Showing posts with label elf. Show all posts
Showing posts with label elf. Show all posts

Sunday, 19 October 2014

Nonhuman Vision

Imaginative literature works best when realism constrains it just enough to create interesting solutions, but not enough to impede drama and archetype. Example: Gene Wolfe's idea in Book of the New Sun that eating someone's brain, with the proper chemical preparations, would convey all their memories, was built up whole from these now-discredited experiments. Realism produced the idea, but was not allowed to stifle it.

In this vein, the old idea of ultravision and infravision from AD&D suggests that races gifted with those abilities can also perceive radiant and reflected light in those frequencies as different colors. Materials they make will be bright with these hues; seemingly dull surfaces actually alive to those who can see.

INFRARED

Technological infrared thermography uses the medium-wavelength infrared (3000-5000 nanometers) to detect heat radiation and the long-wavelength infrared (8000-14000 nanometers) to detect visible objects through emission and reflection of ambient light. Beings with the hypothetical infravision that acts as more than just heat vision thus would possess the ability to detect both sources of radiation, though with fairly low resolution at distance (hence the ranges of only 20 or 30 meters.) Dwarves differ from goblins and the like in the visibility of the light emitted by their eyes to attain infrared vision; goblins emit light in the visible spectrum, the "red glow" that often gives them away.

Indeed, these two sources give two different colors, the medium-wavelength vinth and the long-wave aggal. The rest is speculation.

Vinth is a hue associated in dwarven culture with life, blood, love and warmth, usurping the place of red (which stands for rulership and power).

Aggal is one of the colors of minerals, gems and metals and gives information about their quality that is lacking in the visible spectrum. It is associated with home, structures, wealth and the underground.

In many underground dwarven settlements (including the sealed one, Xabul, currently being investigated by the Band of Iron), it is traditionally considered gauche, at very best a concession to outlanders, to bear visible light sources in public areas. Visible light is reserved for private life, wherein physical flaws and features can be seen better.

Dwarves have developed paints that appear to humans as a matte lacquer, but which reflect in the spectra of vinth and aggal, and have identified similar dyes among the plantstuffs of the upper world. Thus dwarven clothing and outer decoration often seems drab, but is actually rich in infrared color, while their home furnishings and private garments are more gaudy in the visible spectra. Of course, the paints are also used for markings and writings that dwarves do not want outsiders to see. A notable example is the Hall of Diplomacy built in Gorondhevl by King Frumo the Plainspoken; the noble figures of humans and elves in the murals are subtly touched-up in aggal to create lines of caricature that render them laughable, unbeknownst to their emissaries.

ULTRAVIOLET

The reflective colors of the ultraviolet spectrum are present in flowers, birds and insects, and can be seen also by birds and insects. Scientifically, the ability of elves to see in the ultraviolet spectrum has little to do with their outdoor night-vision, which just boosts the signal of ambient light. Magical light also emits bold and disruptive radiation in the ultraviolet spectrum.

Elves do not use the ultraviolet as secretively as dwarves do the infrared. Some examples of writing in secret inks and so on have been recorded, but in the main, elves are content to treat their extra wavelengths as an aesthetic experience. Often an embroidery is seen on an elf's garments which looks to be a complex tracery in monochrome or very similar hues, but which makes more sense in ultraviolet. Ultracolors are shunned by wood elves in everyday dress; however, their festive clothes use them so liberally that other kinds of elves consider this to be in poor taste.

The two primary ultrahues, with many more specific elvish poetic synonyms according to their brightness and saturation, are:

Ulvian (280-380 nanometer)
Associations: hazy air at night, stillness after violent passion, certain flowers, incidental light from magic items
Matches: violet and green

Briolant (200-280 nanometer)
Associations: stars, butterfly wings, inspiration, return of sensation, certain flowers, direct light from spells
Matches: orange and yellow

STRANGE EXPERIENCES

Humans who have been given the ability to see beyond their usual spectrum through a spell, or through a natural variation, often report strange aesthetic feelings, a sense that undermines the realization that their experience sets them apart from other. Those under an infravision or ultravision spell who have seen particularly exquisite examples of art in those colors will often spend time peering at drab surfaces with complex patterns, hoping to see just a little shimmer of those, those colors.

