Sunday, May 8, 2011

OSRCon Mapping Update


I announced a couple weeks ago that I am running a Labyrinth Lord game at OSRCon in Toronto in August. The home-brewed adventure I will be running is called The Tower of Death. My initial thought was to base the adventure's first (ground) level off of a well-known published dungeon map (randomly re-stocked), and then to construct the other levels by using geomorphs designed by various OSR bloggers. This would both ensure a degree of randomness (which I'm quite fond of in my dungeon design these days) and would show off some of the great stuff the OSR community provides by way of adventuring aids. A foolproof plan!

But now I have printed out a few randomly assigned geomorph-based dungeon levels from Dave Millar's Online Mapper and I have to say that while I really like a couple of them, the regularity of any geomorph-based dungeon level -- despite the wonderful creativity of the individual geomorphs themselves -- is proving to be a bit of a turn-off for me. I want even more unpredictability and physical irregularity in my dungeon levels, at least for this convention game, so the necessary predictability by which the individual geomorphs fit together is spoiling my plans somewhat. Sure, I could modify them, but if I am going to commit to that degree of design work anyway. . . .

Thus I have decided to scrap all but one of my geomorph levels and to fill in the gaps in The Tower of Death with hand-drawn, self-designed dungeon maps. I am not claiming to be a particularly talented or inventive mapper by any means, but I do know what I like, so mapping the dungeon myself allows me to throw in the kind of unusual features and idiosyncratic touches that I most prefer. Furthermore, as Spawn of Endra pointed out to me when I told him of my change of heart, self-drawn maps will breed increased layout-familiarity for me on game day -- I will know the contours of my own dungeon better than if I used random geomorphs. And that alone would seem to be an advantage since one of my principal aims of the Con game is to keep the action and the play moving along quickly for the players. THEY can waste as much time in-game as they like (within reason), but I feel a duty to know the rules and the map pretty well so I can keep the pace up at the table.

I will still retain one geomorph-based level, and I also still plan to randomly stock the majority of the dungeon as a whole. I will "plant" a few key monsters that I know belong in the scenario, and will include a few custom thematic locales as well, but I estimate that roughly 75-80% of the dungeon will be stocked randomly. This is for two reasons:

1. Random stocking is FUN! I have been getting a huge kick out of randomly stocking that DMG Sample level lately. I feel that responding to the results of the dice and finding clever justifications and "back stories" for the monsters and traps and treasures I roll up has been some of the most fun I've had as a DM, period. It is quite similar to what I like most about game play itself: responding to the "random" (or at least unexpected) elements the players introduce, and weaving those (as much as possible) into the ongoing adventure world. Indeed, response to X-Factors is indeed a hallmark of Old-School play and an especial favorite activity of mine.

2. I want the game I run at OSRCon to consciously embody as many old-school techniques, materials, and values as I can. And random stocking is SO Old-School!

So that is my progress report. I will surely continue to post about my preparations leading up to OSRCon, and as always, I welcome comments and suggestions about how I might make this process easier on myself and more fun for the players at the Con!

Shameless Plug: I want to urge all my readers to take a look at the OSRCon website and blog, and to consider making the trip to Toronto to play some frikkin' GAMES this August 12-13! In addition to my Labyrinth Lord game, it looks like James M. will be there running Dwimmermount (!!) and there are sessions featuring Pendragon, Call of Cthulhu, and Expedition to the Barrier Peaks as well. OSRCon registration is only is $20 CDN until July 1.

http://www.osrcon.ca/
http://osrcon.wordpress.com/

Friday, May 6, 2011

Arandish Campaign Class Options 2011

The last time I did an Available Classes Update way back in December 2009 (!), the Advanced Edition Companion wasn't published yet, nor had I discovered Dyson Logos' brilliant 2d6 Thievery.  Furthermore, it had not crossed my mind at that early (pre-actual game play) stage that one of my players would want to be a Bard, so I then listed "Bard" as an unavailable class.  I also totally excluded halflings, which I now allow in the Arandish campaign, though I prefer to call them "hobbits."

So to bring things up to date, here is a rundown of Arandish Campaign Available Classes:

Human Class Options
Fighter, Cleric, Magic-User, Thief: as per Labyrinth Lord.  Note that Thieves use 2d6 Thievery rather than the d% skill table in LL.

