Saturday, March 30, 2013

Saintly Saturday: St. John Climacus

Today is the feast of St. John Climacus, aka St. John of the Ladder. He lived during the seventh century, became a monk at the age of 16 and died in A.D. 649 as the abbot of St. Catherine’s monastery at Mount Sinai.


His moniker comes from his most famous work, The Ladder of Divine Ascent. Even though it is intended as an instruction manual for monastics, it is still one of the most popular books among Orthodox Christians, especially now during Lent (our Easter, more properly called Pascha, isn’t celebrated until May this year).

The book posits thirty steps toward reaching the Heavenly Kingdom. This work, as well as St. John, is also commemorated on the Fourth Sunday of Great Lent. Associated with both the work and the Fourth Sunday is one of my favorite icons:


Note the people being pulled off the ladder by demons — some of them are wearing the vestments of priests and bishops. It is a reminder that we are all merely human, especially those who have been ordained. We all sin, but this sin only speaks to our human frailty not to the Christian faith or Christ Himself. Hypocrites we may all be, but Christ went to the Cross for us all anyway. As St. John more aptly puts it:
God belongs to all free beings. He is the life of all, the salvation of all—faithful and unfaithful, just and unjust, pious and impious, passionate and dispassionate, monks and seculars, wise and simple, healthy and sick, young and old—just as the diffusion of light, the sight of the sun, and the changes of the weather are for all alike
I have often seen the monastic life as a metaphor by which Christianity can speak to D&D. Player Characters are invariably those members of society that exist on the edges of Civilization doing things which allow Civilization to continue to exist, but which are not normally acceptable within Civilization itself.

I, therefore, find it interesting that the first step that St. John describes in The Ladder is the renunciation of the world — monks leave Civilization behind to wander into the Wilderness to fight the demons where they live. This is not far from what a normal D&D PC does in context of delving into the Mythic Underground to fight Evil and Chaos where it lives.

St. John notes that there are three types of people who renounce the world:
All who have willingly left the things of the world, have certainly done so either for the sake of the future Kingdom, or because of the multitude of their sins, or for love of God. If they were not moved by any of these reasons their withdrawal from the world was unreasonable.
Of these three, the second most accurately describes the typical D&D PC — sinners who no longer totally belong to Civilization. I also find St. John’s advice for the sinner quite interesting:
The man who has withdrawn from the world in order to shake off his own burden of sins, should imitate those who sit outside the city amongst the tombs
The tomb, of course, being one of the classic D&D adventure tropes.

Finally, I would be remiss if I didn’t note that the metaphor of the ladder quite aptly describes the experience level system used in D&D (although I have never even approached getting to the 30th level either in life or as a player).

Saturday, March 23, 2013

Saintly Saturday: St. Nicon the Hieromartyr

Today is the feast of St. Nicon the Hieromartyr. He was born in late 2nd or early 3rd century Naples to a pagan father and a mother who was secretly a Christian. Despite being exposed to the faith, he grew up pagan and became a soldier. It was during a particularly sticky situation as a soldier that he began his path towards becoming a saint.

His company was surrounded and, out of desperation, he started to pray to his mother's God. When he and many of his fellow soldiers survived, he began a quest to become baptized. This was no easy task in a time of persecution. Eventually, he ended up in a cave church where the bishop of Cyzicus was hiding with a group of monks. It was there that he became a monk and eventually succeeded the bishop who baptized him.

St. Nicon ended up in Sicily when barbarian incursions drove out he and his fellow monks. Upon his return to the West, several of the soldiers he served with sought him out. They, too, decided to become Christian. Eventually, they settled in a wilderness area called Gigia by the River Assinum in Sicily. After many years living in peace, they were arrested during a persecution by the governor Quintilian. When they refused to worship idols, the 199 monks that were with Nikon were beheaded. St. Nicon was tortured and eventually was also beheaded about the year A.D. 251.



Taking a quick look at a map of Sicily, the most likely place where St. Nicon and disciples were are in the mountains outside of the modern city of Noto, which sits at the headwaters of the River Asinaro. This suggests a very nice little area for an interesting variation on a couple of classic D&D campaign tropes — the ruined monastery and Skull Mountain.

Firstly, we have several very nice names: The ancient name for Noto was Neetum, the wilderness around evidently was known as Gigia, which are part of the Heraean Mountains in a valley of the river Asinaro/Assinum.

Secondly, there is a monastery, founded by St. Nicon and his disciples (some of whom are former soldiers, including Nicon himself) who are all killed by beheading. This suggests that in the mountains surrounding Noto/Neetum is a ruin that colloquially is known as the Monastery of Skulls.

Since there are 200 of these skulls, this suggests several different potential variations on what one might do with a ruined monastery:


  • As with T1:The Village of Hommlet, the Church has recently come to power and are now interested in recovering the skulls as relics.
  • The monks were guarding the valley from something truly heinous, which now uses the monastery as a home base. The only way to stop it is to return the 200 skulls to the monastery.
  • There is a gate, behind which lies a powerful magic artifact that is needed in a conflict with some great evil. The keys to open this gate are the 200 skulls of the monks.


In addition to all of these, there are also the various armor and weapons of the soldiers numbered among the 200 monks...

Saturday, March 16, 2013

Saintly Saturday: St. Aristobulus of the Seventy

Depending upon the source, the feast of St. Aristobulus, Apostle of the Seventy is either celebrated today or was celebrated yesterday. The majority of sources claim March 15th, but for the sake of this post, I will cleave to the minority which cite today.

St. Aristobulus is mentioned in St. Paul’s Epistle to the Romans (16:10), is the brother of St. Barnabas (mentioned multiple times in Acts) and was ordained by St. Andrew (the Orthodox celebrate several members of the Seventy ordained by St. Andrew on October 31, including Aristobulus). St. Andrew sent him to Britain and he is also called the Enlightener of Britain.

Yes. Britain. I am fond of reminding people that Britain was conquered by Rome before St. Paul ever wrote any of his Epistles and that by the time of the First Ecumenical Council, there were enough Christians in Britain that several bishops from Britain are counted among those who deliberated in Nicea.


