Sunday 2 October 2016

Your Wizard is a Journeyman

What does a wizard do in order to establish themselves in the world? Why are they wondering the world with the rest of these rag-tag adventurers? With the more or less Vancian magic of Terrae Vertebrae, this was the answer.

They might find a wealthy Patron, enter the officially mandated and recognised guilds, enter a religious order, become wandering ‘petty-mages’, wander in and out of naturally magical realms like Faerie, become hermits or try and form academic communities, 

Wizards of a high enough level tend to be solitary creatures, who like to try and conduct their research in peace somewhere isolated. Even in the Universities, they lurk in their towers unless necessary/desirable to address a problem or cooperate on a shared project. They are detached from the world. A certain resemblance to the powerful, self-sufficient, self-satisfied creatures, of Jack Vance's Dying Earth would not be amiss.

As younger types, they raise money/garner good will by serving the powerful in some capacity....generally for something vaguely resembling/not entirely contrary to the greater good. We hope. They attempt to build up a reputation as a reasonable sort. Universities and Guilds enable Wizards to leverage power without being Clients of a Patron/Institution that might force something on them....but it can be very difficult to form a Guild, and joining one is likewise tricky. Guilds or Universities require high standards, either/both in one’s magical abilities or/and in ones probity.  And an unprotected wizard might well have encountered problems with mob or the powerful of the world which can blot their copybook. Entrance fees are likewise high.

Adventuring wizards are something like Journeymen (whether attached to a Guild or Guild-like structure or no). They have mastered some basic spells, can speak and read Arcane or other Magical Tongues, and so are not Apprentices (who are presumably still mastering their irregular verbs). However, to be of a ‘Master’ level implies settlement, true accomplishment within the craft –to the point of crafting one’s own spells, as well as teaching others or in some way adding to the great body of magical lore.   [Hence the proliferation of named higher level spells; Bigby’s Crushing Hand, &c. ]

Further, one imagines ‘Master Wizards’ are not so engaged in the ugly little pragmatisms of Adventuring, preferring to fathom the mysteries of the universe from their (possibly literal) ivory towers . Further, the use of a ‘Master Wizard’ on anything less potent than a dragon would be overkill; frightening to non-magical persons and authorities, demeaning to the master magus and otherwise unfitting. (Everyone remembers what happened when wizards tried to run things...)

Thus, our Player can never reach ‘Master’ level; this would imply they can pull thunderstorms out of their back pockets and peer through the aether to distant realms. Even if our wizards can stretch themselves at high enough levels to ‘Master’ level feats, I’m not letting them play with the fabric of space-time. Not that any of my players are have been anywhere near such a level.  Player wizards cannot be Masters; it would require much more study than they have done. Decades more.

NB, any Master Wizards our Player Wizards may encounter may well be remarkably patronising about the Players quest and the line of work they find themselves in....

Terrae Verterbrae: Concept, Introductions

Terrae Vertebrae - Dog-Latin for "The Land of the Spine" - is the name given to the first setting I put together for my own games. With the basis of the 52 Pages at heart, the initial creation owed much to the usual set of Medieval European myths and folklore that so much of modern fantastical literature does. If no more than to not overwhelm my audience with my own unique flora, fauna and customs (being able to point at a character and say "That is a wizard," or "That is a dragon," is useful, at least at first).

Of course, the stereotypes of the genre are as well worn and cliched as any other genre fare. To give them a certain amount of pep, originality, or at least my own spin seemed desirable. Besides, as a student of medieval history, I would on balance prefer to avoid the usual mistakes about the period. Medieval Europe covers a great many bases: Norse settlement in the wastes of Iceland, Moorish Spain, Constantinople and the faded glories of Rome with the Turks knocking at the door. Yes, also Merrie England, Robin Hood and King Arthur. 

I did in time put together a set of boundaries for what this might turn out to be:  


What is Terra Verterbrae?

It is....a struggle; IE you can win and change the world, but it takes a lot of effort and not a few deaths along the way.

It is....sane. Rampant poverty exists in some areas of cities but they are not uniformly hellholes. Human society fulfils its functions. The King might be wicked, weak or a wastrel, but killing him is only going to kick things into a state of horror.

It is....colourful. . More than a few dyes have been discovered. Yes, knights have practical armour, but they have gaudy livery. Our Vikings wear clown trousers (See this article: http://www.exurbe.com/?p=2176 ).

It is....shifting. Social movements, religious changes, politics –all these things are happening.  We aren’t looking at the Kingdom of Light and Happiness that occasionally has to tough up the Hordes of Darkness, then go back to the way they were.

It is...flawed. The King who compiles a fair-ish set of laws is still something of a xenophobe. The Heroine who saved her village hates the Unbelievers. The Wizard who has seen the wonders of multiple planes of existence is aloof and unconcerned by the starving peasants at his door.

It is....measured. I don’t say realistic – but I do say measured. It isn’t slavishly devoted to Historical realism. At the same time, not everyone has magic amulets in the home.  Dwarven underground realms don’t starve for lack of food, but do have complex systems based around the supply of it.

It is....unfamiliar. We can all trot out the usual D&D stereotypes. I’m trying to avoid that a bit. Moreover, this is an entirely different culture. The assumptions, the codes of conduct are as least as alien as those of historical periods in the real world.

In 25 words or less? High-Late Medieval Europe (and beyond) as seen through National Epics, Saint’s Cults, Individualistic Dwarves, Community-centred Elves, Fauns, Babel by way of Barsoom and occasional wizardry.



Introductions

Why have a blog? Why have this blog?

Effectively, the answer is that I enjoy tabletop gaming and speculative fiction - and the things that help fuel these.

I myself have a grounding in the Old School Renaissance of Dungeons and Dragons. This has principally with the concise and user-friendly 52 Pages, on either side of the GM’s screen.

Added to this is a lifelong enthusiasm for history, eventually manifesting itself in post-graduate study, as well as a scattered interest in related fields.

Finally, I read and write with some little enthusiasm. An awful lot of this writing has been in worldbuilding for games and it may as well be made available for public consumption and discussion; hence the title.

It seems a little impolite to just dump page after page of setting notes here, so some sort of proportion – perhaps two pieces of new or widely applicable material for every piece of archived, focused work – ought to be worked out.


Let us see what this produces.