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The “golden age of piracy”

May 12, 2017 Leave a comment

I guess most people watching Black Sails probably follow it for the boobs, blood and scowling. There’s plenty of each – Rackham’s charmingly incompetent, Silver’s charmingly hapless, Flint manages to get progressively less charming – slowly at first, then all at once. As character-driven drama it’s pretty much par for this “golden age of TV” – you can see that by turns it wants to be Game of Thrones or Boardwalk Empire but it’s just a bit too self-conscious about its basic trashiness.

But I’m sitting there thinking “I can’t take it any more, I need to know what year it is!” And so I finally look it up. And of course it’s 1715 – the obvious choice, to within 5 years either way. The moment we all know pirates from, due largely to Captain Charles Johnson’s popular trawl of the Newgate broadsheets* and, less directly but more fundamentally, to Henry Everie, Aurangzeb and the East India Company. You can read all about it in Robert Ritchie’s Captain Kidd and the War against the Pirates, which is very good at tying all the various kinds of extortion together.

It’s the time when most of our favourite characters come together (Blackbeard, Roberts, Low, England, Rackham and his titillating 3-way with Anne Bonney and Mary Read – and we know them all because of Johnson). It’s also the elegiac last gasp for “golden age” piracy, so we can place a reassuring capstone on it. Interesting times.

And I was vaguely disappointed because I was hoping somebody would’ve thought of setting things outside this critical decade – at some point when buccaneers were first abandoning their shoreline barbecues and getting up in Johnny Spaniard’s fries. Because goddammit Flint might want to copy Henry Avery and settle one big score, but his long game is pure Captain Morgan… or more exactly a royalist alternative American Revolution. And I was assisted in this misapprehension by Flint’s ship,
which could easily date from 1660, looking exactly like a warship of the Second Anglo-Dutch War:

(Flint’s Walrus, left, Isings’s war council before the 4 days’ battle, 1666, right.
BTW you can click on the pictures for full size. I finally figured out where wordpress hid that in their new interface).

And this misapprehension is actually quite lovely, because it is entirely plausible to have an elderly trader/warship kicking around the colonial service and getting swiped by some pirate – even 60 years later, as the show’s timeline demands, bravo!

But then it’s been refitted with a wheel instead of a whipstaff, and that’s frankly a bit too up-to-date in 1715. I’ll let it go – wheels are familiar to the audience and the steering gear of wheels even makes an important plot point… fine.

But. The Ranger.

I don’t want to say The Ranger is quite out of period… I’d have to do some more research, but she looks an awful lot like a second-half-of-the-18th-century English East Indiaman or warship. Look how flush that deck is, the low sterncastle, the rounded counter. If she’s not simply anachronistic she must’ve come off the stocks at Deptford 6 months ago and somehow wound up in Charles Vane’s possession. Maybe he posed as a Royal Navy post-captain and heisted her right out of the Medway. That’s a series I’d like to watch (albeit with a different actor for Vane).

What am I looking at? Well, flatness of the deck for one thing (we know that pirates often cut off all the fore and sterncastles to make a big fighting surface, but this is clearly a factory-done job). And restraint in ornamentation. And again, the Walrus is lovely:

Look at the carved woodwork on that transom – pure 17th century flair – and it even looks like someone’s nicked all the gold leaf off it, which is perfect. But the Ranger is just painted beading, like Nelson’s Victory (1765) or the Belvidera (1809):

…of course this is nit-picking, especially since all the ships are wildly over-sized for our pirate brethren, whose historical models preferred small, nimble sloops for which it’s easy to find spare parts.
amitytt
It’s funny to see businesswoman Eleanor Guthrie talking to the captains seriously about their running costs when they’re all sailing around in ships that strain colonial governments’ budgets – the squadron in Nassau bay could probably give the Royal Navy at Kingston a serious worrying.

Anyway as of episode 8 it’s a lot of tense, swashbuckling fun. Even if it’s weird that the pirates are so bad at sailing in moderately bad weather.

 

*Funnily enough in 1724, the year of Johnson’s publication, the biggest draw at Tyburn execution grounds was not a pirate but serial escape artist Jack Shepherd, who deserves his own place in your game.

Bonus links: Digital Domain did a bunch of the fx for Black Sails. The way they construct scenes is fascinating.
The inestimable Dirk Puehl retells Long Ben Every’s capture of the Ganj-i-Sawai here.
The Spanish Galleon that later becomes the Revenge is probably based on the Nuestra Senhora de la Concepcion y de las Animas (1690).
Cindy Villar‘s Pirates and Privateers pages are pretty great.

