Ars Magica: The Lost Sourcebook

I turned up an old notebook from the 90s when I was working on organizing my office yesterday. I found the pictured outline inside. This was for an Ars Magica book that Atlas Games contracted Nicole and I to write in 1997. As you can see, the outline proposed to make most of the book an epic adventure. Atlas asked us to lean into the sourcebook aspect, focusing on a treatment of the city of Damietta and providing expanded info on elemental magic. I wrote a few thousand words, but the project fizzled because life got complicated. Nicole and I got together as a couple and I moved out to Seattle, then got a job as a game designer at Wizards of the Coast. We discussed our changed circumstances with Atlas and we agreed to shelve the project.

After finding this outline, I dug into some old files I pulled off 3.5 disks last year. To my surprise, I found the material that I’d written for the book and I’ve decided to post it here so interested folks can get a glimpse of what might have been. There are three sections. The first is a bio of Beatrix, a contemporary of the founders of the Order of Hermes who developed a Unified Elemental Theory of magic but was murdered. The adventure involves discovering her history and unearthing her lost theory. The second section involves the theory itself. You can definitely tell I was reading books about alchemy at the time! The last section is some history of the Fifth Crusade, which is the backdrop for the adventure. Enjoy!

Beatrix

Beatrix was born in the city of Marseilles in 692 CE. Scion of a patrician family that traced its lineage back to the heady days of Roman power, Beatrix received an excellent education. Her deep philosophical probing eventually led her to a noted scholar named Alexius, who in fact was a wizard of some power. Alexius took young Beatrix under his tutelage and taught her magic, as well as broadening her understanding of philosophy. Marseilles, an ancient metropolis steeped in Greek and Roman history, proved an excellent campus for the budding maga and scholar. From the beginning, she had a keen interest in the elemental structures that she perceived to be the basis of magic. Alexius focused her research and encouraged her to go beyond what he could teach her. After ten years at Alexius’ feet, Beatrix left Marseilles to study other magical traditions. She spent the next twenty years traveling across Europe and the Near East, finding mages where she could and exchanging ideas. Her travels in many ways presaged those of Trianoma and cemented her reputation as a master of elemental magic.

After two decades of travel and investigation, Beatrix returned to Marseilles in 727 and began her real life’s work. At the same time Bonisagus was working on a Unified Theory of Magic, Beatrix was working on a Unified Elemental Theory that incorporated all she had learned. Trianoma visited Beatrix in 735 and tried to recruit her into the Order of Hermes. Beatrix was interested but wanted to meet Bonisagus first. Trianoma set up a meeting between the two theorists and the weeklong visit of Beatrix quickly turned into a month. Bonisagus taught Beatrix the Parma Magica and she in turn worked with Bonisagus on translating the most basic of her elemental spells into Bonisagus’s system. These spells stand today as the basic Hermetic spells for dealing with Elementals.

Beatrix returned to Marseilles to finish her own theory and try to integrate as much as possible of it into Bonisagus’s theory. Her visit, and news of her breakthroughs in elemental magic, had caused quite a stir in magical circles and she found herself visited by a number of prominent mages of the day. The most important of these visitors was Tremere himself. Tremere, young and lacking in prestige, was even then looking for a way to enlarge his own power and reputation. Before working with Bonisagus to develop Certamen, Tremere tried to coax Beatrix’s Unified Elemental Theory out of the scholarly maga. Beatrix was unimpressed with the power-hungry young magus and refused to teach him what he wanted to know. Tremere left in anger but Beatrix quickly put him out of her mind.

Tremere was stung by her refusal to teach him, but he knew that he could not match her power. He turned therefore to Tytalus for aid. Tremere and Tytalus had shared the same master, Guorna the Fetid, and shared a certain bond despite their rivalry. Tytalus was always interested in testing himself against powerful mages, so he quickly agreed to Tremere’s scheme and the two set off for Marseilles. There the two ambushed Beatrix in the streets. The citizens of Marseilles fled as the three mighty wizards unleashed magics of unbelievable power, leveling entire blocks of the city in their great struggle. In the end, however, Beatrix could not stand against both Tremere and Tytalus and she fell, mortally wounded. Her attackers then fled the scene in the confusion and tried to despoil Beatrix’s sanctum. When they arrived, however, all of Beatrix’s books were gone. Nor was her body ever recovered. So passed from history both Beatrix and her Unified Elemental Theory. Trianoma tried to piece together what had happened to Beatrix but she never found out who it was that attacked the maga in the streets of Marseilles. In the end, the incident became a footnote in Hermetic History. Until now, that is…

The Unified Elemental Theory

Beatrix began her studies the Greek and Roman classics. Her master Alexius had a fine library, with many tomes thought lost to the West after the sack of Rome. Her first approach to the elements came from Aristotle. According to Aristotle, there was something called the prima materia (first substance), from which everything in nature was derived. Itself immaterial, prima materia represent pure potential and only when it united with a form would it produce a physical object. Furthermore, the form of all objects was determined by the four elements — earth, air, water, and fire — and the four qualities — hot, wet, cold, and dry. To change one element to another, it was only necessary to change its quality. Thus, heating water turned it into steam, a form of air.