 (Tip of the hat to Noah Stevens for suggesting the color names vinth and briolant.)

Wednesday, 9 April 2014

Demihumans In Hardcore Mode

The basic superiority of demihuman player characters bedeviled the first and second editions of AD&D and haunted later versions of the game. In AD&D you got a raftload of benefits for being an elf or a dwarf - languages, dark vision, special defenses. Also, there were stat bonuses and penalties you could optimize to your class so the bonuses really helped and the penalties didn't hurt, especially with the generous "4d6 drop lowest" method of generating scores.

Simply put, there were few reasons to take a human over an elf magic-user, a human over a dwarf or half-orc fighter, a human over a demi-human thief. Most campaigns wouldn't live long enough to push up against level limits, and multiclassing could soften their sting by packing as many levels as allowed into a more slowly-advancing, super-skilled character. Then there was that other curious drawback of elves, again only really relevant at high levels: the raise dead spell wouldn't work on them because they didn't have souls.

Usually (certainly, in D&D from 2000 on) the solution is to give humans extra skills, feats, ability scores to compensate. But the raise dead peculiarity suggests another solution. Most house rules I know have some way to mitigate death at zero HP, whether it be AD&D's "bleeding out" or the kind of "death and dismemberment" rules I use in my game. Why not have these options available only to humans, or at least give humans a greater chance of surviving at 0 hit points and below?

In effect, the benefits of being a demi-human would be balanced by making them like computer games' hardcore mode, where there are no saves and death is permanent. At the very least, for example, they would bleed out at -5 instead of -10 HP, or suffer a -2 penalty to a 2d6 dismemberment table. Most harshly, they would die at -1 HP, with just the tiniest saving grace at 0.


The setting rationale could go as follows:
  • Elves: Have no souls, their spirits once loosed from flesh are quick to return to the great beyond.
  • Half-orcs: Likewise a bit light in the soul department. If a DM really is serious about making their social stigma count in the campaign, then they can compensate by giving only 50% of the penalty, and likewise for half-elves.
  • Dwarves: Are tough, but when seriously injured, have a tendency to return to the native stone; dead dwarves turn to stone statues and can be stone-fleshed back to a point where healing can work for a little while.
  • Gnomes and halflings: Have really sweet afterlives full of rollercoasters and second breakfast, and don't bother sticking around in this vale of tears.
  • Humans: Are uncertain about their final destination, so cling tenaciously to life against the odds.
Really, if you play by-the-book AD&D, PCs have to be handed huge amounts of loot in order to level up, so buying raise dead spells eventually fulfils a safety-net niche similar to death and dismemberment - a risk you take with the system shock roll, but by no means the automatic end of the character. In that case, the elf drawback starts kicking in around third level or so when it becomes economically feasible to buy clerical services. But my new idea is more in line with how a lot of new-old-school DMs run games, and extends to all the demihuman races.

Sunday, 6 April 2014

Broken Sword, Broken Elves

As a teen I read Poul Anderson's Three Hearts and Three Lions but never got around to its slightly later-written companion volume, The Broken Sword, until recently. Both can rightly be said to be foundational works in fantasy literature and gaming, influencing both Moorcock and Gygax with their supernatural struggles between Law and Chaos. But what's also informative is what Gygax didn't pick up from this "Appendix N" novel and put into Dungeons and Dragons.

The trippy UK paperback cover.
The Broken Sword uses many of the concepts and adversaries from Three Hearts; elves, trolls, Christendom, witches, a magic sword, and the Law-Chaos divide. The mythic terrain changes, from a fantasy world based on Carolingian legend to a semi-historical Norse England. So does the point of view; instead of a transported modern hero we have an omniscient, archaism-dotted narrative of a Norse jarl's son fostered in Faerie and the changeling who replaced him.

The Law-Chaos war in Three Hearts is straightforward, but the main matter in this novel is a war between two powers of Chaos, the elves and the trolls. The conflict is tragic rather than heroic, because its Pyrrhic outcome heralds the weakening and fading of the hosts of Chaos. Our lawful world, as in Tolkien's and Moorcock's fantasies, must somehow be arrived at from these narratives set in a dim and unknown past.

