Sunday, July 14, 2019

Unified wilderness travel table

I've been testing out some wilderness travel rules, and I'm pretty happy with them so far.  For the GM, the goal is twofold:
  1. Reduce how much you have to think about in game.
  2. Force the adventurers to make decisions.

There's a single die roll that drives all this, on a single unified wilderness travel table.  The table includes so many different things, and the best part is that I don't have to think about them until the table tells me to.  Some things that can come up on the wilderness travel table:
  1. Signs of a potential encounter from far off (footprints, a bird in the sky, noises, etc.).
  2. Getting exhausted from travel.
  3. A change in the weather.
  4. Getting lost.
  5. Suffering ill effects from weather, like getting lost in the fog.
  6. A rare encounter without any warning signs.
Each half day of travel, you roll once on the wilderness travel table.  The die roll tells you how far you travel (in "steps") and what else happens along the way.



The length of each "step" varies by terrain, which sounds difficult, but in practice it's been very easy.  On open, level ground, I put a little tick mark for a step every 2 miles on a trail.  In rougher terrain, I put the tick marks closer together.  On steep slopes with rough terrain, I put the tick marks really close together.

And that's it.  The party sets out in the morning, so they roll a die.  That tells me how far they get, how the journey affects them, and what kind of encounter they have.  If they decide to travel further in the afternoon, they roll again and repeat the process.



I'll post more on this process soon, but for now, here's a brief travelogue using this travel table:
  • Day 1.  The party sets out from the tip of Ghost Cape on a cloudy day, traveling a few miles before spotting a warship out at sea.  It starts to rain around nightfall, when they make camp on a high area overlooking the sea.
  • Day 2.  It's still raining as they head west across open fields, hoping to find the river on their map.  The rain grows heavy and everyone is drenched to the bone.  They find the river and head north along its banks, straggling into the town of Goose Meadow by nightfall, drenched and exhausted.
  • Day 3.  The weather has cleared up.  The party hikes north, upriver.  Around midday they notice the dark form of a blood vulture circling over the falls up ahead.  They fire a few shots and scare it away.  They spend the rest of the day clambering up the bluffs near the falls, ending up a mile or so away from the river at the top.
  • Day 4.  Cloudy skies and not much progress as they hike through the forested hills, continuing roughly north and getting back to the river.  By midday they've found the settlement of Hidden Rapids.  By nightfall, they've run across a trail heading in their direction.  They make camp just off the trail.
  • Day 5.  A light rain starts up.  From a hilltop, the party can see the silhouette of a fort a few miles up ahead.  They arrive at Fort Protection by midday, finding it looted and abandoned.  According to their map, the elven settlement of Refuge City is only five miles or so past the fort, so they continue onwards.  The rain grows heavy, soaking everyone thoroughly, but they arrive at Refuge City by nightfall and get some rest at the inn.
Thanks for reading, hope you enjoyed this little vignette.

Saturday, June 29, 2019

Magical deniability

Magic should be hidden.  It should lurk around the door, beyond the trees, in that little mahogany box under the floorboards.  Magic should be so secret that you're not quite sure it's really there...

...and then the door is thrown open, the stars rain down, and for a moment, the world is a truly magical place.



It's a hard feeling to capture.  Magicalness, almost by definition, can't be understood.  If you look at it too closely, it isn't magical anymore.  To paraphrase Arthur C. Clarke, "any sufficiently analyzed magic is indistinguishable from technology".

I've got a recipe for making magical moments.  It doesn't always work, and it probably won't work if you use it too much, but I thought I'd share it with you anyhow:
  1. Hide your magic in a mundane world.
  2. Show its effects, but explain them away.
  3. Reveal the magic.
  4. Take the magic away.
 

Sand in your shoes

First, you need a relatable, mundane world.  Magic is only special by comparison.  If you want to build to an amazing magical moment, you need to start with a mundane baseline.  This isn't a story about wizards flying around on dragons in space, this is a story about a guy who goes to the store and scrounges for change to buy some candy for his kid.

