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To get my players who are new to AS&SH in the right frame, I’ve had a go at prepping an ‘orientation’. The intention is to shift expectations from the synthetic pap of modern commercial high fantasy to gritty pulp swords and sorcery. I have got as far as a bit of intro flavour text, and then a brief consideration of the nature of magic. What follows is rather purple I know, but hopefully will have the desired effect.
I’m considering adding a brief summary of the nature of ‘swords and sorcery’ (well, my interpretation, anyway) and perhaps old school approaches to roleplaying...
The Nature of the Fantasy
Here is a world of dark, gritty blood-soaked swords and sorcery; a human-centric place, eschewing the common trope races of modern fantasy - elves, hobbits, and so on. This world is an antediluvian place wherein corrupt sorcerers make pacts with demons, freebooting barbarians hew a crimson road through to their reward or doom, and daring robbers brave the haunted crypts of dead kings long turned to dust. Lost in the wilderness are nameless ruins from pre-human times wherein things from that bygone age linger, guarding over treasures and secrets best left unseen. In the crumbling, decadent cities of men, thieves creep the hoary alleys, blades flash in the night, and sorcerers seek lost secrets from past ages that man was not meant to know...
On the nature of magic
Sages have long pondered the spheres and forms of reality. Set out in worm-eaten tomes and cracked stele, heretical philosophers of a bygone age considered all as formed from the dreams and whimsy of the dread thing at the centre of creation; Azathoth. What then of the magic of wizards and the miracles of priests? Sorcery twists reality such that it bends to the will of the magician. Thus it is that the sorcerer must use words and gestures to reach out to Azathoth; to worm and wriggle into the dreaming mind of the Daemon Sultan. Like a thief in the night, the sorcerer’s whispers steer the dreamer’s dreams. But such a thing is a folly for mad men; those who would risk their mind, body and soul in pursuance of this craft.
Magical writings
To learn the arts of sorcery, a student must master its arcane forms, seeking a teacher of hidden and forbidden knowledge, and pour over dusty worm-eaten tomes written in dead languages. All sorcerous knowledge derives from formulae set out in that pre-human language that men know as Aklo. Not written for the tongues of this world, mastering the craft of reading and uttering the alien words takes many years of study. This is no ordinary language. An ill disciplined or weak mind will be consumed by the utterances of this dead tongue. The words reach out across the spheres – the spaces and times between worlds and the places beyond the spheres. To but hear the words is to have the mind exposed as a physical thing. The visceral, reality-bending force of these sounds assault at the ears, disturb the bowels, and scrape at the eyes. Looking upon the sigils is to watch something seething and wriggling across the written surface. Symbols change at the edge of vision, only to be still when attended. The stronger the magic, the more the mind is assaulted by its written form. Here is a warning to the unwary; a mind unready for tackling powerful incantations can – will – be broken by any attempt to read it...
Last edited by Doctor_Rob (12/31/2020 4:52 pm)
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Very well done! One minor edit: I think you meant "bowels" in the phrase "disturb the bowls, and scrape at the eyes."?
And out of curiosity: is there any in-game (mechanical) way you're depicting the "risk their mind, body and soul in pursuance of this craft" and "An ill disciplined or weak mind will be consumed by the utterances of this dead tongue"?
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Oops - I’ve corrected the typo.... Thanks for brining this to my attention.
Re an in-game mechanic for “risk to mind” etc, this is an oblique reference to the level requirements for learning and casting spells, as well as casting directly from scrolls (which becomes progressively harder the bigger the spell/caster level difference in the wrong direction). Also, the requirement to read magic/read scrolls in order to comprehend magical writings.
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Based on discussions here in the past, my experiences at conventions, and working with new players, I have drafted a "HYPERBOREA PRIMER" to be included with the next printing of the game. This (below) is what I have so far. The intent is to create setting immersion whilst retaining brevity of information so as not to overload them. You know that glazed expression on your players' faces when you've carried on explaining something for far too long? I'm trying to avoid that, though providing useful content at the same time.
