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Wednesday, December 25, 2024
Giants in Folklore and Myth
Sunday, December 22, 2024
On the nature of Wyrms (Lindworms, Wyverns, and Dragons)
The Lindworm may be legless, or have one or more sets of legs. They may display vestigial wings, but these are never large or powerful enough for flight. They do not have the power of speech, but may display fairly complex reasoning, allowing them to detect and avoid clever traps and to strategize their defense and attack. Among the Wyrms, Lindworms are most likely to be encountered in civilized regions, often occupying nearby ruins, wells, or caves. They have the ability to curl themselves up tightly, with the smallest requiring a space no bigger than 10'x10' to squeeze into. They can become quite enormous in size, with legends of them wrapping themselves around castle towers.
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Edward Burne-Jones |
Saturday, December 21, 2024
Magic as Archetype
John Waterhouse |
Friday, December 20, 2024
Gods and Monsters and Fey, Oh My! (Or My Unified Field Theory)
"Syncretism: The practice of combining different beliefs and various schools of thought. Syncretism involves the merging or assimilation of several originally discrete traditions, especially in theology and mythology of religion, thus asserting an underlying unity" - Wikipedia
Myth and folklore have a long history of syncretism. Many of the tales we know contain bits and pieces from different times and different cultures, taking them all and weaving them together in an entirely new creation that appeals to our narrative instincts and paints a satisfying picture with a distinct flavor.
My own efforts at doing this begin with two ideas of Empedocles (5th century BCE) and Paracelcus (16th century) as my starting point. The first from Empedocles is that there is a set of basic elements out of which everything consists. The four classics are Earth, Air, Fire, and Water. To these I add Time. (If for no other reason than I love time travel stories!) The second is the that there are beings that are aligned to each of these elements in an essential way. Paracelcus claims four basic categories of these beings: Gnomes (earth), Undines (water), Sylphs (air), and Salamanders (fire). I have added Elves (time) to this list.
My thesis, if you will, is as follows:
- Creatures are living things created by the Gods
- Plants and Animals are Creatures
- Creatures are made up of all five elements
- A being made up of a single element is not a Creature
- Anything not a Creature is either a God, a Monster, or Fey being
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Marcel Rieder |
Tuesday, December 17, 2024
The Archetype of the Devil in Folklore
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Artist Unknown |
Sunday, December 15, 2024
Monsters in a Low Fantasy Setting
It seems every other fantasy world that was published after J.R.R. Tolkien's Lord of the Rings has a variation on his orcs as armies of marauding monsters. And while Tolkien did not invent the "orc" per-se, his use of it a a horde monster was fairly novel. Whether they are called Trollocs, Gargoyles, Draconians, etc... fantasy worlds tend to feature swarms of monsters that raze villages and lay siege to castles. Wisdom in the dungeon wrote an interesting post about this: https://wisdominthedungeon.blogspot.com/2024/12/tolkien-and-d-ramble-about-two.html
Lord Dunsany does some interesting things with his Gibbelins and Gnoles, but rather than send raiding parties out into The Fields We Know, they lie in wait in their own remote lairs for the foolish and greedy to seek out their treasures.
Yet our world is filled with stories about creatures beyond those categorized by naturalists that dwell in our forests, mountains, swamps, tombs, and other places off the beaten path. Giants and Dragons, Trolls and Hags, Goblins and Ghouls, and Vampires and Werewolves are just some of the threats that can populate a low fantasy setting while still preserving the feeling that locked doors, lit hearths, and warm beds remain places of comfort and safety.
Heraldic devices of Wyverns, Griffons, and Unicorns suggest that these creatures also, rare though they may be, also reside in The Fields We Know. Localized "cryptids" like The Jersey Devil, The Goatman, Mothman, Bigfoot, and Nessie are known in nearly every region on earth and are also ripe for inspiration for low fantasy settings.
Even the Devil himself can make an appearance. Whether he makes a dramatic Faustian entry, gets outsmarted by a blacksmith, meets you at the crossroads, or walks with you down a lane at night, Old Nick is a reliable standby for mingling with mortals in The Fields We Know. Even stranger things might be summoned into the world by those mad enough to perform such rituals.
