Sunday, October 9, 2011

I Joined Trollhalla!

As regular readers know, Ken St. Andre's Tunnels and Trolls is a key part of my "gamer DNA" -- I was introduced to the game (by Michael Oshiro) fairly quickly on the heels of my earliest introduction to Holmes Basic D&D. I have spoken before of the game's many virtues and pleasures, and was reminded of them recently by ze bulette, who posted some great pics and a mini-review of T&T 7.5, an edition of the game I have never owned or played but about which I am very curious.

[Also, revisiting that aforementioned "virtues and pleasures" post of mine, I just noticed that Liz Danforth herself commented on it! And she's FAMOUS!]

All of this T&T-related excitement has led me to seek out Trollgod's Trollhalla, the online home base for T&T fandom. All it took was answering a few questions, and now I am on the path toward enhanced Tunnels and Trolls adventures and experiences! The coolest part of joining the Trollgod's Elite Champions is that the Trollgod himself -- legendary T&T creator Ken St. Andre -- is the site administrator! Yup, I got an email from Ken St. Andre! If you had told me when I was a fifth grader playing T&T that I would one day have direct (virtual) contact with the game's author, I would never have believed you.

Of course, as James Maliszewski has discussed before, the T&T game has stayed remarkably consistent over all these years, and it seems like part of this consistency stems from St. Andre's direct involvement: he has always kept himself accessible to the fans of his game, in ways that go above and beyond the average. This direct connection to the guru of the game system I'm playing is one of the great perks and joys of being part of our old-school hobby; this kind of personal touch doesn't seem a prevalent part of corporate RPG culture (e.g., WotC), though perhaps I misjudge.

At any rate, I have to go get to work on some material required for my deeper initiation into Trollgod's Trollhalla, and I don't really have much else to say here anyway except: T&T rules! And so do Ken St. Andre and Liz Danforth!

"Hey you! Git yer ugly mug out there and play some Tunnels and Trolls!"
(Stone troll illustration copyright 1991 by Liz Danforth.)

Saturday, October 8, 2011

Answering Jeff Rients' Twenty Questions (Part 2 of 2)

This post is part two of a two-part series in which I attempt to answer Jeff Rients' list of "Twenty Quick Questions for your Campaign Setting." My first ten answers are here, and Jeff's answers about Wessex are available here and here.

So here is Part 2 of "Twenty Quick Questions for The Lands of Ara":


11. Where can I hire mercenaries?
Almost anywhere in the areas right around the Bay of Noffel -- i.e., the Free City of Kaladar, the Noffellian port towns of River's End, Silverhilt, and Jakama, and/or the Blintian bayside metropolis of Blintsport. In the north, your best bet is Tradefair or Ironcrown, though a certain number of B-grade mercs and swamp-lurking types are probably available in Swampsedge.

12. Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?
Arcane magic is outlawed in Noffel, upon punishment of exile (for the most minor infractions) or death (for everything else). And in general, as far as law enforcement goes, the Noffellian High Guard, the Kaladarian Royal Guard, and the Telengardian Roughriders are the most feared, manichean organizations in the Lands.

13. Which way to the nearest tavern?
I have blogged about this before, but now, thanks to the travels of my current PC party, I can happily add a few more entries to the list of Noteworthy Inns and Taverns of Ara. Here are some key establishments the PCs in my current campaign have visited during their adventures so far:

in Fortinbras
- The Drunken Yeti, the local adventurer's bar
- The King Hargon Inn, a reputable dwarven inn

in Farn Junction
- The Lazy Basilisk, an adventurer's bar
- The Stone Mountain Inn, a dwarven establishment

in the Free City of Kaladar
- The Orc's Balls Inn, a somewhat seedy establishment near the South Gate
- The Greedy Lion, in the North Wall District

In general, it is not difficult to find a drinking establishment anywhere in Ara, though many Noffellians tend to be restrained drinkers or even teetotalers, as are some fairly extreme Telengardians.

14. What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?
There is always Krakko the Iron Drake, who is so notoriously hated and feared that his death and killer would be celebrated forever throughout the Lands of Ara and beyond.  More realistically, there is a greatly feared red dragon named Razgar who terrorizes northern Ara, a rumored Troll-King in the wildlands down south of Mizar, and many notorious hobgoblin tribes in the northeastern dwarven lands and in the central Minochian mountains.  Lately, there seem to be a great many black dragons terrorizing central and southern Ara as well. And lastly, in the region of the Great Western Swamp, anyone who could exterminate a sufficient number of swamp trolls so as to reduce their deleterious impact on towns like Swampsedge and Sluggerton would be thanked, rewarded, and revered in that region for years to come.

