25 January 2023

A Player Character faces an Inquisition

About two weeks ago my D&D gaming group met via discord to play out an inquisition of a player character, Torcull MacCullaich. Please read my previous blog post for details as to how we got here.

Roleplaying an inquisition, or trial, is an absolutely new experience for me and for all of the players in my group. I've not heard of it having been done by other groups, but that is not to say that it has not. The absence of evidence is not evidence of absence.

I must admit that I was nervous as to how it would play out, as I'm always concerned that my players have a good gaming experience and that they are entertained. Story is important to me, but collaboration in crafting and telling the story is the most crucial aspect in creating a successful gaming experience.

In preparation I put up a post on our discord channel with the roles that each person would play. For ease of description I've posted a screenshot below.


Chris's inquisitor was Exarch Boyle Castinus of the Chapel of St. Trid. Ian's was ArchPresbyter William Gray, Prior of St. Cormac's. My own inquisitor was Warder Arnaud Hardie of the Supreme Sacred Congregation, an office of the church with the remit of investigating heresies.

I began the session with an out of character explanation of how we would run it, and then I dropped into character as lead inquisitor Arnaud Hardie. I read a scripted preamble and then recited the Creed of the Pentarchy, that I had created following the format of the old Nicean Creed of the ancient Christian church. After that we called forth the prisoner, Torcull MacCullaich.

Torcull's player, Murray was true to form and led off with foul and unholy imprecations, made base accusations against the witnesses, and then denied recognition of the authority of the inquisition. It was quite funny to listen to, and effectively he publicly laid bare his guilt before any questions or cross examinations could be carried out. However, in the spirit of a good game we persevered.

I was pleased with Chris and Ian's performance, as they really leaned into their roles in asking questions of the witnesses, and making suggestions as to how to deal with the recalcitrant Torcull. Murray was excellent in his roleplaying and threw in a few In Character blinders that spiced up the inquisition. In effect he unfolded a story to show that Torcull was in fact possessed by a fractured Fae being with twenty or more personalities. I wish I had audio recorded the session to provide me with a transcript I could reliably reflect on.

Ultimately we brought the inquisition to an end and I asked Ian and Chris to join me in a secret discord chat. Rather than using DM fiat to determine the outcome I asked them whether they found Torcull guilty of the heresies he was accused of, and if so what sentence they recommended for him.

As was expected, it was unanimous in the finding of guilt. We discussed avenues of sentencing and I shared my opinion that as Torcull was possessed by a Fae being, that he was not human, and thus could not legally claim the right to Trial by Combat to clear his name. The others agreed with me.

Ian came up with an interesting resolution - that Torcull be burned in effigy, much like a Guy on a bonfire. He suggested that Torcull be stripped of all his clothing and possessions, and that as part of an exorcism ritual he be ceremoniously washed and shaved completely until he was hairless and his nails clipped short. Everything that was of him or owned by him would be burned on the pyre as part of an effigy, and items that would not burn would be smashed, bent and broken until they could not be used again. Then the naked, hairless, and nameless being would be handed over to the secular authorities for their disposal.

Chris agreed with this. It was an interesting suggestion and a strategy with a tantalising loophole for Torcull to return at a later date as a BBEG (big bad evil guy). Officially he would be burned at the stake for his heresies, and his still living body would be disappeared by the secular authorities. I determined that Torcull would be incarcerated on the Bass Rock as a nameless and broken man, and after the furore had died down he would be hanged without ceremony alongside other base criminals.

The session came to a satisfactory close and we all had a discussion about how we thought it went. Murray disclosed all the behind the scenes discussions he and I had had when building Torcull up as a character, and mused on his intentions and decision making for Torcull's point of world view.

It was an excellent session, and I think a unique way in dealing with retiring/killing off a character who had come to violent opposition with the heavily ritualised religious society he lived in.

One other thread that was teased out from this session is that Ryan and Graeme's characters, the priest Conall Argyle, and the Paladin Maria Jaeger, have been found wanting in allowing the heresy of Torcull MacCullaich to have reached the stage that it did. This has opened up some doors for questioning of beliefs, and of further intrusion from the inquisitor Arnaud Hardie.

It was Murray's suggestion that we use this new turn of events to bring his new character into play. He rolled up a Fighter and based him off the 16th century Landsknecht. Master Konrad Krauss is a master swordsman and mercenary hailing from Almayne across the sea in Eorpa. He is in the employ of Warder Arnaud Hardie and is brought in to fill the vacuum left by Torcull's death, and to keep an eye on the rest of the party.

It is a good in to keep the story moving forward. 

As an aside, it is my plan to let slip to the players, during a later session, the news of a strange occurrence during the hanging of a minor criminal.  The rope snapped, the hanged man fell to the ground contorting into some monstrous berserk horror and broke out of his bonds. He killed the hangman and his assistants with his bare hands whilst the onlookers fled. When the authorities investigated the scene, the hanged man was nowhere to be found.