Druid, Illusionist, Assassin: as per the Advanced Edition Companion.   Note that the druid is an extremely rare PC type in Ara, since Arandish Druids tend to live reclusively in the wilds, eschewing civilization and human company.

Bard:  Uses the Arandish Bard template (adapted from Brave Halfling's Delving Deeper: Bard) utilizing the 2d6 Bardery skill mechanic.  See Complete 2d6 Bardery (available as pdf here) for details.  Also note the Jongleur variant.

Ranger: The Arandish Ranger comes in two variants, both found in Brave Halfling’s Delving Deeper: Ranger.  (1) the Giant-fighter type ("With Damage Bonus"), presumed to be a northerner or from the eastern mountains, and (2) the Scout type ("With Additional Skills") from anywhere in Ara but especially prevalent in the wilderness areas of Achelon and the Western Lands, and around the Great Western Swamp.  [Coming soon: 2d6 Rangery!]

Noffellian Sword-Cleric: a special type of undead-fighting Noffellian cleric described here.

Barbarian: Barbarians are a permitted class, though are extremely rare in Ara except as Mizarians. Mizarian barbarian characters in the Lands of Ara follow the Ode To Black Dougal Barbarian guidelines, and don't forget that all Mizarian characters are "Klingons on horseback" who get a +1 bonus to any rolls having to do with riding or handling horses.

Rodian
A Rodian PC may either be rolled up as a Race-as-Class "Rodian" (my preference) or in an "Advanced" variant with four possible class options: Duellist (fighter), Rogue (thief), Illusionist, or Invoker (magic-user).  See Rodians: The Reckoning for full details on Rodian PCs.

Dwarf or Halfling
"Dwarf" or "Halfling" Race-as-Class, as per Labyrinth Lord.

Goblin
James Maliszewski’s use of Goblins as PCs has inspired me to allow goblins as PCs in Ara.  But not just anywhere; probably only in the northeastern mountains, in campaigns centering on (or at least originating in) Telengard or possibly Delzar.  Of course, if Goblins exist as PCs in Ara at all, then a few certainly dwell in the Free City of Kaladar and at least one must be a member of Hokka’s crew.

Arandish NPC classes players cannot play
Enchanter, Summoner, Necromancer, Shadrachai, and Elf (Fey).

What "typical" classes does this list exclude?
NO Paladins or Monks –- these do not exist in Ara.

NO Elves as PCs -- though elves exist as an NPC race in the Lands of Ara, using the Fey Class template presented by Gavin at The City of Iron.

Thursday, May 5, 2011

Playing D&D IV With Teenagers

This past Saturday I visited my local public library in order to sit in on an ongoing D&D IV game. Of course, I am not super-thrilled with the established group's rule system of choice, but I am trying to build up my network as a public rpg'er so I felt it was important to make an initial connection with this particular gang. I am very glad I did.

The facilitator / DM, a really cool dude named Brandon, warned me ahead of time that he and I would be the two oldest people there -- I think Brandon may be in his 20's and I turn 40 this August. Indeed, the weekly event is listed on the library's website as "Dungeons & Dragons (Grades 6-12)," so its intended demographic primarily encompasses adolescents and teenagers.

The group's descriptive blurb on the Public Library "Programs" website says:

"Be a part of this amazing story-creating game. Join the group, build your character and set out on a fantastic quest or adventure. Play D&D with other teens instead of on your computer!"

Well put!

To be super-clear, my participation with Brandon's younger RPG'ing group is intended as a SEPARATE enterprise from the monthly public Labyrinth Lord game for which I am currently laying groundwork at my local bookshop. I will keep you updated on my progress with THAT project in separate future posts.

No, this group has already been playing together for a couple of years. In fact, I am in some ways being brought in as a ringer: Brandon wants me to take over the DM'ing reins at some point so that he can spend some time in the group as a player.

The group itself was a real kick in the pants. Funny and smart young people ranging from maybe 13 years old to 16 years old (that's a guess, though one guy actually told me he was 13). They know the 4e rules quite well, so I will (as usual) lag behind them a bit in rules mastery. But they won't care -- they are there to role-play and have fun.

Brandon is a very good DM -- he has invented a unique campaign scenario (involving all the reptilian and insectoid races uniting against all the mammalian ones) in which the players seem quite invested. They relished bringing me up to date about their campaign, telling me whose character hated whom, and which of the NPC villains were the party's worst enemies. It was great fun.