It is characteristic of the show that somebody makes a passing joke about a missing character that he’s probably gone to Port Royal to meet up with Avery – both are missing in 1715, Avery is presumed either to have disappeared into a respectable life god knows where or to have been killed by some murderhobo or to have been bilked out of his fortune by Devomnshire merchants (which would be typical of Devonshire merchants but there’s the problem of where the money would’ve gone from there). Port Royal sank into the sea like Sodom, Atlantis or Irem of the Pillars in the earthquake of 1692. And nobody comments or explains the joke.

Countercolonial Heistcrawl: some maps

August 2, 2016 2 comments

Over the past year or so I’ve concluded that the best way to make progress on CCH is to start a campaign, and for that I need some campaign materials – factions, equipment/units, characters… and maps.
…..for player-facing maps I like period productions a lot, with all their elisions and doubts:

hendrik-hondius

Here’s the whole spice islands region, a couple of thousand miles across.

If you’re playing non-Europeans there are excellent reasons for not using these European charts. Still I think the style gain from using something more culturally appropriate…
1447004582-377_Ramayana-Scene-from-Wat-Phra-Kaeo--a061
is probably exceeded in usefulness by the gain in clarity of using something more recognisably map-like, with some pretensions to uniform scale.

…all that said, charts on a suitable scale for tactical encounters are really a recent development, and CCH’s landscape isn’t supposed to map precisely onto Earth’s (after all, I want players to contribute their own islands without fear of having Indonesians or Malaysians complaining that they’re misrepresenting their people), so I’m moving away from just using Google Maps co-ordinates.

Blah blah blah here’s an area map for the game, lifted and lightly toasted from some geographically-appropriate islandy bits – obviously, ignore text and (most) roads marked on it. Hexes are 6 (nautical) miles across, so this map is about 150 nm wide:
cch_play_area1_rough

The game starts at 2 tiny islands that are rather dimly-outlined on this map – here, zoomed in and highlighted:
glowy_tactical_area
Here’s a tactical-scale map of those islands  – hexes are 100 yards (20 hexes to a nautical mile), per the last post’s ship combat rules:
phiphi_BOTH_HEXGRID_rough

Water depth in this last map is keyed to the draught of different ships – a big East Indiaman can sail safely in the darkest part, the lighter part would be deep enough for a size 3 cargo vessel, the lightest blue is for size 2, 1 and reed galleys only, and white is exposed beach sand.
No prize for identifying the islands I swiped for either of these – in fact, if you research them it’ll probably mislead you.

Dutch ships in the 17th century: a diorama for CCH

December 9, 2013 4 comments

One day soon (goaded by Michael Moscrip) I’ll post an actual thoughtful gaming article full of usable goodness, but from now until Christmas it’s gonna be lazy photoposting.

I’ve talked before at length about the diorama as an art form and a form of knowledge (and if you want more of that go read Steve Quinn‘s delightful book and hunt through the archives at fuckyeahdioramas). This here, though, is (a) pure pleasure; (b) a handy establishing shot of the Borg Invasion Fleet for Counter-colonial Heistcrawl –
the diorama of the Texel roadstead at the Jutters Museum, on Texel in the North Netherlands:

all

Texel is an island just off the coast of north Holland, strategically situated where the unfettered North Sea hits the sheltered and shallow “inner” or South Sea (Zuiderzee). The island has abundant water that stays drinkable for an unusually long time in barrels (due to some mineral inclusion I don’t really understand) and livestock. Through the period of the East India Companies the “roadstead” (shallow narrows between the island and the mainland) was the premier staging point for fleets leaving the Netherlands in all directions.

texel_map

Ships would gather at Texel to wait for a favourable wind and tide to sweep them out into the North Sea and English Channel – sometimes for months at a time. They would be repaired and refitted and emptied of cargo and filled with fresh crew while at anchor in the Roads. If you wanted to gauge Netherlands sea power, your best bet was to hang out at Texel.

The diorama shows it “sometime late in the 17th century” – before the lustre had gone off the Golden Age. And I don’t know how many ships is has, but it’s a lot.

fluit

If you plan to play CCHeistcrawl and you really want to be alarmed about the navies that will grow up out of the first half of the 17th century, check out Willem van de Velde’s pictures of them arrayed against each other, fighting over ownership of the Atlantic:

1280px-De_slag_bij_Terheide_-_The_Battle_of_Schevening_-_August_10_1653_(Willem_van_de_Velde_I,_1657) velde_schoonevelt

The diorama shows merchant ships, whalers, fighting ships. Ships with battle damage from one of the Anglo-Dutch Wars:

battle-damage

Warships whose decorated spiegel sterns bespeak notable captains.

spiegel

Little service vessels bustling around the great hulls like birds on a hippopotamus.

rowing-boatcareenleeboards

And everywhere contrasts: between the big ships and the little houses of the people that serve them:

2-frigatesbeach-houses

between those houses and the cannon fort that defends the mouth of the Roads:

fort

and between the costly business of war and the ruthless efficiency of Dutch trade:

battle-damage-2simple_fluit

that last image – the Baltic fluyt – is what the Dutch want to bring to the East Indies. Minimal crew, narrow deck, hull stretched out for cargo like an old shoe. That’s the ship that feeds the kitchens of Amsterdam with grain. Useless for fighting, optimally adapted for bulk extraction of resources. It only operate in places where you’ve already won the wars. In our own timeline it won’t be a practical instrument of colonialism until after the 1760s, and then it’ll be the English who wield that power, and they’ll adopt the faster Blackwall Frigate, and later the even faster clipper:

D9898THE Sea Witch

In the meantime (1600-1800, more or less) the Dutch will rely on their big East Indiamen, difficult to tell apart from warships:

van_strij1790 voc ship and warship detail

(the East Indiaman is on the right), heavily armed and crewed – vehicles for soldiers, sailors (European, Chinese and Malay), guns and pepper. They’ll station old, leaky ones on port defense and shuttle routes around the Java Sea, and use them to provide an artillery backbone for the fleets of native canoes and caracoas that will fight all those obscure internecine wars between local princes that will slowly, but surely, grow their influence and colonies and arrogance.

Screen Shot 2013-12-05 at 2.41.59 PM Screen Shot 2013-12-05 at 2.41.30 PM…unless you stop them.

But they won’t be easily dissuaded. See, the Indies trade will supercharge their economy – which they need because they’re already in massive growth of population and a war for independence with Spain. From 1600 t0 1665 Amsterdam, hub of the Indies trade, will grow sharply, from this:

amsterdam1600

to this (click to make much, much bigger):

Amsterdam1662

It’s the realisation of a plan they come up with in 1610 – the year CCH begins – because right then they can see that they’re going to need a lot more city. For more and bigger houses, to accommodate their wealth. And although not all that growth can be credited to the East India trade (and it’s hard anyway to pick apart the influence of one trade among many in forming a commercial hub and economic powerhouse), some specific centres can be identified directly as indispensible parts of the machine:

Amsterdam1662_comments

Reward for getting this far: a bunch of fun dioramas from fuckyeahdioramas, including some delightful Japanese whaling ones especially for Arnold K:

tumblr_lfutbbGcD91qbua3eo1_1280tumblr_lfusjiPq8B1qb7smmtumblr_lfusk3B7gI1qb7smmtumblr_lfusku0GrA1qb7smmtumblr_lfuslq5nry1qb7smm      tumblr_lfusldSBJU1qb7smm tumblr_lijnluUUR91qz6rwyo1_1280  tumblr_l4t6qxuQnL1qzpyz2o1_1280 325494.tifordovician_life-500tumblr_lbw52rhVcA1qa1853 tumblr_m96v87G7ee1qz53p8o1_1280  tumblr_lihd9odGV41qdn731o1_12806329678_500

by the way… Dubrovnik

September 6, 2013 1 comment

no posts in a long time, and this one’s quick and lazy…

But Dubrovnik’s about as perfect a coastal fantasy fortress town as you could ask to find. And I for one didn’t know about it. Here, have some images and maps (google sat). Just swipe it wholesale; the Croatian tourist authority will probably thank you:

dubrovnik-old-town-from-the-fort-3-pics-658-659-662-crop-sh-s-m-c-ss-m-black-watermark-30

(janettelarobina) The fortifications are intimidatingly huge up close, but overlooked by a cliff, so there’s a catapult challenge.

There’s a straight main street from the harbour to the big gate, suitable for triumphal processions or standoffs between local princes and invading revenants.

CruiseDubrovnikMapGroupToursCroatia-67431247677044_800_600-1

The traditional trading circuit takes advantage of currents and also provides a 2-port buffer between the rival principalities. As the old sailor’s saying goes, “Hvar washes away all enmities.”

It dominates an island trading network and maintains an uneasy truce between the Korcula and the Sipangu.

Fort_Lovrijenac,Dubrovnik,Croatia

Why do most of those guns face inland?

It keeps a string of vassal forts along the coast and around the islands that would be perfect troublesome gifts for enterprising adventurers.

Rixos_Libertas_Dubrovnik-1

the amphitheatre and Contesting Pool are useful for public address out of season

It holds annual contests against the King of the Sea, watched by anxious crowds from the surrounding lands, who fear the day that the mer-folk throw off their ancient shackles and destroy the shipping they all depend on.

DubrovnikPalaceHotel-exterior

archaeologists are divided on whether the landship “irrupted” from the soil like a tooth or was blasted out.

It stands guard against the Machines of the Underearth, whose landship thrust out of the ground 1400 years ago and remains, undecayed and indestructible, as a reminder of the contingent nature of human power. The equally undecayed Invasion Bridge has become an indispensable part of the local economy.