Oh NOES! 😱

09 January 2023

Riven Realm - Player Character Conflict, PvP and Pending Death

The current campaign I'm DMing is set within my homebrew setting, the Riven Realm - a magic rich, alternate reality, renaissance period Scotland - known as Hen Ogledd in the campaign world. In Riven Realm I use the Old School Essentials rules for gameplay and character generation, with a few extra tweaks of my own thrown in for setting flavour.

We've been playing since mid August 2022. There are five player characters (PCs), a Barbarian, a Cleric, a Paladin, a Thief, and a Magic User. Due to other ongoing games within the group, and my work shift pattern we manage to play approximately once a month.

I've extended the gameplay beyond live sessions by utilising downtime activities. The in-game calendar mirrors the real world calendar, thus each week that passes in the real world accounts for a week in game terms. The players have really bought into this, and as a result the PCs have become richly fleshed out in a much shorter period of time than had we relied solely on live sessions. A live session accounts for one week of game play, and I always bring the game session to an end in a manner that allows the player characters to return to base. This then gives the PCs freedom to pursue their own agendas through downtime activities until the next live session comes around.

Two of the PCs have developed a history of religious opposition and personal animosity that finally came to blows in our pre-Christmas live session.

Murray plays a Barbarian - Torcull MacCulliach, a Gahlish minor gentleman of small repute. Torcull is a brash, arrogant clansman blessed by the touch of the Morrigan, and is the player party's main tank. Murray is a great role-player who has invested heavily in cultivating the lore of Torcull, and especially his connection with the Morrigan. In the Riven Realm setting the Morrigan is an ancient goddess of the Sidhe, the aboriginal fae inhabitants of the Isle of Prydein, an island on which the realm of Hen Ogledd is situated. The Morrigan is the queen of winter, and goddess of war, battle, fate, strategy, victory, death, and magic. In game play Murray regularly plays Torcull as dedicating victories to the Morrigan, and also denigrating the faith of the other players, resorting to calling them 'scabby kneelers.'

Graeme plays a Cleric - Conall Argyle, another Gahlish clansman, and a Spirit Aspect of the one true Orthodox Divine Church of the Source, a monotheistic faith that decries the worship of any other god as heretical demon worship. The ODC believe that their God, the Source of All Things is represented by the five elements - fire, earth, air, water and spirit. The five elements are known as the Pentarchy. Certain sects within the church dedicate themselves to one particular element, and maintain shrines to that element. Clerics who take the oaths of office to a specific element are known as, Aspects. As mentioned above Conall is an Aspect of Spirit, and manifests his worship through grave digging, performing funerary rites, and laying hands on the sick.
Graeme, like Murray, is a skilled role-player, and plays his character as a man conflicted in his faith.

In the riven realm of Hen Ogledd the King's writ is loose. The ODC is the true power behind the throne, and outside of the main cities and royal fortresses it holds the power of law, life and death over the populace.

As you can see the faiths of Torcull and Conall are diametrically opposed, and both players role-play their characters well. No session goes by without some sort of in-character religious debate or diatribe from Torcull taking place, usually resulting in manifest and bounteous blasphemies rolling from Torcull's tongue. Graeme plays Conall as a patient priest who is tolerant of Torcull's imprecations against the Source, however, there is a certain amount of metagaming present in this decision.

For the sake of keeping the party together and pushing the story forward, Graeme chose not to have Conall make meat out of Torcull's profane and continuous blasphemies against the Source. Graeme received corroboration in his metagaming by fellow player, Ryan, who plays Maria Jaeger, a Paladin sister-at-arms of the Holy Order of St Olphram, a source fearing order of Hospitallers.

Ordinarily, had both players played their characters true to their form then Conall would have proclaimed Torcull 'heretic', and Maria would have arrested him, and played executioner when the inevitable sentence of death would be deemed by ODC hierarchy. In this respect Torcull should never have made it past the first or second live session. However, this did not happen and the characters went on to rise in level and experience, and in Torcull's case, in power and strength. Torcull become emboldened and ever more pernicious in his blasphemies, and fight against what he perceives as the profane false church of Reme (the campaign world's version of Rome).

As DM I left it to the players to develop and play their characters as they saw fit, and I've enjoyed seeing this dichotomy begin to grow and unfold before the party. I've been keen to encourage and reward the players as they advance, and despite knowing that the inevitable clash would come, I've been happy for Murray to craft his character in the form of Celtic hero, Cuchulainn reborn, and provide him story-developed powers to enhance Torcull's might and blessing from the Morrigan.

In November's live session the party were commissioned to recover the body of a nobleman slain by what was suspected to be a demon. This led the party to Badadden's Ring, an ancient Sidhe boundary encircling a sacred well, that was protected by a powerful nature spirit known as Badadden. Without going into detail, this session provided a spiritual epiphany for Murray's character, Torcull, and also gave prophetic visions to all the characters. The visions were my tool for moving the party forward into a story arc I'd created, instead of the sandbox style play I'd previously been encouraging. Most importantly, everyone received sufficient experience to advance them all to level three.