The details of your world don't have to be the same as ours, but they have to be relatable.  The players/readers/audience need to be able to imagine having their own everyday struggles in your world.  I'm not a fisherman or a turkey farmer, but I've had roughed-up hands from a hard day's work, and I know what a coop full of chickens smells like.

The more you focus on everyday struggles, the more wonderful magic will seem by comparison.  If your adventurers have struggled with mud and grime, and gotten scraped up sliding down a gravelly slope, and are tired and hungry, they'll be well-grounded in relatable details.

(This is part of why I'm so interested in outdoor survival in Signs in the Wilderness, and how it taps into your own experience in a visceral way.)

Deny everything

Next, you need plausible deniability.  If you reveal the magic too early, it won't feel magical; it'll jut feel like a dumb twist.  Imagine watching the first few minutes of a cop show, then having a wizard pop up out of nowhere.  It might be intriguing, but it won't actually feel magical.

You need to put signs of magic in your world, but explain them away.  This is laying the groundwork for the big reveal later, giving the players all the clues they need to realize the magic was there all along, but not enough clues to see the magic for what it is too early.

You need to call your magic something else.  And I don't mean you should just call it "sorcery" or "thaumaturgy" or "hexing" or whatever; the word "magic" isn't the problem.  You need to call it something that sounds non-magical.  Dress it up as a new scientific invention, or a weird drug.  Have psychologists explain how it's just a placebo effect.  Show that it's a hoax.

Throw open the door

Then there's the reveal.  For a moment, take the magic out of the box and let it shine.  Don't explain how it works, just show it.  Let the adventurers push the button and say the words and spin the dial.  Let the magic do something big that changes everything.

And give the protagonists a chance to triumph with the magic.

It's tempting as a GM to always throw obstacles in their way.  After all, that's most of your job, to explain why they haven't succeeded at their quest yet so they have something to do all day.

But for the big reveal, make it big, make it meaningful, and let the players have their chance at glory.  Combine the thrill of possible success with the wonder of seeing the veil torn asunder and magic revealed.

Get off the submarine

Then make them want the magic to go away.

Like a monster in a horror movie, magic loses its charm if you look at it too closely.  You can't tear it apart, see how it really works, and expect it to still feel magical.  If you really want the magic to feel like magic, you have to take it away.

But players don't like it when you take their fun, shiny toys away, and it's not fair anyhow, since you're the one with all the power.  So you have to make them want you to take it away.

There's a wonderful story to be told about how they all went into a magical world and had endless adventures, each more magical than the last, in an ever-increasing cascade of wonder.  I'm not the one to tell that story.  (I'm not sure if anyone is.)  I have no idea how to keep the magic coming, to keep escalating the wonders beyond imagination.

That world has to be hidden away again.  The door has to be closed.  The magic, once revealed, must be put away lest it lose its power.

Some reasons why they'll know the magic has to go away:
  • It's too dangerous for our world.  Keeping the door open will spill crazy, powerful beings into our world, so it has to be sealed up and locked away.
  • The magic needs our protection.  Magic is a beautiful realm or a tiny baby or a precious gem with a universe inside, and if we don't protect it, it will be destroyed.
  • It has to be consumed for a noble cause.  There's one great deed that must be done, and it will take all the magic we have.  The wizard will give his life, the children will be saved, and we'll all be big, damn heroes. 
 

Signs in the Wilderness 

In my own setting, there might be magic.  Lots of magic.  People certainly belive in magic, but most of what they believe to be magic isn't so.

Prophecies are widely believed in.  At the start of a Signs in the Wilderness campaign, you write up a prophecy that's circulating on the frontier.  (I'm partway done with a random prophecy generator, too, which has been loads of fun.)  Are prophecies real?  People certainly think so, but they're vague enough that it's hard to prove.  Then one prophecy comes perfectly true...

Newfangled inventions can do things people never dreamed of.  Guns, telescopes, steam engines, weather control devices, vaccines, hot air balloons — it all sounds a little magical.  But you keep telling everyone that it's just the wonder of modern science, and it's all easy to understand once you know where to look and how to do the math.  Then you open up the engine and see what's really inside...

