Thursday, October 31, 2019

Adventure Location: Underground Cities

The inhabitants reasoned that since they were going to spend all their days digging into the earth searching for ores and precious stones, they might as well build their homes there. Thousands of them lived in small but comfortable dwellings. Everything necessary for a normal surface life was provided for. Storage rooms, halls to receive traders, a place for their kept animals and cisterns for water. 
I was told that planning had also been put into how to defend the city but of course that would only be necessary if the entrance were to be discovered by their enemies. As you might guess outsiders can only be led to the entrance location when blindfolded.
- An Account of Sundaland by Alom Takal 
Every game needs some underground locations for adventuring and treasure hunting. Personally I never really liked the idea of generic dungeons. Mines and underground homes like Moria are great but an underground complex filled with traps and monsters just as a convenient location for players don't make sense to me, even in fantasy settings.

I need something a little more grounded and luckily there are real world locations that can provide inspiration for adventure locations.

One example is the various underground cities in present dat Turkey. Özkonak for example consists of 10 floors going down 40m and it could hold up to 60,000 inhabitants. It was also connected to another underground city, Kaymakli, underground tunnels 50km away.

Two articles with photos and maps: 

In my research I also learned about huge underground rooms that have been carved out of the rock in Southern China. So far 24 of them have been found around Longyou covering an area of 30 square km. Most likely they were for collecting water but it shows what people were capable digging with comparably primitive tools.


Saturday, October 26, 2019

Hominids: Denisovans and Homo Floresiensis in Sundaland

Note: This a fiction and gaming blog that uses real science as a jumping off point. For those that might have arrived searching for a research paper, nothing I've written on this blog is intended to be taken as anything other than speculative fiction.

There are no Elves or Dwarves in my setting but are there any other species? As far as I know Neanderthals didn't make it down to Southeast Asia but two of our other cousins did.

I stumbled upon an intriguing line in the Wikipedia entry about Denisovans (an extinct type of human).
"Denisovans may have interbred with modern humans in New Guinea as recently as 15,000 years ago."
Here's an article that discusses their existence in Southeast Asia until relatively recently and their possible interactions with Homo Sapiens Sapiens (our direct ancestors) : The Denisovans May Have Been More Than a Single Species
"But a different group of Denisovans lived in Southeast Asia, around what is now Thailand and Vietnam. The third group called the islands of Indonesia home. Those two southern groups diverged from the Siberian Denisovans over 250,000 years ago. That’s before anatomically-modern humans even appeared. And at least one of these groups survived well into the late Pleistocene, dying out just tens of thousands of years ago."
It seems that Denisovans created what is to date the world's oldest jewellery showing skilled crafting of delicate stone including a drilled hole and polishing of the material: Denisovan Bracelet. If Denisovans could create jewellery perhaps they had their own cultures and languages?

An artist impression of a Denisovan and an overview at our current knowledge about the species:
First portrait of mysterious Denisovans drawn from DNA

The other species is Homo Floresiensis (found on what is now the island of Flores), colloquially known as hobbits because of their height. They might have gone extinct 50,000, possibly due to the arrival of Homo Sapiens Sapiens. There is evidence they used stone tools and some scientists believe they used fire for cooking.

I haven't fleshed out any ideas about either of these species but I can definitely see justification for including both species as hunter gatherers with the Denisovans having a more developed Paleolithic level of technology.

Since there is evidence of interbreeding it may be that our ancestors didn't notice major differences between us and Denisovans, but I think it would be interesting to give some thought as to how they behave and think in distinctive ways. Otherwise they are the same as other hunter-gatherers.

Wikipedia: Denisovan
Wikipedia: Homo Floresiensis

Monday, October 21, 2019

Creating Culture Shock In Sword & Sorcery Settings

When I'm using random tables to roll up cultures and factions I sometimes get results that don't immediately make sense together. Results that seems to be at odds with or contradict each other.

