Starting a Wiki, Ending the Blog

The Scrolls of Lankhmar started over a decade ago as a guide to Nehwon for GMs wanting to run a game in the setting.  It has undergone many changes throughout the years.  At its heart has always been the Nehwon Guide of which I have slowly been adding to.

In the last couple of years, I’ve tried my hand at adding a blog to the site in addition to the guide.  In the end however, I found myself spending more time working on blog posts than building the site.  For as long as this site has been up, I find myself with less time to dedicate to it.  Nevertheless, I still want to complete the project I started so long ago.

That being said, I have decided to end the blog and convert the Nehwon Guide to a Wiki.  I have already started the conversion process.  I will leave the blog up for a little longer then I will set up the main page to direct to the Wiki.

I have enjoyed being part of the gaming blogosphere and am grateful for the friends I made along the way.  With any luck I hope many of you will join me on the Wiki side of things.

Thanks,
Charles (Srith of the Scrolls)

Fritz Leiber reads Clark Ashton Smith

I’d never heard Leiber’s voice, so I was delighted to discover this link to an audio file of Fritz Leiber reading Clark Ashton Smith’s “A Night in Malnéant”. Leiber uses a clear, slow-paced delivery which suits the mournful tale. Thanks to Grognardia for the link.

http://theblogthattimeforgot.blogspot.com/2010/10/fritz-leiber-reads-clark-ashton-smith.html

Ning’s Cave: Catching Up, Part 2

OK, perhaps I shouldn’t have used the phrase “rapid-fire order” when I talked about posting Part 2 of this edition of Ning’s Cave.  Oh well.  But we are here now, so let’s get this underway . . .

Over at Panglott’s Garden a rereading of the Fafhrd and Gray Mouser stories is being considered.  However, the garden’s caretaker does not intend to read the stories in the order presented in the books (chronologically as events unfold), but in the order the stories were published.  Certainly a different perspective can be gained by this approach following Leiber’s evolution in writing style and influences of the times they were written in.

To that end, Panglott’s Garden has created a “cheat-sheet” for reading the stories in publication order.  Also, Leiber’s stories are put context to that of Robert E. Howard, H.P. Lovecraft, J.R.R. Tolkien, and C.S. Lewis.

Ancient Vaults & Eldritch Secrets–which by the way has to be the coolest name for a RPG blog–on July 30th presented the world with a new monster called the Hunting Tower.

Pardon me while I pause again for another aside . . . how does bat do it?  He posts a new magic item, monster, spell, or what-have-you on pretty much a daily basis.  And not just the description! He also writes up a little scene with his knowledgeable group of adventurers to introduce each item.  Bat is one prolific item creating writer!

At any rate, the Hunting Tower is inspired by two of Leiber’s stories, The Howling Tower, and The Jewels in the Forest, and nicely done too.  I’d be happy dropping it in any campaign, even a Nehwon campaign just to throw off player expectations.

Russell at the Fantasy Heartbreaker has a twofer this summer.  (I can’t believe twofer just passed through the spellcheck, and spellcheck didn’t just now . . . and again.)  On June 25th, he talks about the nature of Sword and sorcery monsters in gaming, and how they are unlike your standard RPG monster confrontations.  On a related note, in my Nehwon Gazetteer I briefly catalog the sort of monsters Fafhrd and the Gray Mouser encounter.

More recently, Russell proves that you can model Fafhrd and the Gray Mouser appropriately in D&D 4E in his post, Swords Against Systems, and from first level!  This is a feat that no earlier edition of D&D can claim and is one of the issues that got me looking beyond D&D in the first place.  Now the question is, can 4E capture the spirit and nuances of the stories as well?

Finally, I want to talk about a series of posts by Paul over at the Blog of Holding.  (BTW, never put a Blog of Holding inside a Blog of Holding if you know what’s good for you!)  Now this is off-topic and has nothing to do with Lankhmar, but the series is so mind-staggeringly brilliant that I just had to share.  Paul is working on dissecting the movie Mazes and Monsters to create a retro-clone of the Mazes and Monsters game.  I told you it was brilliant!

