Tuesday, October 15, 2024

Spirits & Spookiness: A History of Shamans in D&D

An explanation, justification, and archive for my ongoing survey of the depictions of shamans and shamanism throughout the history of Dungeons & Dragons. Scroll down to the bottom to skip the cruft and get to the posts.


The Un-Pivot to Video

A few years ago I got the idea to try and start a YouTube channel, partially in emulation of the video essayists I put on a pedestal so much, and partly so I could hop on that sweet, sweet 15¢ a month ad revenue gravy train. So I bought a microphone, downloaded some software, and started writing a script.

Obviously it never worked out because I don't have any production or editing skills or on-mic charisma, and I can't speak for more than 2 minutes without the fire station or car wash across the street exploding into background static. But the script for what was to be my inaugural video was more than half-written, and I haven't deleted it from Google Docs yet.

That video was going to be about shamans. Specifically, the portrayal of shamans and shamanism throughout the history of official (and semi-official) Dungeons & Dragons publications.

I've been obsessed with shamans ever since they first appeared to me in early 2000s pop-fantasy games and visual media. Usually they were mangled beyond all recognition of their origins, but I still found them interesting for what they were. Over time that interest led me to research the reality behind them and come to a fuller appreciation of the character archetype and real-world religious practices both- which gives me some faint hope that comically historically-inaccurate movies are not the societal doom I've always feared they are.

From the surprisingly early appearance of the concept right at the game's inception all the way through the '80s, '90s, and early 21st century, shamans appear haphazardly and without a consistent class identity like clerics or wizards enjoy. Yet they keep popping up throughout D&D's history as generations of writers revisit the concept to tweak, fiddle, or completely transform it again and again.

I find that story really compelling, and not just because it lies at an intersection between my fixations on history, fantasy games, and real world mythology. There's something tantalizing about shamanism and animism through the eyes of a lot of Western fantasy media that undeniably has an Orientalist aspect, but it can't be entirely explained away with just that. There's a complex relationship at play here that's worth exploring. And I figured I'd try, in a medium that is more conducive to going back and correcting mistakes than video, where everything is written in digital stone barring a highly disruptive reupload.

So I'm taking the old script and editing and carving it up into chunks that you can read at your leisure, rather than strapping in and listening to my nasally caffeine voice for I-don't-know-how-many combined hours.

This project freely weaves in and out of the history of D&D as a whole as well, so you might pick up a couple of fun facts along the way, like behind-the-scenes legal battles or Gary Gygax's coke habit.

Fun stuff!


Disclaimer

A quick disclaimer before we get into it: I am not a trained anthropologist. I went to school for historical studies, and while I might have familiarity with the ethnographic histories of cultures where shamanism can be found, that does not mean anything I say here is a replacement for an up-to-date professional anthropological take on any of the complex topics I bring up.

Note also that a strictly academic perspective cannot fill in for the perspectives of the indigenous peoples who are so often muffled when they are written about from the outside by scholars and fiction writers alike. Those too are perspectives which I lack as a shut-in of mostly Euro-American upbringing (with just a dash of Puerto Rican for seasoning, if I’m being generous).

I bring these points up not to shield myself from criticism, but to welcome it- I'm bound to make mistakes or misrepresent things. My sources are often general, and sometimes decades old (but at least most of them are of the 21st century). I'm a novice writing about two intersecting interests, and I want to be as accurate and open to discussion as possible.

Another structural bit to bring up ahead of time is that I will be mostly limiting myself to official, first-party D&D publications, whoever that party happens to be at that moment in history. I will briefly touch on magazines like Dragon and Dungeon when relevant, but if I allowed the scope to expand much past that point, this project would start to bloat with a lot of redundancies. Not to mention it would never be finished.


Let's Go!

Now that I’ve thoroughly disqualified myself, I feel comfortable getting into it.