Simple magical experiments based on Aristotle’s ideas were easy enough, but Beatrix was unsuccessful in applying these techniques to living creatures. She had heard of magicians who could summon spirits of the elements, so she determined to find some of these masters and learn from them. This led to one of her famous journeys to the north, where she stayed amongst the warlike Prussian tribes and consulted with their shamans. Here she learned to summon elementals, and also journeyed to the magic realm with her shaman guides. Unfortunately, the elementals themselves did not have the answers she sought. Although they were living embodiments of the elements, they had no deeper understanding of their place in the universe, or if they did, they could not communicate it to Beatrix.

This led her back to Marseilles, where she delved into Graeco-Egyptian Alchemy. These alchemists had tried to apply Aristotle’s theories, as well as those of the Stoics. They believed that if they could distill the prima materia, they could then turn it into any form. The Stoics posited that the universe was made up of two inseparable principles, the active principle (called pneuma, or “fiery cosmic breath”) and the passive principle (matter). All things in the world contained pneuma and the differences between them depended on the form of pneuma within. The alchemists of ancient Greece believed that if pneuma could be extracted from an object, it could be changed into a new substance. Beatrix followed the formulas of the Graeco-Egyptian alchemists and tried to apply the theories of Aristotle and the Stoics but neither was entirely satisfactory. It was one thing to posit the existence of prima materia or pneuma, but it was another thing to actually extract it.

Her research stymied, Beatrix decided another journey of discovery was in order and she determined to travel to the Middle East. It was a long and dangerous trip, but she relied on her magic to protect herself. Her first stop was the city of Harran, which had an ancient tradition of magic and may have been the birthplace of alchemy. She was somewhat disappointed with what she found there, but she did hear of a man in Kufa who was said to be a magician of some power. His name was Jabir ibn Hayyan, later known to the West as Gerber.

Jabir was a Shi’ite and a disciple of Ja’far al-Sadiq, the sixth Shi’ite Imam and a known scholar of occult sciences. Beatrix found him in Kufa and the two struck up a strange friendship. She found his ideas fascinating, and he was thrilled to have found a mind that could keep up with his own, even if it did belong to a woman and a foreigner. Jabir theorizes that all metals were made up of sulphur and mercury. He was not, however, referring to the substances known later as sulphur and mercury, but of two principles. Sulphur is the masculine principle, fiery and active, while Mercury is the feminine, liquid and passive. When they are pure and perfectly combined, they make the most perfect of metals: gold. Jabir also talked of an Elixir of Life, which could heal the sick.

What interested Beatrix about Jabir’s work was not the combinations of sulphur and mercury, but its specificity. She began to consider that perhaps she had been looking too broadly for an answer, that maybe she should try to restrict her inquiry.  Rather than trying to unlock the secret of all matter, she decided to concentrate on the four elements themselves. Her decision made, she took her leave of Jabir and returned to Europe.

Rather than going back to the laboratory, Beatrix left nearly immediately on another long journey. She had read Caesar’s commentaries on Druids and had also heard of the great maga Diedne. Thinking that perhaps Diedne had some insight on the elements and their relation, Beatrix made the trip to Britain and met with Diedne.

Beatrix found Diedne a little too spiritual for her taste, but they struck up a fruitful professional relationship. It took Beatrix some time to cut through the ritual and find the underlying principles of Druidic magic. Their approach was wrapped up in paganism and treated each element as power to beseech rather than manipulate. While this did not fit in to Beatrix’s rational form of magic, she found the nuances of Druidic magic quite informative.

This was to prove the last of Beatrix’s great journeys. She returned to Marseilles and began to work on a theory to unify all she had learned. At first, she pursued each element separately, trying to see what was unique about it. She worked out basic spells of elemental summoning and control based on these principles and found them effective, though limited in power. This, however, was not what she was after.

So, she returned once again to Aristotle, looking for answers which eluded her. She came back to a part of Aristotle’s work that she had previously dismissed: quintessence. This substance, sometimes called the fifth element, was the ethereal essence from which the celestial spheres were made. A part of the prima materia, quintessence was said to be part of each of the four elements. Perhaps this was the key to the elements that Beatrix had been looking for.

She began work again, looking at what the elements had in common rather than what made each unique. After years of research, she found it. She was able to identify the quintessence of the elements and crafted spells to manipulate it. When she met Bonisagus, she realized that he had identified quintessence as well, though he called it Vim. This was the key to her ability to meld her theory with that of Bonisagus.

The Fifth Crusade

In 1213 Pope Innocent III sent out letters to the leaders of Christendom announcing the Fourth Lateran Council, to be held in November of 1215. The stated cause of the council was the reformation of the universal church and the conquest of the Holy Land. The crusading spirit, which had swept Europe in the late 11th century and culminated in the success of the First Crusade, seemed a thing of the past. The army of the Kingdom of Jerusalem had been dealt a crushing defeat by Saladin in 1187 at the Battle of Hattin, and the Fourth Crusade had ended with the crusaders sacking Byzantium rather than liberating Jerusalem. The Pope hoped to revive the crusading zeal and win back the Holy Land before the Kingdom of Jerusalem was swept away by Muslim armies.