And if the PCs arrive as Southern Barbarians, without a Kuna to their name, it offers the infamous Galley-workers’ Barracks for accommodation.

dubrovnik11

Inmates pay for their food and lodging with labour, and even see a little extra money at the end of the year! It is currently estimated that a galleyman could save enough to buy citizenship after 137 years’ service.

Have two interactive maps and two photo guides for further information/inspiration.

Dubrovnik-(Croatia)

of course, there’s a chain to protect the little harbour’s mouth. The stories of underwater caves leading right beneath the fortress are foolish local legends.

(BTW: on the map kick, check out the change in datasets between google maps’ coverage of post-Yugoslav, kinda-independent Montenegro and weirdo shut-in Albania. One satellite covers the Montenegrin side of the border (with brightly lit river), another has the other side of the river, and a third, older-looking (who knows, really) image takes over from a few miles into the territory. But if you’re short of unfamiliar gaming ground to hexify, just trolling up and down that coast has a bunch of gems for you)

trade goods by theft rating

September 25, 2012 4 comments

Somehow over the past 2 weeks I’ve missed a great series of posts by Telecanter about procedural/random trading games. Right at the beginning of that series he asked about lists of trade goods and what might make for a short memorable set of actually fun trade items (the first goal being to make trade an interesting part of the game, D&Trav style, and the second goal being to not have the players go “really? 3 weeks as pirates and all we have to show for it is millet?”). His list is a good length and evokes a fairly specific milieu, which is to say generic-DnD (or as I like to call it, 1630 Amsterdam).

But I thought: what makes trade goods fun? How would you rank and classify trade goods by their fun potential?

…how would you go about stealing them?

Small: requires a 2-man con, typically 5-30 minutes:
gold*; precious stones; ambergris, incense, exotic perfumes, nutmeg; foreign collectible ephemera; incriminating coins; letters; passports/permits for extraordinary behaviour; declarations of war, property, inheritance or price hikes; erotic statuary that embarrasses the local bishop-prince; homunculi or genie lamps; poisons, potions, medicines; keys; crystal balls, magic compasses, hypnotic pets; deep secrets of the universe; insignia of office.

Medium: 5-man con with a handcart or dray:
High-grade cognac, laudanum, rare concoctions; worldeconomychanging seedlings; gunpowder; cinnamon; experimental small arms; enriched uranium; invasive species; quarantined pets; silver, amber, furnishings, mirrors, pearl-handled arquebuses, spice-boats, models of revolutionary fortifications/ships/catapults/oubliettes/hydraulics; experts, spies, witnesses; mermaids, circus freaks, incognito princelings; carpets, tapestries, silkworms, finely carved writing desks suspected of containing hidden drawers; clockwork automata, enigma machines; cultural signifiers of authority.

Large: you’ll need a crane:
Cannons; cacao trees; meteorites; rum, wine, champagne; coffee, tea; qat; experimental vehicles, engines, battlesuits; elephants, giraffes, prize bulls; cult statues; shrines containing the Truth of the World; silks; horses, pigs, alpacas, young dragons; devil-summoning pipe organs; durian; glue; masts, spars, anchors, vital ship parts, deck knees; roc eggs; fused-together crew members; Thark lances; disabled fliers, Montgolfier balloons, fighting kites, diving bells, MRI scanners; terracotta golems; sarcophagi.

XL. Just steal the goddamn ship:
Grain, pepper, coriander, sugar or anything else that’s just loaded loose in the hold; quicklime; coal, coke, anthracite, mercury, saltpetre, cinnabar; glazed temple bricks, carved marble capitals from the First Cathedral of Constantinople/Temple Mount/Parthenon, guardian statues; fishtanks, narwhals, hallucinatory groves for transplanting whole into imperial gardens; bitumen, lamp oil, kerosene, nitroglycerine, Greek Fire, Azoth, skrying pools; strategic relief maps; dimensional gates; ships.

Note: stases and totems containing gods and monsters may be found at all these scales.

* Gold may be “small” in historical settings but it’s probably at least “medium” in vanilla DnD and may be “large” in anime-inspired settings. Tartary, being tied to flailsnails, is much richer in gold than I’d like it to be. If anyone has any suggestions on what to do about that I’d love to hear them.

The Grand Prizes from Carcosa Wacky Races

August 8, 2012 5 comments

…are still partly secret, but they have now been (mostly) collected. The race is over, the angel has died and collapsed into the crater it made in the ground, Chixi’lu got melted into glass, and out of the 15 vehicles that set out, there remain:

Eribotes’ steam machine, now shucked out of its turtle shell and reduced to a trike, suitable for 2 persons;
Haakon’s shellcasing, now willingly powered by Lord Chancellor the Pelgrane (at least until he can get properly healed up, they you all better watch out – Pelgranes harbour grudges for a long time);
Hon’dar-soo’s two sea bulls;
and Poison and Keek’s flying baby altar, now augmented with a big gas-burning propeller on top.