This, of course, invites a re-skinning of the classical D&D campaign where Civilization is Rome, the Wilderness is they fey-infested wild lands of northern Britain and PCs are adventurers who are daring enough to brave what lies beyond Hadrian’s Wall. There would be Romans and all the various cults associated with them, the native Britons and their cultural proclivities, the Christians mixed into the pot as well as the very rich mythology of the British Isles to mine for the various monsters that roam the wilderness. There is even the hint that there are Roman ruins that had to be abandoned after the Antonine Wall was breached and the legions had to retreat behind Hadrian’s Wall. For those interested, here is a map for inspiration (which was found here):


Saturday, March 9, 2013

Saintly Saturday: 40 Martyrs of Sebastia


Technically, today’s feast was celebrated yesterday because of a rare confluence of events. March 9th is the Feast of the 40 Martyrs of Sebastia; however, today is also the Saturday of the Souls — a penitential day remembering all the dead throughout the ages that trumps any celebration of a saint’s feast. Due to the fact the the 40 martyrs are so beloved, their feast gets moved so that they can be properly celebrated, even though are still remembered today (welcome to the wonderfully complex world of the Orthodox liturgical calendar).

The 40 were soldiers in the Roman army serving in the east. They declared themselves to be Christian when St. Constantine issued the Edict of Milan, which made Christianity legal; however, the persecutions continued in some parts of the empire.

The martyrs were arrested, stripped of their military rank and their clothes, and cast into a frozen lake. A temporary bath house with warmed water was built on shore in order to tempt them. During the night, a soldier named Aglaius was tasked with guarding the forty and receiving any who would deny Christ. He was given a vision of angels bestowing crowns to 39 of the 40. The one without a crown gave up the contest and denied Christ. Seeing this, Aglaius professed himself a Christian and voluntarily climbed into the frozen lake so that their number stayed at 40.

The next morning, nearly dead from the cold, they were thrown into a fire and burned to death. Given my recent rumination on names, I think it appropriate to list all forty:
  1. Acacius
  2. Aetius
  3. Aglaius
  4. Alexander
  5. Angus
  6. Athanasius
  7. Candidus
  8. Chudion
  9. Claudius
  10. Cyril
  11. Cyrion
  12. Dometian
  13. Domnus
  14. Ecdicius
  15. Elias
  16. Eunoicus
  17. Eutyches
  18. Eutychius
  19. Flavius
  20. Gaius
  21. Gorgonius
  22. Helianus
  23. Heraclius
  24. Hesychius
  25. John
  26. Lysimachus
  27. Meliton
  28. Nicholas
  29. Philoctemon
  30. Priscus
  31. Sacerdon
  32. Severian
  33. Sisinius
  34. Smaragdus
  35. Theodulus
  36. Theophilus
  37. Valens
  38. Valerius
  39. Vivianus
  40. Xanthias


There is an interesting account of the recovery of the relics of the 40 martyrs in the Ecclesiastical History of Sozomen. He claims to be an eye witness to some of the events, which started with a vision granted the Empress Pulcheria by St. Thyrsus. This led to an investigation which eventually led to the discovery of the relics.

This invites a meditation upon the concept of the treasure map, because the vision received by Empress Pulcheria could very well be interpreted as a kind of treasure map and the relics were certainly considered to be a great treasure. 

I have given out a great number of treasure maps in my day, even a few that did not look like a traditional map (an icosahedron with clues to various means of finding said treasure, for example), but I have never had much success with having my players actually use these maps (even those meticulously prepared to be really cool props at the table). The only time something of this nature actually ever panned out to having the players actually find a treasure was with a similar situation to that of empress Pulcheria.

For my players, at least, the key to get them to engage such things is a kind of interactivity. A conversation with a saint offers a far more enticing adventure seed than a piece of parchment with an ‘X’ on it. Thus, at my table, the concept of treasure map really needs to be removed from its classical form and be re-interpreted.

Besides a vision of a saint, here are a few ideas for transforming the treasure map into something my players might actually be interested in:
  • A clockwork automaton that, when asked the proper questions, reveals the location of treasure.
  • A sphinx, whose “treasure” is actually information.
  • A puzzle that leads to more puzzles (and possibly various parts of a broken magical artifact).
  • A familiar of a dead wizard, that somehow managed to survive that death (which could be a very cool mystery unto itself).
  • An intelligent sword that seeks out the remains of its proper owner.

What have been some of your most successful uses of the treasure map concept?

Friday, March 8, 2013

On Demi-Humans in Averoigne

My passing comment that demi-humans are born of human parents in Averoigne generated this question:

Ooh, fascinating. This born of human parents notion is the first I have heard of it. So what do two elves produce? An elf? Or a human? Do you have this written up somewhere?

My initial thoughts on the matter can be found here; however, that doesn’t address the specific question.

I want my Averoigne campaign to be human-centric. D&D, as originally conceived was supposed to be that; however, according to my own experience, players seem to gravitate towards demi-humans anyway. Part of that is the various cultures and civilizations that these creatures have as part of their background.

Part of my thinking on demi-humans in Averoigne is to come up with an explanation why there aren’t any elven, dwarven or halfling civilizations or cultures — mom and dad are human. In addition, it also helps explain demi-human level limits — they have turned their back on their humanity in order to embrace the powers they get from being fey-touched. As a result, they can never reach their full potential.

Another reason that there is no demi-human civilizations or cultures is that any children they have are not guaranteed to be demi-human. The majority are human, and any fey-touched children may very will end-up being another type of demi-human.

A final reason for this lack of a culture or civilization is that a fair number of fey-touched abandon their humanity, not just embrace their demi-humanity. Once that happens, they become twisted (orcs, goblins, etc.) and often never turn back. At this point they cease to be human and become monsters. Any offspring at this point are not human, but more monsters.

A parting note: in an attempt to re-habilitate the idea of the half-elf, they are not half-human, half-elf offspring. Rather, they are fey-touched who are struggling to hold on to their humanity. They still have demi-human powers, but suffer penalties when using them.

Thursday, March 7, 2013

Averoigne Name Generator

I have to admit, this post is mostly for me. The most difficult thing that I do as both a player and a referee is names. Regardless of the game, the most difficult part of character creation for me is naming the character. A majority of the NPCs in my campaigns are actually named by players, not me.

Thus, one of my favorite resources when it comes to campaign worlds is a list of names. What follows is a list of names found in Averoigne; however, I have endeavored to make this list even more useful than it already is for me.

There are two lists, one for male names and the other for female names. Each list has 100 names, therefore I can simply roll a d100 to come up with the name of an NPC. In addition, the first 50 names in each list are Averni names and the second 50 are Salian names.

Thus, with one roll I not only have a name for an NPC, but a general background and a general disposition towards the PCs depending upon their background and the organizations they belong to.

Of course, if I specifically need an Averni name, I can simply subtract 50 from the roll if it is 51+ and do the opposite if I need a Salian name. Also note that since all Dwarves, Elves, Half-elves and Halflings are born of human parents, these tables cover names for them as well.