Innocent set to his task with a vengeance. Preachers such as Robert of Courcon and Oliver of Paderborn were sent out across Christendom to recruit a new generation of crusaders. Innocent ordered monthly processionals, in which men and women (marching separately of course) offered public prayers beseeching God to restore Jerusalem to the Christians. All were to prostate themselves during daily mass while the clergy chanted psalms, and then a special prayer provided by the Pope. Crusaders were promised freedom from tax obligations and rent and the special protection of the Pope. Innocent also suspended the privileges of other crusaders, such as those who had fought the Albigensians, to encourage them to join the new crusade. Maritime trade with Muslims was suspended for four years, and tournaments for three. The Pope also ordered a general peace for four years to keep the nobility from fighting amongst themselves. Despite his great efforts, Innocent III did not live to see his crusade become a reality. On a diplomatic mission in north Italy, the Pope died in Perugia on July 16, 1216. His successor, Honorius III, continued the plan with energy and enthusiasm of his own.

What is known as the Fifth Crusade began in July 1217, when an army led by King Andrew of Hungary, Duke Leopold of Austria, and Duke Otto of Meran set out for Spalato, and thence to Acre in the Holy Land. They were met at Acre by John of Brienne, the King of Jerusalem, and King Hugh I of Cyprus. Unfortunately, they had arrived in the midst of a terrible famine, and many of the crusaders returned as quickly as they came. However, the army that was left set about operations that November that lasted two months and achieved nothing at all. They came close to overwhelming the fortress of Mt. Tabor but were beaten off by the Muslim garrison. By January 1218, King Andrew was ready to return home and, despite threats of excommunication from the Patriarch of Jerusalem, he took his army and began a long overland journey to Hungary.

With Andrew gone, operations were suspended. At the end of April, however, the ships of the Frisian-German crusaders, who had left nearly a year before, began to arrive. With fresh troops and ships at their command, the leadership decided that conditions were now favorable to launch an attack on Damietta, an important city in Egypt. The logic was that storming Damietta would open up Egypt for conquest. Egypt was a country rich in resources and denying it to the Muslims would make the conquest of the Holy Land that much easier. With these goals in mind, the fleet departed for the Nile delta in May of 1218. When the vanguard landed on the 27th, the Fifth Crusade at last began in earnest.

Other Music and Chris the Record Hound

In the early to mid-90s, I worked for Kim’s Video in NYC and got fired on two different occasions. The second time because owner Mr. Kim got in a fist fight with a contractor and was mad I would not lie to to cops and say the other guy threw the first punch. Oh, I have stories about Kim Video. Anyway, despite the name, Kim’s also developed a music section. It was there I became friends with another clerk named Josh Madell, who also played drums in an indie rock band called Antietam. He was a music nerd, and though I was into punk in a more hardcore way, we got along really well. In 1995 Josh and some other folks from Kim’s music department opened their own store called Other Music. I remember visiting right after they opened to check it out and wish Josh well. Then in 1996 I left NYC and haven’t seen him since.

Over the weekend, I ran across a documentary called Other Music on Prime. “Wait, isn’t that Josh’s place?” I wondered. And indeed it was. Other Music had gone on to become a beloved institution for music nerds al over the world. Sadly, the store closed in 2016, another cool and unique thing in NYC destroyed by gentrification. The documentary tells the story of Other Music and its final six weeks leading up to the closing.

I must admit this documentary hit me in the feels. It was poignant to see what an old friend accomplished and then watch him have to lose it. Seeing another small business going through similar struggles to Green Ronin felt all too familiar.

Other Music also made me nostalgic for my old days as a record hound. When I lived in NYC, I pounded the pavement every week going from record shop to record shop. This was before everything was online, so if I wanted to hear rare old punk records, I had to find them. I’d go to places like Bleecker Bob’s, Some Records, Sounds, Venus Records, Subterranean, Second Coming, and Generation. I even worked at a volunteer-run punk shop called Reconstruction Records for its brief lifespan. This was a huge part of my life for a couple of decades, but things changed over time once I moved to Seattle. I could keep up when I lived on Capitol Hill and there were several cool shops in the area but most of them closed. Now I make the occasional trip to Singles Going Steady but it’s not the same.

This is a long way of saying that Other Music is a good documentary, and if you are into music, it’s definitely worth a watch. I hope Josh is faring well.

Advanced Dungeons & Dragons

Two months ago, I kicked off my #CuratedQuarantine series with the original white boxed set for Dungeons & Dragons. That was indeed my first RPG and my first hobby game as well. It was 1979 and I was 10 years old. I was excited by the idea of D&D and I could tell there was something cool in those three small books, but the white boxed set was in no way designed to introduce 10 years to gaming. It came out of the 60s wargaming scene and it was written for that audience. So my brother and I quickly got the Holmes Basic Set, which was a much better introduction (though we got the version that came with chits instead of dice!) and then jumped right into Advanced Dungeons & Dragons. That’s what I want to talk about today.