Along the way we get some insights into the acting choices of Tom Hanks and what gaming was really like when Mazes and Monsters was D&D’s toughest rival.  This game was ahead of its time.

Sevenscore thousand smokes and one: making Lankhmar home

A scene from Mike Mignola's Fafhrd and the Gray Mouser

There's no place like home

In such wise Fafhrd and the Gray Mouser returned flat against their oaths to the city they despised, yet hankered after…in any case Lankhmar seemed no worse than any other place in Nehwon and more interesting than most. So they stayed there for a space, making it once more the headquarters of their adventuring.
— Fritz Leiber, The Circle Curse

My Nehwon campaign is – frighteningly – over twenty years old. In that time many characters have come and gone through the gates of Lankhmar City, but only two have ever called it home*. (That is why it is my Nehwon and not my Lankhmar campaign). In this post I will talk about some ways to make your players want to stick around. I’m concentrating on the City of the Black Toga, but of course much of this post could be applied to any fantasy urban setting.

In the early days I think I overplayed the ‘city of thieves’ bit. Characters would be robbed mercilessly almost as soon as they stepped through the gate. In retrospect, this was the wrong approach. It left characters with the worst taste of the city; they would conclude whatever business they had and get out of town as soon as possible. If you have ever had a bad experience in a foreign city on your first and only visit, it is likely to have similarly darkened your opinion of that place forever.

Lankhmar is undoubtedly a city of great interest and with many hooks to adventure, as well as a multitude of available goods and services. Centrally located in Nehwon it can be a base of operations as well as an adventure locale in its own right. But it is important in a game to get the balance right between adventure and rest. Here are some ideas.

Bolt-hole

Don’t underestimate the lure of free rent. If players have a place they know they can come back to; maybe even store some stuff safely (perhaps in a hidden nook), it can be very reassuring. This can be an abandoned building, or a friend’s house or shop, even an unused tower above the walls or a former enemy’s abode. Or of course, something more exotic, like the Mouser’s Bones Alley nook or the stolen house of Duke Danius. A safe-house is a good way to make Lankhmar more palatable as a permanent base. If offered as a reward for an adventure, it can be even more effective in enticing players to put down some roots.

Guilds and Cults

Lankhmar is full of guilds. Every profession is represented. For a few rilks you can be off the streets, surrounded by colleagues who understand you. (Not like that other guild on the seedier side of Carter Street, maybe that’s something you could help with? For a suitable reward of course.) Perhaps you need help finding your way around, or you get into an unfair fight; your guild might back you up.

Similarly every known (and some unknown) religion can be found somewhere on the Street of the Gods. Which god does your character worship? Where in the Street is their temple? Can the priests of your cult help you in the city, or perhaps you could do them some small service (perhaps in exchange for a bolt-hole as described above)?

The trick with these I think is to make the guilds and cults active recruiters. So, unlike modern bureaucratic and unresponsive trade organisations, these people would be out on the streets actively looking for new members/cultists, taking especial note of any newly-arrived but possibly like-minded individuals in the city. Once the characters have joined a few guilds or cults for their own benefits, the organisations can become sources of both aid and adventure, and help to establish the characters in the social fabric of the city.

Unexpected friends

Lankhmar is a cosmopolitan city, with strangers from all parts of Nehwon regularly rubbing shoulders in the streets. Not everyone in the city should be out to get the player characters. Many people may even be particularly friendly (though usually with some kind of ulterior motive – it is Lankhmar, after all). Most of this comes out through roleplaying, but people who view the players favourably might be folk of the same ethnic background or even clan; the guild and temple recruiters mentioned above; potential lovers (the Overlord’s bored niece or the swaggering sailor just in from Kvarch Nar with a pouchful of cash – or Hisvet, looking for a new pain-puppet to toy with) or just those who have been favourably impressed by the adventurers’ deeds. Certainly Lanhkmar can throw up unexpected allies as well as foes. The trick is, I think, to let the friends be a bit more forthcoming early on if you want your players to like the city and want to stay.