We have a long road ahead, and lots of academia to discuss before we get to the actual fantasy bits, because this is my show and I want to be thorough. I'm publishing two posts to start off, but after that you can probably expect a new chapter every few weeks or once-per-month until we hit modern times, and I run out of material. You will see the word “shaman” written so many times that it will cease to be a word with meaning and become just letters and sounds.

So join me for a ramble as I look through past and present presentations of the shaman and shamanism throughout the many eras of Dungeons & Dragons, the World’s Oldest RPG.

Or whatever stupid prestige euphemism Wizards of the Coast is trying to get us to call it to guard their precious copyright these days. Honestly, it's like there’s a bigger taboo against writing the letters “D&D” than there is against speaking of the Devil, or Candleja-


Spirits & Spookiness: A History of Shamans in D&D

Nomad Shaman by Jason Engle,
Dragonlance: Age of Mortals

Entries in chronological order:

Friday, September 27, 2024

Bridgetown on Bundle of Holding

For the handful of readers who don't use any form of social media, I wanted to let you know that my book Bridgetown (as well as a bunch of other great books) are part of the latest Bundle of Holding for TROIKA! 


There are 10 days left at the time of posting. Can't believe I took this long to make a post here about it!

Bundle of Holding is a lot like your other electronic product bundling websites; grab a bunch of related games or books or other pieces of media all at once for a crazy-good discount. This comes with the added bonus of everything sold by BH being DRM-free, and a chunk of the proceeds going to charity.

Less than $10US gets you a $90 value including the full core Troika book line, Swann Castle, Goblin Mail, and of course Bridgetown. If you spend $19.98, you get another 6 books added to the bundle including big names like The Big Squirm and Slate & Chalcedony. So if you've been waiting to jump into Troika or want to gift-bomb a friend of yours who might be interested in it, now's a great time to start or expand a collection.

My cowriter TheLawfulNeutral and I are also splitting the profits Bridgetown makes 50/50 because our publisher David over at Technical Grimoire is pretty cool, so buy the bundle if you want to support us in making... whatever the heck you call the stuff we make!

Thursday, September 12, 2024

The Collector

I think I've mentioned here or elsewhere that I listen to a lot of dungeon synth. It occupies the chunk of musical bandwidth I have leftover when I'm done listening to all the Mongolian throat singing, lo-fi jazz, parody covers, royalty-free rock tracks or themes to anime I've never watched that I hear in the backgrounds of video essays, and whatever TikTok videos my SO sends me.

Dungeon synth has its origins in the harsh and sometimes hateful black metal and dark ambient music scenes of the '90s. But the genre has since grown, matured, and experimented far beyond that to encompass a huge range of subgenres with porous and overlapping margins, as the case eventually is with all types of music. Whether you need to unwind to the sounds of nature, curl up with some tea to some cozy wintery noises, find a soundtrack for your tabletop game tonight, take an inadvisable amount of substances and mentally transcend to outer space, or just be a neurodivergent little boy with a fixation on Tolkien for a while, dungeon synth has a flavor for you.

Recently, I've been listening to a creator called Witch Bolt, who seems to have exploded into existence and popularity all of a sudden after releasing like 7 albums within the span of a few months earlier this year. In fact, in the time I've spent writing this post I had to go back and add that they just released another album.

Witch Bolt is decidedly in the ambient/nature synth subgenre, but each album has a unique flavor that I've thus far enjoyed. I'd say I like them almost as much as DIM, who might be my favorite artist in the scene. Shoutout to Tales Under The Oak and all their froggy excellence, too.

Witch Bolt's most recent second-most-recent album is The Collector, which combines moody soundscapes with some very delicate instrumental touches I keep coming back to.

It's also got a pretty solid album cover.

But I'm not just here to talk about the music. The Collector has a short description attached which, alongside the track titles, turns it into a concept album with a plot of sorts. It reads as follows:

"Witch Bolt's seventh release, The Collector, is the story of a nomadic figure navigating the boundaries that separate the planes of existence. The Collector gathers overlooked fragments of nature and humanity, bestowing upon them a renewed honor and purpose.