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HYPERBOREA PRIMER
Regardless of your character’s class, race, alignment, religion, and secondary skills, there are several facets of life that are generally known to all characters in Hyperborea:
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Doctor_Rob wrote:
Re an in-game mechanic for “risk to mind” etc, this is an oblique reference to the level requirements for learning and casting spells, as well as casting directly from scrolls (which becomes progressively harder the bigger the spell/caster level difference in the wrong direction). Also, the requirement to read magic/read scrolls in order to comprehend magical writings.
Okay, thank you: always interested in how others interpret, then model, setting conventions.
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Ghul wrote:
Based on discussions here in the past, my experiences at conventions, and working with new players, I have drafted a "HYPERBOREA PRIMER" to be included with the next printing of the game. This (below) is what I have so far. The intent is to create setting immersion whilst retaining brevity of information so as not to overload them. You know that glazed expression on your players' faces when you've carried on explaining something for far too long? I'm trying to avoid that, though providing useful content at the same time.
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HYPERBOREA PRIMER
Regardless of your character’s class, race, alignment, religion, and secondary skills, there are several facets of life that are generally known to all characters in Hyperborea:
- The sun is a red giant that skirts along the horizon
- Two ellipsoid moons revolve around Hyperborea
- Saturn (Kyranos) is oft visible during diurnal and nocturnal hours
- A week = 7 days, a month = 28 days, a year = 13 months, and a cycle = 13 years
- The 13-year cycle includes a year of perpetual light and a year of perpetual darkness
- A plague called the Green Death nearly obliterated humanity 1,000 years ago
- The Hyperborean Sea spills off the Rim of the World into the infinite Black Gulf
- Great obelisks rise from the six corners at the Rim of the World
- Mount Vhuurmithadon is the north pole and axis of the entire realm
- Khromarium is the largest city of the realm, a cosmopolitan metropolis
- The Xathoqqua orthodoxy is the most prevalent religion of the realm
- The indigenous Hyperborean race once ruled Hyperborea with savage cruelty
Of course, there are varying degrees of knowledge regarding all these particulars. Everyone sees the sun and the moons, but most have never seen the Rim of the World or Mount Vhuurmithadon. Khromarium may be renowned, but it doesn’t mean your character has ever been there. Xathoqqua worship is ubiquitous, but your character may be from a locale the eschews the bat-toad’s worship. Hyperboreans may be infamous for their wickedness, but perhaps your character has never met one and thus prefers to reserve judgement.
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Excellent Jeff: maybe add something about the sparsely-populated lands, due to the Green Death? And one thing I play up is the mystery of where/when Hyperborea is. With the usual Earth-historical (Vikings, Picts, etc.), legendary (Atlantean Hyperborean) and downright weird (undead Roman Legionaries, Vhuurmis, skyships, high-tech) elements it's much more than a weird set of geographical impossibilities. IMHO of course.
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Ghul wrote:
You know that glazed expression on your players' faces when you've carried on explaining something for far too long? I'm trying to avoid that, though providing useful content at the same time.
Great for Convention games! Being excited to express the different kind of world that Hyperborea is often leads to a firehose of info to players that just want to read their character sheets and know what dice to roll. This boils it down very well.
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rhialto wrote:
and downright weird
Don't forget Atlantians, and the possible technology they may have left behind is high on the weird science side...
Last edited by BlackKnight (1/03/2021 3:11 pm)
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BlackKnight wrote:
rhialto wrote:
and downright weird
Don't forget Atlantians, and the possible technology they may have left behind is high on the weird science side...
I completely agree that it's an important distinction that should be stressed with greater emphasis going forward. This setting is not vanilla fantasy (Forgotten Realms, etc. -- not saying I don't enjoy the Realms), and it's not intended to be a sword-and-sorcery Hyborian Age clone or pastiche, even though ample inspiration is drawn from Howard's works.
For years we've been promoting the game as "Swords, Sorcery, and Weird Fantasy," but lately I've been considering adjectivally expanding that catch phrase to "Swords, Sorcery, and Weird Science-Fantasy." The simple addition of "Science" creates broader streams of information for the reader, further emphasizing our thematic flexibility. Meaning, a referee can embrace all the aspects of sword-and-sorcery and cosmic horror, but there is also a bit of that "sword-and-planet" component here, with radium pistols, laser crossbows, anti-grav belts, sky ships, and so forth.