15. Are there any wars brewing I could go fight?
Yes, the so-called New War between Delzar and Mizar, which is really just a long, drawn out border dispute, but no less violent or bloody for it: a great many Mizarian, Delzarian, and mercenary lives are lost to this longstanding conflict every day.  At the opposite corner of the map, there are (rumored) skirmishes between elven and rodian forces taking place in the far northwest, near the western Arandish sea coast on the city of New Port. And of course, there is constant territorial infighting in many places throughout the Western Lands.


16. How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
Arenas and gladiatorial battles (to the death anyway) are considered somewhat uncivilized in southern Ara, though there is a famous old arena in Highgate, nowadays only used for ceremonial purposes. However, there is a thriving gladiatorial circuit in the Western Lands and parts of Telengard: Ironcrown, Tradefair, and even Swampsedge all contain active gladiatorial competitions.

17. Are there any secret societies with sinister agendas I could join and/or fight?
The most noteworthy (or notorious) of these would include: (1) the Red Hand, a super-secret assassins' guild supposedly based in Kaladar, (2) the Invisible Hand, a secret society of powerful wizards who resist Arandish law, refusing to join the Council of Arlon, and (3) various dragon cultists, the most terrifying and evil of these latter groups being the one that worships the aforementioned Krakko. 

18. What is there to eat around here?
This is the hardest one to answer, and it varies regionally.  The lands immediately surrounding the Bay of Noffel, i.e., Noffel and Blint, serve a lot of fish and seafood; Blintian mussels are treasured throughout southern Ara.  Minochians herd a lot of goats, but also grow various vegetable and grain crops in the areas east of the high mountains.  The most lush farm- and grazing lands in Ara are in central Achelon and throughout Delzar, so practically any edible crop or form of livestock may be consumed in those Lands or in the Free City of Kaladar.  Despite monster incursions, sheep are raised in many areas of northern Ara and the Western Lands.  Telengard, consisting largely of blighted lands, depends upon local goat-herding as well as imported grain, fungi, and meat from the northeastern dwarves for its sustenance.  Mizarians occasionally herd cattle, and when they do the meat produced is the finest in the Lands, but they mostly prefer to hunt large land mammals (tigers, oliphants, etc.) that roam the southern plains.  And lastly, there have occasionally been unusual fruits and meats brought back by explorers of the southwestern Komar Peninsula, but none of these exotic offerings has yet taken a firm or consistent place in the culinary traditions of the Lands of Ara.

19. Any legendary lost treasures I could be looking for?
Yes, The Crimson Blades.


20. Where is the nearest dragon or other monster with Type H treasure?
Well, converting that "Type H" B/X / AD&D designation into a Labyrinth Lord Hoard Class using my handy-dandy Treasure Type Converter, I see that this query refers to creatures of Hoard Class XV, i.e., dragons and dragon turtles but not much else.  So I would refer you to item 14 above, which is mostly a list of dragons anyway.

Friday, October 7, 2011

The Western Lands - Small Baronies Amidst Vast Wildlands

I was looking over my Lands of Ara Gazetteer (available on this page) and came to a startling realization: I have never blogged about The Western Lands! I mean, I have mentioned them here and there, and my current campaign even started out on their southern frontier, but I have not yet composed a full-blown Gazetteer entry for the region.

So here goes:


The Western Lands refers to the large, western Arandish land area bordered by Noffel to the south, Aldoria to the north, the Great Western Swamp and Gray Mountains to the west, and the Achelonian border (i.e., the north-south Endyn Trade Route and Endyn River) to the east. It is an extremely loosely governed coalition (or maybe just collection) of small baronies and fiefdoms, some legally recognized by established Arandish powers (e.g., the many Achelonian petty nobles in the region), and many others whose sovereignty is hard to determine and exist mainly through force of will and/or arms.