For the unfolding scenario I'm describing to you this advance to level three is important. In regular behind the scenes discussions with Murray, I had a developed a series of experience based trigger points where Torcull would manifest additional powers granted to him by the Morrigan. Badadden's Ring was a storied tool I utilised to deliver the first mark of the Morrigan's blessing on Torcull. Murray was most pleased when I informed him. The other players were not privy to this development. Not yet.

This advance became a catalyst for a change in direction for Torcull, who went from mere verbal opposition to the ODC, to one of active and forceful physical opposition. The clash I foresaw between Torcull and Conall was fast approaching, and it was one that could not be avoided.

In our pre-Christmas session it all came to a head. The usual in-session religious debate and verbal sparring took place between Torcull and Conall, but in this instance it exploded into a full on physical challenge from Torcull.

"You, and me, outside now. NOW!"

As DM I said, "Are we actually doing this?"

Murray remained in character and laid down the challenge again. Graeme said, "Okay, let's do this." In-game the characters moved outside, accompanied by the rest of the party, and Torcull drew his two-handed sword, bellowed his challenge and unleashed his new, previously unseen, Morrigan's blessing - the Warp Spasm.

I got everyone to roll individual initiative.

In the ancient Irish tale of Tain Bo Cualiagh, or the Cattle Raid of Cooley, the hero Cuchulainn manifests the Warp Spasm prior to entering into battle. I'll use Murray's own words to describe how it looked - 

    "His shanks and his joints, every knuckle and ankle and organ from head to foot, shook like a tree in the flood, or a reed in the stream. His body made a furious twist inside his skin, so that his feet and shins switched to the rear and his heels and calves switched to the front… On his head the temple-sinews stretched to the nape of his neck, each mighty, immense, measureless knob as big as the head of a month-old child… he sucked one eye so deep into his head that a wild crane couldn't probe it onto his cheek out of the depths of his skull; the other eye fell out along his cheek. His mouth weirdly distorted: his cheek peeled back from his jaws until the gullet appeared, his lungs and his liver flapped in his mouth and throat, his lower jaw struck the upper a lion-killing blow, and fiery flakes large as a ram's fleece reached his mouth from his throat… The hair of his head twisted like the tangle of a red thornbush stuck in a gap; if a royal apple tree with all its kingly fruit were shaken above him, scarce an apple would reach the ground but each would be spiked on a bristle of his hair as it stood up on his scalp with rage."

Beautiful florid bardic rhetoric for what was in effect a berserker going nuts prior to slaughtering his enemies. Murray used this rhetoric to describe Torcull going into battle, but he wanted it to mean more than that. Upon reaching level three, and as a mark of the Morrigan's blessing upon him for his devotion I ruled that Torcull received the following power -

    Gain +2 to hit per attack, and force all humanoid and animal opponents, in line of sight, to take a morale test whenever Torcull enters the warp spasm.

Armed with this, Torcull unleashed the War Spasm against Conall. I ruled that not only Conall but all the PCs had to pass a morale test. I asked them all to roll to Save vs Paralysis/Petrification.

They ALL failed!

What ensued should have been the death of Conall, but due to very poor rolls from Murray, Torcull's raging attacks missed on every occasion. The PCs wet their pants and fled from Torcull's wrath, and he ran after Conall's fleeing form swinging his muckle black obsidian blade to no avail.

One of the other PCs, Drazahn, a Scourged Magic User played by Ian, successfully made his next saving throw, pulled himself together and cast Sleep. I allowed Murray a saving throw versus magic, but he failed, and Torcull in one moment went from raging murderous monstrosity to a collapsed snoring mound of flesh. It was at this point that the rest of the PCs passed their saving throws, and Graeme revealed something that Conall had been working on during several downtime activities - a magical pair of manacles called Irons of Immobility.

Foreseeing that Conall and Torcull would eventually come to blows, Graeme had determined that he wanted to create a pair of manacles that would inhibit any manifestation of eldritch powers within Torcull. He believed that Torcull was possessed by something evil, and he had spent a significant amount of downtime activities, gold, and influence with NPCs to craft and bless these manacles. Mechanically I determined that they were imbued with the Hold Person spell, and once secured around a person's wrists the spell would enact. I allowed Murray a Save vs Magic, but he again failed, and was summarily bound.

The session ended there, but after the game both Graeme and Ryan remained online to discuss their concerns. They could only see one outcome for Torcull, him being put to death for heresy. I agreed that in-world this was the only sensible outcome. To their credit they said they would rather that Torcull did not die, as Murray had invested so much time and effort into developing him, and despite Torcull being a pain in the arse, they really liked him as a character.

However, the problem existed - what to do with a habitual blasphemer, a denier of the Source, and a creature of a false god that just tried to kill an ordained Aspect of the Source. Troubling. I advised them to approach Murray, and between the three of them come up with a workable solution that will mollify the inquisition, keep Torcull alive, and keep the party together.