Through their mystical craftsmanship, they reveal the inherent dignity concealed within the humble.

The Collector scatters these creations, weapons, armor, treasures, imbued with enchantments across the land and in the paths of those deemed worthy. The Collector is a beacon of hope and renewal."

I was smitten by this concept right away. From playing the part of lonely, wandering god to a being associated with the lucky discovery of magic items, the Collector feels tailor-made to appear in someone's tabletop campaign. Which got me wondering how there aren't more gods like that in existing games where roving adventurers rolling on loot tables in weird and out-of-the-way places is a fundamental pillar of the play experience. Certainly there are hundreds of deities of luck, or craftsmanship, or wanderers, but you almost never get all three of those portfolios in one.

So, I decided to fiddle around and rectify that by doing a little god writeup of my own.

I'm doing this using a fun and flexible format I stole from As the Gods Demand, a system-agnostic and level-less divine magic supplement where anyone can become a cleric. It's by the excellent art-friend and bagel gremlin Charles Ferguson-Avery, and you should definitely check it out if you like more eldritch and inhuman takes on tabletop deities.

But considerably less spooky and severe than them is our friend of the day, the Collector.


The Collector, Beacon of Hope & Renewal

There once lived a quiet, gentle, and very shy thing. Their zest for life was only matched by their unease around other living things. They wished to see the world, but not to be seen. So they wandered in secret, keeping to backroads and the silent gulfs between realms.

But even out there, amidst the beauty of the forgotten and the gracefully crumbling, they still happened upon other souls. They came in search of quiet solitude, a balm for their woes amid a life of hardship and pain. But in seeking out eternal stillness, they stirred that little thing's heart to action. A yearning to help filled them until it threatened to burst, and so they poured it out into the rubble and ruin of that forgotten place.

To their surprise, that tender care imbued the things they touched with strength, dignity, and renewed purpose. Or perhaps, they merely helped bring those innate qualities back up to the surface, through the layers of time and neglect. The wandering thing went about gathering these blessings together, before scattering them in their wake, just ahead of those lost and lonesome souls.

A quiet joy like never before filled them, and they at last knew their own purpose. Even now, the Collector wanders the spheres in search of forgotten things in need of a home, and forgotten beings in need of hope.

The Borrowers

The Collector has no organized clergy, and those who behave as priests would never call themselves such. Instead, they have admirers. People who long ago caught the Collector's eye, and who took notice of them in turn. They see the worth and beauty in what the nomad does, and seek to aid their cause however they can.

So they wander the land as pilgrims and sightseers in search of overlooked places, things, and people. They carry with them the Collector's gifts, knowing that they keep them in their possession only as a passing thing, until the item's true purpose is revealed by time and circumstance. Then, they secret their treasures into the paths of the worthy-in-need. In short they are not keepers, but mere Borrowers.

Initiation: Gifts Left Behind

To become a Borrower, you must first catch the Collector's attention, and then come to the realization that they exist at all. This is easier said than done, considering how discreet and willing to let others take credit for their acts the Collector is. But once that is all said and done, the act of cementing one's friendship with the Collector is quite straightforward: sacrifice something precious.

This item can't merely be powerful, magical, or materially valuable. It must hold great personal significance to you- both you the character, and you the player. It must represent something about your life, experiences, and/or worldview. Family heirlooms, mementos, childhood toys, or tried-and-true pieces of equipment with their own inferred personalities and nicknames are common selections.

You must hide this object in an out-of-the-way but not completely inaccessible location, such as tucked into a hollow in a tree stump off a dirt road, or buried in the earth of a shallow cave mouth. In time the Collector will find your offering and consider it carefully, before imbuing it with new qualities and leaving it in the hands of a future someone who dearly needs it.

You will never know what your sacrifice does for that stranger, and they will never know it was you who aided them. Nor will they ever know the history of this item or the way it was cherished. Instead they will give it a whole new life, and in doing so kindle that beacon of hope and renewal, to be cast into the future in turn.

Such is faith.

