Showing posts with label phantom islands. Show all posts
Showing posts with label phantom islands. Show all posts

Sunday, December 3, 2017

The Horn of Roland (spoilers)

Art by Dave Billman

As mentioned in a previous post, Tom Moldvay intended that The Horn of Roland be included in the Lords of Creation boxed set as an introductory adventure.  For whatever reason, The Horn of Roland was published as a separate item.  I examined Roland to see if it addressed perceived gaps in the Lords of Creation rules; alas, it did not.  Regardless, Roland offers a glimpse of how Moldvay intended Lords of Creation to be played.

In most role-playing games, player characters are part of the setting from the start.  In Lords of Creation, Moldvay stated that player characters “begin as 'ordinary' people; strange things start to happen to them; they undergo unusual adventures.”  They are introduced to parallel worlds, alternate dimensions, and pocket universes; they gain extraordinary abilities.  In short, the player characters transition from the mundane world to the “region of super-natural wonder” (to use Joseph Campbell's phrase).

The Horn of Roland is actually a sequence of six related scenarios – a short term campaign, in effect.  The first scenario is intended as a starting point for “newly-created” Lords of Creation characters.  It is a murder mystery.  Of course, there's nothing wrong with a murder mystery in the right context.  However, the cover of Lords of Creation depicts a man and a woman emerging from a portal connecting a fantasy realm to a science fiction realm.  The man has shuriken attached to his boots and the woman is zapping a dragon.  Maybe this seems like an interesting play experience or maybe it doesn't.  In any event, it sets expectations and these expectations do not include a murder mystery.  The mystery is described as “fairly complex” and the GM is encouraged “to force [the characters] to investigate all possibilities...”  (There are seven separate and detailed red herrings.)  A GM can effectively run the mystery thanks to the manner in which Roland presents it; however, the players (who may well have expected to fight robots and dragons) must cope with a convoluted mystery.  I mean, they didn't sign up to play Agatha Christie's Biddies & Belgians.  (That's a thing, right?)

The player characters are attending a gaming convention “in the fictitious town of New Bristol...”  The convention is hosted by the New Bristol Arms, owned by Tom Morgan (evidently an author avatar).  A businessman residing in the penthouse of the New Bristol Arms is murdered, but the police consider the death to be a suicide.  Morgan hires the player characters to investigate (with the consent of the police chief).  I think that Moldvay may have originally intended the mystery to take place in the thirties.  There's an NPC detective whose appearance is based on Humphrey Bogart.  There's an NPC gangster whose appearance is based on James Cagney.  There are German and Japanese agents vying for stolen technology.  Most tellingly, there is an elevator operator.  Moldvay even offers a special trivia quiz that “isn't part of the adventure and in no way affects the experience earned by the characters.”  (Question[s] #1:  Who wrote The Mousetrap?  What novelette is the play based on?  Name two other mystery plays by the same person.)


The players are given some hand-outs, such as the above map.  Unfortunately, there are complications.  On the map, #47, #74, and #95 each appear twice.  Locations #48, #75, #84, and #90 are absent.  (The duplicates of #47 and #74 might account for the missing #48 and #75, respectively.)  Finally, the key lists 101 locations, but the map includes location #102.  I think Moldvay wanted New Bristol to serve as a continuing base of operations for the player characters and a place to acquire equipment.  A venue less expansive than a town may have been more suitable for starting characters; a university, perhaps.

Anyway, during the course of the investigation, the player characters are plagued by a Phantom.  The players are not informed about the reasons for the antagonism of the Phantom until the last scenario.

The murder was committed by a local heiress possessed by the spirit of a witch.  (The victim was descended from the judge who sentenced the witch to death three hundred years ago.)  The mysterious “Cult of the Serpent” was responsible for summoning the witch's spirit and supplying a living vessel for it.  While investigating the seven red herrings, the player characters interact with a long list of townspeople, none of whom are associated with the cult.  If some of the NPCs were cult members, it would have provided players another means to get at the truth.