The classic three core rulebooks for AD&D were published between 1977 and 1979, so perfect timing for me. Surprisingly, it was the Monster Manual (1977) that came first, then the Player’s Handbook (1978), and finally the Dungeon Master’s Guide (1979). When I say that D&D changed my life, it’s really AD&D that I’m talking about. This was my favorite game and by far my most played RPG from 1979 to 1985 or so (by which point I was branching out much more). Many people slightly younger than me have this same nostalgia for the red box Basic Rules (1983) but I never picked them up back then because I (at the wise age of 14) considered them “kiddie stuff.” I was a veteran of Advanced D&D, what did I need dumbed down rules for? As an adult, I would gain a healthy respect for the BECMI rules and today I would take the Rules Cyclopedia as a desert island game, but I digress.

The reason AD&D was so important to me is that, in addition to the fun of playing, it was a gateway to so many other things. I was already a Tolkien fan, but AD&D led me to Michael Moorcock, Fritz Leiber, H.P. Lovecraft, Poul Anderson, and many other authors. It also got me reading things like Beowulf and the Song of Roland at a young age. And it only amplified my desire to read more ancient and medieval history. Naturally, I also became a Dragon Magazine subscriber (had to get the official word from Gary Gygax!), and that introduced me to the wider world of hobby games. Many of the games I have covered in my Curated Quarantine series I first learned about in the pages of Dragon. That’s how I was introduced to wargames like Squad Leader and Dawn Patrol.

AD&D also got me into my other lifelong obsession: miniatures. It started with minis to use with AD&D from Grenadier, Ral Partha, and Heritage. Then I got the AD&D Battleystem when it came out in 1985. I was going to say it was my first minis game but I that’s not quite true. I had Chainmail, the minis game that was D&D’s precursor, but never played it. We did use its jousting tables in our AD&D games though. Battlesystem is the first minis game I actually played, and that hobby has been its own long and rewarding journey.

When I was 12, I fantasized about one day writing an article for Dragon Magazine. Why, I might make a $100! This is the first time I remember thinking about game writing as a thing I might do. Many years later I would indeed write articles for Dragon. When I was hired into the TSR Product Group of Wizards of the Coast in 1998, I’d also get to write for AD&D itself. 10-year-old me surely couldn’t have imagined I’d one day get to contribute to the game I so loved. When my first book (the AD&D Guide to Hell) was published in 1999, it was pretty damn cool to see my name under the AD&D masthead. Getting to write (with Sean Reynolds) Slavers, a sequel to the Slavelords modules I had enjoyed so much as a youngster was also a highlight.

People have spilled an endless amount of ink on the warts and flaws of AD&D, the various misguided TSR policies, the way Dave Arneson was sidelined, and a host of other related topics. And I get it. I do. But AD&D is a portal I’ll always be glad I walked though.

UK 50th Birthday Trip

UK Games Expo, the first major stop on my trip.

A year ago I was recently arrived in the UK for a month long trip to celebrate my 50th birthday. Turning 50 felt a lot different than turning 40. For my 40th, Nicole threw me a great party with lots of friends. For my 50th I wanted to go somewhere remote and be alone. Times change, eh?

The being alone would come later in the trip though. After an overnight stay in London and a great dinner at Dishoom with our friend Namrata, Nicole and I took the train to Birmingham for the UK Games Expo. This is a convention we’d heard a lot about and wanted to check out, and working a con meant the flights would be a business expense. You need to work it when you’re a small business owner.

We were able to do UK Games Expo thanks to the help of friends. Dave Salisbury owns the excellent Fan Boy Three game store in Manchester, and he gave us space in his booth and helped us get product in to sell. Huge thanks to Dave, Heidi, Scott, and their whole crew for hosting us and giving us a way to try out the show without committing to a full booth. The convention was good and quite sizable, easily the biggest one I’ve been to in the UK.

John Kovalic was also over and he whisked us offsite for some terrific Indian food one night. UK Games Expo is at a convention center outside Birmingham and the food options were not great, so this was appreciated. Later in the show the three of us met up with James Wallis and Marc Gascoigne and that was a delightful reunion. We’ve all been friends since the 90s but are rarely in the same place at the same time.

I’m going to try to post more about this trip over the coming month. For one thing, I never did write about it, apart from my social media posts as it was happening. It’s also been on my mind quite a bit as my 51st birthday approaches. Travel has been a huge part of my adult life. It’s one of my favorite things to do, and I’m thankful the game industry has enabled me to go from Finland to Brazil to New Zealand and many places in between. 2019 was a particularly gonzo year for travel: 101 days on the road, traveling over 81,000 miles on 11 trips to 5 countries and 40 cities while attending 9 conventions. So it is now deeply weird to not only be home all the time, but also to have no idea when I might be able to travel again. Every convention we had planned to attend this year has been cancelled. We had hoped to go to Prague with a group of gamers this summer but that too is off. I just couldn’t have imagined when I left for my trip last year how much different the world would be in 2020.