Although cruel and evil, the fey races and their mortal allies cannot help but be read as the antiheroes of the story. Law is also more complicated; although Christian belief and oath protect against Chaos, the "White Christ" is far offstage, compared to the Lawful Norse gods - in particular, Odin - who are shown taking a more active hand to set Chaos against Chaos. This situation has parallels to the further complications of alignment in AD&D. Strife can happen within the camp of Evil (Chaos) as well as Good (Law).

Now, about those elves. Anderson's elves, trolls, dwarfs and other fey creatures inhabit a parallel world. They are normally invisible except to those humans who have been granted "witch-sight" through sorcery. However, their deeds sometimes manifest as omens, portents and misfortune for humans.

(As an aside, this would be a great campaign rationale. Ever wonder why the king with his retinue of knights can't go after those goblins threatening the village? They need the adventurers, witch-sighted all, to actually see the goblins.)

Fey creatures also cannot handle iron and are harmed by it. This means that a fostered human or changeling, as well as the dwarfs who are not iron-shy, become valuable tools in the elf-troll war. We catch a glimpse of this in the OD&D and Holmes D&D logic of elves choosing to be fighters or magic-users each day. Holmes apparently elaborated on the reason for this in a novel. Simply enough, the choice to wear iron armor and weapons would nullify the elf's magic. But although games like Runequest took the idea and ran even further with it,  AD&D dropped it cold.

If people complain that elves are overpowered in AD&D and later editions, perhaps one reason is that Gygax chose to go with the Tolkien view of elves as benevolent, superhuman beings. What would have happened instead if he'd taken up the Anderson view of elves as powerful and innately magical, but limited by weakness to the inexorable forces of Law and metallurgy? We'd have perhaps a darker D&D, one with the kind of fey elves that other new-old-school settings have embraced (here, here and here as notable instances.)

Thursday, 3 April 2014

Next 52: Demihuman Options

"Elves in AD&D are unbalanced!"

"Well, that just goes to show ..." Something about the literary influences Gygax denied, which I'll explain next time. 

In the meantime, here are some expansion rules for my balanced elves, dwarves, and gnomes who obey the 52 Pages' Race-As-Class logic. Much easier to balance C options than (C x R) options. 


As usual, sober Isotype game design involves but a few meaningful points of pizzazz. Color magic makes all the elves special; the night elf can be a drow, a word or a purple long-eared galoot. Most of the fighter's powers in 52PP are extra attack granting (chop till you drop, extra attack on low roll) and the standard dwarf doesn't have them, which makes this little berserker guy fun but dangerous.

Oh, and have the silhouettes that aren't from Telecanter. Candle redacted because gnomes have dark vision. 




Tuesday, 25 March 2014

Lit-Up Drow

You know something about the dark elves, the lost race, the Drow? They've adapted over millennia to an underground environment. Through melanism?

Really?


Here's the real story. Those glowing fungi that light up the Underdark? That are distilled and concentrated by the dark elves for their witch-lamps? They illuminate in reverse.

Black turns to white under that light ... orange to blue ... green to red. Early Underdark explorers glimpsed the Drow under those conditions and leapt to conclusions. But out of their element -- say, if one of them were to become all broody and alienated because his society like totally didn't respect his alignment choices, and skip town -- the Drow are pale, dark-haired ectomorphs styling the very finest in white and yellow apparel. Not that different, really, from the regular kind of high elf.

Well ... it's a good story, anyway.

Friday, 26 April 2013

Review: Microscope, as Campaign Helper

Ben Robbins' "story roleplaying game" Microscope is actually more like a writers' workshop exercise - but a very good one. It's a structure for a number of people to narrate a history within a given genre, with a definite starting and ending period. There are good rules for making the premises fresh (actively including non-cliched elements and excluding select cliched ones - I really appreciate this), for ensuring that everyone gets to contribute, and for working through detailed scenes in which small slices of the history are role-played out.