I did not even technically enter play at last Saturday's session. It took me an hour to generate a character -- a human cleric named Brother Zod -- and the current PCs never finished the encounter penultimate to their running into me and another new player. So I will join in "officially" next week. But I still had a blast watching these younger players get immersed in the game.

As for my future plans with the library group, I will play along in the 4e campaign for awhile, until we get to know each other, then when Brandon is ready for me to DM, we will actually switch rules systems. There is no way -- and I warned Brandon of this going in -- that I would be willing to run anything but an "old-school" rules system like Labyrinth Lord or Mutant Future. (Like ChicagoWiz says, I am allowed to say "no" and set limits on what I'll do.)

In fact, now that I have met the players, I am particularly tempted to expose this group to Mutant Future. I think MF's gonzo style and randomness will keep the library group's interest piqued. Plus it is the same basic mechanic as LL so if they want to swap over to straight fantasy, it will be a gentle transition to my preferred rule system.

We will see -- baby steps. But I am excited to have found a group of younger gamers to potentially introduce to the Old Ways.

Wednesday, May 4, 2011

Sessions 32 and 33: Kill Hobgoblins! - Almost

This recap covers two consecutive sessions, Session 32 (4/11/2011) and Session 33 (4/25/2011).  There was some fluctuation of personnel across these two sessions, as follows:

1.  Uncle Junkal is still on extended hiatus until his player finishes his dissertation in June.

2.  Session 32 included Innominus (Clr 5), Yor (Dwf 5), Vivuli (Assassin 4) and Hazel (Ftr 4 / MU 3), although Hazel had to leave the session one hour early -- ironically, just moments before the party joined battle with its foes in Stonehell.

3.  Session 33 involved Innominus (Clr 5), Hazel (Ftr 4 / MU 3), Yor (Dwf 5), Dak (Dwf 5) and Vivuli (Assassin 4) -- all the current (non-hiatus) players.

Session 32 began in the town of Fortinbras, as the party lurked around there waiting for Yor to recover from Raise Dead.*

Vivuli searched for and found a black marketeer willing to sell him some doses of Black Widow poison. However, the assassin found the poison to be outside his price range, so he pickpocketed the vendor instead.

Hazel ventured to the larger, neighboring city of Farn Junction in order to visit the Wizards' Council Spell Library there. At the library she bought transcriptions of Speak With Animals, Magic Missile, and Phantasmal Force. She also knocked around a few local bars (including a dwarf bar, The Stone Mountain Inn) and gathered some Farn Junction gossip, the main item being that some dwarven workers had recently disappeared from a mine, in an incident being referred to by locals as a "haunting."

Meanwhile, back in Fortinbras, Innominus looked further into the mystery and ongoing investigation of the death by exsanguination of Baron Kaminster. The cleric of Endra sought out Ironblade, the Noffellian Sword-Cleric brought in by the Sheriff of Rogaland as a special investigator on the case. The two caught up with each other at the late Baron's mansion east of town, where Innominus revealed to Ironblade what he'd found out via Tale of Death back in Session 31. Ironblade in turn informed Innominus that he and the Sheriff were planning to make an arrest in the case that very afternoon. Innominus asked to join them, and they all left the Kaminster Estate together.

They rode to a small hovel in southeastern Fortinbras which was already crawling with Sheriff's deputies. They descended through a previously concealed trapdoor into a hidden cellar containing shelves packed with human and animal skeletal remains. There were workbenches with jars of organs lying about, and skins adorned the walls. The hovel's sole inhabitant, Brian, was being held by two deputies as a few other lawmen searched the cellar. Innominus cast Detect Magic and saw, aside from the intensely bright glow of Ironblade's blessed sword, two other items emanating magical energy:

1. A ring worn by the Sheriff of Rogaland, and

2. Some object in the back corner of the cellar.

The Cleric of Endra made haste to the far cellar corner from whence the magic emanated, noting along the way that the stone walls were covered in weird symbols written in blood. One symbol that recurred in many places was a small inverted ankh-like cross:


Innominus reached the corner desk, upon which a small strongbox sat centered. The strongbox contained the object giving off the magical emanation: a key in the same general shape as the inverted-ankh sign depicted above.  Just about the same time Innominus found and pocketed the magical key, one of Sheriff Rogaland's deputies found a hidden cabinet containing 37 vials of blood, each marked with a unique symbol in wax.  Surmising that these blood samples linked Brian to a number of local exsanguination incidents over the past several years, the Sheriff hauled Brian into the Fortinbras Gaol to stand trial for murder, including the murder of Baron Kaminster.

