Thursday, 19 July 2018

Siege Hands


Catapaulta, by Edward Poynter, 1868*

The Horatione Empire produced numerous expressions of martial valour. Troops that were the first to cross the walls of an enemy city were rewarded with a ceremonial crown. The renown of the armoured lancers of the Equestrian Commandery is well-known. Honour placards and sacred banners attested to the bravery of individual regiments. Personal valour and a polished manner could reward a trooper in the Imperial Corps of Intimates. But seemingly unique to the Horation armies was the phenomenon of the Siege Hands. 

Only an army like the Horatione one, at such a time, with the conquests it led and the cities it broke could give birth to them. Strictly speaking they were siege engineers - though they spurned and scorned sapper work, leaving it instead to the labour gangs. The care of the great engines was theirs, rather. Catapults, ballistas, siege towers, rams- these were the subjects of their attentions. Siege Hands pushed battle platforms, turned windlasses, loaded missiles, extinguished fires**, made running repairs. 

They did not wear the cuirasses or prominently ridged helms of the legions; still less the lighter garb of the flank-troops and allied forces. Often they would wear little in the way of armour - armour that would weigh them down, or impede them in narrow places. All this meant that the recruitment pool for the Siege Hands skewed towards the plebeians, who could not afford to equip themselves, but who nonetheless would work the engines of the Imperial Wars. Indeed, in time the sight of Hands sat atop the war machines in the Triumphal processions instilled a vision of the Siege Hands as an expression of plebeian military virtue. Such a vision was doubtless not hindered the sight of muscular soldiery in ceremonial military harnesses that echoed their stripped-down combat practices.

Think the showy, intended-for-exhibition gladiator armour.
(Couldn't find any really good suitably muscular gladiatrix images, but feel free to imagine as you will).

For a Siege Hand to be separated from the Siege Engine or for that engine to be destroyed is a horror. The centurions of any unit they might get assigned to tend to give them a big shield, an arbalest and a big hammer - on the basis that this is closest to what they might use were things as they ought to be, and on the basis that they might actually be able to heft all that about with them.

***

To play a Siege Hand (or something very like unto one) in The 52 Pages, roll higher than 16 on Strength. You take the background word 'Siege Engineer' and thus possess a certain knowledge of the strength of stone, wood, metal and cord; further, you are a good rule-of-thumb ballistician. Even if you have a terribly low DEX score, you may use the simpler missile weapons without penalty.

Receive a bonus on Athletics rolls - when lifting, pushing, pulling, at any rate. The Long Jump and the Pole Vault are not for them. 



*Cyber-cards on the electronic table - this image is roughly the only reason this post exists. The composition is interesting to me; the dark interior of the siege tower dominating the image and that strip of background showing a towering city (you may wish to open the image in a new tab). Straining, bare figures contorted in the centre of the picture, contrasting with the static armoured soldiery behind. The small bare wooden footholds within the siege tower; the raw hides outside. A little glimpse of what the tower is pointed towards - and the archers cowering from whatever it is. 

I also have been edging around the 'barbarian of the city' notion - not, as such, an urban survivor possessed of street smarts, but that strength-of-limb and inner fire notion given to someone who wasn't covered in hides and living miles from anywhere. 

**The Siege Hands who actually dealt with incendiaries were rather more sinister than the rest of their kind, and tended to wear big aprons. Never quite as popular.



Thursday, 12 July 2018

Punth: A Primer Ch. 2

An ongoing topic here has been Punth and the Qryth. A desert land, split by rivers, ruled by four-armed folk taller than men - who take the tongues of people for their own.

As other posts have explained, Punth operates rather like Ascia in Wolfe's Book of the New Sun. Language is purely the product of the Codes - as written long ago by the alien Qryth. A Punthite can only communicate in extracts from the Codes.

If this is to be made into something usable, some of those Codes need to be available for use on the tabletop. Whilst I do not presume to write anything meticulously complete as the books of propaganda, law and instruction that constitute the Codes, I can at least produce a comprehensive slice of them. I shall attach to these encounter tables for the land of Punth.