To sum up, characters (and players) will like a place more if they have some positive experiences there, preferably early on. Positive social interactions with the inhabitants as well as a bit of City real estate, no matter how small, can encourage characters to set up their base in Lankhmar. Once they have made an emotional investment in the city, it enables them to participate in much richer and more ongoing urban adventures.


* One of these, a freelance thief named Fritz the Pulverizer had just one adventure; after acquiring a chest of jewels from the catacombs beneath the city he married a local girl called Annelle and retired in a mansion opposite the Park of Pleasure. He didn’t quite live happily ever after and his wife became a feared river pirate of the Hlal, but that’s another story.

Ning’s Cave: Catching Up, Part 1

Wow.  I’m really behind on keeping up with Lankhmar sightings across the ‘net.  I need to catch up, and I don’t want any of these items to slip by.  Perhaps Ning’s twisty passages will allow for time travel in addition to inter-world travel?  There is a lot to cover, so I’m going to do two editions of Ning’s Cave in rapid-fire order.  I’m going to start by covering the Nehwon-based games that have been happening this year:

In the months of April and May, Risus Monkey and friends ran themselves through an adventure using Risus and Mythic: GM Emulator.  Their game sure had a lot of good Lankhmarian flavor and I’m pretty impressed with the character banter.  I can only surmise that the players were inspired by the material to come up with such great lines.

. . . His henchmen begin looking more concerned than angry as the stairs begin filling up with smoke.

“By the Leviathan, man! We all die here if we stay!” The barbarian’s roar draws all eyes. “So either ply your steel, or let us continue this outside!”

The bulk of the action occurs in one of Lankhmar’s many brothels.  That is to say, combat and plot advancement, ahem.  You know come to think of it, even though Fafhrd and the Gray Mouser had a great number of romantic encounters with girls aplenty, I don’t think they ever had any adventures take place inside a brothel . . . at least not published.

Read the adventure for yourself starting with Risus Lankhmar: Scene 1.

I liked how this adventure played out so much that I’ve gone ahead and ordered a copy of Mythic Game Master Emulator for myself.  I’m in the middle of reading it.  Maybe I could get some good use of it too.

Fusion RPG Concepts has been working on quite a grand project for some time now, which Docfusion calls the Hydra Project.   Docfusion says, Take all the systems you’ve ever learned as a GM/DM . . . and what if you could extract the best bits of them all? Docfusion is mashing or fusing all these systems together for his Hydra Project.

So where does Nehwon come in.  Well Docfusion has chosen Nehwon for the setting for this stage of his Hydra Project.  I had a conversation with Docfusion back in February and asked him why he choose Nehwon as a setting, especially as he hadn’t read any of the stories as of that time.  Here is what he told me:

Plus, my players know little about Nehwon, so, as a result they will have more to discover and explore – which is something they particularly enjoyed when they discovered RPG’s back in the day. Just to finish things off I like the ‘dark fantasy’ aspect of the writing, and I love running cities in particular, so it all seemed a pretty good fit of system, world, player and DM preferences and helped to get the game running nice and quick.

I am having to read a lot, and I’m sure it would be fair to say that early on the games will not be as true to Leiber material as it could be, but I’m reading the books as fast as I can to get as good a flavour of the world/setting as can be. So the play-testing will also be a phase of me as a DM implementing what I know of the world, but if a real Leiber afficionado sat down to play they may well take issue with my relatively naive interpretations.