That night, Hazel returned from Farn Junction, and she and Innominus were hanging out in the Drunken Yeti when Dalgoop the Ranger entered the bar, just returned from his southern sojourn.**

Dalgoop reported that he had seen alarming developments along the southern Mizarian frontier: organized-seeming bands of great grey trolls were attacking Mizarian settlements, and there were also rumors of huge colossus-like giants roaming those areas, attacking the more heavily fortified Mizarian forts. Dalgoop planned only to rest for the night in Fortinbras -- he planned to hasten onward to Kaladar at first light to get this disturbing news to his employers, The Society of the Cheetah Mask.

The next morning, after renegotiating Gark's retainer contract, and hiring Fuzz (Ftr 3) and Kilgore (Ftr 2) as additional NPC retainers, the PCs headed off for Stonehell one more time, hopefully to finally eradicate the Black Oil Hobgoblins once and for all.

However, only a few hours into their journey [and oddly, mere seconds after Hazel's player had to leave the session for the evening], the party was assaulted from above by a horrific, acrid, sewage stench, and next thing they knew, a Black Dragon was swooping around for a frontal aerial attack.

Both sides rolled initiative -- and both sides rolled a "1." So the action of the first round would be simultaneous.

Yor's player rolled a crossbow shot for NPC Gark, and when it hit, he declared that he would use his nightly d30 roll for the damage. I okayed this and he rolled 29 damage. That was the only shot that hit the dragon during the first round. The dragon, of course, used its breath attack, shooting a stream of deadly acid at Yor and Innominus. But both PCs saved, however, and only took minimal damage from the acid.

The party won initiative the second round, and Innominus told Yor to throw him (using his girdle of giant strength) straight at the onrushing dragon. Yor did just that, and once Innominus touched the dragon, he cast Cause Light Wounds and rolled his nightly d30 roll for the damage: 20. The dragon shriveled to a pulp.

Beastarr urinated on the dragon's corpse and the party moved up into the box canyon and entered Stonehell. . .

In short time and without incident the party reached the hobgoblin-held territory in the southeast quarter of level two of the dungeon. They found a few hobgoblins still working in the kitchen, and a patrol of six guarding a sentry post; the PCs made quick work of slaying a total of ten hobgoblins.

That is where the session left off. . . .

Session 33 began with the PCs exploring mostly vacant (or vacated?) areas of the presumed hobgoblin base. Highlights include:

At their furthest point southeast, the party discovered a rubble pile and a recently excavated passage leading 30' south to a natural tunnel leading off to the southwest. They deferred heading too far down that natural passage and instead proceeded up a northbound passageway that they thought (due to Gark's partial knowledge of the area) contained the Hobgoblin General's office.

One room along the north-south passage contained what appeared to be an Elven sleeping berth: a bunch of branches and green foliage woven together to create a comfortable sleeping nest for one fey. While her companions searched the room in general to no avail, Hazel unwove and stole some plant material from that sleeping berth.

The party did find the Hobgoblin General's Office, which was abandoned except for a large wooden desk. Written on the desk in feces in hobgoblin was the message: "Fuck You, surface dwellers"

Opening the one other remaining door in the main north-south hallway revealed a stone humanoid being which instantly attacked. Luckily, Dak beat the thing at initiative and slammed the door in its face, buying himself and his comrades the seconds they needed to ready weapons. The 8' tall stone thing burst out of the room and came at them in the corridor. Over the course of a harrowing melee, the golem splintered a shield or two and severely injured Hazel and one of the NPCs, but was ultimately brought down by the combined efforts of the party, including a daring scheme proposed by Hazel whereby Gorgo lassoed the thing's neck with rope and pulled it down to the floor with the help of Gorgo and Fuzz.

The group explored some areas to the west, finding only a deserted hobgoblin barracks now occupied by two morlocks having sex, and a strange cluster of small rooms with arcane inscriptions on the floor. Hazel copied down the inscriptions, deducing that they likely have something to do with teleportation.