Rumors of strange creatures abound.  It's a new world, both for the elves who came from the south, and for the locals who lived through a world-ending apocalypse.  There are all kinds of ordinary, understandable creatures that we just haven't seen yet.  You hear a rumor of mind-controlling bees, and they turn out to just be carriers for a disease that gives feverish dreams.  You hear about colossal alligators that can devour an ox in a single bite, but they turn out to just be a bit larger than regular alligators.  Then it turns out that jackalopes really can fly...

Most potential magic isn't actually magic in this setting.  I like to give each rumor one chance in five, so 80% of the rumors aren't true.  But that 20% is enough to keep you guessing, to keep you a bit superstitious.  You know that throwing salt over your shoulder to keep the devil away is just a silly backwards custom, but you do it anyway, because just maybe...

And that's where magic is, in the just maybes of the world.  It's a brief glimpse in the shadows and a rumor that might be true.  And if you keep looking at the just maybe long enough, magic might come to you.

Saturday, June 22, 2019

Travel through the Wilderness, references

Looking for sources to run a wilderness game?



Here are some great blog posts I've been reading lately (some from better authors than me) full of procedure and inspiration for wilderness adventures:
  • Over at Detect Magic, read about how Hexcrawls are Canceled (because you can treat the wilderness like a dungeon) and a guide to Describing Terrain Features.
  • Monsters and Manuals has an example walk through a typical six-mile hex on the isle of Lindisfarne.
  • At DIY & Dragons, read about Signs that come before Encounters.
  • Read the Meager Country Manifesto over at Dreams and Fevers to get in the mood for writing up your own campaign's manifesto.
  • Unlawful Games presents a set of tables for rolling up a Barrier Island.  It's a good example of how specific types of landforms make for evocative locations.
  • Goblin Punch has a great article on River Crossings and how they interfere with travel. 
  • You might enjoy Papers and Pencils' entire series of posts on Overland Travel and Hex Crawls.

Sunday, June 2, 2019

Shining city in the wilderness

Somewhere out in a quiet corner of the wilderness, a community is building a wonderful new home: a gleaming city of marble, a valley of bountiful fields, a peaceful refuge in the trees.  They've left their old society in search of a place to live far from outside intervention.

Utopian dreams like this are common in the story of America: the Pilgrims coming to the New World, the Mormons establishing Deseret, Tenskwatawa's Prophetstown, the Oneida Community, and the list goes on.


But it's not a utopia yet.  They might never build one at this rate.  For now, they're a struggling community full of problems and promise.

And they're a great source of quests.

First, let's see which species this is:

People (d8)
1-3humans(d6) 1-2: a wandering tribe seeking a new home 3-4: a small group that left their people 5-6: refugees from many tribes coming together
4-7elves(d6) 1-3: a religious group considered heretical by most 4-5: veterans of the losing side in a war against the empire 6: people suffering from a disease that makes them outcasts
8giants whose ancestors adopted the elven religion at a mission and are keeping it alive in the face of heresy

The Holy City (Clarence Larkin)

A community like this will need help getting started, but they'll also be able to offer help.  Choose an ideal that this community is founded on.  This should suggest the type of help they might offer those who help them.

Ideal (d4)goalimageryfor their friends
1refugeoffer a safe haven for those in needwhite dove, fireplacefood, rest, healing
2strongholdbecome a place of military mightsword, towerpowerful allies
3isolationfocus on quiet contemplation and righteous livingplain dress, booka place to hide, secret knowledge
4industrywork and prosper togetherbeehive, plowfinancial/material help

Joseph Smith


Every utopian community is based on a vision, a shared dream of how they could build a better world.  Where is the inspiration for this community coming from?