Docfusion says he has a liberal approach to Lankhmar.  Indeed he has.  He has dwarves in his game, and I’m sure you all know how I feel about that! ;)   I admit that I’m a purist when it comes to creating a Nehwon game.  I’m more interested in a simulation approach.  After all, why not emphasize and make use of what makes Nehwon unique?

However, I have no interest in criticizing someone’s game just because it doesn’t fit my vision of Nehwon.  Instead I find that there is almost always something that you can take away from their game.  Whether it is something learned or inspiration that you can use for your own game.  And Docfusion already has plenty of material built up from playtest sessions, that it is well worth going through his material.

Some Changes

You all be happy to know that The Scrolls has been on a new server for a couple of weeks now and all is going well.  So no more mishaps in the future! (Knock on some wood at the Silver Eel.)

When I made the move, I also changed the look and layout of the site.  I had recently been told that the old layout did not load up very well in smaller devices such as tablet PCs.  I think this two-column format should do the job, plus it was time for an updated look.  I’m always welcome to suggestions.

OK, time for some more Nehwonian goodness.  I’m working on a new Ning’s Cave that should coming up around the corner, and I have an idea for a new regular series designed to be more interactive.  It’ll involve all those one-off references sprinkled throughout the stories and how we can use them for our games.  Hopefully folks will get into that.

Until then, happy gaming!

Challenges of using Runequest Glorantha adventures in a Nehwon setting

Editors note:  I’d like to introduce you to Sheelba–better known as Questbird in his own realm–who has been kind enough to agree to contribute a series of posts to The Scrolls about his own experiences of running a Nehwon campaign. Be sure to visit his own excellent Nehwon site! -Thanks Sheelba!

In the latest of my Nehwon Campaigns I used an adventure campaign called ‘Troubled Waters’ from the Runequest ‘River of Cradles’ supplement. In this post I’ll talk about how I adapted this adventure for Nehwon.

Glorantha

Glorantha is the main game world setting for the game Runequest. I am no expert on it but it is quite a different place from Nehwon. Magic is commonplace; most people know a few spells. The influence of the gods is powerful, and forces from mythology have shaped (and continue to shape) the world. Everyone believes. As in Nehwon there are many gods and none is all-powerful; each commands a relatively limited sphere. Glorantha has all sorts of non-humans and a powerful, Chaos-worshipping empire of humans, which comes into conflict with barbarian cultures at its fringes. So far so un-Nehwonian.

The River of Cradles

This is a campaign setting from the times when RPG supplements were made with real love, which is one reason I wanted to use it. The Runequest game system is not so different from the Elric! rules I use in Nehwon, so no problems there. The River is in a fertile valley between arid grasslands and wasteland. There are many detailed human and non-human cultures in the area, including river folk, farmers, various barbarian tribes, newtlings (small lizard-like bipeds), and city folk and garrisons of the conquering Empire army at the top of the river. The maps are gorgeous and the detail is great. The campaign itself is interesting, if a bit linear (you travel up the river, so it couldn’t really be otherwise). I played it over ten sessions with two players who ran an exiled Quarmallian and an outcast from Klesh.

Where in Nehwon?

Because I knew this setting would be quite different from the norm, I wanted to place it carefully. I put it in the south of the Lankhmar Continent, draining from the southern Mountains of Hunger to the Sea of Stars. To the east are the Jungles of Klesh and to the west are the Quarmall Barrens. Leiber doesn’t really describe this area (perfect!). Fafhrd and the Mouser passed it to the south in ‘Trapped in the Sea of Stars’.

Other questions to resolve

What about all this magic and gods? The campaign did assume a lot more magic in the hands of characters and opponents, and more ‘godly’ powers. I toned both down, but left the essentials. For example a river god plays an important role in the adventure. I allowed it as a local effect (local to the river), and justified the extra magic because the area was closer to Godsland. It helped that the characters were both sorcerers of different traditions* and from areas considered quite outlandish for a mainstream Nehwon campaign. I took a similar attitude to the various intelligent non-humans around. Leiber after all had mermaids, Ice Gnomes and invisible princesses.

