Showing posts with label Costikyan. Show all posts
Showing posts with label Costikyan. Show all posts

Sunday, December 15, 2019

Book Review: Sign of the Labrys (spoilers)



On page 8 of the Players Handbook, Gary felt the need to explain the usages of the term level:  “Level as an indication of character power . . . Level as used to indicate the depth of the dungeon complex . . . Level as a measure of magic spell difficulty . . . Level as a gauge of a ‘monster's’ potential threat . . .”  We learn that, “It was initially contemplated to term character power as rank, spell complexity was to be termed power, and monster strength was to be termed as order . . . However, because of existing usage, level is retained throughout with all four meanings, and it is not confusing as it may now seem.”  Of course, since then, ‘monster level’ has given way to challenge rating, but the term for dungeon stratum is immutably Level.

Gary specifically listed Margaret St. Clair's Sign of the Labrys in Appendix N.  Although the notion of successive underworld levels is as old as religion, there is an assumption that the 1963 novel contributed to the D&D concept of dungeons.  I can't argue against this assumption yet, honestly, had I been told Sign of the Labrys influenced a role-playing game but not which game, I would have associated the novel with Paranoia.

In his review of Sign of the Labrys in the March 1964 issue of Analog, P. Schuyler Miller states, “I have an idea this is a ‘sleeper’ that will hang on over the years, growing with rereading.”  (He also lamented, “. . . it catches a case of Van Vogts and goes all complicated.”)  If Sign of the Labrys is a sleeper, then it's still dozing.  Regardless, Sign of the Labrys has fared better than The Shadow People, having been reprinted as part of Dover's ‘Doomsday Classics’ series.  Sign of the Labrys is categorized as science fiction rather than fantasy.  Specifically, the ‘Guide to Subject Analysis for Fiction and Drama’ subject headings for the book are “science fiction,” “occult fiction,” and “dystopias.”  The Library of Congress Subject Headings are “Witches – Fiction” and “Paranormal fiction.”  Lastly, the ‘Book Industry Standards And Communications’ subject headings are ”Visionary & Metaphysical” and ”Occult & Supernatural.”

According to the back cover copy:
This Wiccan-themed science fiction novel was cited by Gary Gygax as an inspiration for Dungeons & Dragons.  Enthusiasts of the role-playing game will recognize the forerunner of Castle Greyhawk and its labyrinthine setting of multiple levels connected by secret passages. . .
Most of the action in Sign of the Labrys takes place in a underground complex.  Apparently, the complex was inhabited as a result of the “great plagues” which transpired ten years prior to the start of the novel and killed 90% of humanity.  People regularly visit the surface without ill effect, but they choose to reside in the complex.  Although the plagues “have been in abeyance for years now,” the fear of contamination has caused people to isolate themselves from one another.  “People satisfy their sexual needs in fifteen-minute contacts,” we learn, “and run away from each other afterwards.”

One of the upper levels “consists of an apparently interminable series of interlacing arched arcades, part natural and part artificial . . .”  With regard to levels, the protagonist narrates:
     It is important to understand what a level is.  It is not much like a floor in an office building.  A level may be a hundred or a hundred and fifty feet deep, and subdivided into several tiers.  Also, access to them is not uniform.  The upper levels are simple and straightforward; one gets to and from them by stairs, escalators, or elevators . . .
     As one goes down, it gets difficult.  Entrances and exits are usually concealed.  The reason for this, I think, was partly to protect the VIP's in the lower levels from unauthorized intrusion, partly to provide a redoubt in case the ”enemy” was victorious, and partly because of the passion for secrecy that characterizes the military mind.
Aside from “stairs, escalators, or elevators,” there are also matter transmitters and anti-gravity tubes, but the existence of such things is not mentioned until the protagonist interacts with them.  Also, the transitions among the deeper levels tend to have guardians.  The protagonist seeks out a witch named Despoina even though he realizes she “might or might not have any real existence.”  In his journey, he descends to lower and lower levels.

Levels are identified by letters rather than numbers.  Tiers are indicated by a number after the letter.  The protagonist declares, “I walked along the dim corridor until I came to F1 (this is a tier, and different from F, which is a separate level).”

Level G is an ecosystem complete with groves of trees and a beach with “salt water and sand to sunbathe on.”  A denizen announces, “We even have tides.”  The level is inhabited by people (and their children) who were VIPs at the time of the great plagues.  Assuming the plagues were instruments of warfare, they sealed themselves off waiting for the end of a non-existent war.