Male Names


  1. Ailin
  2. Ascon
  3. Braddon
  4. Brian
  5. Callan
  6. Colum
  7. Donal
  8. Doolish
  9. Edern
  10. Eoin
  11. Ferghus
  12. Finlo
  13. Garmon
  14. Gilbrid
  15. Herve
  16. Hugh
  17. Illiam
  18. Ionhar
  19. Jago
  20. Jowan
  21. Kerron
  22. Kitto
  23. Lonan
  24. Lucan
  25. Manus
  26. Mudach
  27. Nele
  28. Nevan
  29. Ogma
  30. Oran
  31. Patric
  32. Peddyr
  33. Quillon
  34. Quin
  35. Rigard
  36. Robart
  37. Sedric
  38. Sorely
  39. Thaddy
  40. Torin
  41. Ullick
  42. Urmen
  43. Vaddon
  44. Vaughn
  45. Wilmot
  46. Withell
  47. Yann
  48. Yestin
  49. Zephan
  50. Zethar
  51. Alberic
  52. Anskar
  53. Arnulf
  54. Berno
  55. Brice
  56. Cheldric
  57. Clodomir
  58. Clovis
  59. Cyr
  60. Dalfin
  61. Dreux
  62. Drogo
  63. Ebbo
  64. Emmeran
  65. Fardulf
  66. Folmar
  67. Gerold
  68. Giso
  69. Grimbald
  70. Gunthar
  71. Hilduin
  72. Hincmar
  73. Hunald
  74. Imbert
  75. Leodegar
  76. Lothar
  77. Mauger
  78. Merovech
  79. Nithard
  80. Notker
  81. Odo
  82. Odulf
  83. Orderic
  84. Panteleon
  85. Pepin
  86. Radigis
  87. Rothad
  88. Sergius
  89. Sigebert
  90. Suidger
  91. Taurin
  92. Thankmar
  93. Theodulf
  94. Theodoric
  95. Vigor
  96. Vulmar
  97. Walaric
  98. Wibert
  99. Wulfram
  100. Zwentibold

Female Names


  1. Aine
  2. Alma
  3. Binne
  4. Blair
  5. Breena
  6. Cahan
  7. Creidne
  8. Davan
  9. Dymphna
  10. Eilis
  11. Ena
  12. Finola
  13. Flidais
  14. Gemma
  15. Gweneth
  16. Hilda
  17. Honorah
  18. Ina
  19. Isleen
  20. Jileen
  21. Juliane
  22. Keelie
  23. Kinnat
  24. Mabh
  25. Morgan
  26. Myrna
  27. Nia
  28. Nola
  29. Oona
  30. Ornice
  31. Payton
  32. Philomena
  33. Renny
  34. Rowena
  35. Sine
  36. Sorcha
  37. Sybil
  38. Tara
  39. Troya
  40. Tuiren
  41. Uli
  42. Ursula
  43. Vevina
  44. Vivienne
  45. Whiltiera
  46. Withypol
  47. Yseult
  48. Yvon
  49. Zaira
  50. Zinna
  51. Adallinda
  52. Adaltrude
  53. Adelheid
  54. Alpaida
  55. Alpais
  56. Ansgard
  57. Aubirge
  58. Audofleda
  59. Basina
  60. Berenga
  61. Bertha
  62. Bertrada
  63. Clothild
  64. Eadgithu
  65. Emma
  66. Engelberga
  67. Ermengard
  68. Ermentrudis
  69. Fara
  70. Fastrada
  71. Foy
  72. Genofeva
  73. Gersvinda
  74. Gisela
  75. Gudula
  76. Gudule
  77. Gundrada
  78. Herleva
  79. Hildegard
  80. Hildegund
  81. Hiltrude
  82. Hodierna
  83. Ingeltrude
  84. Joveta
  85. Liutgarde
  86. Madelgarde
  87. Mechtild
  88. Moschia
  89. Oda
  90. Ogiva
  91. Radogund
  92. Rosamund
  93. Rothaide
  94. Rotrude
  95. Rotrudis
  96. Ruothilde
  97. Theodelinda
  98. Theoderada
  99. Theutberga
  100. Waldrada

Wednesday, March 6, 2013

A Player's Map for Averoigne

Here is a map I've been working on. It is a four hex Player's Map for an Averoigne campaign centered on the village of Pergament and The Chateau des Faussesflammes (which lies only a few miles to the west of the map). Enjoy:

  • The Ancient Stones: These flat stones once formed a pattern of some kind, though no one is really sure what that pattern is. It is rumored that strange things happen in the area on various days of the year or phases of the moon, depending upon the source.
  • The Singing Trees: Travelers through this part of the Westwood have reported hearing strange songs that seem to come from the trees themselves. Some have reported being able to discern voices. Others even claim to have heard prophecies that have proven true over time.
  • St. Ursas: This is the name of the local monastery. It is run by White Monks.
  • Farms: There are about sixty farms that service Pergament. They are generally referred to in two groups: The North Farms and The South Farms. There is a rivalry between the two, due mostly to the fact that most of the farmers to the north are Salians and most to the south are Averni.
  • Westwood: Pergament and its environs sit at the eastern edge of Westwood, a large forest that dominates western Averoigne. The most common tree is the Sassafras. Wild raspberries are common and various melons are not unheard of. Hunters come to Westwood for its elk.
  • The Stone Tree: At the center of a field of solid stone is a large petrified tree. No one knows how or why this happened, but there are rumors that the whole field radiates of magic.
  • The Stone Guardians: This series of rune-encrusted stones serve to keep unwanted guests away from the Tower of the Blue Wizard. Anyone who approaches without an invitation gets a kind of motion sickness. For the stubborn, this usually ends up with uncontrollable vomiting. Both disappear when unwanted guests retreat from the area.
  • The Tower of the Blue Wizard: This is the home of the head of the local Wizard’s Guild. Not much is known about him, because he is rather reclusive; however, it is widely known that he is good friends with the abbot of St. Ursas.
  • The Phasing Gardens: No one knows who planted these gardens, which are full of strange and exotic plants. Most locals avoid them completely, however, due to the strange way they appear and disappear. These correspond with sunrise, sunset and the phases of the moon. The only time all three gardens appear at the same time is during the full moon.
  • The Bearded Trees: The trees in this part of the Westwood are covered in moss. Rumors say that many of these trees might actually be dormant treants. Local hunters avoid this area when hunting.
  • The Izole Ferry: This is the main route of trade with Ximera, the major city in southern Averoigne.

Saturday, March 2, 2013

Saintly Saturday: St. Hesychius the Martyr

Ouch. The last few days have been brutal for me, therefore this post is going to be reasonably short…

Today is the feast of St. Hesychius the Martyr. He was a magistrianus in the court of Maximian (which, at the time of the Byzantine Empire was a kind of intelligence officer). In A.D. 302, Maximian gave an order that all Christians who were royal soldiers were to be stripped of the signs of their office (a belt, in this case) and be forced into civilian life. Many, including St. Hesychius, chose to live without this worldly glory lest they lose the glory of the Kingdom.