The temptation is to start fudging things to make more sense. That is, something that makes sense for a person who lives in 21st century Europe.

But I realised that one of the things I find fascinating about ancient cultures is how some of the things we know (or think we know) about them can seem so alien. It's a form of culture shock.

I think true culture shock is something less and less people experience as the world becomes more globalised. It's an intense and often uncomfortable experience that can last weeks or months. You feel the rug has been pulled out from under you because so many things you thought were fundamental to normal human behaviour are just arbitrary. Whole societies of people can have completely different ways of looking at and interacting with the world.

When I roll up a culture that doesn't easily slot into pre-conceived ideas I have I get a hint of that feeling. Part intrigue and fascination, part confusion and a sense I can only describe as 'WTF?' I now realise that is a great feeling to invoke in Sword & Sorcery in particular.

While Science Fiction and High Fantasy can include all kinds of strange and truly alien characters and cultures, I wonder if they are so obviously removed from our day to day experience of life that they can be experienced at a distance with a sense of safety.

In contrast the Sword & Sorcery genre usually only has human characters and cultures. And one of the things that makes the Sword & Sorcery genre is the sense that things are mostly normal and within our expectations of the world, but that there is strange edge to everything. A type of uncanny valley that provides a sense of discomfort or danger.

So if you're using my culture generator or any other random method to generate characters, cultures  or factions for your world I encourage you to ignore your initial instincts for things to make sense or fit together nicely. Create a narrative where everything doesn't neatly line up, something that seems a bit strange. 


Sunday, October 20, 2019

Beasts and Monsters: Megalania

If you travel to the islands of the Whale hunters be warned that straying into the wilderness could lead you to encounter great lizards which have been known to take down and kill fully grown men. Further to the South East there is a land where there are said to be even bigger examples of this monster. Large enough to swallow a person whole!
- An Account of Sundaland by Alom Takal 



Thanks to Faoladh from Ongoingcampaign.blogspot.com for suggesting the Megalania. This is the largest lizard known to have existed. A relative of the Komodo Dragon it might have grown to be 5.5 meters in length, some say even up to 7 meters. It lived up to 50,000 years ago in what is now Australia.

The Komodo Dragon is currently found on the islands of Komodo, Rinca, Flores and Gili Motang and even though it is smaller than the Megalania it has been known to attack and kill people.


Find out more here: Wikipedia: Megalania and read about the Komodo Dragon here: Wikipedia: Komodo Dragon

Saturday, October 19, 2019

Player Rewards That Invoke A Bronze to Classical Age Setting

I've been diving into the OSR scene over the past couple of months and something that I've seen discussed is how different experience and levelling up mechanics incentivise particular types of play. The idea being that if you reward players for doing a particular thing they will then focus on that and shape the game experience accordingly.

I've seen it mentioned that the rules of the first edition of Dungeons & Dragons state experience points are awarded for acquiring treasure (gold pieces). Later editions switched to ruling that experience points should be given for killing monsters. I'm not a D&D player so I'm sure there are rule variations from edition to edition (as I'm sure there are a million different house rules) but I think that's the way it is now.

Some old-school players have said that this wasn't a trivial change because it changed how the game was played. Instead of allowing players more options to go about acquiring gold and treasure, which might have included minimising combat encounters, players were now incentivised to go into a dungeon and kill everything that moves.

Before, players were not specifically incentivised to seek out encounters. This allowed for more deadly combat and unbeatable bad guys (at least in a straight fight). Giving experience points for fighting led to a game rebalanced for less deadly NPCs, fewer characters deaths, balanced combat and increasing power levels. People were still playing and having fun, but it became a different game experience.

So what kind of experience rewards would help immerse players into a Bronze to Classical Age setting?

