Showing posts with label Inspiration. Show all posts
Showing posts with label Inspiration. Show all posts

Tuesday, June 2, 2015

The Ur-Thief

Image by Sidney Sime, found HERE
One of the fun things about exploring old D&D is the search for the origins of its many elements. Rangers are Aragorns, rust monsters came in a pack of Japanese dinosaur toys, etc. The thief has often been linked to the Leiber's Grey Mouser and Vance's Cugel, but I would propose a different Ur-Thief ... Thangobrind the Jeweller.

I've been boning up on my Dunsany lately, to help me apply the finishing touches to Bloody Basic - Weird Fantasy Edition, and last night read through the "Distressing Tale of Thangobrind the Jeweller" in his Book of Wonder. I draw your attention to the following passages, which seem very thiefy to me:

HIDE IN SHADOWS
"O, but he loved shadows! Once the moon peeping out unexpectedly from a tempest had betrayed an ordinary jeweller; not so did it undo Thangobrind: the watchman only saw a crouching shape that snarled and laughed: "'Tis but a hyena," they said."
MOVE SILENTLY

"Once in the city of Ag one of the guardians seized him, but Thangobrind was oiled and slipped from his hand; you scarcely heard his bare feet patter away."
"At night they shoot by the sound of the strangers' feet. O, Thangobrind, Thangobrind, was ever a jeweller like you! He dragged two stones behind him by long cords, and at these the archers shot."
FIND TRAPS
"... but Thangobrind discerned the golden cord that climbed the wall from each [of the emeralds] and the weights that would topple upon him if he touched one ..."
LISTEN AT DOORS
"Though when a soft pittering as of velvet feet arose behind him he refused to acknowledge that it might be what he feared ..."
Okay, not at a door, but keen listening nonetheless.

OTHER SKILLS
"... - now like a botanist, scrutinising the ground; now like a dancer, leaping from crumbling edges."

"Oh, he was cunning! When the priests stole out of the darkness to lap up the honey they were stretched senseless on the temple floor, for there was a drug in the honey that was offered to Hlo-Hlo."
Which, of course, means the Thief needs to be reintroduced as a class in its own right into the Weird Fantasy edition, sending the vagabond back to the "subclass" category. This thief will likely have a couple different skills to bring to the table, though.

Wednesday, October 2, 2013

From Pinterest to Your Campaign

Over the course of the daily annoyances that accompany being a research manager in the commercial real estate business I had a moment where I needed to decompress. For me, this involved listening to some classical music on Spotify and entering the following phase into Google: "I want to see something beautiful."

Among the webpages returned was a board on Pinterest aptly titled "Beautiful Places". Below, is the panoply of images that greeted me when I clicked on the link ...


Now, I'm actually a pretty early adopter on Pinterest - I'm at least as much a visual person as I am a word person (literal person?), so it works well for me as a source of inspiration and a place to post images I might want to look at later. What I hadn't considered was how much a single board like this could do for you when you need to cook up a quick region for a campaign you're working on.

Consider the image above. Now, we don't have to look at it in a geographic way, but we certainly could. Let's start with the Moroccan town - what an evocative home base for the player characters. Ancient brickwork, colorful arches, narrow streets and alleys. Bright and beautiful, but plenty of room for a network of thieves and assassins to operate. To the east and west we have deserts. The western deserts support camel caravans, linking the town to the beautiful, rocky coast. The eastern deserts hold ancient monuments and temples - places to explore and loot. Further to the east are the jungles and their secrets. To the north there is a great temple in a cave of bats - could be a temple of elemental earth. Maybe those frozen waterfalls are deep underground and reachable through the partially subterranean temple - what wonders are frozen in the ice? Far to the northwest there is dungeon - a sort of pit - that probes deep into the earth. You could enter from the surface, or perhaps by following a slowly thawing river that connects to those deep, frozen waterfalls. Near the earth temple are the rock pools, ruled over by bikini-clad elves (hey, why not?). In the northeastern jungles there is a fabled city with gleaming spires inhabited either by the undead or the fey - the tales are unclear on this point - and near it a great idol of Law (or Neutrality) protected by a brotherhood of monks (or clerics, if you're super old school).