Joan’s sharkbowl just isn’t the same without Earl’s soulburner providing motive power. That said, it’s still as dangerous as ever, due to the presence of Count Charodon, the vampire hemoshark, who even now is tenderly trying a fin on the ground, to see if he can walk.

That’s it. Everything else is dead and/or broken.

Until Oogah the caveman, who ever since his tussle with a Hound of Tindalos has been riding this race on borrowed vehicles and with one hit point, surfaces in the river, at the helm of a spaceship-sub-possible-angel-escape-pod.

…why is space navigated using submarines in Tartary? How would surface dwellers like you know that?

Art credit goes to Robert Simons, whose Nautilus I totally stole. I hope he doesn’t mind. Check out his portfolio site – lots of awesome stuff I would be ripping off wholesale if I were to do a Moby Dick/stop the pigeon sequel…

although if you look askance at it just right it looks either like this:

deck plans:

or like this:

Jim Lad and Tin Knocker: Classes for a Romantic Cornwall campaign

July 30, 2012 2 comments

so +Stuart Robertson (of Strange Magic) piped up on the old “how to refigure demi-humans for a humanocentric game” concertina again, and I loves me a rollicking sea tune.

Here’s your basic 7 classes for a Treasure Island/Jamaica Inn/Smuggler’s Cove game. Adjust seasoning to taste for Pirates of the Caribbean, Hardy, Melville etc:

Dwarf = Miner: functionally the same as ever but no immunity to arsenic poisoning. Bluff exterior probably covers up an abused and abusive interior with moments of secret, solitary poetry.
Thief = Smuggler: actually a respected profession among the lower/adventuring orders, though with “fisherman” as inevitable legit cover.
MU = Engineer: for a Stevenson’s Rocket type steampunk feel. Real world examples include Humphry Davey and Isambard Brunel. My first thought was “parson” because of the bookish, useless-in-a-fight angle, but they have no magic in this setting.
Cleric = Fishwife: handy with a (blunt) rolling pin, a bandage and a hearty scolding.
Halfling = Preventive Man: These are the King’s Men who try to stop the smugglers. They’re not all hapless redcoats; some are sneaky spies and/or gamekeepers – Johnny Law in general, and they’re no shorter than anyone else.
Fighter = Haybaler: a big, burly farmhand with drinking capacity to match his fists. Alternatively Navvy, Gunner’s Mate, Dock Worker
Elf = Whippersnapper (whether ‘prentice boy or cabin boy or plucky orphan or maid is pure window dressing). The Jim lad class, knows more than he should, listens in while the parsons and engineers are jawing in the pub, but still yearns to grow up into a “proper” profession.

I like the purity of the basic 4 or 7, but if you wanted to expand this:
Bard = Parson of the fulminating fire’n’brimstone persuasion, or Agitator/rabble rouser, to borrow a leaf from the Hill Cantons. John Wesley was arguably both;
Assassin = Pirate and Ranger = Highwayman, or vice versa – maybe you never quite know what you’re up against there;
Paladin = Musketeer (I thought we were in Cornwall? Yup, all paladins are foreigners on a mission of some kind);
Druid = Moonshiner. Eh? What’s Dust doing over here? Well, I’m using it for “crazy old coot who lives off in the woods doing something the law wouldn’t like.” And although there’s plenty of those in Cornwall, there’s no professional archetype, so I’m reaching for a spiritual cousin. Actually in Cornwall this would probably be “gypsy,” but there’s the old racism card.

This would be better if the classes really mapped onto ways of dealing with problems in the world, but they don’t in DnD either, really, once you get into the demi-humans.

real lost continents are the best lost continents: Carcosa wacky races and asylum notes for the Sea of O’sr

April 2, 2012 5 comments

FIRST, the reason I’ve been silent for a while is I’ve been noodling about writing a little Carcosa/Toxic Tartary Wacky Races game for (among other things) Flailsnails on Google+. The bare outline:

– you can bring whatever lunacy you’ve invented because flailsnails, but at minimum the home setting will have Carcosan dinosaur riders, Mad Max desert buggies, Tharks on Thoats and carnival floats. Racers have to balance the competing demands of zooming across an electroradiant hellscape (thanks Jeff!) with sabotaging each other and roping the local mongrelmen into their diabolical dirty tricks – and the more they divide their attention, the more likely it is all to go horribly wrong;

– the race will be over in 6-8 turns and the prize will be Grand Yet Mystifying;

– your character may die, mutate, get incorporated in the landscape and or reified/deified along the way. Think you can survive a John Boorman bad trip?

I hope to get it up and running in 2 weeks. We’ll see.

