Six Interesting (and possibly Neglected) Entries

Monday, 31 May 2021

Of Faith and Fences - A Visit to Saxherm

What is this? A few days ago Christmas Knight over at Grand Commodore threw together a 'Maximalist dreampunk weird fiction city-state creator'. I got out the dice, and over the course of a sunny afternoon put together the following. 

The below was originally posted on Grand Commodore in the comments of the original post. I have presented it here in one package, with screenshots of some of the comments for context. It will be of use to read or at least skim the city-state creator first.

A herm is, of course, a sort of statue 
- and saxum, saxi is Latin for rock.
An unsubtle name, but it sounds right.
[Source]


(2) Name Afterwards: Saxherm

Government

70          69-71 Religious Order


Religious Demography

65      61-75 Majority/Minority                     5%


Religions

74         74-76 Exemplar Polytheism (Maj)

95            93-97 Tutelary Deity   (Min)


Sources of Wealth

54     53-55 International Black Marketeer         3. Stolen goods

11         8-11 Beauty                                                            4. Ubiquitous statuary 


Distinctive Cultural Elements

94     93-100 Traditional Costumes  


Prevailing Conditions

53             52-53 Massive Economic Surplus

69         68-69 Predatory Entity                                 4. Destroying their memories


Biome

22     22-25 Distributed over several walled hilltops with bridges and/or tunnels


Most Prominent Architectural Feature

84     81-84 Theatre 



The city of Saxherm was founded on a series of hilltops, each with its own guardian spirit. As the burgeoning city spread between the hills, each court - each garden - each road - earned its own tutelary, carved in a distinctive style. Saxherm became known as a city of statues.


In the third century after its founding, flooded with the teachers and sophists of a neighbouring polity, the local faith was transformed. There were not countless gods of the road, there was one god of all roads. Then there was not a god of all roads, but a god of communications and travel - an archetype of trade and wayfaring. 

    The new faith found a home in the wealthy of the city - those who wished to look up-to-date and could afford the tutelage. The informal associations of sacred masons, iconographers and artisans gave way to well-connected sacred fraternities. The old Assembly and district regiments had bowed to the iconographers or been led by them in many matters. Assemblymen, municipal officials and regimental leaders saw a way to escape that influence now. 

    Through the fourth century, low-level conflict between the new faith and the old was the rule, as were ongoing spats between high and low. In time, however, temples to each of the archetypical deities were erected on each of the fortified hills, cementing their place in the hearts of Saxhermenes. The Assembly now largely overlapped the sacred fraternities; rather than blossoming in its own right, it withered once again into a junior partner.

    Each from their hilltop districts, the fraternities extend their rule of the city. Rather than all bowing to a given hierarch, a governing council made up of the heads of each regularly changes their chairman according to the calendar. (This is a complex thing, taking both lunar and solar influences into account, along with certain anniversaries and seasonal observances. Alterations to the calendar are fraught constitutional debates.) For a week it may be the shrewd-eyed grey-locked Matriarch who casts the final vote, then the sinister Grand Psychopomp, then a pale Vestal chosen by lot, then a masked Oracle from the copper domes of the Vatic Quarter.

    However, in the depths of the Plebeian districts, there are those who have never forgotten the Tutelary Deities. They petition for funds to maintain the statues and for a legal protected status, they decorate them with garlands of flowers, they leave coins in outstretched hands, they touch sponges soaked in wine or milk to stone lips. If this is condemned, it is generally as an unfortunate and stubborn superstition rather than as an appalling heresy. This minority is protected by a measure of civic pride in the statues, which are now an inseparable part of the city's character. The wealthy Assemblyman who has spent a lifetime in the Brethren of the Armed Ploughman will happily delve into his coffers to repair the statue of a tutelary deity he has only ever walked past. 


The traditional garb of Saxherm has taken a rather strange turn. A translation of philosophy into costume has taken place, and the custom is (for those who are not in some other uniform or practical garb) to wear an indication of the abiding technological influence on one's life on the person. This can be as simple as a smith wearing a sash decorated with hammers - but the owner of a textile company could as equally wear an embroidered badge showing a loom or a ledger. Foreign scholars have sometimes suggested that this Saxhermene custom could be an evolution of the tutelary concept, although all but the highest of the fraternities and religious societies embrace this form of dress. 