A non-player character tells the player characters where to go for the climax of the scenario and they get the privilege of watching said NPC conduct the denouement.  Not only must the player characters plod through a complex mystery, but they also get sidelined by an NPC at the end.  Well, the player characters see their Phantom board a “Ghostly Galleon.”  The aforementioned NPC offers them $100,000 to pursue the Phantom (even though he has no reason to do so – nothing suggests he was even aware of the Phantom prior to the end of the adventure).  The heiress, freed from possession, offers her 70-foot yacht.  This leads into the second scenario.  What if the player characters aren't interested in pursuing the Phantom?
     If the characters don't chase the Ghostly Galleon, there is no further adventure...Do your best to let the characters give chase voluntarily.  But if all else fails, the characters are surrounded by a bright yellow light...Each character will have a vision of his enivitable [sic] death at the hand of allies of the Phantom.  Every character who fails to make a Luck Roll feels an uncomfortable urge to chase the Ghostly Galleon.
Please have your tickets ready for the conductor.  Choo-choo!  (Also, how are player characters supposed to know who “allies of the Phantom” are in their visions?  Does the Phantom stand around gleefully rubbing his hands?  Does he give his ally a high five?)

As they pursue the Ghostly Galleon, the player characters have various encounters.  Eventually, in the Bermuda Triangle, “they sail through a swirling tunnel of light” into another dimension.  Then things start to get a little weird.  At night, the yacht is pursued by the Wild Hunt.  The players have no idea why.  Furthermore:
     The characters have to realize, as soon as possible, that they can't harm the hunter.  He is simply too powerful considering the characters' current level of experience.  The characters stand no chance in battle.  Their only hope is to flee as fast as possible.  If they don't flee quickly, the hunter has time to attack, and possibly kill, one or two characters chosen at random before the sun rises and he returns to the clouds.
Fortunately, the player characters meet up with the Flying Dutchman.  He gives them a statuette that keeps the Wild Hunt away, but it is only effective for a week.  The only permanent protection from the Wild Hunt is the eponymous Horn of Roland.  The Dutchman has recently seen it in a bone tower, on a nearby island.  The bone tower is the subject of the third scenario.

Moldvay contributed to The Isle of Dread and the island in The Horn of Roland is what would result if The Isle of Dread met Land of the Lost and they dropped acid.  Yes, there are dinosaurs.  Also on the island are relics of The First Ones, “a strange, unknown race that once inhabited the island.”

The player characters go to the bone tower and fight a wide variety of foes.  They also come across a couple of prisoners, one of whom is Cyrano de Bergerac.  Moldvay must have been a fan of the French duelist; not only was Cyrano featured in Moldvay's The Future King, he warrants a one-page appendix in The Horn of Roland.  Moldvay also modified a ballad from the play Cyrano de Bergerac for Cyrano to recite while he – not the player characters – defeats one of the bone tower guardians.

Even after obtaining the Horn of Roland that acts as permanent Wild Hunt repellent, the player characters have other adventures on the island.  Cyrano, on the other hand, leaves for the moon.  “The same method of travel won't work for the characters,” Moldvay informs us, “unless you want to create a short side trip adventure to the moon, returning the characters to the island after the side trip is over.”  Seriously, going to the moon with Cyrano de Bergerac should BE the adventure.  Aside from Cyrano's own work, inspiration for what might happen on the moon could be gleaned from:  Burroughs' The Moon Maid, Wells' The First Men in the Moon, Baron Munchausen, Kepler's Somnium, Lucian's True History, and The Great Moon Hoax of 1835.  There's even a trip to the moon in Orlando furioso.  (Perhaps the object of the quest should have been Astolfo's horn rather than Roland's.)

On the island, robots have “enslaved” humans.  This is automatically assumed to be a bad thing.  A revolt against the robots is the subject of the fifth scenario.  In order to successfully revolt, the humans need to be armed.  In the fourth scenario, the player characters gather the necessary weapons from the “Caves of Doom.”  Although they don't realize it, the player characters are required to obtain a magic sword – Lightbringer – from a “Bloodstone Cube” in the Caves of Doom.
     If the characters don't voluntarily travel to area D20, then touch the Bloodstone Cube, they feel an unexplained, irrestible [sic] urge to do so.  Give the players every chance to take their characters to D20 and touch the cube.  But if the characters try to leave the Caves of Doom without acquiring Lightbringer, they find it impossible to leave.  No matter which way they go, the path seems to wind around back to the entrance to D20.
The final scenario begins when – after the revolt – Phantoms attempt to steal the horn.  (Remember the Phantom from the first scenario?)  “In the struggle,” the scenario reads, “one of the Phantoms accidently loses a map that gives directions to the stronghold of the Phantoms.”  One might think that the Phantoms intentionally dropped the map to lead the player characters into a trap.  I mean, the Phantoms don't need a map; they can teleport and – even if they couldn't – they still manage to get back to the stronghold without the map.  Yet the map was lost accidentally and thus accurately indicates how to get to bad guy headquarters.