They did just that, and the next evening came back to me. Torcull would face a full Inquisition trial, and upon the sentence of death being passed, because it would be, he would demand trial by combat. This would take place with a champion of the church, and if he won, he'd be placed in the care of Maria and Conall, on sufferance of banishment or death. This would allow the party to stay together to complete tasks set them, and then Murray would retire Torcull as he transitions into a future BBEG.

That's the plan. The next live session is tomorrow, and it's going to be the inquisitorial trial, as the game cannot progress until Torcull is dealt with.

I'm planning on having Graeme and Ryan play as their characters Conall and Maria, who will bear testimony against Torcull. I will have Chris, who play's they party's resident locksmith Alistair Corbie, join with Ian to play two ODC prelates on the inquisitorial panel. They will each cross examine the witnesses Conall and Maria, and interrogate the accused, Torcull. I as DM will play the lead inquisitor, and guide the trial. In the end the inquisitors will pronounce their sentence, and Torcull will fight for his life.

Will he fight and win his freedom, or will the champion cut him down and send his soul to the nine hells?

We'll find out tomorrow.

05 January 2023

The three seeds of Hen Ogledd: a homebrew setting for Dungeons & Dragons

One thing that almost every game master, dungeon master, or referee will probably admit to is that their mind almost constantly ruminates ideas for new adventures, player challenges, or exciting settings to adventure in. My own mind is like that, even though my GMing experience isn't extensive. Ideas percolate around the neocortex and thalamus with great frequency. If I had a pound for every roleplaying game plot twist, setting, or scenario I'd thought of I'd be rich. Suffice it to say, that's as far as most of my imaginative process gets. Ideas only.

However, in recent years one of my more persistent game setting ideas bounced around inside my head until it became more fully formed. thus advancing beyond a mere kernel of possibility.

There were three seeds of thought that slowly found each other, circumnavigated and floated into each other's orbits until they combined to become one workable idea. These seeds of imagination and how they matured into a working game setting, I've laid out below.


1. Scottish mythology and legend.

I consider myself fortunate to have been born and raised in a land and culture that is deeply steeped in history, myth and legend. My homeland of Scotland is an ancient land of mountains so old that their igneous roots were laid in the forming of the Central Pangean Mountains, in the Permian period,  some two hundred and fifty million years ago. In the late Jurassic period dinosaurs waded through hot mud pools compressing the mud beneath their feet. One hundred and fifty million years later those footprints would be discovered on rocky outcrops on the headlands of various Scottish islands - Eilean a' Cheo, the Isle of Skye being the most well known.

The warm rolling Downs of the south of England boast an archaeological record of human habitation that goes back a staggering half million years. I'm pretty convinced that early humans walked the now Scottish shorelines in the same period, but there is no archaeological record for this, as any trace was obliterated by the deep excoriating glaciers and ice sheets of the Late Devensian Glaciation period - better known to us as the last ice age.

The current earliest record of human habitation within Scottish boundaries is 12,000 BC. I say current, as only twenty years ago the Scottish human habitation record only went back to 8,500 BC, until field walking and intrusive archaeological investigation uncovered upper Palaeolithic hunter gatherer tool making sites in south central Scotland.


(Flint and Arran Pitchstone tools, found at Howburn Farm, Biggar, Clydesdale, Scotland)

Our knowledge about our ancestors is fluid with time. Who knows what the next few years will uncover.

In recent decades, the advances of genetic science and research have spotlighted the fact that the majority of Scottish people can trace their lineage back to aboriginal inhabitants of the Neolithic and Mesolithic periods. New interpretations of the archaeological record supports this, and also the fact that Victorian era received history of technological advance only via successive foreign invasions is largely false.

For example, it is a widely accepted factoid (a proposition or opinion repeated often enough to be accepted as fact) that the legendary Scots progenitor, Fergus Mor mac Erc emigrated with his entire people from the north of Ireland in the mid 6th century across the Irish Sea to the south western highlands and islands to found the Scots kingdom of Dalriada. This has, through new interpretation of the archaeological record, been exposed as a falsehood. The uncovered material record (items that have been dug up out of the ground) shows no change in architecture, settlement patterns, diet, clothing or art that would be expected from an invasion of peoples from 'foreign climes'. Thus, the Scots of Dalriada (Argyll and the northern Irish county of Antrim) were in fact in-situ inhabitants for many hundreds if not thousands of years prior to them ever entering the written historical record, or the legends of folk memory via Erc's laddie, big Fergus.

"Wait a minute!" I hear you say, "What has this got to do with Dungeons and Dragons?"

Well, my point is, dear reader, that Scottish cultural memory is an ancient, evolving and remembered experience that exists in deep time. From our ancestors through the millennia past we have a history and folk lore filled to the brim with ancient legends of heroic warriors fighting giants and overcoming evil spirits, vicious monsters and capricious faerie.