Aside from the numerous statues, Saxherm has been known as a clearing house for stolen goods. The Sodality of the Broken Threshold has long acknowledged the valour of the thief in challenging the wealthy and complacent; to steal, to trick, to count coup - these are sacred and praiseworthy acts. And the Sodality, in benevolent fraternal agreement with its peers, does not encourage too many sacred and praiseworthy acts in Saxherm itself, but will happily protect and assist the faithful of other lands. 


All this has meant that Saxherm is now a very well-to-do place (the Sodality of the Broken Threshold does not consider itself to be at all wealthy or complacent, but acknowledges its recent good fortune). Great wealth may be seen on the corners of the street, or in the new theatres. But someone must have stolen something they should not have. There are those in the Vatic Quarter who scream in the night with premonitions of what lurks among them. Plebeians and Society members alike have been set upon in the night and wake without knowledge of who they are. The lucky ones can still walk and eat. 


The statues have seen something, no doubt. But they aren't saying anything.






Thursday, 6 May 2021

Beyond Cuir Bouilli

[Thought about entitling this 'Alternatives to Leather'. I suspect that would mislead some people searching online....]

Recent posts have focused on a series of equipment lists for a proposed Enlightenment-inspired setting. Among other things, I hoped that these lists would provide a variety of light armour variants - as indicated by the number of civilian roles listed, and the title of the first such list

However, I hope to do something a little different here. Firstly, I want to list light armour variants, but I also want to list their 'upgrades'. Certainly, I can use the hide of the Zinc Owlbear of the Bloodmarsh Dale to create light armour with a +4 bonus instead of a +1, but I'm hoping to do something a little distinct, similar to Gus L's +1 Swords.

Also, distinct from other equipment lists, this is intended to be.....well, if not bland, vanilla. Able to be slotted neatly another setting, or inspire else something in a more specific cultural context. This sets it aside from my previous lists and their inspirations (though some of the work for this list has clearly been done in those).

A quick note also to point readers in the direction of Fitzgerald's post on various armours, which almost ought to be a standard text on this sort of subject.

***

I don't suppose I have to formally define 'Light Armour' for readers of this blog, but given I'm ringing the changes in this post, I will set out a few points to clarify things a little.

Light Armour....

  1. Offers some protection from blows, but considerably less than other sorts of armour.
  2. Doesn't weigh too much.
  3. Allows the wearer to move fairly freely (IE, allows for athletics, acrobatics, stealth, drawing a longbow, &c)

The list below hopefully always adheres to at least two out of the three of these. Point One will always be one of these points. 

***


Standard

Upgrade

1

Furs - A coat of dense, warm furs. A boon in cold weather, but a serious handicap in the heat. These are also somewhat more encumbering than other light armours. 

Mountain Man's furs - A complete, carefully modelled set of furs, that manage to keep the head and claws of the bear they were taken from intact.
Bonuses to prestige/charisma (it looks quite impressive, though perhaps other bears may not think so) and provides a set of d4 melee weapons in the shape of the claws.

2

Guerrilla's Blanket - A thick blanket, slung around the body in a broad loop. This provides a small quantity of protection. The blanket loop can also be widened to form an impromptu padded 'shield' (half the protection of a regular shield), wrapped around one hand. 

(This isn't quite a regular blanket - the blanket has to be aptly sized, of suitable thickness and a few internal straps added, quite apart from the need for proper technique).

Flying Carpet offcuts - Offcuts from a flying carpet have been woven into this Guerrilla's Blanket. This means that falls will damage the wearer less, as their speed is slowed by the carpet patches. 

The blanket can also be folded into a small (one foot square) bundle that will hover about two feet off the floor.


Padded Cloth Armour - Tough-packed cloth armour, worn next to the skin. It will slow and trap attacks, rather than strictly deflecting them. Lightweight and breathable, this is ideal for warmer climes - though perhaps not for midwinter. 

Discretion Suit - a full set of cloth armour, stained in drab, shadowy colours, complete with pads for the feet and hands. The wearer can move very quietly indeed, and stifle shouts with the gauntlets - but the pads make gripping with the feet and hands more difficult. Activities that require precise footwork or manipulation are at a disadvantage.