At the Shadow Stronghold, the player characters finally learn why they have been drawn into these scenarios.  The basis of The Horn of Roland is the animosity between the mythological Erebus and Prometheus.  Erebus has Prometheus chained in the Shadow Stronghold.  “Erebus, Lord of Shadows,” we read, “for reasons known only to himself, has decided that the characters are his enemies.”  Actually, although the players never learn this, Erebus wants to destroy all persons who have the potential to become Lords of Creation (such as the player characters).  So, Erebus sent the Phantom(s) and (I guess) the Wild Hunt against the party.  Prometheus “has been helping the characters secretly throughout the adventure.”  The Lightbringer sword is the only thing that can break Prometheus' chains.  Once the player characters free Prometheus, Erebus appears and the two fight.  The player characters get to watch.  The scenario reads, “Prometheus asks the characters to keep out of the battle...”  Erebus necessarily loses.  I would have designed the adventure so that the party fights a group of Erebus' followers while Prometheus and Erebus fight on a different dimensional plane.  Also, what happens in the conflict of mortals would affect what happens in the conflict of immortals.  Then again, I'm used to dealing with players who actually like to have their characters engage in meaningful activity.

The Horn of Roland has aspects of a railroad and forces player characters into inactivity during what should be the most exciting parts of the adventure.  It also has a 'big picture' of which the players remain ignorant until the very end.  Players don't need to see the 'big picture' from the start of the adventure, but enough of it should be presented so that the players have an idea about what is going on and they can interact with the adventure appropriately.  For instance, if the players knew there was an extremely helpful magic sword in the Caves of Doom, then the characters would likely not need to be compelled to find it.  Moldvay has no problem with a mentor NPC giving directions to the player characters (e.g., the Flying Dutchman).  He also has no problem with player characters receiving “visions.”  Why not clue the PCs into the fact they are acting for the benefit of Prometheus (or an unnamed powerful being) who will help help them against their (mutual) enemies? 

* * *     * * *     * * *

Thursday, December 31, 2015

Mysterious Island


This year marks the 150th anniversary of a remarkable event that occurred here in Richmond.  Now, this last day of 2015 affords me a final opportunity to commemorate the anniversary and atone for my procrastination.  The event was simply the ascension of a balloon carrying five passengers. The remarkable aspects of the event arise from the circumstances of the voyage and the ensuing adventure of the passengers – an adventure so fantastic, so incredible that the world can only regard it as fiction.

These exploits were dramatized by Jules Verne in his L'Île mystérieuse (first published in 1874).  I use the word “dramatized” because Verne was more interested in telling a story instead of relating a factual account.  As is often the case in his works, Verne sacrificed accuracy for the sake of literary style.  Not that I blame him; if the final result would be labeled as fiction regardless, he might as well “improve” the story.  Of course, Verne was not responsible for all deviations from the truth; some changes were necessary for legal reasons and others were imposed by editors.