Daily Invocation: A Quiet Prayer

  • Do not hoard resources or possessions from those in need.
  • Maintain humility in the face of gifts and good fortune.
  • Do not reveal the Collector's existence to outsiders.
  • Live life humbly and surreptitiously.


Initial Miracle: Journey Home

Borrowers are wanderers who have no one place they call home; rather, home is wherever they are most needed.

You may divine the location of the nearest forgotten little thing. The miracle can specifically look for an abandoned location like a ruin, old den, or shrine, a long-lost object, or a lonesome creature, or it can look for any/all of the above. You know the direction and distance to your target "as the crow flies", but not the exact path needed to reach it, such as through a maze.


Rites

I Pass

Sometimes, we are what the Collector places in the paths of others.

You must stop wandering long enough to help someone through a particularly dark time in their life. Merely rescuing them from a dangerous situation is not enough; you must come to know them and their struggles, befriend them, and help them to rise above their hardships. Then you must let go, and allow the friendship to conclude so that you each may return to your respective lives. When you bid farewell to one another with finality and carry with you all the bittersweet memories and experiences into the future, the rite is complete.

Miracle: In Praise of Gentleness

You may sooth the target's woes, removing all natural or supernatural fear, doubt, anger, or other negative emotions from them and replacing them with a contemplative calm that grants the target Advantage on their next Saving Throw related to the mind, emotions, mental state, etc.

You may instead target two or more groups who are about to come to blows with this miracle, in which case they are dissuaded from physical violence for a number of hours equal to your Hit Dice.


Wandering Artisan

In emulation of our foulweather benefactor, we furnish the worthy in need with the fruit of our sweat, labor, and love.

You must craft an object of surpassing quality for one of your skill level; if you are a novice at a given craft it must be competent, if you're a master it must be exceedingly high quality, if creating magic items is well within your ability it must be truly extraordinary, etc. This step may take months or more by itself, and call for you to find and obtain rare materials.

Once it is completed, the item must be anonymously donated to a worthy cause or person whom you believe will use it for good. You must be present to witness them doing so, but may not betray the item's origins while in their company. The rite is complete when the bearer of your gift accomplishes (or at least tries their best at) a feat that aligns with the Collector's goals.

Miracle: Treasures Left

You may spend some of the goodwill you've earned with the Collector to receive a short "advance" of sorts on their gifts. Choose Providence or Luck:

Providence allows you to stumble upon just the sort of mundane or low-magic item you'd need in a given encounter for a specific purpose, such as a healing potion to save a downed companion or a replacement weapon for one that's snapped. The item lasts until it is consumed or the encounter ends, at which point it vanishes when you take your eyes off it.

Luck allows you to reroll once on a random loot table and take whichever option you prefer. Note that the referee doesn't have to disclose everything about the two choices (curses, specific magical effects, etc).


Extremist/Heretical Rite: Humble Harvest

These are the Collector's gifts. They are given, but never earned. If someone abuses them, is it not our duty to intercede?

You must dispense with the Collector's gentle discretion for a time, and take the fight to those who would take advantage of their kindness. This person must be a tyrant of some sort who has enriched or empowered themselves using magical items that ultimately came from the Collector. Merely defeating them is not enough; you must see their every means of effecting evil systematically dismantled and neutralized.

You must personally disenchant or destroy the misused item(s) in their presence while explaining to them precisely how powerless and wrong they are. Once the former tyrant is thoroughly broken and made an example of, the rite is complete. Whether or not they can be convinced to make amends is outside the scope of this rite.

Miracle: Desolation

You may permanently snuff out all enchantments and effects on a single item held by the target, rendering it a completely nonmagical object. If the item is a powerful artifact (or other object of huge plot significance that would cause your referee a real headache to destroy just like that), its powers are instead suppressed for a number of weeks equal to your Hit Dice.


Favor: Honored Things

  • Encourage others to give and share resources freely.
  • Disperse ill-gotten hoards, with force if necessary.
  • Undermine those who deny others peace and dignity.
  • Pass another object of great value on to the Collector.