So in between my curated quarantine posts and me screaming about America’s descent into fascism, I’m going to look back on what turned out to be a very memorable trip indeed. There’s still so much I want to see but for now I’ll just have to look back and hope in the future the world won’t be quite so on fire.

Mighty Empires

Today’s game is Mighty Empires (1990) from Games Workshop. It provides a full campaign system for Warhammer Fantasy Battle, but could also be played as a game on its own. You use hex tiles to build out a board (this is 5 years before Settlers of Catan, mind you). Each player then starts with a region under their control, with cities, armies, and so on. You play through years of time, dealing with everything from revenue and recruitment to diplomacy and espionage. There also fun stuff like equinox magic (big honking ritual spells your wizards can cast twice a year) and dragonrage (accidentally finding a nest of dragons with predictable results). If you are using it with WFB, when army banners come into conflict, you break and then play out a full Warhammer game to determine the winner. When used as a campaign system, it provides a rationale for battles and gives each one a context and importance lacking in one off affairs. 

Mighty Empires came out when I was in college. I always remember my friend Bill saying, “My biggest priority this semester is playing Mighty Empires.” School? Whatever. We did, in fact, get a campaign going. The problem for us was that you need to keep the map set up, and we were apartment dwelling New Yorkers with limited space. What we ended up doing was getting a big metal sheet and a bunch of magnets. We glued to magnets onto the tiles, then built out the playing area on the metal sheet. This allowed us to turn the whole thing sideways and lean it against the wall  when it was not in use. My friend Sandeep and I kept it in our tiny Soho apartment. (Yes, it was (barely) possible to get a Soho apartment in 1991 while working a retail job.) I don’t remember whose copy that was (Bill’s probably) but this whole thing was nothing but a memory until just a few years ago. Then I found this copy for a song at the Enfilade bring and buy. I could hardly pass up adding such a piece of my gaming history to my collection.

Note: This is part of an ongoing series called Curated Quarantine I started a couple of months back. Each day I talk about a different game from my collection. Some games are meaningful to me, others are interesting for historical reasons, and occasionally they are just bad. I’m mostly doing this on Twitter (#CuratedQuarantine will pull them up) and Facebook but this entry was long enough I decided to put it up here. My first entry was a single tweet, but as time has gone on they’ve gotten longer and longer. Frickin’ writers, I tell you what.

New 40K on the Way

GW announced that a new edition is on the way, and that was not a big surprise. When a game has as aggressive a release schedule as 40K, over time the rules get bloated and spread out over more and more books. Eventually, a correction is required. Sometimes, that’s a massive rules shake up, as in 3rd and 8th edition. Other times, it’s a close iteration whose main job is to do a big cleanup that addresses the problems revealed over years of play. The latter is where 9th edition 40K is landing. All the current codexes will remain valid, which is nice. They are finally fixing the ridiculous problem of having your 100 ton tank effectively neutralized by a bunch of cheap infantry dancing around it, thank the Emperor. Overall, it sounds good and I’m on board. The only bit I wasn’t psyched about is “more command points.” To me stratagems in 40K 8E are like feats in D&D 3E: a good idea that quickly spun out of control. There are simply way too many of them, and new books keep adding more and more. I’d have liked it if 9th edition trimmed down them down substantially but I can also see why that didn’t happen. It’d be difficulty to both keep all current codexes valid and have big changes in how stratagems and command points work. I do like the sound of the new campaign system though, and it’s nice to see GW continuing its efforts at diversity. Sisters of Battle look to be in the main box alongside Space Marines and Necrons (and feature heavily in the sizzle video), and the cover of the kickoff book of the new novel series features a black Space Marine. It would be cool to see that played up even more in some new Imperial Guard regiments but they’ve been married to the Cadian look for a long time now.

A Bit of Greyhawk Fun

For a variety of reasons, I just haven’t had a chance to play D&D in 3+ years. I think this is the longest I’ve gone since getting into RPGs at age 10. With all the sensible people now sheltering at home, online gaming is booming. Suddenly, I’ve been invited to three different D&D games. People, I think, are reaching for things that are comforting and for many gamers that means going back to their first RPG. Today I’m going to jump in a game with my old college game group, which I’m looking forward to. Spent many an hour around the table with these friends, and we’ve rarely gotten to game since I moved to Seattle.

This campaign has been going for a little bit so I had to make a 5th level character. I thought I’d play a wizard and do something a little different by making him a diviner. Bill, the GM, said I could do what I wanted with his background, as long as he ended up in Ravenloft. I decided to let my Greyhawk flag fly and came up with the following.

Art by Even Amundsen. https://www.artstation.com/mischeviouslittleelf

Torsten Three-Eye

Torsten is a Northman from the World of the Greyhawk, one of the Cruski (known to outsiders as the Ice Barbarians). A cunning boy who seemed to be touched by magic, young Torsten was sent to learn at the feet of Halfdan Hairy-Breeches, a priest of the god Vatun. Halfdan was keeper of a mountain shrine, and there a small community lived in isolation. Vatun, formerly the great god of the northern Suloise, had been imprisoned for nearly 700 years. His priests could not commune with him or receive spells. They prayed that Vatun’s brother, Dalt (God of Portals, Doors, Enclosures, Locks, and Keys), would succeed in freeing their god but they waited in vain.