You could also use this as-is as a sort of "pincrawl", representing the players as a game piece and letting them move about from pin to pin (maybe a dice roll, influenced by the presence of a ranger, horses, etc.) could determine what challenges they face moving from one pin to the other (monster attack, getting lost, extreme weather conditions, etc.). They'll have an idea of what each region holds, but there are many things they won't find out until they get there.

I imagine there are many more boards on Pinterest that could provide equal amounts of inspiration, for games set in almost any time period. Check it out!

Thursday, April 25, 2013

Dungeon of the Apes Art!!!


Now I have the art (by Jon Kaufman, of course) - I'm going to have to do something with it.

Maybe a Blood & Treasure dungeon adventure that is Planet of the Apes themed. I do so many hex crawls, a dungeon crawl might be a nice change.

We'd need radiation, a nuclear bomb, mutated psychos with false faces and psionic powers, Roddy McDowell, a research lab, a half-buried Statue of Liberty ...

Wednesday, March 6, 2013

Action X - Still Ruminating on Classes

In a nutshell -With Action X, I'm trying to do with the Modern SRD what Blood & Treasure did with the fantasy SRD. The challenge - the SRD has a lot of history behind it - many editions of D&D with all the wonderful nonsense that goes along with it. The Modern SRD does not and, even worse, it's just so damn boring and mechanical. Worse yet - it keeps making my writing boring and mechanical.

So - I bring an appeal to all of the geniuses that read this blog - what are the modern archetypes you'd like to see in a fun role-playing game not set in a fantasy milieu. By "modern", I pretty much mean from Victorian times to today (or beyond into the near hard sci-fi future or even pulp sci-fi future).

I started with numerous classes, then boiled them way down and now I'm left feeling uninspired by them. Now I'm beginning to turn back to my original idea of a dozen classes that really hit the archetypes of modern action/adventure. I can't hit every archetype of course, and new classes can always be added, but I'd like to get a strong core of fun classes that will spark people's imaginations.

Some ideas (some of which are advanced classes in the Modern SRD, but which will need some TLC to make them anything more than collections of dry, boring bonuses to dice rolls) and some ideas for inspiration:

Brute (Mr. T) - hate the name; love Amazon, but that only applies to the ladies

Daredevil (Clyde Beatty, Howling Mad Murdock, Allan Quatermain)

Detective (Sherlock Holmes, Philip Marlowe, Jim Rockford, Thomas Magnum)

Gangster (Bonny & Clyde, Tony Montana)

Gunslinger (Lone Ranger, anyone from a John Woo flick)

Hacker (they abound in the news these days)

Martial Artist (Bruce Lee) - the name is so boring, though, but ninja and kung-fu master are too specific

Psion (Prof. X)

Scientist (Professor from Giligan's Island, Spock) - maybe Brainiac would be a better name

Soldier (Sgt. Rock, Captain America, Hannibal Smith)

Sorcerer (Willow, Dr. Strange)

Spy (James Bond, Mata Hari)

I've thought about throwing in some odd balls as well - Cyborg, Mutant, Vampire - stuff like that. Almost a "race as class" concept for modern gaming.

So - any additional ideas out there? Let me know in the comments. Dangit - I want to make a fun modern RPG!

Tuesday, March 5, 2013

My Corner

Thought I'd share a picture of a corner of my study (no, I don't have a man-cave - I'm sick of this trend of making men appear foolish or primitive to boost the fragile egos of modern women - come on ladies, I'd like to think you're better than that).

I don't know if it's geeky enough (and I don't care - I've never been one for sub-cultures), but it's where I keep my role-playing game nonsense and a few comic book and comic strip collections I enjoy, as well as my grandfather's chair, a map of the heraldry of Scotland (Scottish, English and Welsh on my mother's side, German and English on my father's), a few prints from Jeff Dee's kickstarters (Morgan Ironwolf became the source of a husband-wife grudge match not seen since the Old Man got his major award), a globe I got for Christmas when I was a wee lad, a coonskin cap from Disneyland and an old sailing ship that used to grace the old Curtis Mathis in my childhood home.