Scotland is home to legendary creatures such as:

a) the Mester Stoor Wyrm, a magnificent Storm Dragon that is said to have inhabited the Minch and the north Atlantic, and was the source of many storms.

b) the Beithir, a six legged, lightning breathing serpent that existed in the high corries of the highland mountains, and crushed its prey to death through constriction. It's known as the Behir in 1e AD&D and 5e D&D monster manuals.

c) the Ban Sidh (pronounced Banshee, and can also be spelled Ban Sith, Ban Sidhe, Ban Sithe etc), a shrieking harbinger of death in the household.

d) Tam Linn, a faerie knight who was captured as a human child, and enthralled by the Faerie Queen, and guards her woods against interlopers.

e) the Red Cap, a vicious murderous goblin that kills any mortal it comes across.

f) the Ettin, a two headed giant that lords over the hill country of the northern Scottish Borders from his lofty stone tower.

There are many, many more such creatures in Scottish myth and legend, the most famous being the Loch Ness monster.

The story of the Mester Stoor Wyrm is thought to be around five thousand years old, dating back to the time of the earliest cairn and stone circle builders of the Orkneys and Outer Hebrides.

What I'm saying is that I don't have to look beyond my own kith and kin for inspiring tales of magic, monsters, battles, evil schemes, wars, questing knights and derring do. Scotland's history, myths and legends are chock full of examples. Even the non-fantastical history of its peoples, kings and nobles is full of murder, intrigue, greed, treachery, and forbidden love. As such, I thought it would be a great idea to create a D&D setting based on Scottish folk lore.


2. Grim-dark, and gothic?

I have a firm liking for Games Workshop's old Warhammer Fantasy genre, and specifically the lore of the Empire. I love the grim dark nature of Warhammer, and the gothic renaissance art that inspires the dank landscapes of the Reikland and its cities. The game Mordheim is another favourite and laid influential threads within my game's world lore.

I used to play Warhammer Fantasy Battles when it was such a thing. I had a large goblinoid army that kept running away, and my search for a reasonable chance at victory I'd built up a decent sized Empire Army that I was sure would have more staying power, but never in fact reached the gaming table. I still have the armies in boxes in my basement, some fifteen years after I stopped playing. Loads still need painted and based.

Fecker! There's never enough time.

Warhammer Fantasy's Empire was directly influenced by the real world Holy Roman Empire at the height of the Renaissance - a political union of Germanic, Frankish and Latin states that existed for nigh on a thousand years.


                              (Warhammer Empire Troops, courtesy of Dave Gallagher, and Games Workshop)

This led me to thinking about Scotland's own renaissance history, a period starting with the reign of James IV King of Scots (1488 - 1513), a king second only to Robert the Bruce as probably the greatest monarch Scotland ever had, and ending with James VI King of Scots (1567 - 1625), who inherited the crown of England in 1603 and began the century long journey that brought Scotland and England together into a political union known as Great Britain.

This period was one of much upheaval, both culturally, politically and religiously. It saw devastating warfare that crossed back and forth across the border, leading to critical battles such as Flodden in 1513 where King James IV and much of the chivalry of Scotland were killed, the civil war between Houses Douglas and Hamilton during the minority of King James V (1513 - 1542), the battle of Pinkie Cleugh (pron. Cloo-ch) in 1546 where the Scots army defended its home turf against Henry VIII's invading English troops and was soundly routed, and then the resultant18-month siege of Haddington (1547 -48) where French allies and German and Italian mercenaries bolstered Scots troops in dislodging the English from Scotland's fourth city.


                        (The parading of the Blue Blanket, with King James IV on the Burgh Muir, Edinburgh, 1513)

It was a period of unrest in the highlands and islands where the MacDonalds fought to regain their forfeited Lordship of the Isles, and lost. Where Clan Campbell persecuted all who stood in their way to aggrandisement, and extirpated Clan MacGregor with the utmost vengeance.

It was a phase of religious unrest, chaos and reformation where religious factions fought, the catholic faith was largely replaced by exultant Scottish Presbyterianism, and Mary Queen of Scots was deposed by the pro-English faction.

It was a place where the world's first recorded assassination by a firearm took place in Linlithgow on 23rd January1571, where James Hamilton of Woodhouselee shot and fatally wounded the Regent James Stewart, Earl of Moray, bastard son of King James V, and half-brother to the deposed Mary Stuart, Queen of Scots.

It was a time of fear of demons and evil magics, and the North Berwick witch trials where thirty six people were tortured and burned to death for conspiring against King James VI through foul and macabre magic. Following on from his experiences of the trials, James wrote his bestselling compendium on witchcraft, Daemonologie (second only to his King James bible).

This Scottish Renaissance saw common folk lore bolstered with the names of heroes and villains such as the flying alchemist - John Damian de Falcuis; the wandering king - the Gude man o' Ballengeich; Clann a Cheathaich - the Children of the Mist; George Wishart - heretical preacher of the protestant reformation; Alasdair MacGregor of Glenstrae - the Arrow of Glen Lyon; and of Kinmont Willie - the Border Reiver just to name a few. The tales surrounding these characters told of a rich, visceral, ever-changing, and somewhat glorious yet dangerous period of existence.

The Scottish Renaissance presents a rich tableau of adventure, skulduggery, superstition and violent upheaval. As a Dungeon Master seeking inspiration, what's not to like?