There is ample room to populate your world with monstrous things, yet keep them at arms length from a quiet village on a sunny spring day where the birds are chirping, children are playing, and brewers and bakers go about their business with a whistle on their lips.
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Arthur Rackham |
Friday, December 13, 2024
"The Church" and Low Fantasy Settings
Fantasy is rooted in archetype. And there is arguably no greater historical archetype than The Church. Priests, monks, and friars fill the pages of folktales and fairytales. They are heroes, villains, and comic foils. They embody the Seven Virtues and the Seven Sins. And in any milieu vaguely approaching a medieval setting, The Church as a political entity can hardly be ignored without sensing the vacuum of its absence.
The Cleric class of D&D has never been one that felt to me like it fit within this archetypal structure. The D&D Cleric is more like an Old Testament character than a medieval one, with the ability to part water, turn sticks to snakes, and summon plagues of locusts. Supernatural abilities within The Church archetype are more appropriately assigned to "Saints", who's rare works are seen as miracles.
Artifacts of The Church, such as holy water, holy symbols, incense, and church bells are in themselves imbued with power outside the scope of "magic". With apologies to Gandalf, the priest is no mere conjurer but someone who participates in the transformation of the mundane into the holy through direct intervention of the gods. The priest is both somethings less yet something more than a "magic user".
The hallmarks of The Church as a political entity are power and orthodoxy. Bishops can rival kings, and internal conflict and corruption can make for meaty material for for a campaign background. The Church can have its own formalized rituals on the "proper" way to honor the gods, treating an entire pantheon with a single theological approach.
Wisdom in the Dungeon writes an interesting post about considerations about monasteries in your game:
From a fairytale perspective, The Church as an instigator of war (against individuals or groups) is seldom seen. Neither crusades nor witch hunts figure significantly in such tales. In fact, if judgement is cast in these tales it is most likely to be on a clergyman:
"They have whetted their teeth against the stones,
And now they pick the bishop's bones;
They gnawed the flesh from every limb,
For they were sent to do judgment on him!"
-Robert Southey
Using creative adaptations of the archetype of The Church in your TTRPG can allow you to expand your use of classic folktale motifs, bringing a sense of groundedness to your world and make it feel a bit closer to The Fields We Know.
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Friar detail from The Cantebury Tales |
Heroism in Your Low Fantasy Setting
Some may argue that Low Fantasy settings are not defined by heroism, but by gritty realism. And while this can certainly be the case, it leaves little room between self-serving mercenaries and epic heroes of saga. In his Quick Primer for Old School Gaming, Matthew Finch (co-creator of OSRIC) writes "Old school gaming is about the triumph of the little guy into an epic hero". And again, while this can be true, Old School gaming is more accurately about the evolution of the little guy into a powerful guy.
Heroism is not a function of power, but rather a function of action. Even the little guy can be a hero, as evidenced in the tale The Brave Little Tailor. The question at hand is how do you communicate to your players that you are running a heroic campaign, rather than a merely gritty one. Moreover, how do you incentivize heroic play style?
Incentives can be incorporated into the meta-game aspect of the system. Experience points, leveling, scaling up in power. But I find it much easier to deal with incentives within the framework of the campaign world itself. If your world treats your players as heroes, they will tend to act as heroes.
To create this framework, I make the NPCs of my world generally kind-hearted, appreciative, but not in the least brave. They are always looking for someone else to solve their problems. They are a superstitious lot, more-or-less afraid of their own shadows, to say nothing of things that go bump-in-the-night.
From their very first adventure - the very first problem your party solves - the world should respond accordingly. Rather than (or in addition to) rewards for heroism being experience points or other game mechanic oriented incentives, have the characters of your world appreciate the help the party has provided. Have them respond with hospitality, friendship, and gratitude.
By allowing your players to build trusted alliances as they adventure and gain in levels, they will reap benefits of safe harbor, reliable informants, gifts, and more. In the meantime, it gives you the DM a host of friendly recurring NPCs that can be used to leverage storylines that the players care about.
Heroism is not antithetical to an Old School style of gaming. But it is a play style that needs to be communicated and cultivated.