Saturday, August 31, 2024

Avenger of Ymir (GLOG Class)

Ymir. Brimir. Aurgelmir. Midgard's Seed. The Gelid Mother. The Burning Father. Child of Ginnungagap. Keeper of Auðumbla. The Slaughtered One. Æslings' Bloodied Clay. These and many other names they are known by, but none can begin to describe the totality of that primordial being. They were there from the beginning, and pieces of them will remain long after we've died, until the merciful fires of Age-End come at last to sweep away all the rot and corruption the gods have heaped upon us.

Ymir was born from the primordial void, and in turn they gave birth to the first peoples. They are the ancestor of all jǫtnar, it is well-known. But lesser-known, hidden, perhaps even profane to the ears of those listening, is that they are also the ancestor of all gods. For whose daughter could the first god Búri have married, had Ymir not first birthed her from their right armpit?

And so it was that when the rapacious young upstarts Odin, Vili, and Vé decided to strike Ymir down, it was not only the first murder; it was also the first familicide, that terrible evil that the gods punish us for so severely- and no wonder they do, the hypocrites. For when they slew their great-grandparent, they set in motion all the world's evils, the midst of which we still live in to this day.

They butchered Ymir's corpse, mangled them beyond recognition and fashioned their pieces like sick trophies into the plaything that we all know and hate today. The whole of the earth is thanks to Ymir's flesh turned to stone; the encircling seas their blood, which once roiled and sprayed so high that it threatened to destroy even the haughty gods themselves. Such was the terror of that first sin.

Though they drowned the world in blood and nearly extinguished all memory of Ymir, it persisted. One jǫtunn called Bergelmir and his kin survived, bobbing on the blood-sea in a grain trough until they crashed upon the newly-risen land. He is the spiritual founder of our order; the first to keep the memory alive, the first to spite the gods and their plaything.

The world is painful, grim, and violent. But unlike the petulant Æslings in their gilded halls, we will tell you that things could have been different. That things can be different. Better. A world without walls or feuds, gods or tyrants. A world where life is not predicated upon butchery, nor prosperity upon suffering.

But that change will only come with fire and blood, and a lot of dead gods.

Come and join us, if you've the fury for it. Come and honor Ymir's sacrifice with one hand while avenging it with the other.

What say you, o vengeful?


Illustrations of Ymir's life and death by Lorenz Frølich.


Avenger of Ymir

Starting Equipment: spear, leather armor, runecarving set (for cursing the gods).
Starting Skills: Jǫtunn-Ken and War-Lore. Also, roll on the adjacent table.

A: Earth from Flesh, Sea from Blood
B: Stone from Bone, Forest from Hair
C: Sky from Skull, Cloud from Brains
D: Unto the Butchers

You gain +1 Attack and Intimidate vs the gods and their servants for each Avenger of Ymir template you possess.

A: Earth from Flesh

From Ymir's flesh the earth was made. It sustains and nourishes all life, whether it has the blessings of Jǫrð or not. Through Ymir's death, you live. You gain -1 to rolls on the Death & Dismemberment Table per template. You may also gain advantage (or +4) to a Constitution roll once per day.

A: Sea from Blood

From Ymir's blood the seas were mixed. They almost drowned the cosmos, but they will not drown you. You gain the ability to swim and hold your breath for 1 hour per template per day. You may also gain advantage (or +4) to a Dexterity roll once per day.

B: Stone from Bone

From Ymir's bones all stone was wrought. They are the bedrock of all things without which we'd all be floating in Ginnungagap, and you emulate their strength. Reduce all incoming damage by 1 point per template. You may also gain advantage (or +4) to a Strength roll once per day.

B: Forest from Hair

From Ymir's hair the forests grew, clothing the world in green and deep shadows. You know that savagery and beauty lurk in the verdant depths, for you are both. You may vanish from sight in natural surroundings while standing still, and move unobstructed by undergrowth. You may also gain advantage (or +4) to a Charisma roll once per day.