When Halfdan died, Torsten left the shrine in the hands of other initiates and struck out on his own. He had developed a talent for casting runestones and followed that path into wizardry. He spent many years wandering the lands of the Frost, Ice, and Snow Barbarians, learning magic and trying to divine the fate of Vatun. He pondered on the relationship between Vatun and Dalt. If anyone could break into the prison holding Vatun, surely it was Dalt? Why had he failed for so many centuries? Telchur the Icebrother, the god said to be Vatun’s gaoler, was powerful no doubt but was that explanation really all there was to it?

After mastering divination magic, Torsten had a realization* that Vatun was not completely silent. He could communicate, with those who would listen, through the runestones. It was indirect and imprecise, but Torsten became convinced that Vatun called out to his worshipers. His research indicated that Vatun was imprisoned on a distant demiplane, so Torsten decided to take direct action and leave Greyhawk for the planes.

With the aid of Vatun’s priesthood, Torsten found a portal to Sigil, the City of Doors. From there he began to investigate various demiplanes. After several disappointing trips, including an encounter with a mad wizard on the demiplane of Leonis**, Torsten thought he had a solid lead through a contact in Sigil. Instead he walked into a trap. His contact was an agent of Belial, Archduke of Hell and an ally of Telchur the Icebrother. When he stepped through the portal, he was swallowed up by thick mist and was quickly lost. When he emerged and got his bearings, he realized the terrible truth: he was trapped in the Demiplane of Dread, Ravenloft.

Torsten’s immediate goal is to escape from Ravenloft. From casting his runestones, however, he has come to believe that fate cast him here for a reason. Perhaps the road to Vatun leads through Raveloft.

* The Discovery feature from his Hermit background.

** A little nod to my own D&D book Vortex of Madness.

Rush and the 80s Nerd

I got into punk when I was 15 years old and never looked back. I bang on about it all the time, so if you know anything about my musical taste, it’s my 35 years in the punk rock trenches. What you may not know is that before I saw D.O.A., Black Flag, Marginal Man, and a bunch of other bands that changed my life, I had a progressive rock phase. It’s weird, I know, because punk was in part a reaction to the excesses of the prog rock scene in the 70s, but back at my parents’ house you can still find my dusty King Crimson, ELP, and Yes albums. My absolute favorite band at the time, however, was Rush.

As I’m sure you’ve heard, Rush’s drummer and lyricist Neil Peart died last week, and this caused me to think about the band’s impact on my early teenage years. The first album I bought with my own money was Moving Pictures. The first arena rock concert I ever went to was Rush (December 15, 1982 at the Worcester Centrum). I remember getting into heated arguments with my classmates, who didn’t understand why Alex Lifeson was obviously the greatest guitarist in rock and roll (a very 8th grade conversation). Rush was the first band I was passionate about, full stop.

On reflection I realized it was more than music for me though. Rush was an integral part of my life at an important time. They were my favorite band from roughly ages 11-13 and what else was going on that period? Well, when I was 10 years old I first read the Lord of the Rings. That same year I started to play Dungeons & Dragons and it soon became my obsession. And to me at the time this was all part of a greater whole. One of the reasons Rush appealed to me is that their lyrics were tailor made for fans of fantasy, scifi, and roleplaying. They had a song about Rivendell on Fly by Night! The Necromancer on Caress of Steel was basically a D&D adventure, three men of Willowdale on a quest to defeat an evil sorcerer. And 2112, of course, was a science fiction tour de force. Those years were about reading Tolkien, Moorcock, and Leiber, playing D&D, and listening to Rush. This cocktail would be formative for me and lead ultimately to my career as a RPG designer and publisher. “Square for battle, let the fray begin!”

As it turns out, my experience was not uncommon for nerds of the early 80s. The thing is I had no idea this was the case at the time. This was before the internet so I had no easy way to connect with members of my tribe. The only other gamers I knew were the people in my home town. My only window into the wider world of gaming was reading Dragon Magazine, and even in the letters section there was little talk about contemporary music (more important to argue about the alignment system or rollplaying vs. roleplaying, don’t you know). I was isolated in a suburb of Boston, part of a subculture that was derided and attacked as Satanic, and nobody outside my circle of friends thought D&D was cool (and certainly nobody in Hollywood did!). The song Subdivisions, as you might guess, spoke to me when Signals came out. “Nowhere is the dreamer or the misfit so alone.”

Those heady years were important but they passed. As I was getting into punk rock, Rush was really embracing the synthesizer and that just didn’t do anything for me. I wanted guitar-driven music, harder and faster. I wanted music more in tune with my angry leftism, not Ayn Rand’s poisonous bullshit. So I said goodbye to prog rock and hello to punk and hardcore (and a subculture even more reviled than D&D!). While I would never revisit most of those bands, Rush proved the exception. Their 70s records were something I always went back to. A few years ago Rush did their final tour and I actually considered going. I hadn’t seen them since 1984 and thought it might be fun to relive those days. Unfortunately, their Seattle area show happened when I was at GenCon. Ironic, that it was gaming that kept me away.