The last room the party explored was a large squarish chamber with a rotating water spout and two huge 20' x 20' spiked pits, full of dead bodies in varying states of decay. The party, especially Vivuli, scoped out these corpses; Viv used a rope and grappling hook to lift a couple dead bodies out of the pits to search them for valuables [and found some loose gp and a treasure map depicting an island treasure spot]. Midway into the assassin's looting spree, Gark the dwarf cried out that he recognized one of the bodies in the western pit -- the party had at last found Sir Boren of Achelon.

After securing Boren's body, the party returned to the southeastern-most corner of the dungeon level, climbed over the excavated rubble pile, and headed down the natural tunnel a quarter of a mile to the southwest, at which point it opened out onto a cave mouth high up on the slope of Greystone Mountain.

There the session ended.

--
*In a recent post on Grognardia, it was noted that, according to strict OD&D rules, only humans are able to be raised from the dead -- demi-humans are exempt. However, here in Ara, Yor the dwarf is able to be raised. Why? Two reasons: (1) In Labyrinth Lord, Raise Dead works on a "dwarf, elf, human, or halfling" (LL p. 24) -- to which I would add other allowable demi-human races like rodians and half-orcs. And (2) Because unlike Dwimmermount, the Lands of Ara features dwarves and rodians (and even elves) which are derived from human stock. So in Ara, any PC race may be raised from the dead by a cleric.

**To recap: Dalgoop headed south into Mizarian territory on a mission for The Society of the Cheetah Mask. He seems to have vanished from our documented narrative in Session 9, but he may in actuality traveled with the PCs as far as Fortinbras, one session later.

Tuesday, May 3, 2011

DMG Sample Level Stocking Project Part 7


Here we go with Part 7 of my serialized attempt to stock the sample dungeon level from the Dungeon Masters Guide p. 95. The story thus far is contained in James C.'s original announcement of the project, his updated list of participants, and my stocking installments Part 1, Part 2, Part 3, Part 4, Part 5, and Part 6.

Project guidelines:

(1) I am stocking this map as a Level 3 dungeon.

(2) I am using the Labyrinth Lord basic dungeon stocking tables on LL p. 124 to stock the map, with a few customized twists, i.e., I am deliberately placing a few monsters and treasures as I see fit.  I am also using Michael Curtis' Dungeon Alphabet and some of the random tables in the back of the Advanced Edition Companion to randomly generate "unique" encounters and miscellaneous and/or atmospheric room features.


Now to stock rooms 28 through 30:

Room 28:  Rolled and got empty, no treasure.  Since I already know a little bit about the nearest adjoining room to the south (Location 27) from my prior stocking installment, I decide to theme this room similarly; see description below.

Room 29: Got monster with treasure. I rolled on the Labyrinth Lord Level 3 Wandering Monster Table (LL p. 104) and got "Fly, Giant Carnivorous." I rolled for number appearing and got 2, which seems a bit low (for this monster) for a third-level dungeon. I will either boost that number slightly or concoct some other advantage for these particular flies. The Giant Carnivorous Fly's Hoard Class is VI so I rolled that out (on LL Treasure Table p. 106) and came up with (merely) 34 copper pieces.

Room 30: Rolled a "unique." I had no particular ideas in mind for this location, so I entrusted myself once again to a roll of the dice: I rolled on the "Special Encounters" tables in the Advanced Edition Companion (pp. 148-149), and got "passage" and "flesh to stone." Whoa!

Thus my finished key to Rooms 28-30:

28. Shell Collector's Storage Chamber 
This is a ransacked storage room, full of broken crates and barrels and LOTS of broken sea shells, fish skeletons, shattered glass jars and vials, and some scattered rotten rope. A cold breeze smelling of salt water circulates in this room. Anyone who spends a total of two successful turns searching for the source of the cold breeze will discover that it emanates from a crack in the northeastern wall -- actually one edge of the secret door there. [The secret door can also be found by other, more typical means.] A successful turn spent searching the scattered rubble will yield 12' of usable rope, a rusty but usable iron coffee pot, and 6 silver pieces.

29. Fly Lair
This 20' x 20' room is home to a pair of very hungry and tough (max. hp) Giant Carnivorous Flies that instantly attack anyone coming down the passage from the west. The flies' extreme hunger gives them a +1 to all attack rolls against anyone edible. They will chase prey anywhere EXCEPT through the stretch of magically trapped passageway leading to the staircase at area 30. Buried amidst the offal that lines the floor of the flies' reeking chamber are 34 copper pieces.