Here's a list of some possible ways to reward experience points or trigger levelling up.
  1. XP for acquiring treasure and money (gold pieces). 
  2. XP for killing monsters.
  3. XP for spending or investing. On training, weapons, tools, resources, titles, land or buildings.
  4. XP for acquiring fame, renown or otherwise increasing your social standing.
  5. XP for carousing. Spending the gains in interesting ways that might kick off new adventures.
  6. XP for good roleplaying. Contributing to the story in an interesting way or playing your character against player interests to the benefit of the overall playing experience.
  7. XP for milestones. Usually in the form of an adventure achievement and sometimes specifically a milestone in a (somewhat) scripted story.
  8. UPDATE: I found a great article which gives an idea on how to give XP for exploring, this is highly relevant to this setting: Ibn Fadlan is Not an Adventurer: XP Rules for Travelers and Diplomats
On the face of it all of these options are quite neutral in terms of invoking a time and place. They seem to suit various genres or play styles like Sword & Sorcery for the carousing option or RPGs as a form of story-telling with options 6 and 7.

I think option 4 is the one that attracts me most because for me it invokes a world where social standing is important. This is not a setting where you acquire bags of gold and go to the local smith to buy a new sword. Money is a rare concept if it exists at all and the economy is perhaps not developed to the extent that there are shops selling weapons in every town or city.

For me it's a world where after completing a quest you have elevated your social position and with that comes the reward of say land or a title and as well as a new sword. Be careful to avoid medieval conceptions of titles and landholders like Earls and Barons or anything that is too close to a feudalistic system.

From my research it seems that there might have been more private enterprise and a concept of money in earlier times than I at first thought (more about that in a future post). But I still think it helps to de-emphasise free-market concepts. It's a very modern idea that a people live without any class or caste system and that their power is derived more from their skills, money and wealth and less from their social status.

I'm not saying to get rid of it completely because it gives players freedoms they might not have if you try to authentically model a highly stratified society. But perhaps think about how you frame the personal freedoms the characters have so that it doesn't just become a medieval or modern setting with a superficial nod to an earlier time. Of course it's up to you to determine what you think is enough to invoke the feeling you want.

Friday, October 18, 2019

Ancient Rock City of Sigiriya

As we made our way out of the forest and into open fields my eyes were drawn towards the outcrop that was our destination. 
At first its size and scale were hard to judge. But as we approached the city, the walls and buildings below made the enormity of the rock apparent. Above our heads the palace clung to the top like Swallow's nest. It looked impenetrable. 
- An Account of Sundaland by Alom Takal 



Watch the short video for great images of this spectacular location. Find out more here: Wikipedia: Sigiriya and here: Ancient Rock City of Sigiriya.


Map of the area (right click and open in new tab for a closeup view)

Saturday, October 12, 2019

Beasts and Monsters: Giant Apes of South East Asia

In the deep highland forests there are said to still dwell the last members of an ancient beast: a giant red haired ape that rises twice the height of any man or woman. They are said to be the lords of the forest, more fearsome even than the tiger. Some stories tell of individuals that develop a taste for flesh and that they will even stalk and prey on humans when the opportunity arrives. 
I admit this being hard to envision since it seems most animals are skittish and careful to avoid people, only prone to aggression as a defence against our encroachment into their lands. I wonder if such behaviour can be explained then if they feel threatened, cornered or in some other desperate temperament?
- An Account of Sundaland by Alom Takal 


If you want to add a dash of Sword & Sorcery to Sundaland you can't go wrong with Ice Age megafauna. While the Gigantopithecus was likely a herbivore, like the Gorilla they can be incredibly dangerous if they are surprised or feel threatened.

According to Wikipedia their range was across what is now India, China, Vietnam and Indonesia. While they might have become extinct 100,000 years ago who's to say there weren't some that managed to survive in the deep highland forests for longer?

Are they gentle giants that wish to be left alone or are they more aggressive than their smaller cousins? Could something occasionally drive a Gigantopithecus out of its natural habitat and into contact with humans and how should they be dealt with if that were to happen?

