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Showing posts with label Lord Dunsany. Show all posts
Showing posts with label Lord Dunsany. Show all posts

Thursday, June 4, 2020

Bloody basic - Weird Fantasy Edition


Note: This is the first of a series of posts about the games that I have on my shelf. The goal with these posts are not to review the games, but to write something personal about them and why they are on my shelf. There might be some opinions, some ideas or just a story about playing the game.

I have written about John M. Stater's (of Land of Nod fame) games on this blog before, with a review of Deviant Decade.

The Bloody basic series of games from mr. Stater serve as introductions to his fantasy heartbreaker game Blood & Treasure. The Bloody basic games (and Blood & Treasure) are OSR games, but they are not retro-clones. System-wise i read them as a stripped down 3rd edition meets Swords & Wizardy. Simple, not simplistic, old-school but not nostalgic (so firmly OSR stuff).

System however, is not the reason i picked up Bloody basic - Weird Fantasy Edition. I wanted it because it feels like old time phantasy when you read it.

You don't play a figther or a magic-user in this game. Your class isn't going to be rogue. In Weird Fantasy edition you can play a Magus or a Puissant. You wear a byrnie of maille instead of a chain shirt, and just as easily fight with a poinard as a dagger. The list of clothing articles include caftans, codpieces and a cotehardie. You pay quadruple for a vestment decorated with brocade.

This use of language is even reflected in character stats. Where characters with high Strength are mighty and those with high Wisdom are sophic while low Charisma characters are vile. There is a Rake subclass and a subclass called the Odalisque. Familiar first level spells have names like Illuminate and Slumber, and a completely original race is called Grotesques.

Language is a powerful thing and choosing resonating terminology can provide inspiration in my mind on a level that regular fluff texts rarely manage. I found myself thinking about Shakespeare's The Tempest and ancient pastorals when i read the game for the first time. Of course there is a lot of Lord Dunsany in it, and other proto-fantasy, as well as the fantasy dreamscapes of one Howard Phillips Lovecraft and, to my mind, perhaps Catherine Lucille Moore most of all.

The game is, of course, about sword & sorcery adventure, but it is also about experiencing wonder. There are suggested XP rewards for having your senses shattered by wonderous vistas or for falling in love with a non-human resident of a fantasy realm. The author suggests that the game be used for a portal-fantasy where inhabitants of the real world cross over into phantasy, but i think both a fantasitcal take on history or just building your own beautiful land of otherworldy phantasy, populated by men with "ruddy jackets of leather that reached to their knees" and elven princesses named Lirazel.

I may never find the right time and the right group to play this game, but my dreams and the implied setting of this game are made of the same stuff. So it truly deserves it's place on my shelf.

Saturday, May 2, 2015

Two magic items for 5e

Cool magical items can make the best D&D campaign that much sweeter. Here is a few i dreamed up but have not been able to use yet.

The twin-circles of Sunlight and Moonlight
Illustration from the Nuremberg Chronicle,
by Hartmann Schedel (1440-1514)

A pair of metal circles about 21cm (8 inches) in diameter forged from star metal. One is golden and the other is silvery in color.

They work like this: If a magical item, like a wand or a magical dagger, is passed through the moonlight circle it removes the magical abilities from the item, leaving it a mundane shell. Passing the magical item through the sunlight circle restores the magical abilities.

For purposes of magic detection the sunlight circle appears magical until a magic item is stripped of its magic by the moonlight circle. At that point the moonlight can be detected as magical while the sunlight circle can not.

The twin-circles can only be used on items that physically be moved through the circles. The moonlight circle can not be used as long as the sunlight circle "holds" the magical abilities of an item. Magical abilities can only be restored to their original item. Pulling another object through the sunlight circle should have dangerous and spectacular effects (details are left to DM discretion).

Thanks to the guys at the Appendix N podcast for mentioning similar items in their eight episode covering The King of Elflands daughter by Lord Dunsany. And also thanks to Lord Dunsany for the original idea and for being one of the finest fantasists in history.

The Voice Gem


A gemstone of indeterminable kind, deep lilac in color with a slight pulsating light inside.

The gem contains the brain of a demon who has the ability to vocalize through vibrations in stone. The demon feels defenseless and lost. Once every day there is a 1-20 chance of it screaming and howling uncontrollably in utter fear.

If contacted through telepathy it will normally vocalize the words spoken into its mind. However, the demon can still feel good and evil qualities of thought and treachery is second nature to it.

Originally posted by me at google+