30. Trapped Hallway and Staircase Down
The 20' stretch of north-south hallway connecting the secret door in room 28 to the staircase at area 30 is in fact a magical trap that effects all creatures EXCEPT dwarves. All non-dwarves passing through this section of hallway must save vs. petrify or be turned to stone, as per the flesh to stone spell.

The stairwell north of the trapped hallway is quite damp and smells strongly of sea air and brine. The stairs are wet and slippery; anyone descending (or climbing) them has a 1 in 6 chance of slipping and falling, taking 1d4+1 "fall down the stairs" damage.

Who knows what terrors await, lurking beyond the bottom of the stairs?

Next time: Rooms 31-34!

Monday, May 2, 2011

April A-Z Challenge in Review


The April A-Z Blogging Challenge is finally over, and I want to get a few thoughts down before I forget them:

1. It was fun. I did not mind being held to a stricter-than-usual "plan" for a month, and the continual post deadlines were a good influence on my writing discipline. No, not every post was spontaneously "inspired." I confess that near the end of the month I got a bit tired, and some of my posts in the final week and a half were a bit brief. But I brought the goods to the table every time, and furthermore, some of the shorter, less elaborate posts that were perhaps more mechanical than spontaneous were nevertheless the most content-rich, like the Eyepecker, the Undead Stirge, and the Undead Yeti. In sum, I liked participating in the challenge and felt that I was able to retain a high level of post quality across a wide array of gaming-related topics.

2. In terms of my method, I had already written a few of the posts (my Sea of O'SR Islet key, the two LotFP module reviews) when I accepted the Challenge, and I wrote almost all of the others in advance of their post dates. Only two -- "Sloth of Death," which was awaiting its artwork, and the last one, "Zappo the Wondrous" -- were completed the same day they posted.

3. I should note that illustrator Kelvin Green, who drew the Dimetrodons and the Tree Wilden, was a dream to work with -- a real pro. When I mentioned (in #2 above) that one of the posts was "awaiting artwork," I did not add that I asked Kelvin for that particular piece at the extreme last minute, and he delivered a stellar piece of work in record time! Look for more works by the esteemed Mr. Green in future Lands of Ara posts and releases.

4. My personal favorite Lands of Ara A-Z posts are the Wraithstone Island key, the d30 Encounter Tables, the Dimetrodons, the Eyepecker and Sloth, and the musings on the "x-factor." And while the first three of those posts would have been completed regardless of the existence of the Challenge, the last three might never have been written had it not been for the peculiar demands of the A-Z thing.  So kudos to the A-Z Challenge for motivating me to get those terrific CBoA monsters out there!

5. The Lands of Ara's most visited A-Z posts according to Blogger stats include G for The Grinding Gear, S for Sloth of Death, I for Islet, H for Hammers of the God, and F for Fight On!

6. I feel compelled to mention some of the anti-A-Z Challenge sentiment I have seen in the OSR Blogosphere (see examples here and here). I am interested in hearing from people who were actively annoyed by the Challenge -- what bothered you about it?  Why was it so unappealing / off-putting for you?

7. Fortunately, some folks have already responded to my #6 query: see the insights in these comments.

8. My participation in April A-Z came from wanting the literal challenge to write 26 posts in one month on pre-chosen themes -- that's it. I didn't really browse other participants' blogs except when those participants were OSR bloggers I normally read anyway. But I DID read other OSR people's A to Z posts, albeit selectively in most cases. [Along this line, I particularly recommend The Jovial Priest's A-Z series on the Dungeoneer's Survival Guide -- pretty damn great!] I didn't really change what I usually do except to predetermine what the month's posts would be -- note, however, that I did sneak a few other ones in there, like a couple of installments of the DMG Level Stocking Project and my OSRCon DM'ing Announcement.

9. In the end, I'm really glad I participated. It was my first really "sustained" writing project in the blogosphere. I am not completely sure if I would do it again -- I'd have to strike upon some really cool theme to make it spark for me -- but I had a good time challenging myself this year.

Sunday, May 1, 2011

Holy Chant and Prayer with Your Hostess Ofra Haza (Cl-15)

Thine Spawn of Endra didst say:

Pardon the absence, but Carter was working away at the A-Z Challenge, and I'm trying to write a dissertation. Which is more painful? Who knows. (Actually Carter has done both, so he could tell you.)