3. British lost kingdoms

The third seed that inspired me was that of the ancient lost kingdom of Gododdin.

(WARNING: pedantry ensues!)

Now, the use of the word kingdom is a bit of an anachronistic misnomer here. King cognates directly from the Old English (germanic) word Cyning, which means ruler. It shares the same root as the Old English word Cynn, kin, or family. Kindred is another good word. A king was essentially the head of a kindred, or tribe, and in that period it had not accrued the paraphernalia that surrounded later medieval beliefs on the rites of kingship, or the divine right to rule.

British rulers of the time period did not refer to themselves or their neighbours as 'kings'.

Back in the 6th and early 7th centuries when Gododdin existed, British territories were largely divided along the lines of ancient tribal allegiances, and as such their 'kings' were in fact chieftains or lords of various hues and renown. It was only the grasp for power by the militaristic House of Ida that established in the north east of what is now England, and south east of what is now Scotland, the hegemony of Germanic speaking descendants of late Roman Imperial soldiers that had been stationed on the eastern end of Hadrian's Wall. The House of Ida brought with them a disciplined fighting ethos, and the desire to rule, not just their own people, but all the peoples of the British isles. In practice this meant that British tribal warbands were facing the advance of a culture with semi-professional militaristic values and trained retinues.

I digress. Back to the Britons of Gododdin.


(Yr Hen Ogledd, the old north, Wikipedia)

Not much is known about them other than they existed in the south east of Scotland/north east of England and had political/religious centres at Traprain near Haddington in East Lothian (Lleuddiniawn on the map above), at Edinburgh in Mid Lothian, at Eildon hill north by Melrose in the Scottish Borders, and at Yeavering near Wooler on the shoulder of the Cheviot hills in Northumbria. The Britons of Gododdin were descendants of the Uotadini tribe, first mentioned by Ptolemy in his book Geography, published in 150 AD. They are a people shrouded in mists of obscurity, except in snippets of folklore, toponymical names, and sifts from archaeological digs.

Until, that is, we read the poem Y Gododdin composed by a legendary British bard, Aneirin in Edinburgh around the late 6th century. Aneirin was a compatriot of Taliesin, a British bard who has gained fame through the Arthurian romances. In Aneirin's poem the Gododdin blaze into glorious life as heroic, gold torqued warriors resplendent in armour, and riding spirited mighty war horses. They thunder into battle against a more numerous armoured foe, carve a bloody swathe and achieve heroic legendary status through their glorious deaths. They are all cut down, but for one man, the author, who survives to sing his lament.

Y Goddodin is a collection of heroic death songs, or elegies. The meter of the words is sweeping and majestic.

Three hundred gold-torqued men,
combat loving, provoking;
three hundred haughty men,
unified and armed alike;
three hundred spirited horses
that charge with them;
the thirty and the three hundred,
alas! they did not return.

and

It was usual for him to be mounted upon a high-spirited horse
defending Gododdin
at the forefront
of men eager for fighting.
It was usual for him to be fleet like a deer.
It was usual for him to attack Deira's retinue.
It was usual for Wolstan's son - though his father was no
sovereign lord -
that what he said was heeded.
It was usual for the sake of the mountain court that shields be broken through
and reddened before Yrfai Lord of Eidyn.

The poem is extensive and includes 88 stanzas that name numerous ancient warriors and their heroic deeds and deaths. Crucially, the poem names the Lord of Eidyn, the chieftain who ruled Din Eidyn, Edinburgh in the late 6th century as, Yrfai map Wolstan. Yrfai, son of Wolstan. Interestingly, Yrfai appears to be of mixed parentage. His first name is Brythonic, the old British tongue, or Welsh as it is also called, whilst his surname is clearly Germanic.

Yrfai lived in a transitional period of time, where the Brythonic tribal system flourished for a short time after the retreat of  imperial Rome, before eventual domination by the Germanic militaristic kindreds of the expanding Cyning-dom of Northumbria.

Fifty years after his glorious death at Catraeth, elegised in Y Gododdin, Yrfai's fortress home of Din Eidyn was laid siege to (638 AD), and captured by the Northumbrian Cyning, Oswald. At its fall the Gododdin slipped into obscurity and the fog of myth. Their lands, language, non-Christian beliefs, art, and social structure were subsumed into mighty Northumbria.

The reason we know very little about the Britons of Gododdin is because they were a non-literate society. The did not write things down or keep a record of themselves, except in their material art, and their songs and tales. If it wasn't for a Welsh speaking scribe writing down the poem a century or two later, we would have lost all knowledge of this people, except for a footnote in an Irish scroll - Anno Domini 638: obsesio etin - The siege of Eidyn.

Why does any of this mean anything to me?

I was born and raised in Edinburgh - Din Eidyn or more modernly written as Dun Edin. I could see the extinct volcano known as Arthur's Seat from my bedroom window, and the fortress of Edinburgh castle from my school playground. The landscape and traditions I was raised in were infused with ancient Brythonic and Arthurian ghosts. The Britons of Gododdin appear as if from some heroic golden age. Their language is alien to me, and yet the landscape of my birth reeks of it in its toponymy.