Inspiration (d6)
1their leader, a charismatic visionary who is in charge of everything and is never questioned
2a prophet or elder that the leaders listen to, someone who speaks of visions and forgotten wisdom
3a martyr, someone who was killed for saying bold things and is now revered by the people
4their traditional ways and wisdom, prophecy passed down from olden days (possibly in a book)
5signs that everyone has witnessed, signs that a widely-known prophecy will be fulfilled by their new community
6a shared experience of struggle and hardship that binds them closer together

Cahokia (Michael Hampshire)


What difficult task is ahead of them that they'll need help with?

Difficult task (d10)
1Find/grow food for everyone in this barren land.
2Bring about or find the fulfillment of prophecy.
3Clear the land of dangerous creatures/plants/phenomena.
4Get enough of something for survival: guns, medicine, warm clothing.
5Obtain the foundation of the city: a sacred object to institute true worship, mothers and fathers to begin making babies, an official charter, a seedling of the perfect tree.
6Make lasting peace with a fearsome enemy that the party has crossed paths with before.
7Utterly defeat an outside enemy that's supported by allies of the party.
8Conquer the powerful fortress of the people who already live here.
9Open up a path to this place through difficult terrain: build a bridge, make a road, clear obstacles on a river, carve a tunnel/canal.
10Build an amazing structure: a mighty fortress, a wall to defend this community, an imposing temple.

Quests also come from outside the community.  A place like this will have its enemies, quite possibly the people who already lived here and were driven out of their homes, or maybe the ones who drove them to live in this wilderness to begin with.

The First Sermon Ashore (Jean Leon Gerome Ferris)


What danger is roused by the making of this utopia?  Roll twice, one danger leading to the other (though not necessarily in the order you rolled them) or both dangers springing from the same source.

Danger (d10)
1-2Displace the local people who will need a new place to live.  If they can't find one, they'll wage war on someone, possibly the party's allies or families.
3-4Draw the ire of religious/civil authorities (of the party's religion/group, if possible) who will try to end this place.
5-6Introduce something that disrupts the local way of life: disease, new religion, addiction, guns, a new invention.
7Disturb natural danger, causing it to reach new places: wolves, snakes, vultures, flooding, wildfire, thirty-year locusts wakened early.
8Thousands of people flock here from all around, making the other powers of the world wary of this community's power.  The newcomers might be in desperate poverty and in need of help.
9Deplete local resources: overhunting game animals, drinking the wells dry, chopping down all the trees for firewood.
10Attract the attention of powerful enemies who drove these people out of their original homes.

Kirtland Temple (Walter Rane)


What's wrong inside the settlement?

Problem (d6)
1Discontent over leadership/decisions is likely to cause a split, with one part of the community leaving to build their own settlement.
2The leadership is secretly corrupt: accepting bribes, giving privileges to sycophants, betraying the community to their enemies.
3They need better ways of acquiring food: new plows, a new crop, a network of irrigation canals, homemade goods to trade with a farming society.
4Many of the people have lost sight of the vision of this community, turning away from the ways/religion of the leaders.
5They've run out of money/supplies. Hope for the future is mixed with fear.
6The community hasn't found the site for their new home yet.


Roll up your own utopian community:

random shining city
people
founding ideal
inspiration
difficult task ahead
danger
danger
problem

Saturday, May 18, 2019

The Lost Treasure of...

Going on an expedition for lost treasure is a staple of adventure stories, from Indiana Jones to the Argonauts.  It's an easy formula, which is why it works: a prize to inspire you, a journey to find it, trouble along the way.



Signs in the Wilderness is about the bright future that lies ahead, opportunity for those bold enough to take it.  Treasure is one of the great opportunities that drives an entire campaign.  (Previously we looked at a gold rush and a great migration.)



