Stog) had EEF ancestry. But Samara and Dnieper-Donets, while both being primarily an EHG based population, seem to have not been included in a mutual mating network, Khvalynsk, which followed Samara, had no EEF, but rich CHG admixture, and Sredni Stog, which followed Dnieper-Donets had EEF admixture and CHG admixture. The relationship between Eastern and Western steppe is still unclear, and how much one contributed to the other is unknown.

This actually makes me wonder if it is possible that the WSH ancestry; somewhat different than the EHG with a bit of WHG and EEF that made up the earlier Western steppe, is not the source of PIE. Archaic PIE may well have come from the east, but then late PIE comes from the west, while the PIE groups that remained (i.e. Yamnaya) ended up being linguistic dead-ends.  This is where the Caucasian substrate hypothesis comes from, and the language of the EHG's--if you will--took on some significant structural and vocabulary borrowings from the language of the CHGs, who's women it appears that they took and married, whether in a friendly fashion or not is impossible to say at this point. Finally, at this point, we can say that archaic proto-Indo-European forms, and it has a east to west character across the steppes. The Dneiper-Donets culture picks this up by first becoming Sredni Stog on its eastern edge; a culture that eventually absorbs the remainder of the Dnieper-Donets culture altogether. The dates for Sredni Stog are 4,500 to 3,500 BC, and for Khvalynsk are 4,900-3,500 BC. Again; the genesis of these EHG (with some WHG on the western edge) populations into an archaic proto-Indo-European group, i.e., with the significant admixture of CHG, especially on the female lines, seems to have been something that spread from the east. This doesn't necessarily mean that literal CHG people spread into the Dneiper-Donets; more likely Sredni Stog was formed by already admixed populations from the east became more socially dominant and spread their dialects, social customs and genetics through intermarriage and other interactions further west. This mixture of (primarily) EHG plus CHG; male lines almost exclusively from the former and female lines growing significantly from the latter, created a group called Western Steppe Herder (WSH), which is the genetic profile of the Yamnaya, in particular, but also the Khvalynsk culture which preceded them. The Sredni Stog is 80% WSH itself; very closely related to the Khvalynsk and Yamnaya groups, but as mentioned above, there was a bit more WHG already present and because of the cultural horizon between the steppes and the Balkan farming communities, the Sredni Stog also picked up some EEF admixture, again, almost exclusively in female lineages.

To this point, although more sampling would be good to confirm our direction, we feel like we understand in broad strokes what happened. It's what comes next that is a little bit confused. The Sredni Stog and Khvalysnk cultures end, and over the same geographical area, the much broader Yamnaya horizon replaces them. Yamnaya's timing is 3,300-2,600 BC, and its ancestry appears to come from the eastern portion of Khvalysnk. The Afanasevo culture seems to be genetically identical to the pre-Yamnaya Repin, and Repin seems to be the source of Yamnaya as well. Yamnaya paternal lineages are closely related to but different from that found in later Indo-European populations, indicating that at least genetically (and therefore almost certainly) they cannot actually be the source of Indo-European languages. They seem to be a closely related sister group. What seems to have happened, although there is a gap in archaeology and genetic sampling that needs to be closed, is that Sredni Stog peoples, especially male lineages, moved further west into the Balkans and the surrounding areas. From somewhere in this area, probably the North Carpathian and Lesser Poland type area, this group expanded to become the Corded Ware horizon.  The Corded Ware, however, didn't come around until about 2,900 BC, so the gap in terms of how Sredni Stog turned into Corded Ware (through Usatove?) is unknown.

And here's where we see some hinky dates as well, although lack of samples of bad radiocarbon results either or may be the source. A derived Corded Ware variant is the Fatyanovo-Balanovo culture, who's dates are 3,200-2,300 BC. How a derivative culture is earlier than the culture from which it derived is, of course, a problem. As Davidski pointed out recently, genetic samples from the Fatyanovo-Balanovo culture cluster extremely closely with both the much later Unetice culture, and even with modern day Poles in an extremely tight spread, indicating how closely related they all were (and still are.) However, the F-B culture is seen as the primary source of Sintashta (especially in terms of y-DNA lineages) which led to Adronovo, which led to the entire spread of Indo-Iranian languages; everyone from the Aryan conquerors of the Middle East and northern India, to the Persians to the Scythians and their related peoples who spread deep into what is today China.