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Ghul wrote:
For years we've been promoting the game as "Swords, Sorcery, and Weird Fantasy," but lately I've been considering adjectivally expanding that catch phrase to "Swords, Sorcery, and Weird Science-Fantasy." The simple addition of "Science" creates broader streams of information for the reader, further emphasizing our thematic flexibility. Meaning, a referee can embrace all the aspects of sword-and-sorcery and cosmic horror, but there is also a bit of that "sword-and-planet" component here, with radium pistols, laser crossbows, anti-grav belts, sky ships, and so forth.
I like this idea a lot, and it's one of the aspects I've played up in my Hyperborea: the Atlanteans (and Hyperboreans before them) had access to high-tech (what you mention above), and in my game even more advanced things, with a sword-and-planet flavor.
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rhialto wrote:
Ghul wrote:
For years we've been promoting the game as "Swords, Sorcery, and Weird Fantasy," but lately I've been considering adjectivally expanding that catch phrase to "Swords, Sorcery, and Weird Science-Fantasy." The simple addition of "Science" creates broader streams of information for the reader, further emphasizing our thematic flexibility. Meaning, a referee can embrace all the aspects of sword-and-sorcery and cosmic horror, but there is also a bit of that "sword-and-planet" component here, with radium pistols, laser crossbows, anti-grav belts, sky ships, and so forth.
I like this idea a lot, and it's one of the aspects I've played up in my Hyperborea: the Atlanteans (and Hyperboreans before them) had access to high-tech (what you mention above), and in my game even more advanced things, with a sword-and-planet flavor.
I agree with the above change. It better represents the world I run and the feel of the book.
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Ghul wrote:
For years we've been promoting the game as "Swords, Sorcery, and Weird Fantasy," but lately I've been considering adjectivally expanding that catch phrase to "Swords, Sorcery, and Weird Science-Fantasy." The simple addition of "Science" creates broader streams of information for the reader, further emphasizing our thematic flexibility. Meaning, a referee can embrace all the aspects of sword-and-sorcery and cosmic horror, but there is also a bit of that "sword-and-planet" component here, with radium pistols, laser crossbows, anti-grav belts, sky ships, and so forth.
Hmm, this has got me thinking... I wonder if ‘weird fantasy’ encompasses ‘science fantasy’ as well as other things besides (such as Lovecraft and so on). That is, the term ‘weird fantasy’ may already be sufficiently broad, and the addition of ‘science’ may act to constrain rather than expand the concept, thus leading to a different impression in someone unfamiliar with AS&SH. Not intending to throw a spanner in the works, but just a thought....
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Fantasy has already a...divergence from science fiction nowadays.
Wierd Fiction might cover it but was the term of art back when CAS and the rest were writing way back when.
Explicitly putting Sci-fi in there "allows" folks the latitude to roll in that stuff. It also modifies expectations of wtf can happen as a player.
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My thinking is that when we employ the nomenclature "sword-and-sorcery," the reader immediately can think of Conan, Kull, Fafhrd and the Gray Mouser, Elric, Death Dealer, et al. This is great, and it's immediately impactful. I feel that "weird" is evocative of cosmic horror, the likes of which we see in HPL and CAS (likewise, REH was influenced by his pen-pal, HPL, and these elements found there way into his works, too).
Of course, with CAS, there is a strong sword-and-sorcery feel, because his worlds (and he was a master world builder) are often magical, with sorcerers, necromancers, and so forth, but there are decidedly different tones/moods in the respective fiction of HPL and CAS, even if the subject matter, on the surface, is "weird" and "horror". CAS is more stylized, lyrical, and has a strong amount of dark humor in his fiction. But like I said, he had that sword-and-sorcery or fantasy element to a lot of his fiction, as seen in Poseidonos, Hyperborea, Zothique, and Averoigne. But it's not of heroic stamp, the way REH's fiction is, which has those world-building elements -- shifting (rise and fall) of nations, cosmic horror, and so forth. REH's fiction is typically more personal, and the heroes are not always doomed. They often triumph -- they live, they love, etc. I digress.
