Showing posts with label magic. Show all posts
Showing posts with label magic. Show all posts

Thursday, January 12, 2012

Congregation of Wizards

Hello! I'm well and stuff. Took a long break from blogging in order to play more.
To amuse you here's a picture of three deans of some polish universities at some ceremony meeting. The guy on the right is the head of an art school, but you could have already guessed that.



Not pictured, the head of the computer school sacrificing a virgin.

Tuesday, August 10, 2010

Music Monday: Ugelmann

This weekend I went to Krakow to see Converge and Kylesa. It was areally good show, and we got to be at the front of the stage when Kylesa played, Julia even managed to get Laura Pleasant's pick.

However this post will be a about the first supporting act - Kvelertak (Norwegian for "stranglehold").

Imagine how AC/DC would sound, if they were from Norway and that's really it. They are a fun mixture of punk, hard rock and black metal, covered in a sauce of viking themed lyrics sang in a clattering language. They can put on a really good show and instantly won the full appreciation of the audience.

Here's how they sound (and look):

What I really found interesting is, that for a reason unknown (at least to me), they have an owl thing going on. There is an owl on every piece of their merch, as well as on the Baizley designed cover of their debut album.


The owl theme goes so far, that at some point of the show, their vocalist put a rubber owl mask on his head. It was really weird, but also kinda cool.

Since there is no photo, just try to imagine the dude from the vid wearing this.

I like owls and I like the folklore surrounding those birds. So here is what I brew up on the train:

Ugelmann

A man with a head of an owl. I see him as a norse rendition/commentary on the minotaur myth.
He lives deep in the forest, perhaps in a natural cave or rock labyrinth. The sages and tale spinners from villages on the borders of the forest say that he was once a powerful warrior-wizard who was cursed by the gods of nature. Others claim he is a man who was elevated by the Mother Goddess to be her husband...

It is uncertain wether he is a positive or evil entity. Some legends say that he is an immortal protector of the forest, other picture him as a mischevious being who follows his duty only because of a powerful curse. Whatever the truth is, some bits of information are present in all tales of the Ugelmann.

A random sighting of the Ugelmann is an omen of near death (of the person or a close relative). Ugelmann's curse or blessing is that upon laying eyes on any humanoid, he sees how it will die.
It is widely believed that he posses great knowledge and that some seek him out to gain insight into the future. Anyone who seeks out the Ugelmann can ask him one question, but will be asked for a favor in return. This favor is an oath and anyone failing to fulfill it will be killed by the Ugelmann.

It is often believed that Ugelmann observes people living on the forest borders, this is why many mothers prompt their misbehaving children, by saying: "Be good, or the Ugelmann will take you!".

Saturday, June 12, 2010

Sailing stones gather no moss

I'm back! Though the exams aren't over yet and there is still some work ahead of me, I decided to come back to my blog and give it a bit of a makeover.

The other reason for this and the upcoming entries is that I accumulated a lot of ideas over the past month and I don't want to loose them. Thus, I'll gradually try to improve my posting rate over the next two weeks.

Here is a quick one, that came to me while I was customizing my template.

I've found the new title photo on Julia's tumblr. It pictures the phenomena known as Sailing Stones. Here's what wikipedia has to say on the subject:

"a geological phenomenon where rocks move in long tracks along a smooth valley floor without human or animal intervention. They have been recorded and studied in several places around the Death Valley, where the number and length of travel grooves are notable. The force behind their movement is not understood and is the subject of research."
Awesome?! Hell yes, but it get's even creepier:

"Speed is an unknown variable. Since these stones are rarely transported and nobody has witnessed the movement, the speeds at which the rocks travel are not known."

That's right, nobody has ever witnessed it, even though there were many attempts to observe or record the stones movements.

For me it sounds like:

The Secret of the Sailing Stones

Long time ago, a powerful being of unknown origin ripped the veil of time and space, entering the material plane. Scholars still argue about the origin of the being and it's impact on the world. Some say it was a god, others claim it was a demon and few claim it was neither. Though the dilemma has long been labeled as impossible to solve, it is agreed that those long gone events were the source of an ancient legend, that a Great Evil has been turned into stone and than shattered into a million pieces, so that it could never regain it's power.

To this day, magicians and foolish merchants embark into the Clay Desert to collect blocks of black stone-metal. The stones are said to move in mysterious ways drawing strange shapes on the surface of the desert. Many have died in search of the moving Death Stones (as they are often called) and it is said that some men have been found crushed in their sleep by stones that moved overnight, while others, blinded with greed, chased a single stone for days using up supplies left for the journey back.