Due to his rank within the court, St. Hesychius earned the ire of Maximian who ordered the saint to be dressed in nothing but women’s clothing woven from hair. When given the opportunity to win back his former life, the saint replied, “Your honor, o king, is temporary but the honor and glory which Christ gives is eternal and without end.” In anger, Maximian ordered that a millstone be tied around the saint’s neck and he was then thrown into the River Orontus in modern day Syria.



An Adventure Seed:


The local mill has been doing a brisk business of late; however, people have started to disappear in the vicinity of the local river. If the PCs investigate, they can find that the miller found a millstone washed up on the edge of the river. At this same place a sea hag has taken up residence in the river, preying on passers-by.

The millstone is actually a relic, a device used to torture and kill a martyr whose body still sits at the bottom of the river. The stone was preventing creatures such as the sea hag from contaminating the area. While the millstone increases the yield from those who bring their grains to be milled, its proper place is in the river with the martyr.

Should the sea hag be driven away or destroyed, the body of the saint discovered and the millstone returned to its proper place, an underwater chapel will miraculously be built. As long as the relics remain inside the chapel, a Water Breathing spell affects anyone who enters.

Wednesday, February 27, 2013

The Caves of Cormakir the Conjurer

Today is the feast of St. Prokopius the Confessor. Though he is not the Prokopius for which this blog is named (that would be St. Prokopius the Great Martyr), it seems apropos to celebrate by sharing The Caves of Cormakir the Conjurer.


As it was with The Slave Pits of Abhoth, I have spell checked and proof read this module myself, but have no real means to go further than that. Therefore, there will be mistakes; however, I am very pleased with the adventure and am also pleased by how quickly I was able to get it to this stage. Doing all the ground work in terms of design concept and layout with The Slave Pits have really paid off.

Please consider this an open thread for constructive criticism and notes about any of the aforementioned mistakes. The file can be found here.

Happy St. Prokopius Day!

Monday, February 25, 2013

Some Inspiration for 3x5 Geomorphs

After an initial flurry of folks making 3x5 geomorphs, there has been a dearth of creativity (though it does look like Gordon of Applied Phantasticality is going to make them a weekly feature!).

Thus, I offer these tables as a catalyst for naming landmarks around which a 3x5 geomorph might be made. Roll a d12 on each table and choose one of the descriptors from the three options from each roll to come up with a name:
  1. The [Altar, Dias, Table] of
  2. The [Arrows, Hands, Hooks] of
  3. The [Chasm, Defile, Rift] of
  4. The [Coffin, Ossuary, Urn] of
  5. The [Column, Pillar, Statue] of
  6. The [Dome, Rotunda, Vault] of
  7. The [Egress, Gate, Portal] of
  8. The [Elevator, Ladder, Stairs] of
  9. The [Forge, Furnace, Hearth] of
  10. The [Fountain, Reservoir, Well] of
  11. The [Pyramid, Tomb, Ziggurat] of
  12. The [Runes, Symbols, Writings] of
  1. Ambition, Dreams, Sleep
  2. Anger, Rage, Wrath
  3. Annihilation, Death, Destruction
  4. Awareness, Consciousness, Knowledge
  5. Bronze, Copper, Tin
  6. Chance, Fate, Fortune
  7. the [Crown, King, Star]
  8. Delusion, Illusion, Nightmares
  9. the [Elders, Forgotten Ones, Old Ones]
  10. the [Mage, Necromancer, Warlock]
  11. Mystery, Puzzle, Riddles
  12. Offering, Sacrifice, Slaughter
For example, if one rolled a ‘2’ and a ‘9’ here are some of the options one could come up with:
  • The Hands of the Forgotten Ones
  • The Hooks of the Old Ones
  • The Arrows of the Elders
Finally, how could I not be inspired to, at least, produce one geomorph based upon one of these randomized landmarks?


I hope this inspires those who have not dipped their toe in the 3x5 pool to give it a try...

Sunday, February 24, 2013

Wizards of Averoigne: A Rainbow of Spell-Casters

Since yesterday, my brain has been chewing on some of the ideas that I came up with on the subject of anti-clerics, arcane cleric spells and cleric spell books. Since my ideas found fertile soul in a Holmsian-inspired vision of D&D, I figured the best place to implement them was in my standard Holmsian-esque campaign world: Averoigne. I also figured that since Holmes was influenced by Tolkien, so should I.

Although I have never read the Lord of the Rings more than once in my life, I do remember that there is a suggestion of an order of wizards whose status is determined by color. As I recall, three colors are explicitly mentioned: white, grey and brown. Thus, in a world where there is a strong guild-structure, it makes sense that Averoigne would pay homage to Tolkien by differentiating different types of arcane spell casters by color:
White Magic-Users: So-called because they practice white magic — arcane cleric spells. They must be Lawful* and they cannot cast any spells above 3rd level.

Black Magic-Users: So-called because they practice black magic — arcane magic-user spells. They are usually Chaotic and exist outside of the guild-structure and society itself. As a result, they are considered dangerous criminals to be hunted down and (usually) killed.

Grey Magic-Users: So-called because they practice black magic in context of the Church — a mixture of black and white. They can be Lawful or Neutral and must belong to the Wizard’s Guild.

Brown Magic-Users: So-called because they are seen as close to the earth — operating mostly in villages, towns or as hermits. They use arcane cleric spells and have no formal guild. Since they practice white magic, they are generally left alone (which opens the possibility that individual brown magic-users may have a spell or two from the druid spell list). They tend to be neutral and can gain a maximum of 6th level in experience.

Red Magic-Users: So-called because the casting of reverse cleric spells normally involves some kind of blood sacrifice. These are anti-clerics. They are Chaotic and exist outside of the guild-structure and society itself. As a result, they are considered dangerous criminals to be hunted down and (usually) killed.

*Assuming one is using the three-tier alignment system.
The Prime Requisite in all cases is Intelligence which also determines the chance of knowing a particular spell as well as the minimum and maximum number of spells known per spell level (as per Holmes). Practitioners of white magic use the cleric spell progression and XP table and may use armor, shields and blunt weapons but cannot Turn Undead. If they are Lawful and have a Wisdom of at least 9 they can choose to become full-fledged clerics at any time after 3rd level (they gain access to all spells through faith instead of study and can Turn undead).

There is also a third type of arcane magic — sword magic. It interferes with both white and black magic. The latter is the most susceptible and therefore practitioners cannot wear any armor and can only use simple weapons. White magic is less susceptible, but practitioners cannot use bladed or piercing weapons.