Read more about the Gigantopithecus here: Wikipedia: Gigantopithecus and for ideas on how they behave you can read about Orangutans here: Wikipedia: Orangutan

See also: Beasts and Monster: Cave Hyena

Tuesday, October 8, 2019

Spice Trade in Sundaland

Southeast Asia is famous for its spices which were traded as far as Rome, Egypt, India, China and Japan over land and sea. Later in the colonial era Europeans set up businesses such as the Dutch East India Company which went as far as funding their own private navies and armies in order to acquire these spices.

As with one of my previous posts: How to Start a Bronze Age: Metal Resources in Sundaland, having an idea about how resources are distributed can give you inspiration for the creation of cultures, factions, cities and kingdoms. You can use those as springboards for creating adventure scenarios.

Although many of these spices are now found all over the area I tried to find out where they were originally growing. It seems some spices like Nutmeg and Cloves were only found on a couple of small islands in what are now known as the Maluka Islands. The people who lived there became very wealthy as a result.

It's been really interesting to read about how this area of the world supposedly started the cultivation of sugarcane and that ginger was first cultivated in this region as well.

Perhaps it would be a good idea to come up with some new spices or plants that are only found in the central areas of Sundaland. These don't have to be limited to those for use in cooking. As you can read below the Areca Nut and Betel leaf are used for psychoactive effects (with horrible side-effects).

A natural resource that was very important in ancient times that I haven't covered in either of these two resource posts is salt. I haven't found any sources that speak specifically about salt mining in this area and as this paper (Empire Building in Southeast Asia The Importance of Salt) mentions many salt extracting activities would have taken place by the sea, so evidence of salt extraction from water is now also under water. Salt was historically a very important commodity, sometimes even used as currency, so it's worth thinking about how to include it.



Areca Nut
Betel
Candlenut
Cinnamon
Clove
Eucalyptus
Ginger A cultigen, non naturally occurring plant that originated in this area.
Kencur
Lengkuas
Long Pepper
Mace
Nutmeg
Sugarcane
Piper Cubeba
Turmeric

I've added two natural resources to the map that are not spices but were considered valuable:

Bird of Paradise for their feathers.
Sperm Whale for their meat and the oily / waxy substance Spermaceti.

Here's an interesting article about old whale hunting techniques that are still practiced in Indonesia today: Hunting Whales With Rowing Boats and Spears

Saturday, October 5, 2019

Adventuring In Sundaland: 14 Ideas To Get Started

I thought it would be good to provide some ideas on how to actually start playing in this setting. How are adventures or interesting scenarios instigated for new players unfamiliar with Sundaland or Bronze to Classical Age settings?

Here I'll present 14 adventure seeds and a discussion of the frame and context I'm creating around them.

I understand that at the end of the day players just want to fight bad-guys and monsters, or uncover the  plot of the rival priest caste. But how do we present that without following medieval and fantasy tropes and instead invoke a different feeling? You can't get the players to meet at an inn, because those probably don't exist (substitute the market or port).

The first and easiest option, one that fits perfectly with the setting, is to remember the relationship between individuals and their society in ancient times. People were less individualistic than today and had a very strong bond with their family, home and culture. There wasn't really a choice in the matter. You were either part of society or you were out in the wilderness on your own. And there's a reason why banishment was such a serious punishment back then. Whether voluntarily or not, you had to contribute in order to continue to get the benefits of civilisation.

For new players the instigator of scenarios can be any authority in their society. Simply put, the queen of your city state or one of her subordinates tells you what to do. If your game starts with low powered characters this is a fairly safe way to introduce them to the setting, bring them together and give them a chance to distinguish themselves.