In common speech the material from the stones is known as Death Metal. It is rumored that it can produce blades that can cut through steel as if it was flesh. However, few such weapons exist as it is widely believed that Death Metal is cursed and any weapon made out of it will eventually betray it's wielder and get him killed. Stories about slabs of the material disappearing over night, or weapons moving on their own only strengthen the fear and prejudice against anyone in possession of such artifact. It is a common saying that "No man can wield death itself and live".

Friday, March 5, 2010

A challange for artistically handicaped

It's good to have friends who aren't artistically retarded because, even though I draw like a 4 year old, I can always ask someone to draw something awesome.

So last week my friend Adam felt inspired by demonpig. I found his interpretation extremely amusing and asked him to make a drawing of a creepy wizard.

So here it is. I give you: Membrious the Mad!



I still can't decide which one is better... I fucking love the green light (which in my opinion is the creepiest kind of light possible) and the wooden leg is just a stroke of genius!

So.. now it's time for A CHALLENGE!!!

WRITE A BACKGROUND HISTORY OF MEMBRIOUS!
The only rule is: It has to be one comment long.

Ready,

Steady,

GO!!!

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art by Adam Banaszek

Tuesday, December 1, 2009

Religion, magic and rules in D&D

I've got the race thing out of my way! Yay! Now I'll move on to the next stage - religion.

I think there are two general ways most fantasy settings handle religion:

1. Gods are almighty beings that walk the earth, influence the course of history and can reevaluate the fundamentals of the world.

2. Gods don't influence the setting directly and even though other supernatural creatures do exist, the existence of gods is often disputed.

Forgotten Realms and Dragon Lance would represent the first category, while Conan stories would belong to the second one.

As I've said before, I'm not interested in "high fantasy(whatever that means)- we are saving the world cause we were chosen by gods" adventures. That's why I'm obviously leaning towards the second category. However this solution isn't completely compatible with the D&D class and magic rules. Let me elaborate.

I think most of you will agree that in the actual world (the one we physically live in) there is no such thing as magic, or to phrase it more precisely, the existence of such a force is highly questionable. The most obvious difference between our actual world and the fictional world of my game is the fact that in the latter one the existence of magic is undeniable. In our world the existence of magicians, wizards or sorcerers can be disputed unlike in my game world.

This leads us to the problem of D&D mechanics concerning the cleric class. According to the rules of D&D clerics are not only magic users but also their magic comes directly from the gods and thus is different from the "other", arcane magic.

The thing is, in our actual world religion is based on faith, not on empirical evidence. In the fantasy world governed by the rules of D&D it's the opposite case. Clerics can summon up staffs and hammers made of pure energy, heal broken bones by touch and bring people back from the dead. In the world following from the rules of D&D there can be no dispute over the existence of gods, since the clerics and their deeds give a living proof of their existence.

So it seems that the D&D rules are in serious inconsistency with my idea, of how I'd like my game to look. However the solution to this problem is very simple. Abandon the divine magic. By that I don't mean abandon the cleric class.

Since I assume magic simply is the undercurrent of my game world's reality, it seems quite useless to divide it into two "kinds" or "categories". This solution seems simply inelegant and aesthetically crude. It seems much simpler to say that there is one magic, but two different ways of learning and using it.

Wizards (magic user class) are learning magic intellectually, through studying books, learning formulas, discussing concepts and theories. I see them looking a bit like the first greek philosophers or first physicists, trying to describe the world and rules that govern it.

Whereas Clerics undergo a more mystical training, pass through religious rites and learn to use magic with the strength of faith rather than pure knowledge. They also use formulas, but see them as prayers rather than magic theorems.



Cool. So i have rules out of my way.

The other thing I find very important in making my world seem more pulpy fantasy is establishing the fact that gods don't have direct, obvious impact on the game's realia.

By that I mean, that clerics and religious organizations have impact on the game, however the gods won't ever step in and interact with the game world or worse - the PC's themselves. This seems to be an important premise in Howard's stories and I think I should keep it.

In the upcoming posts I will discuss my world's spiritual and religious background in more detail. Until then!

Monday, November 16, 2009

If you want to make an apple pie from sratch, you must first create the universe

Yesterday I decided to make a set of, more or less, custom mechanics that will suit me best. However, I think I will need to give myself more time before I can post anything else on the topic, as I want my mechanics to be well thought out and coherent.