When I was 12, I had this fantasy. There were no game conventions near me and I’d certainly never been to one. I could only read about GenCon in Dragon and dream. Well, what if I organized my own convention? And what if I got Rush as the musical guest? Surely this was something a 12 year old could pull off! Now yes, this was completely ridiculous, but it shows you what was going on in my head. Music and games and fiction were sparking dreams and creativity, and from those early beginnings I’d make a career and a life. So thank you Neil, Alex, and Geddy for getting into my brain and giving me a soundtrack for my first adventures. In the early 80s Rush was more than just music for me and I know I’m not alone in that.

The Sha’ir for Fantasy AGE

We are in the process of reviving our old game group, and a few weeks ago we got together to talk about what we might want to play. I was surprised that the most popular choice was Al-Qadim, TSR’s Arabian D&D setting from the early 90s. It’s something I’ve always liked but never got to play, so I didn’t take much convincing to GM it. I decided, however, to use my own Fantasy AGE rules rather than D&D. I didn’t want to use Second Edition AD&D and if I was going to spend time converting things, I’d rather do it for Fantasy AGE than Fifth Edition.

For the most part, converting material over is easy enough. Turns out I was a little cavalier about handling the sha’ir though. As they are a key element of Al-Qadim and Nicole wanted to play one, I definitely wanted to include sha’ir in the campaign. I sat down this weekend and took a first crack at doing so and I figured I might as well toss them up on my long-neglected blog so other folks could have a look. I decided early on that I wanted to make sha’ir a mage specialization but figuring out how to best represent their various abilities in Fantasy AGE took some consideration. I ultimately decided to make a lot of their abilities spells and created a Genie Arcana to house them.

Old Al-Qadim fans may note a couple of things. First, I cut down the amount of time it takes gen to find spells for the sha’ir. This at least gives a chance for a mage to get a Novice spell during a combat encounter, though more powerful spells must be sought during narrative time. Second, since sha’ir is simply a specialization for the mage class, this means they will have regular spells to cast. Basically, I wanted to make sure they had something more than arcane blast to play with while the gen was off fetching other spells. Since the core sha’ir abilities require both an arcana and a specialization though, I don’t think they’ll overpower other kinds of mages.

The rules I designed follow. First there’s the Genie Arcana and its spells, then the sha’ir specialization and the rules for gen fetching spells. Enjoy!

Genie Arcana

You know the magic of the fabled genie. You can summon, bargain with, and sometimes command genie, though you must always keep your wits about you.

Novice: You learn the spells summon gen and summon jann.

Journeyman: You learn the spell summon genie. You gain the focus Intelligence (Genie Arcana).

Master: You learn the spell bind genie. You can also choose one spell stunt you can perform for –1 SP when casting Genie Arcana spells.

Summon Gen

Requirements: Genie Arcana (Novice)

Spell Type: Utility

MP Cost: 2

Casting Time: Minor Action

Target Number: 9

Test: None

Description: You summon and bind a small elemental familiar known as a gen. The first time you cast this spell, you choose a type of gen: daolanin (Earth), djinnling (Air), effreetkin (Fire), or maridan (Water). This first casting takes 3d6 hours and allows you to find and bind a gen, who becomes your willing servant thenceforth, and can subsequently be summoned as a minor action as indicated above. This is a specific gen, so name them! Your gen remains with you unless dismissed (a free action), banished back to its elemental plane (by having its Health reduced to 0), or sent on an errand (such as fetching a spell for a sha’ir). If dismissed or banished, you can summon your gen again by casting this spell.

Summon Janni

Requirements: Genie Arcana (Novice)

Spell Type: Utility

MP Cost: 5

Casting Time: Major Action

Target Number: 11

Test: None

Description: You cast this spell and yell for aid, and all jann within 10 miles hear the call. If there are any in the area (GM’s discretion; jann are typically found in forlorn places), a single janni will appear. They can help lost travelers and provide some basic hospitality. Beyond that, the janni must be negotiated with for any additional aid. This spell compels them in no way. Should you ever attack a summoned janni, this spell will automatically fail for you until you make restitution to the jann, which should be an adventure in itself.

Summon Genie

Requirements: Genie Arcana (Journeyman)

Spell Type: Utility

MP Cost: 12

Casting Time: 1d6 minutes

Target Number: 15

Test: None

Description: This spell allows you to summon a genie from the elemental planes. You can choose to summon a dao (Earth), djinn (Air), efreet (Fire), or marid (Water). You gain a +2 bonus to the casting roll if the genie is of the same element as your gen familiar. YIf the casting roll is successful, the genie appears in 1d6 rounds. Then it is up to you to negotiate with the genie; the spell does not compel them to help you. You may be able to convince them to aid you, though bribes are more common. Threats can also be effective, but you must tread carefully. Genies consider it rude to cast this spell more than once a week. Each attempt after the first suffers a cumulative -2 penalty on its casting roll.