Toxic Tartary is Carcosa through a post-Soviet Central Asian radioactive Arabian Nights filter. For a fantasy filter placed over that, see HF Calder’s handy guide to Sky Piracy Around The Dune Sea – of course all of this is happening somewhere in Toxic Tartary, but with the time-spine ripped out of the historical narrative so that everything is always happening at once – pyramids rising, pirates despised/resurgent, gods rising/falling, nobody really knowing what’s going on. Just like real life.

SECOND: “Siberia shmiberia,” you say, “show me the really cold and unfriendly places!” Blood of Prokopius’ Alaskan nightmare looks to me like equal parts militantly anticolonial Cthulhiana (paging jason kielbasa!) and His Dark Materials arctic horror-mining, and that sounds pretty neat, but I want to go south for my Sea of O’sr adventure path…

On the allure of remote islands in the shadow of Antarctica.

Lost taught me everything I need to know about the value to be found in a single 5 mile hex and the special kind of claustrophobia you can get from knowing the world is out there but it’s beyond reach. So you’ve found a chart that shows a lost continent of wonders down in the deep south ocean and you’ve braved the Appalling Sea Gyres and hundred foot waves to get there – what do you find?

First of all, that most of your lost continent is under water:

Zealandia, larger than Greenland or India, and almost half the size of Australia… is unusually slender.*
Kerguelen Plateau is an underwater volcanic large igneous province (LIP)** in the southern Indian Ocean. It lies about 3,000 km to the southwest of Australia and is nearly three times the size of Japan. I note, not quite in passing: It is thought that Thule and Cook**** may have been a larger single island in the past, and there is evidence for a submerged crater between the two… Volcanic heat keeps the crater on Thule Island free from ice. Just like Arthur Gordon Pym told us...

I am never resorting to Mu or Lemuria again, these are much cooler – and could be seaweed jungle exotica if they somehow breached into view. Look at this handy Antarctic azymuthal: if we add Rlyeh we get 3 points of…  well, actually not a pentagram but a square. Which in some sense is much creepier and more suggestive: Wells gave his Martians tripods because nothing in Earth biology (that he knew of) has 3 legs, and it’s since become a cliche that odd numbers mean alien. But the square, or quincunx (drawing Antarctica’s Mountains of Madness*** into the loop) implicates human involvement about as clearly as it’s possible to do. Giving us a fourth (or fifth) point over the South Sandwich islands near South Georgia.

And suddenly the Falklands War snaps into focus – Argentina, favourite hidey-hole of Hitler-breeding programs, vs. Britain, Evil Emperor of the previous century, fighting over those desolate bits of rock where the colour out of space touches down or, more likely, where it threatens to erupt into the sky. Because check out Gough Island, where you wash up while escaping the Cyclopean basalt towers shooting up on Montagu island, and trying to get back to St. Helena. Sure, when you first crawl ashore it looks a disappointing shade of grey-brown. Until The Colour descends.***** Full set. Stars. This is a campaign frame of seabed-churning horror. The navels of the world – the anchor points of reality – the IKEA allen-key holes into the hollow earth – are found on four islands around the south pole. Tampering with any one of them threatens to break the globe right open and spill the worms out. Alas, I’m not up on my Antarctic Space Nazis, and perhaps all of this is old news to [info]princeofcairo, but given the mindshare New Zealand has claimed since the LoTR movies, I’m starting to think Lawsian thoughts about the effervescent power of collective representations. In my Cthulhu-reversed game, where the PCs were a bunch of monsters ditched in the Bermuda Triangle with a faulty saucer and an Antarctic projection map, all the real action happened underwater. But in this game the point might be not to raise the lost continent but to submerge the ones still left stranded above the protecting waves (fighting against the ancient Atlantean defenses, such as spring-loaded urban floodproofing! Your players will hate it when the Sorcerers of Continent Evil pop their megacity up out of the sea like a turkey thermometer) – to deactivate the transmitter that calls the Mi-go miners back or to keep the crazy nationalist powers of the world from accidentally raising R’lyeh in their ever-more desperate searches for rare earths and fossil fuels.

Suddenly I have an end-game for my still yet to develop Sea of O’sr campaign. Wakwak and Zabag.

Perhaps you’re worried that sinking four lost continents won’t be enough of a climax? Here, have 10 vile vortices (because who’s supposed to make do with just one Bermuda triangle?). Does looking at that map make you think that if you kept adding regularly-spaced triangles you could turn the earth into something like a D20? Well actually it’d be a D17… the number of Pokemon types.

* wtf? Unusually slender?
** srsly, wtf? I love the use of the word “province” here. Far from the even larger igneous metropole (ELIM), perhaps. Metamorphic provinces are of course the diasporogenic engines of the World System.
*** not the Cliffs of Insanity, with which my son is currently obsessed. Oh you knew it would happen.
**** is that why they ate him and took his thighbones up on the mountain? Because he’d namesaked them to this toxic-god-unforsaken necklace of rocks? What did they see, from faraway Big Island?
+ OK, a rough square. Which makes me wonder (although not enough to waste time on it), if one can’t draw a lovely Fibonacci spiral linking together all those place – Ponape, Easter Island, Hy-Brazil, Oak Island etc etc, that stubbornly refuse to conform to great circle ley lines, so that they show up on neatly spaced lines like eclipse paths. And take advantage of the fact that the alignments are never quite right.
*****Via bldgblog, again. Also the wonderfully-named Friends of the Pleistocene (nothing to do with Julian May, I think).