C: Sky from Skull

From Ymir's skull the sky was forged. It cages the heavens, yet within it you have found freedom. You may fly at twice your Movement speed for 1 minute per template per day. You may also gain advantage (or +4) to an Intelligence roll once per day.

C: Cloud from Brains

From Ymir's brain the clouds flew. They obscure all sight but yours, hide secrets from all but you. You can see clearly through all clouds, fog, magical darkness, etc. You may also gain advantage (or +4) to a Wisdom roll once per day.

D: Unto the Butchers

From Ymir's death all evils sprung. Avenge this great injury in the only way those butchers will understand.
You may fashion the corpse of a fervent servant of the gods into a single, perfectly functional item or object no larger than their body.
You may fashion the corpse of a powerful priest or sacred animal/monster into something the same way as above, except that the resulting item is magical.
You may fashion the corpse of a god into an artifact of world-shattering significance, or perhaps turn it into a demiplane.


1d6

Avenger of Ymir Skills

1

You did errands and reagent runs for an old, arthritic troll-wife long ago. She passed some of her lore on to you. Gain a random potion and the "Medicine" skill.

2

They tried to hang you in the name of Old One-Eye for your blaspheming once. Once. Those who lived, regretted it. Gain a length of rope, scars, and the “Acrobatics” skill.

3

You lived among the jǫtnar for a time, and learned how it is useful that most fools believe them all to be huge, ravenous frost giants. Gain a token of friendship, and the "Disguise" skill.

4

You met a human as unafraid of spiting the Æsir as you, and during your commiseration they taught you the finer points of living goðlauss. Gain a defaced idol and the "Philosophy" skill.

5

You went on pilgrimage to the boneyard of a titanic jǫtunn said to be so old they once met Ymir. Gain a fossilized memento (medium weapon, bludgeoning or piercing), and increased comfort with the abyssal gulfs of time.

6

You once rescued a condemned seiðmaðr from drowning on a skerry. Gain a random cantrip from a random wizard school and a litany of creative expletives.


Saturday, August 17, 2024

Land of Mist IS what MystarAIN'T

Now that I've grabbed your attention and/or murderous intent with that awful title, I'd like to share something better with you: Land of Mist for Old-School Essentials by Joseph Quinn and BirdEnuf Games, which I picked up on sale recently.


I at some point this year I took a greater interest in OSE. If BFRPG is any indicator, I like more 'traditional' OSR games when they freely blend Basic and Advanced rules, and have a healthy 3rd-party scene that spits out mechanics and ideas niftier or at least better-baked than anything I would come up with on the fly, and OSE does both.

Land of Mist is the first setting written specifically for OSE that I've read, so it's unfair to say it's my favorite (it'd also technically be my least favorite). But I do like it. And that's for a very simple, weirdly specific reason: It's Mystara, without 90% of the Mystara.

For those who need a refresher or never knew to begin with, Mystara was the flagship setting for BECMI. It's set in a world that looks suspiciously similar to Earth a few hundred million years ago, and it's full to bursting with that 1980s flavor of kitchen sink fiction bordering on what we might today call gonzo fantasy. There're feudal kingdoms, magitech elves, a hollow world full of living fossils, a god who used to be a bespectacled nuclear physicist, etc. It's sometimes good, often dumb, and always goofy.

This zero-context art sums it up about as well as anything else can.

Land of Mist is a tremendously slimmed down world in that same whimsical vein. Some reviews say it's too sparse, but I'd say it's more honed to a needle's point. It emphasizes the "lost world" aspect of Mystara that I find more interesting than the surface world, which outside of the occasional gonzo regions is often a whole lot of fantasy counterpart cultures from various points in human history, and theme park versions at that.

The titular Land of Mist is a continent surrounded on all sides by a wall of sentient mist hundreds of feet high that nothing can circumvent. Passing through the mist erases all your memories of the outside (or inside) world until you cross back through the way you came, so the island is completely isolated from the rest of the world. Even information like written words or pictorial depictions get scrambled on their way through. It's a bit like an immaterial, non-malevolent version of the net cast by the Dark Powers from Ravenloft, although the actual motivations of the mist are up to the referee to decide.