Technically, this means that clerics could use any type of weapon they choose (since they cast divine magic, not arcane magic); however, by tradition they limit themselves to blunt weapons to prevent any use of sword magic lest they misplace their faith in God with a faith in sword magic. Thus, any cleric that uses a magic sword cannot cast any spells, because they lack the faith to do so (or believe that they are called to use sword magic instead of divine magic). This opens up the possibility of a paladin-like cleric who can Turn undead, use magic swords (like a holy avenger) but can’t cast spells.

I don’t know how attractive any of these options are to players, but they open up a tremendous amount of opportunities for cool NPCs, cool villains and cool patrons for yours truly.

Saturday, February 23, 2013

Saintly Saturday: St. Polycarp the Hieromartyr

Today is the feast of St. Polycarp the Hieromartyr, and I am actually struggling to write a summary of his life and martyrdom, because there is so much we know about him and, being one of my favorite saints, I find it difficult to focus on any one aspect of his life.

He was the bishop of Smyrna (in modern day Turkey) in the 2nd century. He was arrested under Marcus Arelius and they tried to burn him to death, but resorted to stabbing him when the flames did not harm him. His martyrdom was recorded in one of the first hagiographies ever written, The Martyrdom of Polycarp. Within is recorded the saint's response to his captors’ request that he burn incense to the image of the emperor:
Eighty-six years I have served Christ, and He never did me any wrong. How can I blaspheme my King who saved me?
St. Ireneaus of Lyons writes about St. Polycarp in letters to Florinus and Victor as well as in his third book of Against the Heresies. He knew Polycarp as a boy and writes about some of his mannerisms, including a phrase he would say in response to something untoward:
O good God, for what times have You reserved me, that I should endure these things?
We know from both Sts. Ireneaus and Jerome that Polycarp knew St. John the Evangelist and Jerome claims that it was John who made Polycarp bishop of Smyrna.

We also have extant Polycarp’s Letter to the Philippians, which is an interesting read. There are two verses, in particular, which I find both fascinating and challenging, especially from the perspective of FRPGs:

For every one who shall not confess that Jesus Christ is come in the flesh, is antichrist: and whosoever shall not confess the testimony of the Cross, is of the devil; and whosoever shall pervert the oracles of the Lord to his own lusts and say that there is neither resurrection nor judgment, that man is the firstborn of Satan. — Polycarp 7:1

I was exceedingly grieved for Valens, who aforetime was a presbyter among you, because he is so ignorant of the office which was given unto him. I warn you therefore that ye refrain from covetousness, and that ye be pure and truthful. Refrain from all evil. — Polycarp 11:1

As a Christian, one of the things that I struggle with is the idea of the anti-cleric, which is explicitly part of the LBBs and the heritage of D&D. On its face, the class seems to suggest a dualistic cosmology where the power of the devil is on par with God, which Christ’s death and resurrection reveal to be a total fallacy. For me, the easiest answer is to dress up magic-users as anti-clerics. This clearly delineates the fact that cleric magic comes from God and anti-cleric magic is arcane and not divine.

The Holmes Basic Edition (which I find to be the edition of D&D that most strongly suggests a Christian world view), indicates that cleric spells were once arcane spells by the fact that magic users can use scrolls with divine spells on them (and one could interpret the rules to mean that only magic-users could use these scrolls). Add to that the fact that anti-clerics make awesome adversaries (see the Acolyte in Moldvay’s Basic Edition and Lareth the Beautiful from T1: The Village of Hommlet) and I have a conundrum on my hands.

I mention all of this because the two verses above from Polycarp’s Letter to the Philippians seem to suggest the path toward becoming an anti-cleric as it is suggested by the LBBs where clerics must become Lawful or Chaotic by 7th level. He clearly declares that anyone who does not accept the Incarnation is an antichrist. Couple this with his mention of the presbyter (aka priest) Valens and his falling away from the church indicates (in an LBB-inspired fantasy setting) that he declared for Chaos and became an anti-cleric.

So, how do I make this work mechanically while avoiding the theological net of dualism? One of the more interesting (and controversial) choices made by the good folks who put together Delving Deeper is that clerics use spell books. I believe this choice is actually inspired by Holmes and the aforementioned cleric scrolls. It seems to suggest that their are actually two paths for arcane spell-casters — a secular/pagan/apprentice-level cleric and the traditional magic-user. Both have their own spell books and practices but are close enough that, though unable to cast them from memory, a magic-user can cast cleric spells from scrolls.

In the LBBs this would be the Neutral cleric. By the time one gets around to 7th level, however, it is impossible to understand these spells as anything other than an attempt by humanity to be like God sans God. Interestingly, 7th level is when LBB clerics have access to 5th level spells, including Raise Dead. Thus, one either must acknowledge the true source of these spells (God) and abandon the spell book to cast spells by faith alone or to embrace the path of the anti-cleric. Valens, then, could be understood as a Neutral cleric when he was first ordained. He did not understand what it meant to be a Lawful cleric (casting spells by faith instead of by spell book) and when push came to shove he chose Chaos and the path of an anti-cleric.

This interpretation of the rules, then, allows for all of the above to co-exist: Christianity, anti-clerics, neutral clerics, secular clerics, the arcane cleric spells of Holmes, the choice made by 7th level LBB clerics and even St. Polycarp’s story of Valens. To boot, all of this has a marvelously Sword & Sorcery feel to it while still giving that (for me) all-important nod to Christianity.

Saturday, February 16, 2013

Saintly Saturday: St. Maruthas Bishop of Martyropolis

Today is the feast of St. Maruthas, Bishop of Martyropolis (modern day Silvan in southeast Turkey) which sat between the Persian and Byzantine Empires. He is a Confessor because he suffered under the Persian Emperor Sapor, but was instrumental in negotiating peace between the two Empires during the reigns of Theodosius the Younger and the Shah Izdegerd. It was during one of these negotiations that he convinced Izdegerd to provide religious freedom to Christians and he was able to obtain the relics of several Persian martyrs which he relocated to Martyropolis (and the reason the city bore that name). He participated in the Second Ecumenical Council in A.D. 381 and has left behind several writings including: Commentary on the Gospel, Verses of Maruthas, Liturgy of Maruthas and The 73 Canons of the Ecumenical Council at Nicea.


Of interest to me is that he wrote in Syriac, which those outside of the world of biblical scholarship might not realize is a really important language. The reason for this is that we have no original text of the OT. Yes, we have Hebrew texts, but those are the ones translated by the Mesorites after the fall of Jerusalem and destruction of the Temple in A.D. 70. I say translated because the original Hebrew text had no vowels and Mesorites added them. Thus, the Hebrew we have is merely one of many textual witnesses to that original text and, when compared to other languages and translations, isn’t even the oldest. While not considered definitive, there are a bunch of textual witnesses written in Syriac. When there is a discrepancy between other translations (Greek and Hebrew being the most authoritative), the Syriac is consulted to see how others understood the passages in question.