One sentence adventure pitches

January 20, 2012 3 comments

1. To fight the shoggoths you have to become one… and then find a way to get the humans to work with you.

2. Your dad built an empire but now he’s been assassinated, so you, the dissolute playboy, are thrust onto the throne.

3. King Narai is dead and a war of spies begins; you are anyone in Ayutthaya during the ensuing political free-for-all – Chinese, Persian, French, Dutch or English merchant-adventurer-ambassadors, Samurai royal bodyguards, Thai royal hopefuls, funerary architect-acrobats, members of Phaulkon’s secret service… (Local colour and history abound in this one, but since the political map is being redrawn right at the moment the adventure starts, you don’t need any prior knowledge of it to play).

4. The Navy’s sent a squadron to help the new governor of the Bahamas crack down on the buccaneers, and here you come into port with your very first prize in tow.

5. “You must rescue the princess! But the witch’s curse has destroyed all our weapons! Take this gelatinous cube and a potion of Feather Fall instead.” (yeah, I know. That’s three sentences. It’s still not as bad an abuse of the rules as #3. And there’s worse to come.)

6. You are rough-and-tumble pirate-peddlers, making a living off inter-island trading and raiding, when the Dutch show up in their floating fortress, offering to buy all the nutmeg and cloves you can supply. How will you treat with these red-hairs, who are looking around for a place to plant their castle? What about when not one but 20 floating fortresses show up? The long form of this pitch is Nathaniel’s Nutmeg, by Giles Milton; as a campaign it could take on a 200 year sweep and expand to fighting off the Europeans and the Qing, forming a league of islands, even building a new, seaborne Islamic or Fukienese Empire to rule the waves right out from under Britannia.

7. When the soldiers came they killed your whole village and you were driven into the hills. There you found nature spirits, who agree to help you if you help them. Now you can fight back against the soldiers, but take care not to pique the curiosity of the emperor’s sorcerer-viziers. This spirit-medium game looks like vodou* or kami worship or ma khi on the outside, but is secretly Pokemon reskinned. Who understands the spirits best? Who knows what, in the end, they want?

8. Bad guys are planning to seize the world’s oil chokepoints, and you have to stop them! Or maybe help them? Or seize them yourself? Nothing is clear in this globetrotting, port-hopping, Bond-Cthulhu exploration of the high finance and criminal underworld that runs international shipping.

* crazy but true: textedit wants to autocorrect vodou to voodoo. So it knows both words and considers one of them correct?

Coelomia: island of secrets. For the Sea of O’Sr

January 17, 2012 7 comments

From a ship, Coelomia looks like a low, rocky sandbar or reef, or possibly the mouth of a crater, with a shallow warm water lagoon in the middle.

  

It could easily be mistaken for the South Pacific island of Tabuearan. Outside the ring of visible land there’s a steeply-shelving, fairly smooth undersea reef that prevents large ships from approaching closely. Small boats or Viking longships with shallow draft, however, can row right into the lagoon, where the water is warm and the bottom is soft and sandy.

The only building on the island is a bamboo-and-palm-thatch hut, belonging to a crazy, muttering, Ben Gunn type castaway wizard. Apart from sunning himself on his balcony and unsuccessfully trying to brew potions out of kelp, the wizard tends a set of wide, shallow rock-pool-botanical garden of coastal and aquatic plants behind his house.

The wizard is harmless, and once he’s got over his fear of the adventurers he’s a mine of information about the island. The first thing he’ll tell the PCs is that he wants to rescue his friends but he can’t. Then he’ll show them some giant snail shells with membranes over the openings – these can store a couple of minutes worth of air, and allow for deep-sea diving. Then he’ll want them to try his potions (hoping to find one of water breathing). Finally he’ll get around to telling them the island’s secret, the reason why he and his friends came to it.

The island is actually a giant mollusc, or maybe two molluscs joined together.


The “lagoon” is a mouth with a ridge of stony, barnacled, tree-lined shell around it. The lagoon’s sandy bottom is the body of a giant snail-like thing loosely covered with sand and seaweed. This snail thing is connected to another that combs the sea floor for curiosities. The creature passes any indigestible curio it finds on the sea floor (bits of shipwrecks, Atlantean kingdoms) up to the mouth to get washed out by the waves, or to be rifled through by opportunistic murderhobos. Like the wizard and his friends.