[To continue, quoted from here:]

"The Western Lands are a loose confederation of independently held baronies and smaller land holdings that blur into the wilds of northern Achelon to the east and stretch toward the coastal Grey Mountains to the west. These are frontier states, untamed and raggedly governed. There is no central reigning power, only individual territories overseen by barons and baronesses ruling more or less as they please. Most of the barons wish to keep it this way, though there are a few individuals who believe it would benefit the region to unify into one realm. [. . .] I encourage players and referees to flesh out these lands to fit into your own adventure campaigns. Feel free to make up your own baronies and territories as you see fit, for this is a wild area ripe with possibilities."


The Western Lands - North
This is the slightly more densely populated half of the Western Lands, largely since the Great Western Swamp covers so much of the other, more southerly portion.  Here in the north, despite the ubiquity of a good assortment of large, fearsome monsters including northern bears (stat as cave bears) and wild ogres (see stats here), there is plenty of verdant, wooded land, much of it suitable for ranging livestock.  This is also where Tradefair, the single largest town in the Western Lands, sits [not indicated on hexmap, but it occupies hex 1107].

The City of Tradefair
Tradefair is a fairly large (pop. 9,600) free city that some call the "Kaladar of the Wildlands.” Though its permanent population is largely made up of Arandish humans, many dwarves, rodians, and even ogres live there as well, and its transient population includes persons of all races. It is the principle center for legitimate trade and commerce in the Western Lands. As in Kaladar, nearly anything may be bought or sold here. Tradefair supports a small spellcaster’s guild, and it is widely believed that the Invisible Hand has a secret meeting place somewhere in or near the city.  The city of Tradefair has its own Lord Mayor and Guard Corps.

The Northwestern Baronies
Barony of Farrep
Rodgar, Lord Farrep, wants to keep the Baronies free. His is a reputable, hard-working mining colony on the western frontier of the wild lands. Along with Ngthar, Farrep is one of the two oldest Baronies granted by the Queen of Achelon, and Rodgar even rivals the Dukes of Orr and Anorak for being one of the richest and most powerful landholders in this region.

Barony of Ngthar
Murdock, Lord Ngthar, is owner of numerous highly productive mines, excavating ores used in the forging of dwarven steel. His exports travel east overland to the dwarven smithies in the mountains beyond Telengard.  He is known to be extremely rich, though not seemingly interested in regional politics or power.

Duchy of Nostromo
Duncan, the Duke of Nostromo, lives at Castle Finnegar. The current duke’s father was an illegitimate though favored son of an Achelonian prince, so Duncan’s blood ties to Achelonian royalty are considered to be weaker. Therefore, the current Duke of Nostromo is not a particularly influential Duke, and he has been known to rabble-rouse and complain about this fact at gatherings of the local Western nobles. 

Duchy of Anorak
This large expanse of rich farmland is held by Anorak, the eldest of two sons of the late Duke Orum, a favorite of the Queen of Achelon. When Orum fell into ill health nine years ago, he split his realm, giving land to each of the brothers. Anorak is also in the Queen’s favor, and is an Achelonian loyalist. He is fair and reasonable, though he distrusts Telengardians somewhat. Anorak has a son, Warro, who is a hothead and resents “queer Uncle Davidar,” whom he views as an obstacle to his own father’s rightful claim to all of Orum’s lands.

Duchy of Davidar
Davidar is a nature-loving man who, it is whispered, has connections with the Land of Aldoria. It is in fact widely reported that the Duchess of Davidar, Alnara, is an elf. Davidar’s interests keep him at a distance from the Achelonian courts, so though he is charismatic and powerful, and respected by his brother, Anorak, there are many Westerners who frown upon Davidar’s rumored association with faerie, and he is little known in Achelon.

Barony of Urn
A ruthless, mercenary landholder and miner, Lord Urn is vehemently anti-faerie, and is rumored to use Aldorian slave labor in his mines. It is also said that he sells his ore to Suhlian pirates on the western coast. Lord Urn is not fond of visitors and employs a violent, mercenary guard corps to defend his property.

Duchy of Orr
The Duchy of Orr is ruled by Herbald, a famous Achelonian general granted lands and title by the present Queen. Herbald is quite large and muscular and is known to be a deadly two-handed swordsman, even despite his advancing age. He is an authority on the lore of Noffellian Sword-Cleric Silverblade the Stout-Hearted. Some of his minions include Sir Ronald Glastonburg, his personal vassal and commander of his troops, and Ooochh, a domesticated rock troll who is utterly loyal to the duke.

