Showing posts with label monkey blood. Show all posts
Showing posts with label monkey blood. Show all posts

Monday, July 17, 2023

REVIEW: The Staffortonshire Trading Company Works of John Williams

Roleplaying games set in the past of the real world, whether played straight or including an element of the fantastical, have always been hard sells. A big reason for this, I think, is that gamers, even well-read ones with access to the vast store of information that is the Internet, often lack for practical resources to support play in past ages. By "practical resources," I mean the kinds of things that RPGs with wholly imaginary settings include without a second thought, like appropriate equipment lists, details about law and order, information about society and culture – or maps.

Now, maps might seem like a small thing, perhaps even a relatively unimportant one. After all, we all know what a castle or a mansion or a church looks like, right? Even assuming that's true – which experience has taught me it is not – the matter isn't as simple as it might appear, especially when you're dealing with locales within a specific time and place. One might know what a mansion house looks like in, say, England during the 1920s, but what about the 1820s? What about a mansion house in France or Germany or the United States? With enough qualifiers and specificity, the questions become a lot more vexed and the work of the referee much more onerous.

Enter The Staffortonshire Trading Company Works of John Williams (hereafter simply Works) by Glynn Seal. Written for and published by Lamentations of the Flame Princess, it's a beautifully made – and supremely useful – 126-page hardcover volume consisting of nearly 100 maps of 17th-century buildings and sailing vessels from Europe, North Africa, Asia, and the New World. The book's framing device, as presented in its introduction, is that the maps were all made by the Englishman John Benjamin Williams in 1674. Williams was employed as a cartographer and architect by the Staffortonshire Trading Company, a vocation that took all across the globe, from England to North America to Europe and into the Ottoman Empire and beyond. During his time with the trading company, Williams also acted as a spy for English crown, thereby providing an explanation for some of the more unusual places he visited – and created maps for – during his travels. 

The included maps are quite varied, covering fairly mundane locations (shops, houses, churches), more socially sophisticated ones (mansions, colleges, palaces), highly specialized ones (ships, water mill, lighthouse), and the truly unusual (cockfighting theater, mineshaft, whaling station). Furthermore, a number of singular locations also receive attention, such as Dudley Castle, the Kremlin, the Palais de Tuileries, and the Jamestown settlement of colonial Virginia. As you can see, the locales are remarkably diverse, both in terms of purpose and geography. There's naturally a heavy focus on western Europe, with England and France predominating, but that doesn't in any way detract from the utility of this book to anyone playing or refereeing a game set in the 17th century.

All of the maps include a key and a scale and many of them also include an illustration depicting the building or vessel. These illustrations are as useful as the maps themselves, since they serve as visualization aids – something that's very important in historical RPGs in my experience. After all, it's one thing to know what a generic mansion or church looks like, but what did such things look like in the 1600s? Beyond that, these illustrations include significant additional details, like the materials used in their construction, which adds to the sense of time and place that are vital to the success of historical roleplaying game adventures. 

Of course, this attention to detail should come as no surprise. Glynn Seal, the author and cartographer of Works, has previously produced numerous fantasy RPG products whose maps are similarly detailed and useful. Likewise, Lamentations of the Flame Princess products are always exceptionally well made, with superb paper quality and binding. This one is no exception, featuring as it does thick, parchment like paper that adds to the illusion that this is a book from the 17th century. Merely as an artifact, Works is a joy to hold and peruse. That it's also so useful to players and referees of any RPG set in the 17th century, only increases its value.

The Staffortonshire Trading Company Works of John Williams is available in both print and PDF formats. If you're interested in seeing what the interior of the book looks like, Glynn Seal has provided lots of photographs and a helpful video here.

Tuesday, August 25, 2020

REVIEW: Folk Magic of the Haven Lands

Since 2017, Monkeyblood Design has been detailing the Midderlands, "a twisted version of central England" as viewed "through grime-smeared spectacles." Though ostensibly written for use with Swords & Wizardry, all Midderlands products are easily adapted to your favorite OSR rules system. The latest release for the Midderlands is no different. 

Folk Magic of the Haven Isles (available in hardcover, softcover, and PDF) is a concise 60-page volume offering a collection of new options for magic-users, inspired by the folklore of the actual British Isles (called the Haven Isles in the Midderlands setting). Written by Richard Marpole and with full color illustrations by Glynn Seal, Folk Magic is delightful, filled with not only intriguing takes on magic but the same quirky charm found in all the Midderlands books – a twisted (semi)historical fantasy with bits of absurd, Pythonesque humor.

More importantly, this is a book suffused with a refreshing specificity. Nearly everything in Folk Magic is inspired by real world myths and legends while still being accessible to those unfamiliar with them. In this way, the book avoids being generic and deracinated like so much fantasy these days. There's a groundedness to it all that, for me anyway, is a huge part of its appeal.

The meat of Folk Magic is the eleven new magical sub-classes it introduces. Each one is tied to the traditions of the Haven Isles, providing unique abilities and drawbacks, including spell options and casting styles. Fortunately, each sub-class generally takes up only one or two pages of text, ensuring that any new rules associated with them are straightforward and simple to employ. In most cases, the descriptions focus as much on flavor as on rules, which I think offers a great model to referees looking for ways to customize the magic-users of their own settings. 

The new sub-classes are:

  • Appel Queen or King: Supernaturally inspired brewers (an option for beer making is provided)
  • Bog Chanter: Knowers of the secrets of bogs and marshes.
  • Braag: Magical tricksters who can change into donkeys
  • Demon Slaves: Sorcerers who have aligned themselves with devilry in exchange for great power
  • Faerie Bride or Bridegroom: Individuals who spent time in the realm of the Faeries
  • Green Child: Children raised in the subterranean Middergloom and make their way to the surface
  • Hermetic Magician: Learned scholars of the occult
  • Masked Dancer: Magicians who draw power from the masks and costumes they don
  • Peller: Cunning-folk steeped in the lore of their rural homes
  • Sin Eater: Religious folk who acquire magical abilities by atoning for the sins of magicians
  • Spae Wife: Prophets and weather diviners
  • Stitch Witch: Magicians who demonstrate their powers through magical attire
  • Toadman: Poisoners, gamblers, and con men with batrachian powers
  • Wizard of the Cage: Sorcerers who tend to the sleeping knights fated to help the Haven Isles in its hour of greatest need
As you can see, there is a great deal of variety in the sub-classes. The one thing that unites them is their connection to the folklore of the Midderlands setting. For example, the Braag is more common among the playable goblin race and is reflective of their ways, while the Green Child maintains a connection to the weird green radiation that manifests in physical deformities that can be passed on to others. In every case, there are small tweaks or additions to the basic magic-user class, such as the demon slave's demonic familiar or the spae wife's divinations, that set them apart. It's all so simple and yet evocative, demonstrating that you don't need to deviate too much from the core classes of the D&D tradition in order to create a PC or NPC who is genuinely distinctive.

Folk Magic of the Haven Isles also includes new backgrounds (non-mechanical bits of inspiration), magical tomes (spellbooks with histories of their own), new spells (some limited to specific sub-classes), and oddities, like the mandrake and robin jade-breast. Taken together, it's a neat little package of ideas to inspire referees and players alike, whether they're using the Midderlands setting or not. If nothing else, I hope that we'll see more books like this, not just from Monkeyblood Design, but from other publishers too: charming and idiosyncratic takes on the well worn elements of old school fantasy. There's a surprising amount of life left in these hoary standards. Folk Magic of the Haven Isles brilliantly demonstrates shows this to be the case; others should take note and emulate it.