Firstly, the Codes' set up on the borders of Punth:

1. All that pass here must halt. All that halt must read.
2. To those who do not, a mutilation is due. To those that are mutilated, death is due.
3. This is the dwelling of the Sky Princes and all those who co-prosper with them.
4. Such lands are called by some Punth.
5. All men should live in peace, from which comes plenty.
6. Thus, the Sky Princes raised these stones.
7. Thus, the Sky Princes and the Servants of the People will the tend the ways of peace.
8. Those who do not attend to correct teaching shall leave these places by such means as are best.
9. To learn peace is to learn wisdom. To the wise will come plenty.
10. Might and Justice shall be theirs, by which peace shall ever reign.

Next, the Codes' Statement of Coupling.

1. There must be two for creation, but many for rearing.
2. Two may meet, but the many must grant their abiding.
3. To abide in peace and plenty, there must be might and justice.
4. The two may meet, but the Sky Princes must grant their abiding.
5. But no voice speaks against this. None of the Codes is against this.
6. Therefore joy is the grant of the many, of the Sky Princes.
7. Let those raised in peace and plenty ever heed and honour them!

***

A few notes on Qryth infrastructure in Punth

The Qryth were, in their first days in Punth, possessed of much foresight about the future. They planned accordingly.

It is a shame they were wrong. Wrong about the society they were building;  wrong about their chances for technological progress.

The Qryth maintain, in a semi-Medieval Near East, the sort of administrative tools that would better suit a state in the 'Western World' of 21st Century AD Earth. Border checks; extensive records of comings and goings. There are roads everywhere, carefully maintained - a great advantage in war, but a great expense (there is often less in the way of immediate funds to spend on a campaign). Moreover, they go everywhere. Not just between cities or along trade routes. They do not appear to have come about naturally.

Some seem to head out to dead ends, terminating in desolate valleys or contaminated springs. The first generation of Qryth extensively scanned Punth; doubtless somewhere beneath the sands is a great bounty of petroleum or the minerals needed to make DVD Players - but this means nothing in contemporary Punth. But the Qryth must maintain the great monuments of their ancestors. So long highways to empty places are sweated over by workgangs, guarded by Sky Princes and Gendarmes.

This is indicative of a lot of Punthite administrative practice. It is worth reading this blog post. I've not read Seeing Like a State myself, but Patrick Stuart does an interesting review. Consider also Edmund Burke's Reflections on the Revolution in France - though the Qryth could rewrite so very much more than the Constitution, the Calendar and political geography (indeed, they were positively obliged so to do).

[It occurs to me that there is something reminiscent of Warhammer 40,000 in the Qryth. Tradition-bound Orwellian maniacs, stronger than anyone else in that polity, trapped within the structures - physical, political, cultural - of another, greater age.  More aesthetics of ruin, for those who care for them - but the tragedy and loss, the dislocation, of 40k's Imperium of Man has a disticnt likeness to the Qryth.]

The Gendarmes

Nominally, the Qryth are the only military of Punth. One advantage of this is that they are bigger than anyone else (they struggle with Half-Giants, but Half-Giants don't like the heat). But ultimately lesser forces were required. Sentries, quartermasters, teamsters, police forces. Therefore, a gendarmerie was created. It was even called by a word equivalent to 'Gendarme' in the Qryth tongue.

The gendarmes are the most visible military and police presence in Punth. They have some human commanders, but none above what we should think of as regimental rank. The Sky Princes monitor them closely.

Among other things, the gendarmes conduct regular border patrols (even along the desolate stretches of Punth's deserts). They act as a first line of defence - but a line of defence that is expected to fall back in good order and get one of the Qryth if attacked by a serious threat. Not that they are absent from Punth's campaigns or the order of battle.