For a treasure hunt, first you need to know what you're hunting:

Treasure (d8)
1-3lots of valuables(d6) 1: gold doubloons, 2: silver dollars, 3: rings, necklaces, and other jewelry, 4: diamonds/rubies/emeralds/sapphires, 5: paper money or certificates, 6: set of identical statuettes/carvings
4-6single piece of artwork(d6) 1: statue/figurine/mask of stone, jade, ivory, or gold, 2: painting/tapestry, 3: crown/scepter, 4: large gemstone, 5: intricate necklace, 6: chalice/bowl/cauldron
7-8miscellaneous(d6) 1: taxidermied body of an unknown creature, 2: book of secret knowledge, 3: ancient sword, 4: ship, 5: bones of a saint/ancestor, probably wrapped or in a decorated container, 6: great new invention

A good treasure needs a name.  It's going to be talked about a lot, from gossip to newspapers to ancient clues, so be sensational.  Some names to get you started:
The Scepter of Ranava, the Lost Treasure of Bear Canyon, the Chalice of the Flying Serpent, the Beacon of the Dawn, the Tapestry of the Green Temple, the Accursed Emerald, Captain Hill's Treasure, the True Relic, the Silver of the Seven Shrines, the loot from the Ten Century Heist, the Great Wonder of the North, the Ivory Standard, the Empress of the Isles, the Thirty-Seven Certificates...


What you'll have to do to find this treasure depends on how it got lost in the first place.  Roll to see how it was lost, which might suggest the type of clues left behind as to its whereabouts:

Lost (d8)clues
1lost by accidentshipwreck, wagon went off a cliff, fell overboard during a storm, left behind when its keepers were driven offthere might have been survivors, someone recorded/remembers them passing by, the owner of the vessel/treasure knows where it should have gone
2deliberately hiddenburied/hidden/disguised to keep it away from the law, tax collectors, pirates/bandits, enemies in warthey might still be alive, left clues/map for their allies/heirs to recover it
3keepers are gonekept in its usual spot, but everyone who knew about it died, could be recently lost or from an ancient civilization rumors that they had a treasure, historical clues about who they were and where they lived, accounts from those who saw it on display
4stolendiscovered and taken to a private collection, stolen while in transitwitnesses and survivors, signs of a break-in, someone tried to sell it
5-8complicatedIt was lost one way, then lost even further another way.  Roll (d4) for each.



If this treasure isn't sounding fantastic enough yet, roll up an exciting fact or two about it.  The treasure needs to be so important that adventurers might risk their lives for it.

Significance (d12)
1many treasure hunters have lost everything seeking it, both fortune and blood
2many people have died defending it or keeping it hidden
3reputed to have magical or healing powers
4religious/ceremonial: from a shrine, long used in political ceremonies, too sacred to gaze upon, etc.
5from the founding ancestor of a tribe/lineage/city
6from a major historical event: famous explorer, major battle, day of peacemaking
7a war or great battle was fought over it
8many believe that it was not made by people, but instead fell from the sky, grew from a seed, was made by the spirits, etc.
9said to be cursed, or is part of a widely-believed prophecy
10very large, or a set of similar objects
11contains something very valuable within it (possibly another random treasure)
12a small piece of it is already famous, on display, used in ceremonies, a symbol of an entire tribe or city, etc.

Where do you first learn the information that gets you started on the treasure hunt?

News (d6)
1article in the newspaper or news from the town crier
2dying words of a stranger or something they're carrying
3someone you know asks for help or wants to hire you
4finding a clue hidden somewhere, maybe in an old book
5overhearing/reading a private conversation
6public discussion, everyone is talking about it



Other people will make this treasure hunt more complicated.  Roll twice:

Trouble (d8)
1A rival treasure hunter/expedition is already on its trail.
2Whoever's responsible for it being lost wants to keep it that way.
3The people who live near it will fight to keep outsiders away.
4The rightful owners want it back, or there's a dispute about ownership.
5Whoever has it now (or controls the area where it's hidden) will do anything to keep it.
6Everyone knows you're searching for it and they all want a cut.
7The authorities demand their share, possibly the whole thing.
8Someone has information you'll need, but they're in jail, exiled, or in hiding.



How is it situated now? Roll twice, then put the results together in some way: they both apply at once, or one happened first and then the other.