Populating the continent (which is just called the Land) are all manner of odd folks, alongside the presumed existence of humans and standard demi-humans. There are aquatic elves, nonevil drow who venerate the moon while still remaining mostly subterranean, beastfolk who are descendants of the progenitors of all humanoid species like orcs and goblins, gremlins who have an always-on AoE aura of chaos and shenanigans, and somewhat uniquely for an OSR game, human variants that still gain access to most of the classes and options as regular humans: the Lilliputian bittles and their Neanderthal-adjacent brute rivals.

Folks familiar with Hollow World, the Mystara sub-setting dealing with the, well, hollow world, might recognize the beastfolk as a take on the beastmen. They are the exact same type of extremely mutable ur-humanoids, except here they weren't fashioned from the souls of evil people by a god, they aren't Inuit-coded, and they aren't locked in magical cultural stasis underground by a different god the way TSR's were.

Speaking of gods, LoM uses the same system of mortals ascended to become Immortals as in Mystara. There's even a guide halfway through the book for creating your very own cult and ascending to join the pantheon, assuming you can survive the Save vs Death and get the other Immortals of your alignment to vouch for you. And you don't even need to slog to 36th level to take a crack at it.

Classes available to humans (or certain other species using Advanced rules) are also dead ringers of old Mystara content. These include the Mystic (a monk by any other name) from the Rules Cyclopedia, the Forester (arcane woodsman warrior who's buddied up with the elves) from Dawn of the Emperors boxed set, and the Rake (a non-thief thief with some swashbuckling flare) from the same. There's a pacifistic Desert Druid too, but I don't know what that's a reference to, if any. There's also a whole subsystem for Hedge Witches that gives very limited casting (max 3rd-level spells) to any character who takes an additive XP cost to level up, similar to the shamans and wokani née wiccans from BECMI; both names even make a return as specific traditions of hedge magic.

There's a host of other optional rules besides hedge witches, including playing a human afflicted with lycanthropy, playable "enlightened" monsters who gain levels, mist dragon riding, oft-maligned underwater adventuring, craftable spell runes similar to specialized scrolls/potions, and spiritual totem animals that anyone (including NPCs and commoners) can spend HP to summon for a brief time, similar in spirit to but more overtly magical than the animal totems of the Atruaghin Clans.

The language for summoning a totem animal is a little ambiguous to my eyeballs, but I asked about it on Drivethrurpg and Joseph Quinn clarified that you spend HP on a 1:1 ratio to give a summoned spirit animal that much, up to the max they could have from their normal hit dice. You also then share any hit point loss that the animal takes while summoned. This makes it a poor mechanic for creating say, a beefy animal companion like a bear to fight alongside unless you're comfortable with putting yourself very close to death. But it also works quite well for summoning a temporary distraction or a pseudo-familiar, especially handy for small or stealthy animals you'd only need to spend 1 or 2 HP on.

Outside of these rules, a few new spells, and some artifacts, the book is quite light. This is because it foregoes the massive chapters of lore and gazetteering that Mystara was famous for. The island is broken up into a few regions and the populace into a few broad cultural groups, each with just a paragraph of fluff attached. The rest is up for the referee and their table to fill in as they see fit.

I get why that's a big negative for many people, I do. It makes the world feel emptier or less thematically concrete than something with more world-building right out the box like we're used to. But it's also somewhat freeing to not have to pick through hundreds of pages of history and demographic data about Glantri, Karameikos, or Thyatis to find the bits useful for your particular game.

LoM is more of a sandbox, but not in a truly trackless, empty way. I'd compare it to one of those fancy backyard sandboxes the neighbor kid whose dad was a contractor played in; one that has shapes or topography or fake dinosaur fossils embedded in the bottom, that offer guides and contours for you to then play around or on top of. And it's still 123 pages of content with illustrations and a collection of short stories for an easy $12 or less ($9 in my case), so even without deeper world-building I didn't feel cheated.