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N.C. Wyteth |
Thursday, December 12, 2024
Healing and Death in your Low Fantasy Setting
In Old School TTRPGs, natural healing can be excruciatingly slow. Death lurks close by, especially at low levels where the single swing of a sword can reduce a character to zero hit points or less. In order to get your character back in the saddle (or dungeon), reliance on magical healing is almost guaranteed. Raising the dead is an ability assumed to be available (if expensive) at your local church.
Yet in a low fantasy setting, one might want to reserve magical healing for rare occasions, and the use of such magic might seem like nothing less than a miracle. Rather than making it a simple commodity, it can be reserved for the stuff of legend.
I've chosen to work around this by thinking about hit points in a different way. From the beginning, hit points were intended to be an abstraction of fatigue, luck, and physical wounds. I've chosen to put my emphasis on the first two, and limit physical wounds to the last remaining hit points a character has. In this way, regaining hit points is more a matter of recovering than healing. Lets begin with thinking about how many hit points a character might have.
In most TTRPG systems, Player Characters begin at 1st level. These characters typically get a range of 1d4 to 1d10 worth of hit points per level. An average character might have 4 or 5 hit points at 1st level. An average sword swing happens to do about the same amount of damage. This means the average character will be reduced to zero hit points from one successful attack at 1st level. In some systems, death occurs at zero hit points. This does not bode well for groups that like to have story development in their campaigns unless healing magic is easily accessible. Most of the inhabitants of the world in these systems are "zero level". They tend to have 1d4 hit points for an average of 2 or 3. They are likely to lose all their hit points in any successful attack upon them.
I decided I wanted to give the people of my world more hit points, without radically changing the mechanical structure of the system I was using. (The system I have created, The Shewstone Saga, is playable with most OSR Player Characters, and I freely use AD&D, OSRIC, Labyrinth Lord, and Basic Fantasy Roleplaying Game as references at my table).
I began with the "Zero Level" NPCs in my world. First, I thought doubling their hit points felt right. It occurred to me that if their average ability score was 10.5 (on a random spread of 3 to 18), that halving their constitution would give me the number I was looking for. This would allow for residents of a typical village to have hit points ranging from 1 to 9, with the outliers being rare. Only about 1 in 200 residents would have a Con of 18. So your average village might have one or two farm boys that could hold their own with a 1st level character.
Next I wondered why 1st level characters could likely have fewer hit points than zero level characters. That is, 1st level magic-users fared no better at hit points than zero level commoners, and thieves only had a 1 point average advantage with their 1d6 hit die. So I decided that "zero level" was in itself a level, and now give all my PCs hit points at zero level equal to half their Constitution (rounded down). I have a liberal method of rolling PC stats, with an average score of 13 on the 3-18 spread, so the average PC would have 6 hit points at zero level. In addition, I give them max on their 1st level hit die, so a 1st level fighter with a 16 Con would get 8 points at zero level, plus 10 +Con modifier at 1st level for a total of 20 HP starting out. The rest of their levels proceed as normal.
Next, I decided that most hit points lost represent luck and fatigue, and that one day's rest should restore all lost hit points, barring serious wounds. I wanted this restoration to be easy not only to thematically minimize reliance on magical healing, but to allow spellcasters more freedom in using their spells creatively without the party depending on their healing spells. So for each hour of true rest, PCs recover one half their missing hit points. That first level fighter with 20 HP, if reduced to 2 HP, would be missing 18 HP. In his first hour of rest, he would recover 9 HP. The next hour 4, then 2, then 2, then 1.
Next comes the question of when serious wounds happen. I consider everything above Zero Level to be luck and fatigue. Yet even at Zero Level, commoners might have a few points of luck and fatigue. I've decided such wounds don't occur until the character reaches 0 HP. Death occurs at negative constitution. So characters are incapacitated at 0 to -Con. They are not bleeding (losing hit points), and they are assumed to be unconscious.
While death occurs at -Con, it need not be an instantaneous death. Game Masters may choose to use a "mortal wounds" ruling in which the character will die in a pre-determined amount of time (from minutes to days) barring magical healing, allowing for one last epic action or a dramatic journey to try to save the character.
Ultimately, if you want to make magical healing uncommon in your TTRPG as well as add drama, you can make natural healing easier and faster, and death much more rare. It is just a matter of shifting perspective.