Beedo of Dreams in the Lich House has recently been meditating about True Names as they can be found in a lot of popular fantasy fiction (notably the excellent Earth Sea Trilogy by Ursula Le Guin).  He mentions briefly the power of names in the Scriptural tradition and I’d like to take a moment to expand on that idea in context of the evocative title The Verses of Marutha and the Syriac language.

Names are terrifically important in Scripture. As they do in fantasy literature, they hold power, particularly creative power. Note that God allows Adam to co-create with him in Genesis 2 by allowing Adam to name the animals. Note also that this exercise was to try and find a help-mate for Adam — he sought to find power over a particular animal by naming it.

This effort continues to this day as we try to scientifically categorize creation and is seen manifested when we name the disease that afflicts us when we are sick. If we know what the disease is, we know how to fight it. Theologically, we do the same with sin. When we confess our sins, we name them and have power over them.

Moses sought power over God by asking His name, so God responded with a sentence that begs for a predicate: I AM — we can never have power over God because His name is infinite and cannot be contained by language. Indeed, the number of Scriptural titles and names for Christ are manifold.

God names or re-names important people within Scripture. Here are a few examples:

  • Abram becomes Abraham
  • Jacob becomes Israel
  • Moses means “son of” and has the same root as Ramesses (meaning the son of Ra), so his name was shortened in order to get rid of the Egyptian deity part of his name.
  • Zechariah is told by an angel to break tradition and call his son John (who became the Baptist)
  • Saul becomes Paul.

In the tradition of the Orthodox Church, when a celibate is ordained, they are given a new name. This also happens with the Popes of Rome.

Now to pull all of this together into an evocative feature of an FRPG campaign world:

  • There is a language akin to Syriac — an obscure and ancient language, but terrifically important.
  • This import comes from the fact that it is one of the few witnesses left for True Names.
  • The most well known of these texts is the Verses of (insert name of famous scholar here).
  • These verses can only be found in bits and pieces.

Thus, when the PCs know they are going up against a truly powerful opponent (like the Lich in Beedo’s example), one of the prefatory quests can be a search for the fantasy analog of the Verses of Marutha wherein is found the creature's True Name.

Thursday, February 14, 2013

Why 3x5 Geomorphs?

Andrew of Fictive Fantasies, who has coined the phrase Prokopian, has commented:
I think these geomorphs are cool (obviously, as I'm making some.) I want to note, however, I don't have a problem with the regular geomorphs. I look at this map I did with the Dungeonmorph Dice fonts, for example. I did some in Word and Photoshop to touch it up, but the end result was evocative and cool. My players enjoyed it.

http://fictivefantasies.files.wordpress.com/2013/01/plusevian-plaza-map.jpg?w=436&h=500
The said file is, indeed, very cool. Like Andrew, I love geomorphs. All one has to do is go over to Dave's Mapper and click on FrDave to see how much effort I have put into the concept, and how cool the outcome can be.

However, as someone who has regularly run game sessions with players who like to wander all over the place and as someone who has attempted to put together a module for general consumption, I sometimes struggle with making those geomorphs make sense. I also say this in context of the whole "the first level of a megadungeon is boring" meme.

When I was writing The Slave Pits of Abhoth, I really struggled to come up with a map that spoke to me. I used several methods to try and generate that creative spark and nothing really satisfied. I then happened upon the idea of the 3x5 geomorph and it unlocked all that creative potential that was the initial idea of the Slave Pits.

Since then, I have found the whole concept to be truly liberating in terms of adventure writing. When I get to play around like this:


I can't help myself, the creative juices just begin to flow and the dungeons that this process produces are just better than the ones I used to produce using other methods. Therefore, I am trying to share my enthusiasm in hopes that my success will lead to others having success at overcoming the whole "megadungeons are boring" thing.

As such, here are four of my most recent 3x5s:





Wednesday, February 13, 2013

A Growing Collection of 3x5 Geomorphs

This is simply a post where I will collect all of the links to 3x5 geomorphs that I become aware of:

Matt Jackson, Lapsus Calumni

Micromap
Micromap II
Micromap III - Goblin Bridge Crossing
Micromap IV - Firderk's Hovel
Micromap V - Firderk's Quarters
Micromap VI - The Big Chamber

Gordon Cooper, Applied Phantasicality:

Specific 3x5 Geomorphs 1-4
Generic 3x5 Geomorphs 5-8
Generic 3x5 Geomorphs 1-4

Andrew Shields, Fictive Fanatsies

Prokopian 3x5 Geomorph - Drowning Shrine
The Grand Stair

FrDave, Blood of Prokopius

A 3x5 Map Experiment
Why 3x5 Geomorphs?
Some Inspiration for 3x5 Geomorphs

Consider this to be an open thread to let me know about others as they get posted. Thanks to everyone who has participated in this experiment!

Tuesday, February 12, 2013

More 3x5 Geomorphs

Just a heads up that Gordon Cooper of Applied Phantasticality has taken up my challenge to make some 3x5 geomorphs here and here. Gordon complains that these are a bit rough; however, one of the very reasons that I so like the 3x5 format is that they produce a dungeon that feels organic in a way that graph paper-made and computer generated dungeons do not. Indeed, if one looks at extant underground structures, like the catacombs of Rome, they look nothing like the clean-lined, finished looking dungeons that have dominated the hobby for years:


Freeing oneself of the grid allows the geomorph to mimic the way a dungeon would naturally come to be: a little rough regardless of the skill of those who made it.

Gordon says he has more on the way (with named landmarks, no less). I, for one, look forward to seeing them. I also hope that Gordon is not the only one who takes up the challenge.

Saturday, February 9, 2013

Saintly Saturday: St. Apollonia the Virginmartyr

Today is the Feast of the Virginmartyr Apollonia. She was an elderly deaconess of Alexandria whose martyrdom is described in an extant letter of St. Dionysius of Alexandria. According to the letter, the persecution of Emperor Decius (A.D. 249-251) began a full year earlier in Alexandria than the rest of the empire and St. Apollonia was one of its victims.

The letter describes a “prophet of evil” who stirs up the masses against the Christians. Mobs backed by the government started to assault the homes of known Christians. St. Apollonia was pulled from her home, beaten about the face until her teeth were knocked out and drug outside the city to a fire the mob had built. They threatened to throw her in should she not worship the idols. She asked for a moment to pray. Understanding that she would be raped before she was killed, she took her chance to preserve her virginity and lept into the flames where she was consumed.