How about the ‘evil empire’? How come Fafrhd and the Mouser never heard of it? No problem. It’s a recent development, and not really a huge empire, founded by a band of fanatical ex-slaves of Quarmall, confined mostly to the Mountains of Hunger between the Jungle of Klesh and the Great Southern Swamp. That works for my geography. Think of the Incas, who controlled a huge narrow empire from Ecuador to northern Chile in the late 15th century. Only not so huge. Something like that anyway. In any case, though the Empire military presence was visible in the campaign, it was not a major factor.

How did it work out?

Pretty well. The setting is a long way from Lankhmar, though even a typical Lankhmart rogue could have been used there. The only real changes I made while running it was the magic reduction and some setting adjustment as described above. Was it still Nehwonian? Yes, I think so. My campaign is a hodgepodge in any case, but what I love about Nehwon is that it is a land made for adventure and strange happenings. It is consistent in the broad view, but sketchy on the specifics. This little corner fit nicely into my campaign. My players also gave it an interesting subplot of faith vs. skepticism, which Leiber might have appreciated.

Having said that, I don’t think all Gloranthan rpg settings would transplant so well. Some things just don’t translate that well to a Nehwonian setting.

* In my campaign, Quarmallian sorcery is a combination of sneaky mind control powers and dark wizardry. Kleshite sorcery is more nature-focused.

Nehwon Name Generator

Many, many years ago I made a random name generator for DOS.  I had it set up to import letter files for different cultures including Nehwon, of course.  Well I finally got around to converting it to PHP and setting it up on The Scrolls.  Actually, I took one look at my old code and said ‘No way!’ and proceeded to start from scratch.  The important thing was that I still had my Nehwon letter file to create Nehwon names from.

Like all things random, you’re going to get a lot of junk.  But with 100 names on every reload of the page, you should find a few that you can use or draw inspiration from.  I think it’s great for NPC names on the fly!

With any luck, everyone will be able to get some use out of this.  So follow the link to the Nehwon Name Generator!

The Scrolls Are Alive . . . again!

I’ve been looking forward to this day for a couple of weeks now.  Some of you may have noticed that the Scrolls of Lankhmar site has been down for a while.  Well, I finally got access to everything again and the site is up and running.

I want to apologize to everyone for the site going down in the first place.  The Scrolls have been on a friend’s reseller server space for years now.  Unfortunately as is the way with life, our paths have gone in different directions and as a result I could not get a hold of him when disaster struck.

So sometime this month I plan on moving everything to a new server.  So if anyone has any recommendations as to what is a good company to buy space from I would be grateful.

Thanks,

Charles

Fritz Leiber in the Wall Street Journal

John Miller has just written an article about Fritz Leiber in the Wall Street Journal.  Yes you read that correctly, not Fantasy and Science Fiction, not Realms of Fantasy, not even Asimov’s or Analog . . . but in the Journal.  Nice, huh?

It’s called He Tackled the Oil Spill First.  Keeping things topical, Miller ties in Leiber’s story The Black Gondolier:

Yet things could be much worse, at least in the vivid imagination of the author Fritz Leiber (1910-1992). In his 1964 short story “The Black Gondolier,” petroleum threatens humanity not as a mindless environmental hazard but as a sentient menace. As one character speculates, what if man hadn’t found oil, but “oil had found man”? What if the dark ooze “had thrust up its vicious feelers like some vast blind monster, and finally made contact”?

Miller then goes on to give a synopsis Leiber’s works, including his influences, impacts on the fantasy and horror genres, and autobiographical elements.  In addition to reading Conjure Wife as mentioned on his own site, Hey Miller, Fafhrd and Me was certainly part of his research.

He mentions Leiber’s centennial and wraps up with the effort by small publishers to keep Leiber’s writings in print.  Thank you Mr. Miller for helping out.

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