Speaking of the illustrations, the book has a pretty regular mix of old public domain sketches and commissioned art by Emily Eastman, Finny, and Tara Quinn, the other half of the Quinn duo. I like each of them for the different feels they evoke with their art; Emily and Finny have a style that reminds me of the better 3rd-party d20 books of the early 2000s before the Gold Rush hit, while Tara's creations  are real stand-out showstoppers that I can only describe as grotesquely cute. Or maybe cutely grotesque?

Gamblers? More like in shamblers.
... Alright, I apologize for that one.

All in all, I like LoM. It's a fun setting that does what it sets out to do and then leaves you space in which to easily drop your Tower Silveraxe or what other pulp adventures have you.

To answer the question I implied with that lazy pun back up at the top: Land of Mist is svelte.

Wednesday, August 14, 2024

Longfolk Archer (Troika! Community Jam: Backgrounds 2024)

I'm back with another piece of Troika! content for another community jam hosted by Hod Publishing and the Melsonian Arts Council. Last time was for a bestiary entry, this time it's a player character background inspired by some of my old Ivory Tower University junk.

Check the jam out here!


Longfolk Archer

You have done the forbidden, and ventured beyond the Axebitten Woods to hunt the corruption that squirms rotten and sickly-sweet from the depths of the Reossos Basin. Your elongated twelve-foot tall, ash-painted frame is unnerving to outsiders, as is your even taller longbow. But when the decaying monsters show up, they appreciate having you and your meters-long arrows to protect them.

You've also developed a taste for archery competitions with little folk who call your bow too huge and unwieldy to use.

Possessions

  • Prodigious Back Muscles.
  • Longfolk Bow (Damage as Fusil) & 2d6 Spear-Sized Arrows.
  • Ash Ritual Paint (Armour: 1 until it gets washed off).
  • Jar of Horn Glue.


Advanced Skills
3 Bow Fighting
2 Eagle-Eyed
2 Firemaking
2 Woodworking
1 Mimic Tree

A rather modest Longfolk Bow, sporting only a single trophy.
(Image Credit: The Theory and Practice of Archery)

Special
You may challenge someone to an archery competition. The target must Test their Luck or be forced to accept. If you win, you may take their bow as a trophy and add it to your own like some kind of mismatched multi-recurve penta-bow abomination. For every trophy bow you add this way, you gain +1 to Damage rolls with your Longfolk Bow.

If you ever roll max damage with your bow (the damage die shows a natural 6), all your trophy bows explode from the force of the draw and your bonus resets to 0.

A band of mercenaries, playing with some stolen Longfolk arrows.
(Image Credit: Rijksmuseum)

Monday, August 12, 2024

I Contributed to Another Spooky Book!

Sorry I missed my usual once-a-month post here; I suddenly got very busy elsewhere. Busy for me, at least.

Specifically, I contributed to the Backwoods, the latest in the Backwards series of post-apocalyptic American Gothic Horror setting books! Each Backwards book focuses on a region of the American Lands, which is what remains of the eastern US after a vaguely-defined End that blasted the world back to colonial levels of tech and superstition. Backwoods takes place in and around the Heartlands, which is the successor to New England and also the seat of American government, such as it is. I didn't write anything major, but you might find my fingerprints here or there, and it was fun to be a part all the same.

If folk horror and eldritch weirdness in the land of Lovecraft and Steven King mixed with the occasional whimsy of a Washington Irving poem piques your interest, go check out their Kickstarter.

They funded a while ago, but you can still place a preorder.

I'm also working on a book of my own right now, although I don't want to get in-depth about that until everything's signed and sorted. But you'll have more stuff from me to look forward to Soon™.

That's all for now. I should resume my regular blogging later this month; gods know I've got enough half-finished drafts that I could probably just throw a dart at them on the wall and finish the last few tables or paragraphs wherever it lands.