4

Oilskins - The tough surface of this waterproof cloak will tangle and blunt blows, as well as repelling water and other fluids. However, in order to get the full benefit of the armour, it must cover most of the body, and will interfere with drawing a bow.

Gallant's cloak - this is an ornate outer garment, designed to repel water. If cast over a body of water, you can walk on top of the cloak and not sink (this is like walking on thick mud - it can be difficult to keep your footing).

Secondly, the cloak will attract other traces of dirt, keeping the wearer's other garments clean. This also applies to anyone walking on the cloak, especially one's lady-love.

5

Smith's apron - a heavy, rigid apron of leather with accompanying gloves. This provides insulation from sources of heat, and the leather has been treated to make it fireproof. 

Whatever protection this offers, it is still a little cumbersome, unlikely to bend effectively. The wearer will struggle to crouch or perform athletic feats wearing it.

Mockdrake jacket - Actual dragon scales are hard to come by, even if you have the money. Therefore, wizards examining those scales have developed their own lightweight, fire- and heat-proof material, derived from ceramics. 

These tend to be attached to a tough jacket to form a more flexible garment, suitable for firefighters or anyone else who need to move fast around naked flames. 

Quite what the dragons think of these is anyone's guess.

6

Cavalryman's coat - a warm coat, cut for riding, with projectile pouches and loops sewn into the chest. 

This means less than a dozen projectiles can be carried without taking up an inventory slot, but they will be damaged or deformed beyond use if the wearer takes a critical hit. 

The wearer of the coat will also unmistakably be marked as one following the profession of arms.

Houndstooth vest - A cuirass covered in numerous studs, each a dog's head in miniature. These have been enchanted; when patted on the head, they will open their jaws and then close them on whatever the wearer puts between them.

Thus, if you don't object to tiny tooth marks on your possessions, they can carry a number of items for you, freeing perhaps two inventory slots.

7

Banner pole - this suit of armour features a banner, totem or trophy rack fixed on the back, with straps across the front. This hampers attacks from the rear (no backstabbing bonuses!) and allows a warrior to communicate across the battlefield....with the natural consequences to stealth.

Martial Splendour - in addition to the imposing bulk of a banner, this armour features a number of noisemakers - sistrum rattles, small bells or similar such items. These can be set in motion at will in order to only intimidate one's opponents, or (with the correct enchantments) distract spellcasters.
Of course, anyone with both broad banners and chiming bells is more of a target than ever.

8

Ghost Armour - These are frequently issued to lesser inquisitorial agents, or are worn by travelling folk-exorcists. 

A tough coat is lined with wires of blessed silver, or rune-stones, or paper charms, or carved bones - all different ways of discouraging ghosts. Malignant spirits are prevented from wreaking the full force of their powers against the wearer.
However, this is the cheap form of ghost protection. If the wearer takes a critical hit from a mundane foe, the anti-ghost measures will be deformed and must be replaced.

Grave Armour - If you can't beat them, join them. This coat, looking much like Ghost Armour, was made by a magical artificer who definitely has never ever met any necromancers, and does not even know what a liche is.

Like Ghost Armour, it protects against fell spirits, but does this by keeping a ghost on your person at all times. You become, effectively, a walking tomb. Again, like Ghost Armour, if too badly damaged, the ghost will probably depart.

However, the ghost on your person provides certain benefits. It can act as a second set of eyes, or intimidate potential adversaries; a sufficiently motivated wraith can even carry small objects. But this is all rather dependant on a good working relationship with the ghost in question. 

There are those that will imagine the wearer of this coat to be a rather morbid person. Further, there are those that might think it blasphemous so to shackle a departed spirit to this mortal realm.



***

Various inspirations, illustrations, &c

Gazyrs: a delight to Cossacks and Scrabble players alike.
Ed Corbin's "bear man" in True Grit | sweet juniper inspiration
From True Grit, Dir. Joel & Ethan Coen, 2010



(I have only seen The Pride and the Passion once many years ago, but it made an impact. Though for some reason, I recall the scene in rather more Goya-esque tones.)