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James Archer |
Wednesday, December 11, 2024
Its a Small World: Travel in your Low Fantasy Setting
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The Land of Calumbria |
Tuesday, December 10, 2024
Light and the Low Fantasy Setting
There seem to be two extremes in the TTRPG world on how to handle the need for Player Characters to be able to see in the dark. The first is for nearly every character and monster in the world to be able to preternaturally see in the dark via some type of special vision. The other is to count down game minutes as the party's precious few torches burn out one by one. A third approach that I use is to eliminate by default the ability to see in the dark from every living creature. Treat dark vision as a supernatural ability that only the undead and very special creatures have.
Approaching light this way creates an interesting dynamic. It means that most things that live underground need light. As such, it creates the default assumption that light sources will be almost everywhere. Sconces for holding torches will line most walls of inhabited areas of dungeons, giving players a clue as to how long it has been since an area was last occupied. Whether the torches are still burning, partially used, or the sconces sit empty can all suggest different scenarios. And by scattering partially used torches throughout a dungeon, you can eliminate the need for resource tracking by assuming there is always a torch to be grabbed nearby.
Braziers are another common device used in film and fantasy art. Typically crafted from bronze or brass, these flat bowls can hold flaming fuel such as wood, coal, or something more exotic. They can hang from chains, sit on pedestals, or like the famous cover of the player's handbook, be held by a giant statue of a demon. Like torches, your braziers can be burning when first encountered, be fueled but unlit, or the fuel can have been long consumed. When describing a storage area of barrels and crates, you can include fuel for the braziers in this area.
Other forms of illumination can include molten lava, bio-luminescence of fungi, shafts of light from above, as well as elaborate arrangements of mirrors to direct light from above. Whatever your light source, if you think cinematically, you can envision anything from claustrophobic corridors to expansive chambers lit with dramatic light to help you create the evocative mood you are trying to convey to your players and to communicate important information about the dungeon.
By making almost all creatures need light, you can actually create advantage for your PCs. Rather than they being the ones that are always spotted because they are the only ones that are carrying a light source, they might be able to see illuminated areas ahead, letting them know they are approaching an area that is occupied. This can give your players agency in strategizing how to approach the area, and create some tension in advance of an encounter.
Of course, there will be creatures that do not need light. But this does not mean they can necessarily see in the dark. They may use echo-location (such as the amazing monsters in the movie The Descent), detect by smell, or use vibrations. A spider could weave webs throughout an area - not enough to hinder a party but enough to detect their presence and location.
True ability to see in dark can be reserved for the undead and supernatural beings. Making lit areas a default assumption in your dungeon can help you create a sense of dread and unease in your players for special encounters.
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Sidney Sime |
Capturing the Vibe of Fairy-tales in your TTRPG
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Gustave Doré |
Monday, December 9, 2024
What are The Fields We Know?
The phrase "The Fields We Know" comes from Lord Dunsany's The King of Elfland's Daughter. He uses it over and over to describe a world much like our own - yet one where "Elfland" exists just beyond the Twilight Border. A world that might be visited occasionally by Elf Princes, Trolls, or other denizens from the place that some call "Faery", and Tolkien called "The Perilous Realm."
While much of contemporary fantasy takes place within the lands beyond The Fields We Know - chock full of dragons and dwarves, giants and goblins - the focus of this blog will be on a more grounded "human-centric" low fantasy setting. Here you'll find no magic shops brimming with enchanted swords and wizard wands. No marauding hordes of humanoids. No hives of scum and villainy filled with every non-human race imaginable.
Rather, you'll find a relatively quiet world of millers and merchants, brewers and bakers. Yet a world where the occasional giant or dragon might appear, and ghosts and ghouls might haunt the night. A world of perfectly ordinary people who on occasion, call out for Adventurers to save the day!
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Eduard von Grutzner |
The Undead: Cursed, Restless, and Enchanted
The term "Undead" refers to those who have died, but by some means continue their presence (either their body, spirit, or both) in...

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"Once upon a time." This well known opening phrase does something instantly. It casually establishes that the story you are about ...
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I have habit of saying that in Dungeons and Dragons 5e, a balanced encounter is one in which the monsters are defeated before anyone in the...
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It seems every other fantasy world that was published after J.R.R. Tolkien's Lord of the Rings has a variation on his orcs as armies o...