Situated (d12)
1underwater
2sunken into mud, possibly in a swamp or marsh
3in a gully, gorge, or canyon
4underground
5in or under vegetation that has grown around it
6deliberately sealed in a crypt or locked away in a safe or vault
7on display in public, but disguised in some way
8in a private collection, maybe in a temple/shrine
9surrounded with traps and hidden spikes, maybe in a giant's trapped treasure hoard
10very far away from where the party is or where they might expect it to be
11in the territory of a very hostile group
12in difficult terrain: rugged mountains, harsh desert, thick swamp

Roll up your own lost treasure:

random lost treasure
treasure
lost
significance
how you hear the news
trouble
situated

Saturday, May 11, 2019

Hucksters, tinkers, and peddlers

Out in the wilderness, far from the cities of the elven strangers, manufactured goods are hard to come by.  If they don't make it in your community, you'll have to get it from a wandering trader.

Ausrufer mit Hobeln


It's always an exciting day when the huckster comes to town.  Loaded up with plenty of doodads and knick-knacks, the huckster has a little bit of everything for sale.  Need some new shoes?  He's probably got a few (mismatched, of course).  Need a new musket?  She's probably got one that's in fairly good shape, just missing a screw or a spring.

Hucksters trade in odds and ends, the leftovers of manufacturing everywhere.  Like a convenience store selling loose cigarettes, hucksters are who you go to when you can't afford to buy the whole quantity at the general store in the next town over.

Peddler (Eric Sloane)



Roll to see what this wandering trader looks like, how they're carrying their goods, and what sort of goods they're most likely to have.

What they look like (d10)appearancetypical goods
1-3giant(d4) 1: pack almost as big as its bearer, 2: pulling a travois, 3: pulling a sled, 4: pushing a one-wheeled cabinetwide variety of goods and news
4-6human (from a tribe)(d4) 1: canoe full of tightly-wrapped bundles, 2: dog pulling a travois, 3: dog pulling a cart, 4: on snowshoes and hunched over with a big packagricultural products and metal implements
7-8goblin(d4) 1-2: big bundle slung over one shoulder, 3-4: many small bagssmall scavenged valuables and metal items, drugs, bones, claws, shells
9-10elf(d4) 1-2: riding a fancy painted cart pulled by an ox/donkey, 3-4: group of elves carrying small packsalchemical products, cloth goods, cookware

(If you're looking for a deeper character, try rolling up a random personality issue as well.)

Most hucksters follow a general circuit, making their rounds of the usual settlements over time.  Roll to see how long it's been since they were last here:

How long since the last visit (d8)
1days, something happened to make them turn back
2-3weeks, they have news from a nearby town
4-6months, everyone is glad to see them
7-8never been here before, might be a swindler

Roll to see where they've been recently that you might want to know about:

Recently been (d6)
1at a nearby settlement, fort, or trading post, where something is wrong
2selling something strange to enemies of the people who live here
3in a hidden ruin, cave, shipwreck, etc.
4selling shoddy goods to allies of the people who live here
5in jail, held captive, chased by enemies
6on a route they can't return by: bridge washed out, landslide, fallen trees, hostile people

a Chinese porter (William Alexander)


They've acquired something interesting that they're offering:

Something interesting (d10)
1news about a great opportunity
2rumors of danger
3news about someone gathering followers
4a tiny artifact from an ancient kingdom
5a small sacred item lost by a human tribe during the apocalypse
6a new invention that they're trying to sell
7a key, an old doubloon, jewelry, a strange edible object
8a part for some kind of machinery, something powered by clockwork
9an old book, a certificate or bearer bond, a map, a contract that someone still cares about
10a powerful alchemical product, but only a small quantity

If you want to buy something from a huckster, they'll usually sell it for up to 2× trading post prices.  Hucksters' goods aren't cheap, but you can buy in tiny quantities and you can find them out on the frontier.

This traveling trader has picked up something that they're tired of and would like to unload cheaply, for less than post price:

Trying to unload (d4)
1perishable food: eggs, berries, mushrooms
2clothing: a warm coat, a fine hat, some shoes
3a tool/weapon that has something wrong with it: knife, lockpicks, axe, musket
4some troublesome alchemical product

If you want to sell to a huckster, they'll take things off your hands for less than ½ post price.  You won't get rich selling to them, but you can make a little coin when you need it.