The protagonist reaches Level H with the assistance of a dog with an extra brain.  Enduring hallucinations, he wanders through a stone labyrinth “for at least two days,” eventually reaching on office intended for the president of the United States.  The protagonist then descends to what turns out to be Level I (“the hidden nadir level”) with a floor of ice and with “great pillars, partly hewn and partly natural, that supported the roof.”  He then briefly encounters the witch before losing consciousness.

Later, the protagonist starts to develop Wicca powers as he becomes an initiate.  He is a reincarnation of “the male counterpart of the high priestess, the other focus of power in the circle.”  He recalls some sort of racial memory and is possessed by a “‘pattern of power’ that had been a man once, millennia ago.”

The experiences of the protagonist in Sign of the Labrys are similar to those of the protagonist in The Shadow People; he has a heretofore unknown mystic heritage and undergoes hallucinations while wandering underground.

Sunday, May 21, 2017

Inspiration: Loslon (Part II)

Art by Michael Creager

Avalon Hill marketed Dark Emperor as “its game of fantastic warfare.”  As described in the previous post, the setting of the game is the world of Loslon.  True to the notion of “fantastic warfare,” most of the counters represent military units.  Other counters represent individuals called Leaders; they have 'Hero Ratings' that can affect battles.  Many Leaders also have a Magic Strength, permitting them to cast spells.  On Loslon, magic is derived from Runes and each magic-using leader is associated with one.

There are five pairs of 'opposed' Runes:  Death / Life, Terror / Serenity, Earth / Air, Fire / Water, and Metal / Wood.  Each Rune permits the casting of one or two spells as well as the ability to counter the spells of its opposite.  Any given spell “is either a movement, combat, or diplomacy spell.”  Aside from countering Wood spells, a “Metal Rune leader” can cast “Forge Sword.”  This creates either a Hero's Sword (which seems to increase a leader's Hero Rating during heroic combat) or a Living Sword (which can permanently destroy greater vampires).

When casting a spell, a player must roll the leader's Magic Strength or less on 1d6.  Given that most spell casting leaders have a Magic Strength of 3, such a leader has only a 50% chance of successfully casting his (or her) first spell in a game-turn.  “Magical Devices” can increase Magic Strength, as can areas on the board indicated by Rune symbols.  (Some leaders start the game with a Magical Device.)

Also on the board are seven pentacle symbols upon which “magic hex units” are randomly placed, face down.  Leaders can visit such a hex and reveal the counter.  Among the possibilities are three monsters and four Magical Devices.  Leaders may attempt to recruit monsters or fight them.  Killing a monster means that “the leader's hero rating is permanently increased by ONE.”  The Magical Devices include:
Famir – A sword “created to destroy Ssstoth, king of the Sea-monsters.”  Ssstoth can appear in the game and the leader with Famir is compelled to fight Ssstoth.
He-Sups-On-Prana – A sword which can drain an enemy's soul “and destroys him.”
The Dawn Lantern – This device reduces “the combat strengths of all vampire units...”
The Silk Negator – “It is a cloth with the ability to negate any magic.”

Also part of the game are mercenaries who can be recruited by either side:
Lord Montoy – Lord Montoy ruled the lands between the cities of Montoy and the Gates.  When defeated by Stavror ten years ago, “he retreated to the interior with the survivors and began a guerilla war.”  He has become a mercenary with the hope he can earn “enough gold to hire a force to retake his kingdom.”
SaarSaar is an intelligent Great Eagle from the mountains of Ahautsieron.  Unlike most of his race, his primary interest in humans is as food.  To his delight, he has discovered that humans will pay him to fight other humans; the result being a battlefield covered with fresh corpses for the delectation of Saar and his followers...
Fernan Conniver – “He was banished from [Kelaron Oiret] when it was discovered that he bribed his way into the Ahaubot,” the governing body of the land.  “He has become a mercenary leader of considerable ability since his disgrace” and “is only employed by those who have a desperate need for his services.”
The HoundsThe Hounds are a race of sapient canines who live in the far north.  Mor Faloi, a human, was abandoned in their land as a child.  They adopted him and raised him to the pack.  As a man, Mor has raised a unit of hound fighters and become a mercenary...
Cos dol CosCos dol Cos is a member of the Cult of Unity, a religious cult who believe that magic has brought man nothing but misery.  They seek to eliminate magic from Loslon and return to the ancient ways, practiced before the First Age of Magic.  Cos dol Cos isn't a true mercenary, he fights when and where he feels the cause is served.  His Sons of the Morning are so named because they believe that the elimination of magic will bring a golden dawn to mankind...Cos dol Cos and the Sons of the Morning are immune to all forms of magic.
Silwer Flagriel – Silwer is a cult leader associated with the Fire Rune, but – unlike the other mercenaries – he is not associated with any military units.  The Cult of Burning Inspiration believes that evil is rampant and “must be burned out wherever it is found.”  He is more likely to side with the Great Necromancer since the kingdoms of Loslon “are a little tired of Silwer's habit of burning cities to the ground to purge the evil within them.”