I guess the funny thing is, I rarely work or write in my study these days, preferring to use my laptop out in the family room with, you guessed it, the family. My study is now primarily where I exercise - the treadmill is just to right of the lamp, and I have a pair of dumbbells and a kettle bell just out of sight by the chair.

Okay - back to work. I have quarterly reports to concoct, an issue of NOD to complete and a NOD Companion to work on.

Thursday, February 14, 2013

Happy V-D!


Gentlemen - love your ladies!

Ladies - love your gentlemen!

Wednesday, February 13, 2013

Musing on the Design of Star Wars

Image found HERE
I just finished listening to some folks talk about Star Wars and its possible future under Disney (main take-away - how can Disney screw it up more than Lucas?). The podcast ended with the tune played by the Cantina band, and that got me thinking about the over 1940's vibe of the original trilogy, and, more importantly, what I consider the design failure of the second trilogy. Among other problems with the second trilogy, I felt that they missed out on some design cues that might have cemented it into the same universe with the original trilogy.

Star Wars had a significant 1940's vibe to it - it was very much a recreation of 1940's sci-fi serials and WW2 movies - with some Akira Kurosawa thrown in for good measure. Okay - the cantina music was more 1920's, and the 1930's fills in as well - so maybe we'll call it a 1920's to 1940's vibe. Now, one cannot remove the design of a piece, even a pseudo-period piece, from their own time and place. That makes it an interesting mix of 1920's-1940's and late 1970's design (and boy, can you tell that the second and third movies were designed in the 1980's). The "seventies meets the past" look was nothing new, really - there was a definite interest in resurrecting the 1920's through 1940's look in that era, with a modern twist.

Luke and Leia appear to be about 18 years old or so, so the second trilogy should be taking place about two decades earlier. What I think would have been cool, then, is to make the second trilogy look very 1900's-1920's.

I guess what I'm getting down to is this: What might a very "early 20th century" Star Wars have looked like? A very aristocratic Galactic Senate in old fashioned military uniforms - a doughboy vibe to the soldiers and proto-storm troopers - bobbed hair on the ladies - a little more ornamentation on things than was necessary, that transition from the Gilded Age to Moderne - more of an Egyptian style to things - a waxed mustache on Yoda. Perhaps some of these elements were present in the second trilogy.

I don't know quite what it would look like, but it makes me wish I was an artist so I could explore the look of the thing.


Friday, February 8, 2013

Women, Cars and Spaceships ... A Retrospective

While driving to work this morning, I was listening to classical music and musing on the design of cars and spaceships. I don't mean real spaceships, of course - I mean the kind you see in movies, comic books, pulp fiction and television - the good stuff. I also started thinking about mens' taste in women, and how the styles of disparate things tend to conflate at different times. With that in mind, I decided I was going to put together some images from different years (or small spans of years) of the top spaceship of that time, the top car of that time and what were considered the top sex symbols of that time to see if they clicked.

Here we go ...


We'll begin with 1929 and Buck Rogers. The spaceship was still in the "could have been designed by lonely housewives" era. Fairly sleek and only a few doodads stuck to the outside of the ship. For our car, we have a 1929 Duesenberg - also pretty sleek, formal and yet also sporty. Whether Buck's spaceship had leather seats, I don't know. For our sci-fi beauty, we have Col. Wilma Deering, Buck's erstwhile companion and drawn as a classic beauty of the era - rounded face and graceful lips.


By 1936, Flash Gordon has burst onto the scene in the first of his film adaptations. The spaceship isn't much different than Buck Rogers' craft, though perhaps a bit sportier (check out the chrome!). Dale Arden, as played by Jean Rogers, conforms pretty closely to the earlier beauty standard, and the car isn't terribly different from the 1929 Duesenberg, though you'll note the nose is slanted back a bit.


1950 brought the film classic (?) Destination Moon. Destination Moon at least played on being hard sci-fi, though the design was definitely of the moderne period, with the sleek spacecraft. The beauty of 1950, Erin O'Brien-Moore was pretty sleek herself, and shows how tastes were changing at the dawn of a new decade. The car is a bit more compact than in the 1930's, but in this case it looks like the spaceship designs are beginning to presage developments in automobiles.