I wanted to know more about them. I wanted to revel in the land they lived in, and understand their beliefs and fears, and what made them rejoice. I wanted to bring them back to life. I wanted to share my passion for them with others. 


4. Bringing it all together

In summation these are the three seeds of inspiration I've taken from my culture and national history:-

1) A monstrous and ethereal mythology.
2) A history of skulduggery, political intrigue, warfare and religious upheaval in the renaissance period.
3) A legend of an ancient and lost heroic warrior people.

When I was scribbling my embryonic thoughts down onto paper, I wrote,

"RPG concept, Renaissance Scotland. Witches are real. Demons are real. Sidhe are real. Shape changers are real. Undead are real. The veil between the real and spirit world is thin on equinoxes and quarter days."

An image of  Rabbie Burns' Tam o' Shanter desperately fleeing the grasps of the witches on All Hallow's eve, or Samhain, brought this idea to firm fruition in my mind.


(Tam o' Shanter, by Alexander Goudie)

Instead of referring to the land as Scotland, I decided to use the old Welsh name for it, Yr Hen Ogledd, The Old North. I shortened it to Hen Ogledd, and determined that this realm would be constituted by the ancient Brythonic lowlands of Scotland and the southern Pictish realms of the north and east. As to naming the island known as Britain, I decided not to use the oft used Albion, and instead chose the lesser known, and more ancient name of Prydein.

My setting would be the realm of Hen Ogledd in Prydein. Realms outwith Prydein's shores would either assume their real world sixth century names, or my own bastardisations thereof.

I would come up with an alternate timeline that would follow closely the established Prime timeline of Scotland, but retain the freedom to change some major personas and events if it fit the story I wished to tell.

I wanted magic to be a mysterious force that pervaded everything, was little understood, and was largely feared by all. I wanted to keep the essence of the renaissance, but make it as eldritch and mysterious as possible. I also wanted to get away from real world religious creeds and beliefs, so as to spare my players any potential dogmatic or spiritual issues. I had to come up with an alternative monotheistic religion in place of Christianity.

This in itself was fairly easy for me. In my teens I had been exposed to the excellent books written by the British fantasy fiction author, David Gemmell. His Drenai/Waylander series was a particular favourite of mine, and the Rigante series a firm and very close second.  The Drenai sagas introduced the concept of the Source, a divine force for good that was found in all things. Gemmell was a committed Christian, and all his books dealt with to some degree or another the concept of redemption from sin, and the ever present battle between good an evil.

I borrowed the idea of the Source, and morphed it into a monotheistic faith that worships an abstract divine being known as, the Source of all Things. I further subdivided the Source into a spectrum of five elements - Earth, Air, Fire, Water, and Spirit. These five elements would be known as the Pentarchy, and their combination made up the Source as the whole. I will likely write a separate post on the Source.

To lean on the background of religious persecution, and fear of demonic possession, I would make the church of the Source all powerful, and make its prime purpose the destruction of all arcane powers not of the divine.

"If it is not of the Source then it is of the nine hells!"

In one stroke I made Magic Users rare and ever fearful of the gaze of the inquisition. Cast an overt spell in the public eye, and you risk your spine being rammed up against a stake whilst the kindling is set alight below your feet.

To further increase the idea of gothic nightmare, I gave the night time over to the Sidhe, whom I cast as the vengeful ancient inhabitants of Prydein prior to the coming of man. I made them the heroic inhabitants of the lost kingdom of Gododdin. All the ancient stone circles, henges, standing stones, and duns or hill forts I would ascribe to the Sidhe. They would be the bones of a once great civilisation that inhabited Prydein in harmony with nature, prior to the ascendancy of mankind.

The Sidhe would be my setting's version of Tolkein's elves, but considerably more capricious and vengeful against human kind.

I had more ideas, but I think these should be retained for future posts.

* * * * * * * * *

Crivvens! I look back on what I've written here, and all I can think of is - spasmodic mind fart.

03 January 2023

Getting my finger out

I am a chip off the old block when it comes to my Dad. He's a very talented and creative person who is stymied by his mastery of procrastination. He is capable of greatness, if he ever gets around to it. When he does he is amazing.

I find myself cursed by the same well meaning spirit, but lack of actual productivity. I have so many dreams and wishes, and yet allocate very little priority and time to achieving them.

Every school report card I ever had said the same thing: "Kristian is a kind and conscientious pupil, but he could try harder." 

And so, here we are in early 2023, and this blog - A Corbie's Cant.

I created this blog about 6 months ago with a view to putting the proverbial pen to paper about my thoughts on a homebrew TTRPG (table top roleplaying game) campaign I'm running with my gaming group. But, true to nature, I just never got around to it.

NOTE: This is not a New Year resolution decision. I'm currently off work sick, and I've had a lot of time to think. I do a lot of thinking, but most of it is ephemeral, and leads to nothing. Some folk call it daydreaming, I call it unfocused.