The balloon passengers were Cyrus Harding Smith, Captain of the Union Army, and his associates – Gideon Spillet, Boniface Pencross, Herbert Dunn, and the “servant,” Neb.  Please note that personal names were not immune to alteration in Verne’s narrative.  Verne also added a dog.  Anyway, in March of 1865, Captain Smith and company appropriated a military balloon to escape from Richmond.  Due to inclement weather, they had no practical control of the balloon.  As a result, they eventually arrive at a mysterious island.  Here we see  a profound departure from reality on Verne’s part.  Verne’s description of the weather is thus:
Few can possibly have forgotten the terrible storm from the northeast, in the middle of the equinox of that year. The tempest raged without intermission from the 18th to the 26th of March. Its ravages were terrible in America, Europe, and Asia, covering a distance of eighteen hundred miles, and extending obliquely to the equator from the thirty-fifth north parallel to the fortieth south parallel. Towns were overthrown, forests uprooted, coasts devastated by the mountains of water which were precipitated on them, vessels cast on the shore, which the published accounts numbered by hundreds, whole districts leveled by waterspouts which destroyed everything they passed over, several thousand people crushed on land or drowned at sea; such were the traces of its fury, left by this devastating tempest.
In essence, Verne presents a phenomenal storm that lasts more than week, afflicts three continents, and causes inestimable property damage.  This is a case of exaggeration.  In reality, the weather was not quite so dramatic.  Regarding March 1865, Robert K. Krick provides the following information in his Civil War Weather in Virginia :
Richmond’s residents saw a “splendid rainbow” on the night of March 15. The next night “a violent southeast gale prevailed . . . with rain.” Bright sun tempered winds still blowing through Richmond on the 18th, but the dawn of the 19th reminded a diarist of spring in the Garden of Eden. Warm and pleasant weather continued into the 21st, when blossoms appeared on apricot trees.
I had not realized that former residents of Eden were living in Richmond during the Civil War.  Perhaps the phrase “reminded . . . of” was meant to convey “inspired notions . . . of” rather than an actual recollection.  Regardless, Captain Smith and his companions likely ascended on the night of March 16 when there was a “southeast gale.”  In Verne’s version, the party leaves on March 20 and the storm is “from the northeast.”  Verne’s “aerial maelstrom” carries the balloon thousands of miles contrary to the jet stream in about seventy-two hours.  Verne must invoke such a preposterous storm because he chose to place the Mysterious Island in the Pacific.  I suppose there are many mysterious islands in the Pacific, but the Mysterious Island – the one where Captain Smith’s party found themselves – is in the Atlantic.  So why the switch in ocean?  I can’t answer for Verne, but I suspect the explanation (or at least a partial explanation) is that divulging factual information about something mysterious would tend to compromise the mysterious nature of said something.  Mysterious Island is mysterious for a reason and – to this day – the ‘powers-that-be’ have a vested interest in that reason and in maintaining the mystery.

You won’t find Mysterious Island via Google Earth.  Very few maps chart the island’s position and those that do are secreted in secure collections to which the public is not admitted.  A flat-out denial of the existence of Mysterious Island is not feasible, but it is easy enough to suggest that any given reference to it stems from fiction; thereby, the mystery is preserved.  I believe Mysterious Island’s official status (perhaps ‘official non-status’ is more apt) can be traced to an amendment to the Treaty of Tordesillas.  However, the only surviving copy of that amendment is in the Vatican’s Secret Archives; not the Secret Archives that everyone knows about, but the really Secret Archives.  Rumors that pre-human artifacts were found on the island (and that the Church wanted that knowledge suppressed) are unsubstantiated (yet not entirely disproved).

Eventually, Captain Smith and the others encounter Prince Dakkar (more commonly known as “Captain Nemo”), one of the most misunderstood figures of the 19th Century.  (Verne manages to depict him as both a misanthrope and a humanitarian.)  Once again, Verne’s account veers away from the actual circumstances. 

The events of Verne’s Vingt mille lieues sous les mers (published in 1870 but serialized starting in 1869) transpire after the Civil War.  When the story begins, the world is not yet acquainted with Prince Dakkar’s depredations.  However, in L'Île mystérieuse, the exploits of Prince Dakkar are well-known to Captain Smith and company even though they have been on the island since the conclusion of the war, ignorant of any subsequent world events.  In terms of storytelling, Verne didn’t want to weigh down the narrative with exposition from his earlier work.  Since the readers knew about Captain Nemo, then so should the protagonists.

In truth, Vingt mille lieues sous les mers (hereinafter Leagues) follows L'Île mystérieuse, not vice versa.  It was Gideon Spillet who ‘broke the news’ about Prince Dakkar to an astonished world.  Spillet accompanied Prince Dakkar during the events of Leagues and, since he was a journalist, he reported those events. Verne’s account is narrated from the point-of-view of his long-time friend Pierre Aronnax.  No mention was made of Spillet in Leagues due to a dispute over publication rights.  Spillet and Verne reconciled their differences by the time the latter wrote L'Île mystérieuse, so Spillet appears in that story.  Shortly after their reconcilement, Spillet met an untimely death.  However, Verne could not include Spillet in updated editions of Leagues because of complications with Spillet’s estate.  Those complications also prompted Verne to change the spelling of Gideon Spillet to the unabashedly French Gédeon Spilett.  American editions used the ‘Gideon’ spelling.