In 1956, Forbidden Planet put earthlings in a flying saucer (guess those captured German scientists were finally earning their keep). Beauty isn't much changed from 6 years ago, and the car, a 1956 Chevy Bel Air, is not yet exhibiting the giant fins that will grace vehicles in the late 1950's and early 1960's.


By 1966, Star Trek has premiered. The Enterprise is unlike any spaceship audiences have seen before, and also notable is that the sole beauty of the cast (unless you include Sulu) is a black woman! Nichelle Nichols typified late '60s beauty - curves and tall hair. The cars are becoming more slick as well - away from the tail-fins and into the muscle car era.


The next big leap, in this case back in some ways and forward in others, was 1977's Star Wars (you might have heard of it). For the first time on film, we get a real sense of the "starfighter" - fighter aircraft in space. Yeah, the Star Destroyers were pretty iconic as well, but you really can't beat the X-Wings and TIE Fighters for capturing the imagination of kids in that era. Our beauty is, of course, Princess Leia (Carrie Fisher), who really found herself thrust into unfamiliar territory in her slave girl costume. The 1977 Ferrari pictures seems to have a similar profile to those X-Wings.


One last stop, and a leap forward to one of my favorite sci-fi series - Red Dwarf. Not American, and played for laughs, it introduced a completely utilitarian (and grandiose) spacecraft in the eponymous Red Dwarf. By 1994, we had maybe my favorite of all the sci-fi beauties introduced on this post - Chloë Annett as Kristine Kochanski (I like my women smart, beautiful and with a wry sense of humor) and the fairly utilitarian Rover. Substance over style in 1994 sci-fi.

Okay, there's many more I could do - various incarnations of Star Trek, Alien, etc. I'll leave further explorations to others.

Friday, February 1, 2013

Deviant Friday - It's a Free For All!

Looking for a quick post this fine Friday, so I thought I'd show off a few recent deviations at deviantArt that I enjoyed. If you like them, be sure to visit the artist and maybe consider purchasing a little something (assuming they're selling).





Tuesday, December 25, 2012

Merry Christmas from the Land of Nod!

Quick note to wish everyone a Merry Christmas and all the blessings of the season. More than getting everything you wanted, I hope you all have everything you need (and are wise enough to know it, if you do). My Christmas present to you folks today is a quick preview of some new art I've commissioned for the forthcoming NOD Companion - all of it drawn by Jon Kaufman - for the classes collected in the book. Enjoy the art, and I hope you all have a wonderful day, whether you're celebrating or not.

Puritan by Jon Kaufman

Psychic by Jon Kaufman

She-devil by Jon Kaufman

Traveler by Jon Kaufman.

I'll be posting a couple new ones soon that will appear in the book - The Vigilante and the Femme Fatale.

Merry Christmas folks! Thanks for making me feel like a success with this little hobby of mine. Like many folks of the geeky persuasion, I've never had the best self image in the world, and your support over the last few years has done wonders for me. In the coming year, let's all remember to be kind to one another.

Tuesday, December 18, 2012

The Monsters of Henry Justice Ford - Part II

Today, I present three giants to confound (and stomp on) you precious PC's.

River Giant
Huge Giant; Chaotic (NE); Average Intelligence; Eddy (1d4)

HD 12
AC 17
ATK 1 slam (2d6) or 4 locks (1d4 + constrict)
MV 30 (Swim 40)
SV F4, R9, W9
XP 1200 (CL 13)

River giants are the children of the great rivers. They appear as massive humanoids with long, grey mustaches and beards which seem to flow and ripple with a will of their own. They dwell within rivers, sometimes in simple caves, but more often in submerged strongholds with courts of nixies and river nymphs.

In combat, a river giant can breathe forth, once per day, a fetid mist per the obscuring mist spell. Those trapped within the mist must pass a single Fortitude saving throw or succumb to filth fever. Their mustaches and beards can be used as tendrils to grab and constrict attackers.