Barony of Needbo
The current Lord Needbo is a reclusive and scholarly man. Castle Needbo is an ancient structure, and the Needbo family is said to have been here since long before the Achelonian land grants. Some locals believe the Needbos are connected in some way with faerie.

Faldor’s Keep
Lord Faldor is a non-noble landowner thought to be friendly to the Arandish White Council. His keep lies on the eastern bank of the River Ngthar between the Barony of Ngthar and Castle Morko. His small landholdings and introverted personality keep him from much unwanted notoriety, and his location—just across the river from the dreaded Wosc Marshes (also called the Haunted Marshes)—does not encourage guests.

Wilkiss
Wilkiss is the name of a small shepherds' village as well as the name for the wooded area that surrounds it.  Deep in the woods outside the village is rumored to dwell Crooql [pronounced CROO-koo], the mad hermit of Wilkiss. Crooql is extremely reclusive but supposedly knows a great deal about local legend and lore.

The Western Lands - South
Much of this region is described in my post about the Great Western Swamp, yet there is one other key feature to be described: Castle Morko.

Castle Morko
Mad Lord Morko is a strange and unpredictable man who prefers to keep outsiders away from his land, most of which consists of swamp. In fact, the vast bulk of the Marshes of Margoon, a known breeding ground for swamp trolls, fall inside Mad Lord Morko’s territory.

Tuesday, October 4, 2011

ConstantCon - Sticking with Skype?


I have been gaming with my "home" Labyrinth Lord group via Skype for over a year now, and have grown quite comfortable with it.  Skype seems to handle larger (4-5 participant) video chats relatively well so long as some of the participants use headphones for audio. [Actually, lately we have gotten away without even using headphones at all.]

 
My home Labyrinth Lord group: clockwise from top left, that's Spawn in Pennsylvania, Vivuli's and Yor's players in Oregon, Hazel's player in Wisconsin, and me [at bottom center] in upstate New York.

So as the mid-October start date for my ConstantCon Game approaches, I find myself wondering: to Google+ or to Skype? I know practically everybody else in the OSR blogosphere has been going gaga over G+ of late, and part of me feels I ought to use that for Tales from the Hotel Kaladarian since many of my players will be from that blogosphere and may feel more comfortable on G+. However, I did run a two-person test of G+ Video Chat with Uncle Junkal's player about a month ago, and both of us felt that G+'s video dimension in particular was far inferior to that provided by Skype. I already pay for Skype Premium ($8.99 [US] per month) in order to get access to Skype's Group Video Chat feature, so I could easily hold my ConstantCon games over Skype, so long as my players all have (or are willing to download) it.


Or maybe I should start with G+ Video Chat on a trial basis and then if I don't like it, I can always revert to Skype?

Any thoughts or suggestions on this matter from the blogosphere?

Monday, October 3, 2011

ConstantCon Has A Homepage

Hear Ye!  Hear Ye!  ConstantCon now has its own homepage!  You can find it here.  I also have added a link to it on my own ConstantCon page, and have added it to my blogroll.

As Zak also just announced, he will continue to host his usual Wednesday ConstantCon posts for a few more weeks, in order to smooth the transition from his blog to the new one.

Rock on ConstantCon!

Abandoning the Megadungeon Project (For Now)

Much earlier this year, I boldly announced that I was commencing a Megadungeon Project. While the plan I had for the dungeon's layout is a very good one, and the specific place in which I planned to develop it is a key location in the mythology of the Lands of Ara, I have found that I am indeed a true old-schooler at heart, and need to develop my megadungeon through play (like Dwimmermount), NOT via detailed pre-design.

In the early months of 2011, I did a decent amount of mapping, maybe two to three partial levels' worth, but then lost steam and kind of drifted away from the whole thing for several months.  So here I am now, in early October, realizing that until a group of PC's gets anywhere near the place, I might as well "close up shop" on the project for the time being.*  

This clears space in my schedule for a few other projects that I am excited to tell you about, including:

- Co-writing and -editing The Lands of Ara Compendium 2011, collected highlights of the gaming content from the Lands of Ara blog from its inception in 2009 until the end of 2011.  The Compendium will be written and edited by Spawn of Endra and myself and will feature illustrations by some old-school favorites including Kelvin Green!  The Lands of Ara Compendium 2011 will be released as a free, downloadable pdf in the first weeks of 2012.