The end result - if somebody were taking dictation of the play - would read something like the Old Testament or Silmarillion: a succession of broadly described historically important events, punctuated by small, vivid, significant scenes. During the game, I found myself thinking of the "periods" level of detail as a timeline:


the "events" level as iconic historical painting:


and the "scenes" level as historical pageants expanding on the stories implied by the paintings.


The rules also ensure a certain amount of continuity across eras, as players take turns developing specific characters or themes in multiple settings.

One great use of Microscope is as a campaign session filler when there isn't a quorum to adventure; similar to playing out a contemporary NPC scene, the few players who have showed up can help develop the legends and known history of the world they live in. In this case, my campaign's elf and dwarf players worked with me to tell the story of the rupture between the elven and dwarven inhabitants of the Olbestaum, a large area of wooded mountains, and the migration away of the dwarves. About 200 minutes of play yielded the epic tale of a great underground tree that became the symbol of dwarven-elven cooperation in arts and technology, then was corrupted by a misguided attempt to break the creative stagnation that descended on the Olbestaum, involving the sacrifice of the first and only half-elf, half-dwarf child. The motivations, misdeeds and eventual destruction of the villains played out in a half-dozen scenes or so, with players taking shifting roles. As DM I subtly pushed the story toward establishing a perilous underground adventure setting around the ruins of the Tree and of the city built above it, now infested by horrible demons but brimming with the fallen treasures of the city.

If I have one criticism of Microscope it's that there are some mechanisms that seem unnecessarily complicated. For example, we ended up just ignoring the micro-level "push rule" about how to play scenes, leaving only the goal of answering a question in the story, scene setting and character thoughts, and the process of choosing and excluding characters. We figured that if there were serious disagreements about the tone or plot of a scene we would just take a vote and move on. Perhaps the push rules are there in case of a less congenial set of players, but I'm of the mind that cooperative games should assume a certain amount of, well, cooperation and good intent.

I also didn't get the reason for the mechanism of Legacies, in which players champion a particular plot element persistently throughout the game. It seemed that continuity was adequately provided by the Lens/Focus rule, in which each round of adding to the story centers on a particular theme. If players have particular interests or obsessions, they will emerge naturally as additional threads. Including Legacies just seemed to delay and complicate the otherwise very natural sequence of a round.

Overall, though, the game is well worth the ten Yankee dollars for a pdf. Another plus: because the rules are geared toward respecting the creative contributions of each player, it seems a particularly good story/indie game for including less assertive players, who can make other kinds of GM-less games a little awkward.

Sunday, 25 September 2011

Elves and Dwarves Up, Halflings Down

Cave halflings are another story.
When using a race-as-class system in D&D, as I like to do, halflings have a problem. As outlined in the various versions of Basic D&D, they're little more than short thieves.

Now, elves explicitly started out in OD&D as hybrid fighter-magic-users and stuck with that concept in Basic, so they add something extra to the mix of classes. Dwarves, to the extent they have underground exploration abilities, are kind of a fighter-rogue hybrid; at least, they get more interesting the more they tend toward that, and less interesting the more they are just short fighters.

In my one page rules, although it's not quite so schematic as that, I did consciously try to include a fighter-wizard hybrid (elf), fighter-rogue (dwarf), and rogue-wizard (gnome) type. I suppose an expansion might also take on the various priest hybrids, with fighter (paladin), wizard (mystic) and rogue (monk) to complete the cross-fertilization. Is this a complete scheme, with anything else just being variants on the basic classes? Not sure, but it seems that way to me.

In race-and-class systems, by the way, the halfling also fails to take advantage of the diversity available. This all comes from the concept being too tied down to Tolkien, and made worse, not better, by all the quasi-halflings that show up in Tolkien knockoffs, from kender to gwarpys. But at the same time Tolkien gives us two hobbit models: a fighter-type (Frodo and his companions) and a thief-type (Bilbo). It's a concept made for separate race and class systems, but although in AD&D it's possible to play a halfling fighter, there's very little incentive to do so. The halfling is almost always optimized as a thief under most D&D rules.

Anyway, here are my one page elf and dwarf rules.