They wear strange garments of a mustard-like colour, tight fitting and with several pouches, a little like modern police uniforms. Armour can be placed over this; it is padded at several spots to help accommodate this. There are two traceries in red braid on the flanks - roughly where the second set of Qryth arms would be. The officers sport peaked caps. Urban garrisons tend towards truncheons and lathis - at least, in most places. Outside the walls, they are armed well, often with pikes and crossbows. A cavalry contingent is maintained, as are supply trains for the outer garrisons.

[Aside from echoing the dislocated modern-world tendencies of the Qryth, this is deliberately reminiscent of the extensive interior guard or state security forces of totalitarian regimes. To look again to Recluce, Natural Ordermage and Mage-Guard of Hamor are worth referring to. ]


Friday, 6 July 2018

The Majestic Vision

As before, there's been a rumbling notion in the back of my brain for a while about an 18th Century setting to put together, which needs a lot of finessing - something called (sometimes) White Hot Sparks from the Crucible of the EnlightenmentThis post over at Against the Wicked City is worth considering.

However, I do now have a notion of how a clerical character class would occur within this setting.

First of all, this is grounded in fairly European eighteenth century ideals - even if not every player character, nation, or so forth shares in traits considered European. The eighteenth century in Europe was not, as such, a time of perfect religious tolerance (when has been?) but it is worth noting that the tenor of the age (if you will) is for a relative lack of strife. The Thirty Years War leaves a heavy shadow. The up-springing of new sects or movements (for instance, the Methodists and Pietists) is not met quite with the same social violence as the churning mess of non-conformsits around the English Civil War. Religious differences certainly exacerbate conflict, but are not as often the cause of it. Consider the Jacobite Rebellion of 1745. Even if Church and state work in tandem, there is a lessening of the connection between the two - witness the reforms of Joseph II (or indeed Peter the Great, to look Eastwards) and receding Papal influence. Towards the end of the century, witness the Deist influences on the Founding Fathers of the United States of America - and the separation of Church and State. Come to that, witness also the anti-clerical works of the French Revolution (this is putting it mildly).

Consider also Church interiors. There is a movement away from direct depiction of religious figures or events - even in Catholic buildings with the excesses of the Baroque and the Rococo. Compare the wall paintings of the Medieval period:
Image result for St Peter and St Paul's Church, Pickering
St Peter and St Paul's Church, Pickering

and the white and gilt patterning of the Eighteenth Century.
St Mary Le Strand, London.
If you zoom in on the altar, you will see three smaller paintings around the panels behind it.
Two larger paintings are on the left and right, largely unseen from this angle.
The ceiling of the dome above the altar is decorated with numerous winged heads,
rays of light and floral arrangements. A triangle with the Hebrew name of God is at the centre.
The presence of the Hanoverian coat of arms is not an irrelevant touch.
If you've any doubts on this matter, take a look here and in sections below. Even where the scene is exuberant, well-financed and well kept, there is a focus on specific areas - rather than a sort of seamless, continuous pattern of images about the building. The presence of the Tetragrammaton or the Alpha and Omega rather than an image of God the Father is another facet of this to consider. This can also be seen in clerical dress. Here's the Cadaver tomb of Henry Chicele, Archbishop of Canterbury 1414-1443:


...and here's a portrait of Thomas Herring, Archbishop of Canterbury 1747-1757:
ThomasHerring.jpg
By William Hogarth, May be found in the Tate Britain.
To counterbalance any excessive Anglocentrism in this blog post, here's Charles Antoine, Count of La Roche-Aymon, Cardinal and Archbishop of Rheims.
WP Charles-Antoine de la Roche-Aymon.jpg
And he may be found in the Fine Arts Museum of San Francisco.
More luxuriant than Thomas Herring? Perhaps. More colourful and grandiose than Henry Chichele? Not quite.

So, it is these kind of characteristics that an eighteenth century inspired faith would need to fit. As capable of producing hellfire preachers as subtle Jesuits; popular reformers or Princes of the Church. Capable of presenting a relatively abstract sort of theology. Possessed less and less of the power of the state, but capable of raising force and spirit when needed.