- Running episodic sessions of Tales from the Hotel Kaladarian, my new ConstantCon campaign.

- Possibly getting a local old-school D&D [probably Labyrinth Lord] group going.  As regular readers know, my attempt to get a Basic Dungeons and Dragons Group going at the local bookstore last month did not immediately pan out.  I think my new tactic locally will be to simply get a small group gaming, whether it be at my own house or at that bookshop or at some FLGS, I don't care.

- Writing and revising The Tower of Death, a spruced-up version of the module I ran at OSRCon in August, to be made available in early 2012 as a free, downloadable pdf.

Stay tuned for more Lands of Ara updates!
--
* Reminder to self: when I pick up steam on the project again, remember to create a cool Megadungeon Project Binder.

Sunday, October 2, 2011

Answering Jeff Rients' Twenty Questions (Part 1 of 2)

Awhile back, Jeff Rients posted a list of "Twenty Quick Questions for your Campaign Setting," which he then proceeded to answer (here and here) for his own Wessex campaign. Inspired by his example, I will now answer those same twenty questions as they relate to the Lands of Ara, to the best of my ability, also in two parts. Here goes part 1:

1. What is the deal with my cleric's religion?
We are discovering that as we play. Some well-known and widely worshipped Arandish deities include Awra, the creator-sorceress; Frey, God of the Noffellians; and Aldor, goddess of the Elves. Innominus, my current PC group's cleric, has suggested that his own order, the Followers of Endra, are a smaller sect, possibly based in the Western Lands, but who (like all other religious groups in Ara) also have a Temple in the Free City of Kaladar. In general, as I have previously posted, "Adventurers in Ara can surely find temples to almost any god or worshippable thing within the walls of the Free City of Kaladar; but outside that city, full-blown temples to anything besides local deities or those entities specifically designated below are probably rare."


2. Where can we go to buy standard equipment?
Any small- to mid-sized town* in civilized areas of Ara would do.

3. Where can we go to get platemail custom fitted for this monster I just befriended?
The Free City of Kaladar. Maybe a few skilled armorers exist in towns with significant dwarven populations like Farn Junction or Ironcrown who could pull off such a task as well.  Of course, no civilized Arandish town or village would allow you to bring your new monster acquaintance inside its walls!


4. Who is the mightiest wizard in the land?
The greatest living thaumaturgist in the Lands of Ara is Arlanni, current head of the White Council of Arlon. However, many Arandish folk believe that Awra herself still roams the Lands, sometimes in Gold Dragon form, sometimes as a human, even occasionally as a rodian. If these legends are in any way true, then the creator-sorceress would rank highest -- for she could surely blow Arlanni out of his booties any day of the week.

5. Who is the greatest warrior in the land?
Officially, whoever is the King of Noffel's current Champion and Captain of the Noffellian High Guard. But that would be a highly contested title, especially outside southern Ara. Usually the head of the Kaladarian Royal Guard is a major badass as well, and there may be other less well-known warriors toiling away in the monster-infested regions of northern Ara who have not been given their due in more civilized circles.

6. Who is the richest person in the land?
I am not completely sure, but I know that he or she surely lives in the Free City of Kaladar. Or possibly is a member of one of the older Noffellian families, or is an Achelonian noble in the Queen's favor who possesses vast tracts of central Arandish land.

7. Where can we go to get some magical healing?
Temples of the Healers of Carcoon abound in most central and southern Arandish towns and cities. Other local and regional sects may offer this service as well.


8. Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath?
The Brothers of Carcoon could do most of these things, but only in their Temples in towns at least the size of Farn Junction, i.e., Medium Towns or bigger (pop. 4,500+).*

9. Is there a magic guild my MU belongs to or that I can join in order to get more spells?
Yes, it's called the White Council of Arlon, and you MUST join it upon reaching name level, or else be hunted down by its (powerful) representatives.

10. Where can I find an alchemist, sage or other expert NPC?
Many good-sized towns in Ara may have such experts, but the larger the metropolis, the better. The Free City of Kaladar is a sure bet, as would be Highgate, the Noffellian capitol. The Delzarian capitol of Bilnhof is also well-known for its high concentration of sages and folklorists.

More Arandish secrets will be revealed in Part 2!
--
* See Labyrinth Lord p. 125 for settlement size categories.