Special Qualities: Resistance to cold

Jinnati
Large Giant; Chaotic (NE); Average Intelligence; Blaze (1d6)

HD 4
AC 14
ATK 1 slam (1d10 + 1d6 fire) or by weapon (+1d4 fire)
MV 30
SV F10, R14, W14
XP 400 (CL 5)

The jinnati, or fire-eaters, are a breed of fire-breathing ogres who dwell in volcanic hills in tropical regions. They have ruddy to dull green skin, lustrous black hair and sparkling eyes that suggest clever malevolence. Jinnati rarely wear armor, though when they do it is usually formed of glowing, red scales, and likewise when they arm themselves they do so with metal weapons. They have a profound lust for reddish and orange gemstones, and will almost anything to possess them, even behave honorably.

Jinnati can breathe a 15-ft. long line of fire once per day. This fire deals as many hit points of damage as the jinnati currently possesses (or half that with a successful Reflex saving throw). They can recharge this fire breath by eating fire – that is, inhaling flames from any sort of source larger than a torch.

Creatures grappled by the monsters suffer as though from a heat metal spell, in addition to suffering normal grapple damage.

Special Qualities: Immune to fire, vulnerable to cold

Stalo
Large Giant; Chaotic (CE); Average Intelligence; Roost (1d6)

HD 6
AC 15
ATK 2 claws (1d6) and bite (1d4)
MV 30
SV F9, R12, W12
XP 600 (CL 7)

Stalos are magical ogres that haunt the northern woodlands and steppes. They have dark brown to nearly black skin, leering yellow eyes and pronounced fangs.

A stalo possesses a set of pipes not unlike those of a satyr. When playing those pipes, those within 1 mile must pass a Will saving throw or be charmed (per the charm person spell) and convinced that they must journey to the source of the piping. Subjects within 30 feet of the piping must make an additional Will save or be held (per the hold person spell) for 1d6 rounds, during which time the stalo will kill them for its supper. A stalo can track unerringly on his home territory.

A stalo has one weakness, and that is running water. While they can cross running water, they do so slowly (movement rate of 5) and must pass a Will save each round or be either frozen with fear for one round.

Spells: At will—calm animals, speak with animals; 1/day—summon nature’s ally II

Sunday, December 16, 2012

The Monsters of Henry Justice Ford - Part I

Henry Justice Ford, in case you, the reader, haven't heard the name, is one of the finest illustrators of fantasy and folklore to have ever come around the bend. Recently, Monster Brains did a very long post showcasing a ton of his work - I highly suggest taking a tour of the post and the site (one of my favorites).

Many of the works depict monsters that were new to me, either in the sense that I was unaware of the fairy tale in which they originated, or they were drawn in a way that sparked my imagination. I decided it might be fun to stat a few up for Blood & Treasure, and, if you continue reading, you will find that that is precisely what I've done.

By the by - I think the idea of a monster book divided up by great artists (in the public domain, of course) in the manner the old Deities & Demigods book was divided up by mythos, would be pretty cool, in case anyone wants to collaborate.

Three-Headed Draken
Medium Monstrous Humanoid, Chaotic (CE), Average Intelligence; Band (1d10)

HD: 2
AC:  14
ATK: 2 claws (1d6 + rend) and bite (1d4)
MV: 30
SV: F12 R15 W12
XP 200 (CL 3)

The three-headed draken are goblinoids with skin as black and as shiny as coal. They have feet tipped with cruel talons, mouths full of fangs, and generally lurk in ruins planted with fruit trees. They regard this fruit as a dragon regards its treasure, for the trees to which they are bound are the only ones from which they can draw sustenance.

Special Qualities: Regenerate

Black Master of the Beasts
Large Fey, Neutral (N), High Intelligence; Solitary

HD: 9
AC: 16
ATK: 1 club (2d8) or slam (1d6)
MV: 20
SV: F10 R9 W8
XP: 900 (CL 10)

A black master of beasts is a fey guardian of a particular woodland, having the animals of that woodland under his protection. Black masters appear as black-skinned giants with single eyes in their heads and single legs to support them. They wield massive iron clubs and are capable of summoning 30 HD worth of animals, dragons and magical beasts common to their woodland (i.e. they show up on a random encounter chart) to their service once per day. These animals arrive in 1d4 rounds.