Anyway, this is what I've come up with.

***

In the city of Loribides, some four hundred years after it's foundation, during the fourth term of office of the Exarch Ctionas, there was a teacher, a debater, a scholar. He went by the name of Procophon and gathered a small but intense following. In time, he gained enemies - petty malice and envy from some, irritation from others. Their accusations led to his being declared an enemy of the state and he was forced to drink a slow but sure poison.

He died, or did something very like it.

However, after this he rose up again and a voice very like his own sprang from the cold lips; a voice like unto that of a son or daughter. His family certainly thought it him.  Procophon then told of the world he had seen that lay the other side of death and thorough what eyes it is seen. Men propel themselves into the next world, moulding their souls over the course of life. The better the soul, the more Majestically it is transformed after or by death.

Some said Procophon had been favoured by the Gods and so had been granted this vision. Some said he was a fraud. Some said that the poison had been too slow, and had given him time to prepare himself perfectly for the next world. Accounts differ one what the man himself said.

Perhaps the poison was slow - some six months slow. The body fell and began to turn into corruption and the voice very like Procophon's was heard no more. The body was dismembered by his enemies and buried in secret. Procophon's daughter, Cnoh, was later killed by his grave. But their malice did not stop the teachings of the Majestic Vision had left from spreading.

Three of his pupils penned separate accounts of his life, before and after the deadly cup. These were collected into a book, the Words of Procophon.  Later, dialogues and epistles of the faithful would be added to this. Five hundred and ten years after the foundation of Loribides, nationalist sentiments folded historical records of Loribides before and after Procophon into the Words, offering useful context of those times. A jumble of other proverbs, poems and writings were placed into the canon at this stage. It is this version of the Words that is the standard text employed by Diverse Realms and Kingdoms subscribing to the Majestic Vision.

Teachers spread the marvellous news and hope of the Majestic Vision. Some exhibited powers, derived from the potential energy of the Eidolon, or Soul-that-is-to-Come. By this they made their word known.

The tales of ghosts and the deeds of necromancers helped convince many. Ghosts have clearly not died peacefully, or with time to make proper use of the teachings of Procophon. Those things summoned by necromancers have no resemblance to Procophon as described in the Words.

Those subscribing to the Majestic Vision have a number of Schools that regulate the faithful. Perhaps the largest is based in Malicarn, but it's authority had been challenged upon multiple occasions by other, newer schools in different cities.

Charity is a virtue to those subscribing to the Majestic Vision, but, as it were, contingently. Folk with health and (moderate) wellbeing are better able to follow Procophon's example. Prayer, Sermons, Meditation, Scholarship, Discipline - these are the hallmarks of the Majestic Vision. Spiritual exercise for the refinement of the self. Many coming of age rituals are accompanied by tutelage, however perfunctory, in the principles of the Majestic Vision.

The hope of the Majestic Vision for the poor is to transcend what they have. The rich, having greater access to accounts of the supernatural or time to make a detailed study of the Words, generally have a more cerebral relationship with the Vision. Death may come at any time and one should not get the Eidolon get out of shape, but a wholehearted devotion can be delayed for the busy man. Of course, most folk subscribe to the Vision; conversions are not vital, rejuvenation might be.

Some have the mastery still to use the power of the Eidolon in this world. They are often feared and respected - or loved, depending on their uses of those powers.



A fairly obvious set of influences - though one quite a way under the surface is the heavily divided Egyptian soul. But I think that they fix the Eighteenth Century flavour well into the matter. There a relatively well recorded historical reality. There is a background set of ritual and worship, but upfront or vital. The Majestic Vision need not even be Theistic. 

However, one thing this is not is Spiritualism, though the Majestic Vision acknowledges and considers ghosts and necromancy. But actively contacting the next world is impossible. No seances, no ectoplasm, no automatic writing and table knocking.