So you could pan for treasure! But there’s a couple of complications. First, there are the crab-men – strong, violent and beautiful, with pearl-encrusted shells. They look like Kabutops, but covered in mother-of-pearl. Mechanically they’re like these guys. Those crab-men have taken to swiping all the treasure that gets washed up in the lagoon. The wizard has an uneasy truce with them – they let him live on his end of the lagoon, but they won’t let him in their end, where the floor of the lagoon shelves down into an opening deep into the mollusc shell – where they’re keeping the treasure.

And there’s another complication. The wizard came here as a member of a party of adventurers: where the others came for the gold, he had heard legends that an ancient and wise creature lived on the island, a creature that knew the way to paradise. The wizard brought a bunch of tools with him for exploring the island, including potions of water breathing, a diving bell, and a working magical submarine. He had to stay topside to power a ritual, to pump air into the sub. The rest of the gang went deep into the shell. And never came back. The wizard’s confident they aren’t dead – he tried casting Speak With Dead and although he got plenty of responses, none were from his friends. So he wants to know what happened to them, what they found, and what they did with his sub.

What the wizard doesn’t know is that deep inside the shell there’s a series of chambers, some filled with water, others with air. His friends did indeed make contact with the mythical creature – the mollusc, natch – in a small chamber right in the centre between the two great bulbous shells, where they found strange tubes that allowed them to mind-meld with it, and they are slowly being coccooned in pearl themselves. Mind-melding with the mollusc has some advantages – it allows you to control the crab-men telepathically, it feels really good, and it lets you into the mysterious and very slow-hatching plans of the mollusc, and of the party, who are now part of the same mental entity. It’s also very dangerous: breaking someone out of the mind-meld can hurt them, and anyway they won’t want to come away because they’re happy.

Indeed, the wizard’s friends are happy, and peaceful as long as nobody offers them violence, and willing to talk to strangers. They don’t care much about mere gold and jewels and rayguns and what have you. They’re looking for some special magical treasure, which the mollusc has been slowly amassing for years. They might be persuaded to help get the submarine for the PCs (using the crab-men), or drive the island to some useful location, or whatever you want. Maybe someone could try to mind-meld long enough to steer a crab-man to the sub, and then try to leave the meld to take control of the sub. But they emphatically do not want to be rescued, and they don’t want the wizard to join them in the meld – maybe they suspect he has some ulterior motive, maybe they realise their condition is a curse as much as a blessing, maybe they just don’t like him.

Past the mind-melding chamber there’s a narrow squeeze – too narrow for the previous party’s abandoned diving bell, but not too narrow for an unarmoured adventurer and a bag of potions of water breathing (emergency supply in the diving bell, which is probably still in the next chamber just past the squeeze). Beyond and below that, the chambers open out again into a crab-man settlement, with a whole city of crab-men hanging in ropy pearlescent strands off the bottom of the lower shell.

And tangled in the strands, the sub. Getting to the sub has one more complication – pressure.  The bottom of the shell is deep enough to cause serious pressure problems for human divers (I don’t know how deep that is – look it up. I’m going to say about 100 feet).  You could polymorph into a squid, perhaps. If you were confident crab-men didn’t love them some tasty squid. Or you could try to get to the sub quickly, since high pressure diving is all about time.

There’s plenty of treasure for a violent and uninquisitive party to take out of the island, but most of what can be reached easily is not very convenient: you could kill and loot the crab-men for as much mother of pearl as you can handle, provided you don’t mind it coming in foot thick slabs – that sort of thing. The crab-men also have a few valuables squirreled away in the top couple of interior chambers, hidden in a mighty tangle of everything the sea bottom could possibly provide. But to get to the sub, or the major treasures of the crab-men’s city, you’d have to get inventive. And to unlock the real potential of the island you’d have to get friendly with the mollusc.

Different campaigns will want the sub to have different possibilities and limitations. I picture it like a small version of the Nautilus from the classic Kirk Douglas 20,000 Leagues – big enough for 5 adventurers and their equipment, and capable of operating just as long as the wizard can sustain his continuous-air-making ritual (supplies enough fresh air for the crew and to power a small turbine for propulsion. The ritual must be conducted under an open sky – which is why the wizard can’t go aboard – and has a maximum range of 1 league).

Regarding the challenges of underwater adventuring, Harry Potter provided several magical solutions (gillyweed, which provokes a partial Deep One polymorph, outright polymorphing into some seaborne species, bubble-head charms, buddy-breathing with mermaids*). If needed the wizard could have developed anything from potions to a really long rubber hose. He does have a collection of diving-bell-like apparatuses around his hut, which he has grown out of nacre. These all have the disadvantage that they’re nearly impossible to move on land, being extremely heavy and having rough outer surfaces. Once in the water they become more tractable.

* OK, that last one is not canonical HP. But I bet there’s a fanfic.