Special Qualities – magic resistance, immune to fear

Spells – 3/day—augury, calm animals, hold animal; 1/day—divination, magic fang, quest

Scylla
Huge Aberration, Chaotic (CE), Average Intelligence; Solitary

HD: 16
AC: 18
ATK: 5 heads (1d8 + constrict)
MV: 10 (Swim 30)
SV: F4 R7 W5
XP: 4000 (CL 18)

Scyllas are primordial sea monsters, terrible abominations that haunt narrow straits, lying in wait for prey. They have bodies shaped something like hydras, with scaled skin and five thick necks that end in massive humanoid heads. These heads have beards of tentacles, six tentacles each. Scyllas communicate telepathically, and they can induce fear (as the spell) once per day per head in creatures with 5 or fewer hit dice. If one head of the scylla is casting a spell, the others are still capable of attacking.

Special Qualities – Immune to fear, immune to cold, regeneration, magic resistance 40%, resistance to electricity

Spells - 3/day—control water; 1/day—control weather

Friday, November 30, 2012

Enjoy Some Art While I'm Getting Blitzed [mild NSFW]

Every year, one of the brokers I work with takes all the staff out for a Christmas outing that involves a party bus, lots of drinks and something like a wax museum, go-carts or firing submachine guns. You know, the normal Christmas fare. So, while I'm out tomorrow (I'm writing this yesterday) getting sloshed and doing God-knows-what, you can enjoy some of my recent favorites at Deviant Art. Ta ta!

Oh, and we veer into NSFW territory at the end, so be forewarned - but it is spectacular, so if you have to wait until you get home, see that you do.










One of my favorite cosplays ever!

And with no further ado ...


Better than the original, in my opinion.

Thursday, October 11, 2012

Monsters by Email

No, this isn't a project I'm working on - but it is a project I'm supporting. Artist Nicholas Cloister has started a new project to deliver images of original monsters by email to subscribers, monsters that they can use in their publishing ventures provided they follow a few provisos and a couple quid pro quo (to quote a famous genie).

The price is super reasonable, and, as you can see from the following images, the art is top notch. He's looking for more subscribers to make this a going concern, so if you'd like to see a few of these beauties (well, not these beauties, but new beauties) given monster stats in the pages of NOD or other of my publications, and if you have some projects of your own or just want some nice art to use at your table, give it a look HERE. For more samples of his art, click HERE.

Copyright Nicholas Cloister

Copyright Nicholas Cloister

Copyright Nicholas Cloister

Friday, October 5, 2012

Deviant Friday - Nephyla Edition

Nephyla's style reminds me of European, especially French, comic book art - creative, whimsical, great lines, great details. It's still a dream of mine to produce successive editions of a good rules lite retro-clone - say Swords & Wizardry for example - illustrated entirely by different artists. Nephyla would definitely be an artist I'd love to see give her take on old school fantasy gaming. If you like the work, make sure you visit the artist at DeviantArt.

+PORTRAIT+ Saskia by *Nephyla on deviantART


+PORTRAIT+ Kohaku by *Nephyla on deviantART


The Ved'ma by *Nephyla on deviantART


+PORTRAIT+ Melisende by *Nephyla on deviantART


+PORTRAIT+ Evelyne de Breuil by *Nephyla on deviantART


+PORTRAIT+ Selene by *Nephyla on deviantART


+PORTRAIT+ Clea by *Nephyla on deviantART


+COMMISSION+Tragedy by *Nephyla on deviantART


+PORTRAIT+ Elis by *Nephyla on deviantART


+PORTRAIT+Leith by *Nephyla on deviantART


Friday, September 28, 2012

Deviant Friday - Recent Favorites

Here are a few of the illustrations I've "favorited" (yeah, favorite is now a verb - get used to it) on DeviantArt recently. Enjoy!











(always one of my favorites - I should be getting the recreation of Morgan Ironwolf in the mail soon!)



(Shame this game wasn't made - probably would have been fun)



(I so prefer this to the more anime-inspired armor and weapons that show up in many fantasy RPG products these days.)