In this process of being torn apart intellectually, emotionally, spiritually, psychologically and physically -- popularly known as "writing a dissertation" -- I've been finding myself susceptible to being moved by certain pieces of music. Though I'm not a theist, sometimes I feel these are spiritual experiences ... as if the beauty of the music itself is evidence of the possibility that compassion and mercy do exist in the universe, whether its source is a sentient being or not. So it went a few weeks ago, when I was listening to the Secret Agent station of SOMA.FM while trying to write, and a tune came on called Im Nin'alu, a remix by DJ Cheb I Sabbah of what I soon learned was a classic Yemenite Jewish song popularized by Ofra Haza in the 80s. (She was known as the "Madonna of the East", according to Wikipedia).
Ofra Haza - Level 15 Cleric
Having heard a club remix of this song and not knowing Hebrew, I had no idea that it was a religious poem written by Rabbi Shalem Shabbazi in the 17th C. in Yemen and set to music. Here's a YouTube version of it from 1978 (pre-nose job) on an Israeli TV show:
The striking melody line at 0:29 comprises two words stretched out over 3 or 4 bars: El Chai, translated as "The Living God" or "God is Alive". This early version has a sort of kibbutz campfire-song feel to it, but for some reason I find that line inordinately beautiful. The rest of the lyrics talk about the mercy of God (translation found here):

If there be no mercy left in the world,
The doors of heaven will never be barred.
The Creator reigns supreme, and is higher
than the angels
All, in His spirit, will rise

By His nearness, His life-giving breath
flows through them.
And they glory in His name
From the moment of genesis,
His creations grow,
Captivating and more beautiful.

The wheel in his circle thunders
Acclaiming His Holy name
Clothed in the glory of His radiance,
The six-winged cherubs surround Him,
Whirling in His honor
And with their free wings sweetly sing,
Together, in unison

This is the kind of thing I might expect a cleric to be invoking when s/he is casting spells like Holy Chant or Prayer. If Ofra Haza the Cleric was in there invoking the name (one of the names, actually) of her deity like that while the party engages the hobgoblin army, they are going to be inspired even if they don't know what's being said or who's being prayed to.

Well maybe she's a Bard, some of you are saying. No. She's a cleric. She went through compulsory military training in the Israeli Defense Force in 1979. So she'd be in there kicking ass, gouging eyes out with krav maga and all that stuff. And since she sings rather than playing a lute, she's got both hands free for a mace and holy symbol! Look out fools!

Plus, she's not a generic default Christian crusader-type cleric that many people envision (see comments to Matt Finch's post). Here we have a more dance-oriented arrangement from Yemenite Songs (1984) where she's got an awesome dungeoneering head-dress just perfect for scaring the shit out of undead and dishing out holy wrath. The iteration that has been sampled and remixed most heavily up until today is this one from 1988, which definitely has that late 80s VH1 'world music' studio production value to it:

But it shows three important things: 1) Ofra Haza can ride a horse, which is a good adventuring skill; 2) she's got a boss cleric's outfit with gold scale mail and nary a cross in sight; and 3) Holy Chant or Prayer are more powerful when you add reverb. I'd like to see a MU/Illusionist spell like Audible Glamer but that mimicked effects like reverb, echo, distortion, phaser, etc.

It's interesting that by this time the song was stripped down lyrically to the point where it's mostly a repetition of El Chai. Outside of all the production trappings, the thing that appeals to people (including DJs) about this song for the last 20 years is a woman holy-chanting "The Living God" over and over again. How many millions of people have danced while drunk or high to her invoking a name of the Hebrew God in clubs all over the world, while getting +1 on attacks, damage and saving throws, and their enemies also got -1 penalties? How would the Discotheque Wars have gone without her? We will never know.

So, here we end an Old School tribute to the late Ofra Haza (d. 2000). How Old School is she, REALLY?, I hear a few of you rotten bastards say. She covered Kashmir, okay? That's how Old School she is. You've covered LedZep in your campaign (your 'storied' Battle of Meverore, or whatever crappy anagram you came up with) so don't try to get coy. Show some respect.

Sincere thanks to the incomparable Ofra Haza for leaving something beautiful in this horrid world for me.