Bind Genie

Requirements: Genie Arcana (Master)

Spell Type: Utility

MP Cost: 20

Casting Time: 1d6 minutes

Target Number: 15

Test: Opposed Communication (Bargaining)

Description: You may attempt to bind a genie within 10 yards of you into service for up to 101 days. You gain a +2 bonus to the casting roll if the genie is of the same element as your gen familiar but suffer a -5 penalty instead if you’ve ever used a genie prison on this type of genie. The casting time represents a negotiation between you and the genie, during which you settle on the conditions of the genie’s service. Make an opposed Communication (Bargaining) test. If you win, the genie can set 1d6 conditions to service. If the genie wins, there are 1d6+4 conditions. See page 106 of Arabian Adventures for typical conditions. You can only have one genie bound into service at a time.

Sha’ir

Mage Specialization

A sha’ir is a mage well-versed in the magic and customs of genies. Their elemental familiars can travel beyond the Land of Fate to recover spells for the sha’ir’s use. More powerful sha’irs can summon and even bind powerful genies.

Sha’ir Talent

Classes: Mage

Requirements: You must have at least the novice degree of the Genie Arcana talent and one of the elemental arcana talents (Air, Earth, Fire, or Water). You must also have the Intelligence (Genie Lore) focus.

Novice: You can send your gen to the elemental planes to find a specific spell for you. See the Gen and Spells section for details.

Journeyman: You gain protection against elemental attacks. You get a +1 bonus to resist spells from the Air, Earth, Fire, and Water arcana. Elementals of all types suffer a -1 penalty on attack rolls and a -2 on damage rolls when targeting you.

Master: You can create a genie prison. This requires 3d6 days and a successful TN 13 Intelligence (Genie Arcana) test. If successful, the genie prison can be used when you encounter a genie (whether through summoning or happenstance). If you successfully cast bind genie and they fail a Willpower (Self-Discipline) test vs. your Spellpower, the genie becomes bound in your prison. If you fail the casting roll or the genie resists the spell, they realize what you are trying to and turn hostile. Note that this use of bind genie requires no negotiation, as you are using magical means to compel them into the prison.

Gen and Spells

The defining feature of the sha’ir is the ability to send gen to the elemental planes to bring back spells that can then be cast. This takes time but has the advantage of allowing the sha’ir to cast spells they don’t know and from arcana they have not studied. Dispatching a gen to find a spell is a minor action and each attempt takes an amount of time dependent on the type of spell requested. If you make a successful Intelligence (Genie Arcana) test, the gen returns in the time indicated on the following table with the requested spell. The degree of success on the test indicates how many hours you have to cast the spell and you can only do so once. If you haven’t cast it before the time elapses, the spell is lost.

Type of Spell                     Test TN                Time to Fetch Spell

Novice                                10                          1d6 rounds

Journeyman                       12                          1d6 minutes

Master                                14                          1d6 hours

A sha’ir must be at least a level 5 mage to request Journeyman spells and a level 10 mage to request Master spells. Barring this restriction, any spell from the Fantasy AGE Basic Rulebook and Fantasy AGE Companion can be requested. Special or unique spells outside of these arcana can only be requested if the sha’ir has witnessed them being cast.

Gen stats to follow later.

Blitzkrieg Commander IV: Thanks, Pendraken!

A surprise in yesterday’s mail,

Back in 2004 my friend Rick and I started playing Blitzkrieg Commander, a WW2 miniatures game descended from Rick Priestley’s Warmaster rules. We followed it through a second edition, and through follow-ups Cold War Commander and Future War Commander. Then the games were sold to Pendraken, an English miniatures company, and a third edition was promised.

In 2017 I went to my first (and sadly only) Salute in London. This is the biggest miniatures convention in the UK and a bucket list event for lead heads. One cool thing about the show is that some vendors will let you pre-order things on their websites that you can then pick up at their booths. I took advantage of this to pre-order Blitzkrieg Commander III from Pendraken and some minis from Bad Squiddo (female Viking and Soviet sniper minis, yes please).

I stayed on in England for another ten days or so, visiting the amazing Tank Museum at Bovington among other places. I wasn’t paying a whole lot of attention to the internet while traveling so I missed the rising criticism of the just-released Blitzkrieg Commander III. There were problems with both the rules and the army lists and the fanbase was pretty salty about it. Pendraken decided they had to address the issues and after running a poll made a stunning announcement: they would fix the game and give everyone who bought BKCIII a free copy of the new edition.

I’m a publisher. I know how much it costs make, print, and ship books. This was a promise that would cost Pendraken $10,000 easily but they were committed to Blitzkrieg Commander having a future.

Yesterday I got an unexpected package in the mail. I thought it might be Saga: Age of Magic but found a copy of Blitzkrieg Commander IV, hot off the presses. I was surprised because I wasn’t even sure if Pendraken had my address, as I’d ordered it for pick-up at Salute. The new edition is full color (thus making the printing even more expansive) and nicely laid out.

Really, I can’t say enough good things about how Pendraken has handled this. It is above and beyond what I could have reasonably expected from a game publisher of their size. So thank you, Pendraken! I look forward to trying out Blizkrieg Commander IV. If you’re interested in checking it out, you can order it here.