Anyhoo, here we are.

A little bit about me. Physically I am 48 years of age, mentally I'm still about 22. I'm married to a loving, crazy bag lady, who lives, breathes, and talks about horses ALL THE TIME.

Yes, we have a horse. A lovely grey Connemara called Marge, who is the recipient of most of my pay. (I wish I could spend 200 quid a month on my own hobby. Just sayin')

We have two great kids, who are currently 7 & 8. My son is about to turn 9 next week. He's a Minecraft freak, and probably wants to grow up to be a YouTuber (dear gawd, what have I done?) My daughter is a mischievous and capricious trickster, who likes to play pranks, specifically on her brother, but also on me. I blame myself for this, as I forgot to put a horseshoe in her cot when she was born.

We live in the Scottish Borders, a lovely place, but in my mind it's not a patch on the highlands and islands. My heart is highland. My blood is tartan.

My two greatest passions, aside from my family, are Scottish History, and roleplaying/wargames.

I've been a table top gamer since I was 12-years-old. My early introduction to D&D was cut short by the satanic panic, and the blinkered and unevidenced group-think of my parents and the church we went to. We lived in Edinburgh at the time. I wasn't allowed to have anything to do with D&D. I got around this by joining the wargaming club at school, buying Middle Earth miniatures (my dad loved Tolkien and so MERP was acceptable), and creating my own world to play in. Instead of Magic Users I had Apothecaries. They used herbs and strange alchemical concoctions to create their magical effects. This managed to pass my mother's suspicious and puritanical filter.

Games Workshop opened up their Edinburgh store in 1988 and I naturally became a Warhammer freak. Space Marine was my favourite game - It was later renamed Warhammer Epic. I still have original copies of the 1988 Codex Titannicus, and Rogue Trader. GW honed my painting and model making skills. I was above average, but not brilliant. I played the Ork faction in Epic, and the Empire faction in Warhammer. I never really got into 40k itself, although I had an abortive attempt at building an Imperial Guard army. I still have the miniatures in various painted, and unpainted guises. 

At the school wargames club we played TNMT, Talisman, GURPS, Judge Dredd, and Fighting Fantasy. A few folk played 1e AD&D, and I was introduced to it, but only played a couple of times.

At 18-years-old I was introduced to Battletech, which would go on to remain a firm favourite of mine for the next 20 years, I'll probably write some future posts on this particular obsession.

I first played B/X Dungeons and Dragons when I visited my best mate, Scott, in Aberdeen over Hogmanay/New Year 1993 into1994. One of his flatmates had the 1983 D&D Red box. As it turned out all of his flatmates (there were three of them) were gamers. That was an epic start to the new year, and a fond beginning for what developed into my D&D/AD&D obsession.

In my mid to late twenties I regularly played with the same group of people, at least one night per week. We played 2e AD&D, Shadowrun, and later on, Vampire the Masquerade, and Mage the Ascension.

It was at this point that my gaming time began to wane due to work pressures, as I was a tour guide, and was often away overnight working sometimes six or seven days at a time before getting a couple of days off to wash my clothes and recuperate. I'd always been passionate about the land of my birth, and its history, and being a tour guide allowed me to share that passion and develop my skill in story telling. My customers asked many questions that I often couldn't answer, and that drove me to constant research of history books and archaeological archives for answers.

I met my first wife through the tourism. She was an American lassie. Tall, blonde, broad shouldered, and gregarious, she oozed self confidence and sexual appeal. I was sold! The following three years instead turned out to be the most emotional and deleterious period of my life that I won't go into here. The end effect was that long term friends became estranged, I moved out of Edinburgh, I changed my job, and all TTRPGing ceased. We divorced quickly thereafter, but the damage was done.

Fast forward to 2020 and the global coronavirus pandemic. Job wise, I was moved off the front line, public facing role I had and instead worked in a behind the scenes role. For the first time in twenty years I worked regular hours with no night shifts. It was a godsend to my health. Another big bonus was that I could commit to online gaming sessions. My old wargames group had moved online and were running D&D 5e via Discord and Roll20. I had never played 5e before, and never virtually, but I had been listening to Critical Role podcasts and so had some inclination as to what I was getting into.

2020 was my reintroduction to regular table top roleplaying, and I've managed to sustain it even after returning to my rotational shift based job. Through it I've gained a stable group of like minded friends who reside across Scotland. We play twice per week online, and once per month face to face.

For me, roleplaying brings me deep joy, and is an avenue to let out the inner storyteller in me. I'm now running my own game for the first time since the early millennium.

The big bonus, in my eyes is that I get to share my gaming passion with my bairns. They're so open to storytelling, and to the magic of... well, being magic. At seven and eight years of age, they both already have their own dice tray, two sets of dice, and a painted 3D printed miniature of their favourite character. Dad's job's done.

I have much to say and share, and I look forward to seeing where this blog will take me.

With that, Happy New Year 👋

Slainte

RED ALERT! - Black Pudding sighted!

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