That is why I will start creating the game setting first. Hopefully the process of gradually building up ideas and putting them in order will also influence writing mechanics, clearing some controversies and making it fit the setting.

As I've stated before, my biggest influence now is the OD&D and it's roots in pulp fantasy fiction. I've also decided to take the approach of just outlining my world's realia and overall atmosphere without filling out many details beforehand. This seems to be the method that fits me best, since it enables me to give my players the feeling that I want our game to have, without over intellectualizing it or creating artificial political and cultural constructs that my players may never encounter.

Don't get me wrong, I like making stuff up, I just think that letting things develop organically is much more effective and in the end will make the setting feel more real (whatever that means).



Below are the basic assumptions for My World, (I'm not so good with names, any help would be greatly appreciated), please note that they might be subject to later change.
In no particular order:


1. Magic exists, however there is no division between arcane and divine magic. I see it as a flowing, chaotic undercurrent (dynamic, prime substance) on which the material world (static) is founded. This assumption leads us to the conclusion that clerics and wizards in fact don't use two different kinds of magic, but apply two distinct ways of shaping it.

I think that my wizards will be kind of a blend between Howardian evil sorcerers and pre-socratic philosophers.

In the social context, magic will be a power feared by common folk, often associated with evil practices and so on. There will be at least one state, where wizardry is banned.

Even though I want it to have quite a dark feel, I'd also like it to be rather widespread, as I don't want to deprive PCs of magic objects. That is why I came with the story presented in 2.

2. I want my game to take place in a dark and dangerous world that has it's best days behind it. I'm thinking of a transition period, where everything is seemingly cool, yet everyone knows that life is harder, people less trustworthy and the time of great empires and truly great deeds is gone.

I've also thought that I want my world to have some old ruins that will be cursed but filled with magic items and treasures that everyone is afraid to steal, being a great theme for adventures.

That is how I arrived at the idea of a great Empire that fell under it's own hubris and gluttony. They will be an equivalent of Roman Empire or the Ottoman Empire in my world. I'll also make it highly magical, thus giving the explanation why magic is quite popular yet feared (they won't be well remembered). I think that magic will also be the reason for the Empire's end, I have some magical über catastrophe or curse, wiping their power away, though I have no idea what it could be.

Also, I'm not too keen on the Vance'ian feeling of "Holy shit, the sun might die any minute now". Think more early medieval times, maybe 8th century Europe.

3. I quite dislike the idea of gods walking the earth in rpgs, but on the other hand, I'm not a fan of settings completely devoid of deities (they can sometimes prove conceptually interesting).

I also dislike the way many game designers treat gods, as if they are a mere addition (a good example would be 3e and 4e players handbooks), thus closing them in simple categories like god of war or goddess of love.

I think, that looking at the history of western culture (and in fact history of our world overall) religion took a very important place in shaping cultural behaviors and the way people thought for centuries. Thus I decided to create my own pantheon, that I hope will be more complicated than being a simple collection of Odin and Thor rip offs.

4. The last factor, is the presence or lack of demi-humans and in fact most fantastic races.

In the early moments of outlining my ideas in my head, I seriously considered dropping all demi-human races, but than I read this. That made me realize, that in fact, I would be needlessly limiting my players. So what I really need to do is to reinvent the classical tolkienish races.

My first thought was to place elves as the race that built the Evil empire (however I discovered that someone had already done that and now i feel stupid), that would give me a good excuse to place elves in seclusion in the woods, give them an inbuilt guilt and back to the roots profile, as well as limit their population in the world.

I also thought that because of the fall of their Empire and the magical curse/cataclysm, the elves had become not only mortal, but burdened with the problem of aging in a horrifying manner (altho their life spans would still be much longer than human).

The other problem are the dwarfs, since from my experience players tend to view them through one archetype (which is sad, but difficult to change). I've found J. Maliszewski's take on dwarfs very nice, but I'd feel super bad about copying that (since I already feel a bit guilty about the elves).

As to Halflings or Gnomes, I have no ideas yet. I thought about dumping them in favor of a race of frog-men which I came up with some time ago, but I'm not sure if it wouldn't be better to use them as an addition...

Anyway. Those are my basic ideas for the game world. In posts to come, I plan on discussing them in more detail.

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art by Frank Frazetta