If you like these, be sure to visit the artists galleries as DeviantArt and their websites - maybe purchase a print.

See you all tomorrow with a Dragon by Dragon!

Sunday, August 19, 2012

Monster of Monsters

Saw a neat illustration today at Super Punch by Kelly Tindal that I had to share ...


Naturally, something this grand must have some stats:

PATCHWORK MONSTER

Medium Construct; Chaotic (CE); Average Intelligence; Solitary

HD: 10 (50 hp)
AC: 16
ATK: 2 claws (1d4), bite (1d6 + energy drain) and snakes (1d4 + poison III)
MV: 30
SV: F 10, R 10, W 10
XP: 2,500 (CL 12)

A patchwork monster is perhaps the highest expression of the golem maker's art, as it is composed not of bits of humans, but of humanoid monsters. More importantly, the maker of a patchwork monster must preserve the special abilities of the creatures he uses. The traditional patchwork monster uses components from a medusa, werewolf and vampire

A patchwork monster's gaze turns people to stone for 1d6+1 days. A Fortitude saving throw negates this power. If a patchwork monster uses a special grapple attack with its bite, it can sink its fangs into a victim and drain blood, dealing 1d4 points of constitution damage, and gaining 1d6 temporary hit points for itself.

Special Qualities: Weapon resistance (silver weapons), immune to energy damage and drain, ability damage and drain and fatigue

Thursday, August 16, 2012

Fraternal and Votive Orders

Not the white lady the order probably had in mind ...
While tooling around the internet the other day (I have no idea what I was looking for at the time, now), I ran across the wikipedia page for Emprise de l'Escu vert à la Dame Blanche - AKA "Enterprise of the Green Shield with the White Lady". I'd never run across this order before, but I loved the name and investigated just a bit.

The order was what was called a "votive order". Votive orders were formed on a vow, and were really a less serious form of "fraternal order", which also involved a pledge. Wikipedia lists the following fraternal and votive orders:

Compagnie of the Black Swan, founded by 3 princes and 11 knights in Savoy (1350)

Corps et Ordre du Tiercelet (Corps and Order of Tiercelet), founded by the vicomte de Thouars and 17 barons in Poitou (1377–1385)

Ordre de la Pomme d'Or (Order of the Golden Apple), founded by 14 knights in Auvergne (1394)

Alliance et Compagnie du Levrier (Alliance ad Company of the Greyhound), founded by 44 knights in the Barrois (1416–1422), subsequently converted into the Confraternal order of Saint Hubert

Emprise de l'Escu vert à la Dame Blanche (Enterprise of the green shield with the white lady), founded by Jean Le Maingre dit Boucicaut and 12 knights in 1399 for the duration of 5 years

Emprise du Fer de Prisonnier (Enterprise of the Prisoner's Iron), founded by Jean de Bourbon and 16 knights in 1415 for the duration of 2 years

Emprise de la gueule de dragon (Enterprise of the Dragon's Mouth), founded by Jean comte de Foix in 1446 for 1 year.

In all cases, these orders were not centered around a nobleman - just a group of people vowing something to one another, and sometimes for a limited, set amount of time. Sounds a bit like an adventuring party to me. In the past, I have compared adventuring parties to merchant companies, which had a charter (i.e. "The Company of the Red Dragon shall plunder the red dragon's lair and split the proceeds as follows ...), but fraternal and votive orders could fit the bill as well.

To use the Emprise de l'Escu vert a la Dame Blanche as an example - it was founded for the protection of women suffering oppression, especially widows. Any woman so beset could petition the order, and they would send a knight forthwith to fight her oppressor personally.

The Emprise du dragon rouge, for example, could be founded by 6 knights (the adventurers) and their 12 retainers for the period of 1 year with the vow to hunt down and kill the red dragon Aglemire (and plunder his lair, of course).

Even better, an order founded by Lawful (or Good) characters could be a great cornerstone for a campaign. A band of adventurers could, for example, make it known far and wide that their order could be called upon by all honest folk who are being oppressed by foul wizardry, and then sit back and wait for the campaign hooks to roll in. They'd be a little bit like a medieval A-Team.
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