Roll to see what they're especially interesting in buying or trading for.  They'll pay extra for this:

Looking for (d6)
1a new pack/canoe/cart, something to help them carry things and get around
2something people make on the frontier: rope, pottery, cloth, cornmeal, dried fish
3something nice to pass the time: alcohol, tobacco, a musical instrument
4an armed escort to their next stop, a guide to get around an obstacle
5something to use as a gift: a silver locket, shell beads, a golden bracelet, fine gems, a music box
6an introduction to the leader of a town that does not allow outsiders

Tinker (Franz Feyerabend)


Most peddlers pick up some kind of skill on the road:

Skill (d6)
1good at fixing things (goblin: good at identifying things)
2entertaining: stories, jokes, singing
3know all the trails and back ways for many miles around
4owed favors by people all along their route
5always have an inkling where you might find something
6allowed in to places outsiders normally can't go

When the party wants to buy something from a huckster, you can usually use your GM sense to decide if it's available (A deer's jawbone? Sure, why not.  An axe handle?  Yeah, I guess so.  The jeweled scepter of the viceroy?  Definitely not.) but sometimes players ask for things that you haven't decided about.

If you're not sure the huckster has what they want, roll for a random response:

Do they have it? (d6)
1They have exactly what you're looking for, but it'll cost you.
2They have one, but it's broken or in bad shape.
3They have only part of one, much less than you were looking for.
4They had one just recently, but they traded it to someone.
5They know who has one, but you won't like who it is.
6They hear you can buy one at the store / trading post (somewhere nearby, if possible).

Japanese peddler 1901

Roll up your own random peddler:

random wandering trader
appearance
how long since the last visit
recently been
they have something interesting
trying to unload
looking for
skill
do they have it?

Friday, April 26, 2019

Strangers from a distant land

Recent years in the North have been dominated by the strange folks from over the sea, the empire that sent colonists and then vanished, never to be heard from again.



So far I've been calling these people "elves", but it's a very poor fit.  They're not forest-dwellers, not long-lived embodiments of human ideals; they're not archers, and I don't really care whether their ears are pointy.  (I guess they do manufacture toys more efficiently than anyone else, but Santa's elves these are not.)

Instead, these people are:
  • from a coastal hot and dry climate
  • physically weak, bad at throwing things
  • hive-based, where only a few Mothers and Fathers in each city breed, while the rest work
  • excellent tool-users, with nimble fingers and specialized tools
  • flexible and acrobatic
  • milk-drinkers and bread-eaters
To humans, tree goblins, and giants, these people are strange interlopers, outsiders who don't fit the usual understanding of life.

To the northern folk, these are the Strangers.  It's a North-centric term (no Stranger would call themselves one) but considering three of the four intelligent species are indigenous to the North, I don't mind leaning in their direction.


What they call themselves almost doesn't matter, as they've never dealt with other intelligent species until now.  When you don't know anyone else, you end up calling yourself something generic, like the People or the Ordinary Boys.

In the pseudo-American framework of Signs in the Wilderness, the strangers are inspired by English alchemists, sultans of Delhi, Malay pirates, master craftsmen of the Great Qing people from all corners of the Old World, strange and exotic to the people of the New.



I'm still rolling the term around my head, but for now, I think I like calling the imperial folk Strangers.  A few terms I've considered lately:
  • elves
  • strangers
  • imperials
  • southerners
One thing is certain: I'd like to use a name that isn't entirely invented.  Calling them Strangers suggests something, that they're known for being outsiders, mysterious newcomers.  Calling them Abskiul or Marecun or Tsadelath doesn't really suggest anything at all.


(And yes, I'm being deliberately inconsistent with the capitalization of Stranger.  On the one hand, I haven't decided which I prefer.  On the other, I'll probably end up uſing more Capital Letters anyhow for that early modern Flair.)



I'd love to hear your thoughts and suggestions on the topic.  I imagine there's no perfect solution, but I'm sure there's one out there that's good enough.