The Unetice sample is a typically Balto-Slavic subclade of R1a. That isn't to suggest that Unetice was Balto-Slavic; they seem to be a very broad pan-European phenomena not unlike their own ancestors, the earlier Beaker culture. They were followed by the Tumulus culture, which led to the Urnfield culture; Unetice, while still strongly resembling farther eastern archaic proto-Indo-Iranian (supposedly) Corded Ware variants, and probably maintaining close contact with them still, is too early to belong to a single stock, and geographically probably was ancestral to cultures who later developed into all of the well-known European branches of the Indo-European family: Balto-Slavic, Italo-Celtic, Germanic, and maybe even the more southern paleo-Balkan Indo-European languages about which we know very little like Thracian, Dacian, Illyrian, Greco-Armenian, Phrygian, etc.

The Beaker culture also seems, by genetics, to obviously be an outgrowth of the Single Grave variant of the Corded Ware, but the horizon starts about the same time that Corded Ware does, according to published dates, anyway, so that's a bit of a challenge. Corded Ware and most of its clear descendants are dominated by R1a clades, but the Beaker culture is dominated by an R1b clade. Not, however, the clade which dominated the Yamnaya culture, and at an autosomal level, in spite of the y-DNA clade, the Beakers seems to be almost exactly like Single Grave Culture. So where did this R1b-L51 and its subclade P312 come from? It's not the Yamnaya subclade, and the Corded Ware was dominated by R1a-M417. At an autosomal level, the Beakers may be identical to the Single Grave, but a totally different Y-DNA lineage spreads with them, which comes to dominate western and northern Europe in its wake (don't get me wrong; R1a clades are still common. This is especially true in the east, but R1a clades were associated with the Germanic peoples too, for instance.) Did it travel in relative obscurity from the Sredni Stog, into the Corded Ware, and somehow, suddenly come to social dominance with the spread of the Bell Beakers? It seems to have, but more sampling of Sredni Stog and Corded Ware to confirm the presence of R1b-L51 would certainly be nice.

Also, can anything be done to sort out the origins of the Balkan Indo-European languages? Older models suggest that they came from Yamnaya derivative peoples, like the Catacomb, etc. but newer studies suggest that they too may well have a Corded Ware genesis and have actually moved more directly south from the North Carpathians into the Balkans and from there into Greece, Anatolia, and the rest of the places that we know historically that they spread to. All in all, this is still a very handwavy proposition, and more data would be really well received to see if we can't sort this out better.

In a similar fashion, it'd be nice to have better samples from earlier in the Balkans, because it is supposed, and there is tantalizing evidence that hints that this is probably the case, that the Anatolian languages spread from the same population group that led to the Corded Ware in an earlier migration, picking up much more EEF ancestry on the way. The Usatove culture is usually considered to be the likely vector here. And in also similar fashion, we still don't really know exactly how the Sredni Stog became the Corded Ware; were there hybrid cultures, or geographical extensions like Usatove further to the north that could be likely candidates for proto-Corded Ware cultures? Again; more sampling is needed.

To be fair, there are a lot of samples that have been done but not yet published. But we need to start seeing the results of some of these if we are to 1) untangle the origins of some of these peoples, and 2) convince those that are still clinging to models that are starting to look more and more unlikely that they need to be abandoned and a non-Yamnaya model accepted instead.

And while we're at it, Wang's 2020 preprint on Tocharian genetics seems to have caused more confusion and questions than it answered. There's even a proposal to link Tocharian to Corded Ware rather than Afansevo/Yamnaya, and its been difficult to sort out because of all of the Saka/Scythian presence in the area as well. More sampling with better dating is required here to make sure that we're actually getting the rest population groups. I do kind of like the idea of Tocharian representing the one known descendant of a Yamnaya-derived version of Indo-European, but I can't say with any confidence that I know that it does so anymore.