Sunday, May 14, 2017

Inspiration: Loslon (Part I)

Art by Michael Creager
In the third age of magic Padrech dar Choim, the Great Necromancer, was banished to the Realm of the Dead by the High Emperor Padrom III after a long and bloody war. There, on the cold and silent Fields of Decay, he brooded as centuries passed. Slowly, with the passage of time, he gathered his forces for his next assault on civilization. While marshalling his power he found allies to his cause in Tol Morn, Lord of Vampires, and Mezal, Avatar of the goddess Szanbu (Misstress of Fear and Terror). Now, his time has come again...
Thus begins the Introduction to Dark Emperor, an Avalon Hill bookcase game published in 1985.  For this game, the designer, Greg Costikyan, tried “to create a believable fantasy world.”  According to the designer's notes:
Many fantasy worlds are built with unimaginative, and sometimes impossible, geographies. This may seem to be a minor point but, as a geologist, it is a sore point with me. I hit upon the idea of placing the game in a world of impact-crater geography where the plate tectonics that has produced the geography of our own world does not operate... I proceeded, therefore, to produce a set of tables to generate random locations and sizes for impact craters and generated geography on a hex grid map with a compass.  The result is the world of Loslon.
I have attempted to create a passable rendition of this world (without hexes).  I have used grayscale for purposes of visibility and have used different symbols to represent Loslonian runes.



(I could find no instance of the 'Air' rune on the Dark Emperor board.)

Several battlefields are indicated on the map.  The Necromancer opponent can recruit undead armies from these places.  The battlefields are:  (1) Battle of Fornost, (2) The Hecatomb, (3) The Fallen Standard, (4) Battle of Kelar Isle, (5) Battle of the Gates, (6) The Emperor's Lament, (7) The Graves of the Marind Warriors, and (8) Battle of Geysers.  Units of distance are “imperial zotz” and no conversion formulae are presented.  Why the the 'Battle of Fornost' transpired over a thousand zotz away from Fornost is also not explained.

Costikyan also developed “the elements of a believable language, in order to produce consistent names.”  Also from the designer's notes:
Another peeve I have with much fantasy and science fiction is inconsistent naming.  Writers seem to delight in inventing outlandish names with no thought to the fact that a culture produces those names and certain rules apply to them.

Here are some brief notes regarding the kingdoms of Loslon.

Zolahaureslor:  In the wake of “the Necromantic War the ended the third age of magic,” the fringes of the empire were subject to “a series of revolts and barbarian incursions.”  Zolahaureslor is what remains of the empire.  “Its court life is a labyrinthine web of deadly intrigue.”

Ahautserion:  This former area of the empire was conquered by a tribe called the Marind Warriors.  “Its economy is dependent on mining and metal-working.”

Ferlarie:  “When the south was overrun by the Stavek barbarians, and it became clear that the empire could not help them, Ferlarie declared its independence and built a sizable fleet to protect its far-flung dominions.”

Kelaron Oiret:  “The Kelaron peninsula, like Ahautserion, was overrun by the Marind Warriors...In this land the tribal customs of the Marind evolved into republicanism.”

The Marechs:  “The two Marech kingdoms, Lammarech (Eastern Marech) and Loymarech (Western Marech), were conquered by the Mari, a civilized people driven south by a series of crop blights during the empire's decline.”

Starkeep:  “Starkeep is of great religious importance to the lands around it.”  It is the realm of the Star Believers – “a cult of sky worshippers associated with the Serenity rune.”

The Scythe:  The people of the Scythe train rocs “to fight and carry riders.”

Stavror:  The Stavek barbarians “tended to mount a sizable invasion of the empire every century or so.”  With the decline of the empire, the Stavek occupied the southern regions and have “become one of the most powerful, and prosperous, nations in Loslon.”

Tal Pletor:  Twelve years ago in this nation, a mercenary general “usurped the throne, married the ex-king's wife and killed the remainder of the royal family.”

Wednesday, August 29, 2012

Dungeon Sociology


This interesting essay was included in Costikyan and Simonsen's DeathMaze (©1979 Simulations Publications, Inc).  The essay has no direct bearing on that game except as 'color.' However, as color it relates generally to the 'old school' concept of a dungeon as a game setting.  Your humble host presents the essay in its entirety.




Goldberg is, of course, one of the designers (if not the primary designer) of DragonQuest, SPI's fantasy role-playing game.