Due to the nature of her torture, she is sometimes depicted with a golden tooth around her neck or holding a pincer with a tooth.



There are several accounts of virginmartyrs who throw themselves to their own death rather than risk being raped. One might legitimately ask why these women aren’t damned for committing suicide instead of being celebrated as saints.

Suicide is the deliberate destruction of God’s gift of life as an act of spite. It is the ultimate act of turning away from God and a denial of God and His Kingdom. In contrast, these women are already dead — their fate is sealed. Rather than taking their life in spite of God, they not only offer themselves up as sacrifice, but also their virginity. Only in these extreme circumstances is such an act deemed acceptable.

Due to the fact that this whole episode sounds strange to the modern ear, I suppose this invites a discussion about what is valuable. Traditional D&D places value upon treasure and the death of monsters by equating both with experience points, with treasure being more valuable than the death of a monster.

This, of course, rewards certain kinds of behavior. Others have spoken about how this dynamic changes in other iterations of the game where treasure is less valuable than killing monsters or even setting off traps. Thus, I am not as interested in going over the same ground, but rather interested in how things besides the traditional D&D values might shape the assumed culture of a game. For example:

  • Artifacts from an ancient civilization — this cleaves close enough to traditional D&D to co-exist; however, it emphasizes the post-apocalyptic culture of D&D and is likely to place the assumed culture in some distant future rather than a medieval analog.
  • Freed Slaves — this, intriguingly, does not limit a culture to any sort of time frame. Rather, it assumes a far more politically developed reality. Traditional D&D takes place on the edge of the Wilderness. A campaign which values the freedom of slaves would take place on the edge of a twisted version of Civilization. This type of campaign would also emphasize the problem of extraction as part of the adventure — how do you get what is valuable out of the adventure area?
  • New Species — this assumes a culture that values exploration and a context where it is expected that strange new lands (or planets) are going to have an alien ecosphere. This also emphasizes the problem of extraction — how does one treat/prove the new discovery?

I mention these in context of the discussion about the dungeon-as-adventure. I love the Mythic Underground understanding of the dungeon and (as a player) it is my favorite way to play the game; however, I understand that there are many people who actually find that sort of thing boring. Wilderness and city adventures hold much more allure; however, in my experience what is valuable in the dungeon (treasure) makes for a far more morally ambiguous gaming experience outside the dungeon— especially in context of a city. Placing value on things other than treasure could possibly make for a far more interesting campaign in these cases.

It would be interesting to experiment with a campaign structure that placed different values on different things according to the level of a character. We see a nascent version of this with the notion that higher level characters get less experience for killing monsters lower than their own HD. What if there where a three-tier system of values where levels 1-3 get experience for different things than levels 4-6 and yet different things than 7+?

***

The Teeth of the Virginmartyr


These rare items appear as human teeth made out of gold. While valuable for the gold from which they are made, they also radiate of magic. Should one wear a tooth on a necklace, the bearer would feel warm and comfortable regardless of the actual temperature and can get restful sleep regardless of the situation. Should one replace their own tooth with the magical tooth, the bearer would also gain the effects of a permanent Resist Fire spell.

Thursday, February 7, 2013

Do We Still Need Labyrinth Lord?

Now that both Moldvay’s Basic Edition and Cook’s Expert Edition are available as .pdfs from WotC, one can legitimately ask the question: Do we still need Labyrinth Lord?

I would answer that question with an unequivocal YES for two very important reasons:

  1. LL is an established brand with a license that hobbyists like myself and small publishers can easily and legally publish under with full knowledge that whatever we produce can be used by those who want to do the B/X thing with virtually no conversion at all.
  2. More importantly to me, LL has a library of compatible games that are specifically designed to be modular. Original Edition Characters, Advanced Edition Companion, Mutant Future, Realms of Crawling Chaos and Starships and Spacemen 2e are all specifically designed to be able to be integrated together to create all kinds of cool homebrew campaign worlds without having to house rule. In addition, Dan Proctor has provided several free .txt documents for us hobbyists to do exactly that.

Despite the fact that I gleefully grabbed up the .pdfs of B/X (and was very pleased to see how well they are bookmarked) I still plan to use LL as my default ruleset precisely because of the versatility it provides me as a hobbyist. There are still many things within the LL library that await to be exploited to go places where B/X on its own can’t go without a lot of work that has already been covered by the LL library.

Thus, while I am very happy about what WotC is doing for the hobby and they deserve my gratitude and thanks, Dan Proctor also needs to be thanked because his work has greatly expanded the awesomeness of B/X and taken it to places it never went on its own.

Wednesday, February 6, 2013

Dwimmermount, 3x5 Geomorphs, The Tome of Adventure Design & Boring Adventure Design

There has been a confluence of events and ideas lately that are all peripherally related and I wanted to chew on them all in hopes of putting them all together in a way that will give every one a means of meditating upon the megadungeon/dungeon adventure if not a tool with which to make one.

Let me first break my silence about the Dwimmermount project by Mr. Maliszewski. There has been a great deal of disappointment when it comes to this project, not the least of which is the dead lock the project is in due to personal circumstances. I have four things to say:

  1. In my line of work, I deal with disease and death on a regular, if not daily, basis. It can be emotionally debilitating and (especially in a culture that does its best to avoid the issue at almost all cost) the grieving process is a long and difficult road. And I am not even talking about what happens to the people I council and help through this process. When it happens to one of your own (as it has with me on more than one occasion) it is devastating. As such I am more than willing to give James as much room as he needs to get through this time of his life. Speculating about if and when the project will be done is not helpful and may very well make the process of grieving that much more difficult.
  2. I am a backer of the project. I took a capital risk in order to get a glimpse into a world and campaign that I have been following for years. Even if the rest of the project never sees the light of day, I have gotten my money’s worth with what has been released to backers. It is easily one of the most comprehensive and well crafted megadungeons ever to be shared with this community and I am very much looking forward to playing it one day. The material I have in hand is, frankly, exactly what I was expecting and what I paid for.
  3. I consider Dwimmermount, even in its current state, to be a major success. As an experiment with OD&D as written with the basic assumption that it is not wrong, we have all had to seriously wrestle with the concept of the dungeon and the megadungeon. One meme that is making the rounds is that the first levels are “boring.” The most insightful of these meditations is by Roger of Roles, Rules & Rolls
  4. Patience is a virtue everyone desperately needs to reacquaint themselves with.

Personally, I have only recently started to read all the material available to Dwimmermount backers, and in context of what is available I do not see the first level boring at all, but (again) I got what I was looking for. However, I do appreciate the conundrum, especially since my own attempts at a megadungeon in my Lost Colonies campaign met with mixed results.