Prior to Prince Dakkar’s claim to the island, it had been used sporadically as a refuge for pirates (or, alternatively, a staging area for privateer activity).  In any event, I consider theories that conflate ‘Treasure Island’ with ‘Mysterious Island’ to be altogether fanciful.

The destruction of Mysterious Island in a fit of apoplectic volcanism is another of Verne’s inventions.  I guess it makes for a good story.  (SPOILER:  The dog survives!)  In reality, the island fared just as it had previously – largely unknown but occasionally called into some peculiar service.

During the Second World War, Mysterious Island was used as a base of operations by the Blackhawk Squadron.  This multi-national task force employed cutting-edge aviation technology against Axis threats, often of an outré variety.  During this time, Mysterious Island was known as Blackhawk Island.  Notwithstanding the legend of their comic book analogues, the Blackhawks disbanded shortly after the war.  Allegedly, this was done at Stalin’s insistence and was a source of contention at the Potsdam Conference.

Eventually, a colony was established on Mysterious Island.  Specifically, it was an involuntary retirement community for people possessing knowledge inimical to the status quo. Whether the island still hosts this colony is a matter of conjecture.  When inquiring about some things – such as the particulars of Mysterious Island – prudence should be exercised.  After all, questions are a burden to others; answers a prison for oneself.

Wednesday, December 31, 2014

Inspiration: San Serriffe



In 1977, The Guardian newspaper published a special supplement about the island nation of San Serriffe.  Your knowledge of geography isn't at fault if you haven't heard of that country.  San Serriffe is fictional; the supplement was included in the April 1 issue of the newspaper.  This journalistic prank rises to the level of inspiration due to the amount of detail infused into it at the time and later.

San Serriffe consists of two islands and – as the map shows – the resulting shape is suggestive of a semicolon. Many aspects of San Serriffe (including the name itself) are typography related puns.  For instance, the Flong are San Serriffe's indigenous population.  With or without the 'jokey' terminology, San Serriffe offers considerable potential as a setting.

Timeline of major events:
  • 10th Century: Islands claimed in the name of King Harsha Verdhana by Sant Sharrif of India.
  • 1432–1439: Colonized by the Spanish and Portuguese.
  • 1659: Annexed by Great Britain.
  • 1815: Ceded to Portugal.
  • 1824–1836: Era of the condominium between Portugal and Great Britain.
  • 1971: Gains independence from Portugal.
  • 1973: Oil discovered off Caissa Superiore, eventually leading to an influx of foreign investment.

These dates are accurate as far as 'official' history goes, but since the Fifteenth Century, “San Serriffe was colonized, conquered and retaken in rapid succession by the Spanish, the Portuguese, the British, the Italians and, on one memorable occasion, Luxembourg.”

I imagine San Serriffe currently to be a hotbed of international intrigue and espionage.  Yet there is also room for adventure in San Serriffe's colorful – if not confusing – past.  Surely, at some point, San Serriffe must have been a haven for pirates.  And just where did the Flong come from?  Lemuria?

Wednesday, January 9, 2013

Inspiration: Septentrionalium Terrarum


Septentrionalium Terrarum descriptio (A map of the North Pole); Gerardus Mercator, 1595

Submitted for your approval is the region of the North Pole as Mercator believed to be at the tail-end of the 16th century.  (The above map is available in a greater resolution at Wikimedia Commons.)  It is 'inaccurate' in many respects, but for purposes of gaming this is more of a virtue than a fault.  Opportunities for exploration and adventure abound.  Perhaps a party of player characters form an expedition for the Northwest Passage?

A mountain marks the position of the North Pole and a separate mountain placed at the magnetic pole.  Pygmies evidently inhabit the lower right-hand Arctic 'quadrant.'  The biblical Gog and Magog appear near Meractor's 'longitude' of 170 - 180°.  Special attention is paid to Frisland (350°) with an inset in the upper left-hand corner.

A more detailed depiction of the fanciful Frisland is shown below from a map in the possession of the National and University Library of Iceland.  It could be used as a remnant of Atlantis or a stronghold of anachronistic Vikings.

Frisland; Pietro de Nobili, 1590