So why "science-fantasy" instead of simply "fantasy"? Because, IMO, I do feel that when we add "science," we can open our minds to Wagner's Kane, Moorcock's Hawkmoon, Burroughs' John Carter, and so forth. If the new reader digs more deeply into the setting aspect of the HYPERBOREA game, they will soon discover these strange allusions to an "Old Earth," a dying, red giant sun, and a realm that is littered with strange, ancient Atlantean artefacts of technology, eldritch horrors that utilize super-computers, and snake-men that conduct laboratory experiments.
I want to capture all of these elements in as few words as possible, because, like I mentioned upthread, I feel that with a few simple words like "Swords, Sorcery, and Weird Science-Fantasy" the reader can (based on their own experience with literature and other media) open strings of associations that relate to these different aspects of the game. So, in a nutshell, I respectfully disagree that it constrains; rather, I feel that it expands the scope but in a tasteful, evocative way.
Last edited by Ghul (1/13/2021 4:09 pm)
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Dang it, Ghul, somehow this got me thinking there isn't a class that deals in the weird science of Hyperborea.
This is also in part because of one of my campaigns. They are going through Tridentfish Island from Melan's excellent Echoes from Fomolhaut series, #3.
Basically they tangled with a worm from space that has the possibilities of being the idea/precursor for the Ashen Worm!
There was a store room with some weird devices and I randomly determined that 4 seem to be of some "value", and they snagged a fifth just because.
So, I have to come up with what those things might do. I recently rewatched The Lost Room so I'll try to carry that vibe into it as well. There was the possibility of trigger a call to fellow space worms during the encounter. I still might finagle that in with one of the devices. You never know...maybe the Ashen Worm shall raze again!
Which is a long winded way to say...what about a tinkerer?
Just savvy enough in the ways of the lost tech to use it, use it better, and maybe repair it.
I REALLY DON'T HAVE TIME FOR THIS! :-)
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Thanks for elaborating Ghul. An excellent summary of the influences and solid rationale; I concur with your take - tasteful, evocative and suitably expansive.
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Ghul wrote:
So why "science-fantasy" instead of simply "fantasy"? Because, IMO, I do feel that when we add "science," we can open our minds to Wagner's Kane, Moorcock's Hawkmoon, Burroughs' John Carter, and so forth. If the new reader digs more deeply into the setting aspect of the HYPERBOREA game, they will soon discover these strange allusions to an "Old Earth," a dying, red giant sun, and a realm that is littered with strange, ancient Atlantean artefacts of technology, eldritch horrors that utilize super-computers, and snake-men that conduct laboratory experiments.
Indeed, it's this aspect of Hyperborea that inspires me the most: take all the spoor of classic weird fiction and weave it in in fascinating ways.
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Doctor_Rob wrote:
Thanks for elaborating Ghul. An excellent summary of the influences and solid rationale; I concur with your take - tasteful, evocative and suitably expansive.
My pleasure.
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gizmomathboy wrote:
Dang it, Ghul, somehow this got me thinking there isn't a class that deals in the weird science of Hyperborea.
This is also in part because of one of my campaigns. They are going through Tridentfish Island from Melan's excellent Echoes from Fomolhaut series, #3.
Basically they tangled with a worm from space that has the possibilities of being the idea/precursor for the Ashen Worm!
There was a store room with some weird devices and I randomly determined that 4 seem to be of some "value", and they snagged a fifth just because.
So, I have to come up with what those things might do. I recently rewatched The Lost Room so I'll try to carry that vibe into it as well. There was the possibility of trigger a call to fellow space worms during the encounter. I still might finagle that in with one of the devices. You never know...maybe the Ashen Worm shall raze again!
Which is a long winded way to say...what about a tinkerer?
Just savvy enough in the ways of the lost tech to use it, use it better, and maybe repair it.
I REALLY DON'T HAVE TIME FOR THIS! :-)
Fascinating idea! I can picture a spiral tower in Khromarium where a secret cult of sages study a cache of weird Atlantean artefacts from a bygone age. What secrets they glean can make the stuff of adventures!
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Yeah, something like that.
"Hey Xill, you feel like mounting an expedition to the Spiral Array? I hear there's some ancient Snake People warrens in there. Maybe they left behind some alchemy tomes."
"Graber, your squirrelier than an Ixian in the Diamond Desert, but by gum why not!?"