To that end, let me call attention to a number of my older posts and bring them into the context of the long shadow of Dwimmermount:

  • I did a review of Matt Finch’s Demonspore. I highly praised its modularity — it was specifically designed to be placed into an extant dungeon and not a complete dungeon in and of itself. This modularity made it possible for it to be utilized as part of my megadungeon and ended up being a highly entertaining episode in my long-running campaign. My challenge to adventure writers and publishers to duplicate this modularity has thus far fell on deaf ears.
  • In my own forays into improving my craft as an adventure designer and maker of megadungeons, I came up with the idea of the 3x5 geomorph. As a concept, it duplicated the modularity found in Demonspore on a smaller scale. Each 3x5 card has more room and flexibility than a normal geomorph and each can contain its own function and backstory. The dungeon maps that I made for The Slave Pits of Abhoth used this method. I challenged folks to start working on 3x5 geomorphs, but that, too, has thus far fallen on deaf ears.
  • I recently purchased another of Matt Finch’s publications, The Tome of Adventure Design. In it, with the use of dozens of tables and a lot of sound advice, Matt lays out a formalized way to utilize the very modularity that I found in his adventure Demonspore and I tried to create with my 3x5 geomorphs. You can roll on a series of tables to determine the characteristics and size of a particular section of a dungeon, including what it looks like, how many rooms, what size those rooms are and how they are arranged. There are also tables for coming up with various kinds of landmarks that differentiate this particular section of dungeon from every other part of a dungeon. In essence, the results of each of these series of die rolls is something that could theoretically fit on a 3x5 geomorph. String a bunch of these together in various patterns and one can come up with several fantastic-looking dungeons that have a suggested history and use because of all the various landmarks that dot each section of the map. Not only is it a gratifying way to build a dungeon, I believe that the end result is much better than some of the more traditional ways of putting together a dungeon.

This brings me to my current project, my re-imagined version of The Caves of Chaos from B2: The Keep on the Borderland. I used The Tome of Adventure Design heavily as I constructed my vision of the caves and the result was a series of small dungeon sections which I pieced together to come up with what I feel is and rather exciting 1st level adventure with the potential to become a megadungeon should anyone want to take it that far. No boring here.

A huge reason that I feel this way about the dungeon is the fact that simply looking at a section of the map, with a title taken from a landmark derived from a random table is truly evocative. I could run this adventure on the fly simply from looking at these maps. For example:


This map is just brimming with possibilities and could be used in all kinds of different contexts. Indeed, it is specifically designed to do exactly that.

Thus, I challenge everyone, instead of whinging about how your latest Kickstarter is behind schedule get out a pack of 3x5’s, draw some maps, label them with evocative landmarks and titles, put them out there for people to use and let us see the fruit of this re-examination of the megadungeon that Dwimmermount has so successfully and beautifully done. I pray this challenge does not fall on deaf ears.

Finally, I need to acknowledge that both James and Matt have made me a better player and a better dungeon designer. I’d like to take the time to thank them both.

Saturday, February 2, 2013

Saintly Saturday: The Presentation of Our Lord and Savior in the Temple

Today is one of the Great Feasts of the Orthodox Church: The Presentation of Our Lord and Savior in the Temple. This comes from the second chapter of Luke where Christ fulfills the Law (found in Exodus) by being presented forty days after His birth at the Temple as the first born son with a sacrifice of two turtledoves or two pigeons.

Waiting for Him is the elder Symeon, who had been moved by the Holy Spirit to be at the Temple that day. Upon seeing the Christ child, he takes Him in his arms and cries out:
Lord, now let your servant depart in peace, according to your word; for my eyes have seen your salvation which you have prepared in the presence of all peoples, a light for revelation to the Gentiles, and for glory to your people Israel. — Luke 2:29-32
This story gets really interesting if one looks into the hagiography of Symeon. He was an Alexandrian Jew who was born over three centuries before Christ and was one of the scholars gathered together to do the Spetuagint Greek translation of the OT. When he came to Isaiah 7:14, he did not want to translate the key part of this verse as the virgin shall conceive and bear a Son. As he was about to write maiden in place of the word virgin an angel stopped his hand and declared that he should not die until he saw this prophecy fulfilled.

In other words, when Christ arrives at the Temple forty days after His birth, Symeon has been alive for over three hundred years and when he says, “Lord now let your servant depart in peace” he is asking God to finally allow Him to die.


In fantasy, prophecy is one of those tropes that I do not care for. This is in large part due to the fact that it fails to understand the real purpose of prophecy, which is the revelation of God. I also dislike it because it is lazy storytelling that largely removes free will from the equation.

Due to the fact that RPGs (especially the way that I prefer to play them) are largely dependent upon player choice, prophecy is not something I have ever seen work well in the context of an RPG. One of two things is likely to happen: the campaign gets railroaded into fulfilling the prophecy (thus begging the question, why is this an RPG game and not short story, novella or novel?) or the character in question does something (like dying) so that the prophecy proves to be false.

A far more productive use of prophecy within the context of an RPG is that found in the historical context of the prophets: they were warning the people of God about the consequences of their behavior. If you continue to ignore God (and the fact that you are made to become like Him), bad things are gonna happen.

This does two things: 1) it honors the true purpose of prophecy — it reveals the characteristics of God that we can aspire to be like; 2) it honors human freedom — there is no coercion when you tell a child that if you touch a hot burner on the stove, you will be burned. This use, of course, assumes you are interested in including the kind of theology into the hobby that I am.

Even so, the aspect of this story that interests me the most is the idea of an NPC who cannot die, but rather than seek ways to exploit it (as the various flavors of undead are want to do), this person is seeking out the circumstances in which they can die. Due to the simple fact that this undeath is not being exploited, such a character is obviously trying to either undo some wrong or seeking out a specific kind of good.

This makes for a potentially fascinating interaction with PCs who are normally obsessed with not only not dying, but exploiting the various powers granted them through experience and adventuring. It turns a lot of gaming (and life) assumptions on their ear and challenges everyone to look at the game (and life) from a different perspective. Not to mention the fact that such an NPC would make an absolutely fascinating patron, because once the criteria of what this person needs accomplished is known, a direct interaction with the NPC is not actually necessary. Thus, whenever circumstances come up that might fit the criteria, the PCs are given a choice — do we make a side-trek to help the patron on our own or do we do what we really want to do and continue to potentially doom this person to what he or she perceives as a curse? What happens when those opportunities are ignored?

This is the kind of NPC that has the potential to be a catalyst for players making interesting choices that result in great gaming sessions — something the fantasy trope of prophecy never can.