Examples:
  1. Forced Labour: The characters are rounded up as labour for some public work such as digging irrigation canals, building city walls or a big monument (see the Random Sundaland Culture Generator for ideas). Perhaps the work is interrupted by raiders from a rival city or is deliberately sabotaged?
  2. Extra Pair of Hands: The king wants to send an envoy to a nearby city-state and the caravan or boat needs an extra pair of hands. The envoy is attacked by a local tribe or perhaps find themselves lost?
  3. War: An aggressive culture has declared war on your kingdom and you've all been called up to help defend it. You're each given a spear and a basic helmet and thrust into battle against a mixture of similarly inexperienced fighters and elite professional warriors.
  4. Scout: The King's army is passing through your area and has asked for locals to aid as scouts for an upcoming battle. Your job is to find the enemy and report back without being noticed, or lead the army through treacherous territory.
  5. Ritual Battle: You were born into the warrior caste and have been trained for battle from a young age. An annual ritualised battle is set to take place, the first you'll actively participate in. Ideally you'll capture an enemy fighter and prove yourself to your caste members.
  6. Beast Hunt: Something is killing the animals or dragging villagers out of their homes at night. It's time to go out with the other able-bodied men and women and put a stop to it.
  7. Investigation: You and your companions are priests, scholars or bureaucrats. It seems that someone is stealing from the royal store rooms. You are tasked with finding out who is responsible and what their motive is.
That's what I would call a mission-based guided way of brining people into the setting. But what if we want to open up the options and even provide a sandbox game?

When creating a setting there is sometimes tension between the requirements for making the world feel internally consistent, real and immersive versus making it a fun place to play in. My understanding is that on the whole personal freedom was limited for people in ancient societies. The lot of your life was largely dependent on the circumstances of your birth and improving them was usually only possible during times of upheaval or at great personal risk. The freedom to be a wandering adventurer, to do what you please, is stuff of legends and a mindset perhaps afforded to us by the luxury of our modern lives. Perhaps I'm overstating that, I'm not sure.

In any case, while the tone of my version of Sundaland isn't at the level of high or heroic-fantasy, I still want to inject some personal autonomy and freedom. I think the best way to give players that personal freedom is to have them involved in some way with trade and exploration.

From my research on Bronze Age economies there certainly seems to be evidence of independently operating merchants and traders, not just official envoys, travelling far and wide to trade for products and goods to bring back home. I'll cover the economics of Sundaland in a future article.

In this context players can act as explorers, merchants, guides and guards. Adventures can include navigating unknown territories and seas, encountering wild animals and beasts, interacting with new cultures, fighting off bandits and uncivilised tribes and dealing with the obstacles of the natural environment.

Remember there are no horses in Sundaland, which means that most transport is either on foot, with elephants (perhaps water buffalo) or on boats on the numerous rivers throughout the land. (Get an idea of the intricate river system from the map in this article: Transport in Sundaland). In my opinion difficulty in getting around adds to a sense of wonder about the environment.

Here are some ideas for scenarios where characters can be more self-directed, setting the scene for exploration on their own terms and possibly a sandbox game.

  1. Escape: The characters are enslaved. They might be working in a salt mine or rowers on a boat. Can they plan their escape or make the most of a window of opportunity? Perhaps there's a flood at the mine or their boat is cast upon rock and everyone must swim for their lives?
  2. Explore: Investigate an unexplored area for resources, exotic plants or animals and anything else of value. Characters might stumble upon ancient ruins, hidden tribes, rare beasts and mega-fauna as they head off into the unknown.
  3. Negotiation: A member of the elite was captured during the last battle with a nearby city. Their family is promising a reward for anyone who can negotiate for his safe return.
  4. Rescue: Alternatively the characters might try rescuing the hostage so the ransom can be returned. Could they get away with keeping it for themselves?
  5. Faction: The characters join or work against a faction. This can be done in several different ways. Violence, intrigue and politics are just some of the methods to be used depending on the context of the situation. If the characters become powerful or influential enough they may be able to start their own faction. I have an article about creating factions coming soon.
  6. Trade: There's a demand for a particular product or resource and you want to acquire some to trade for a good profit. First you'll have to research on where to find it. The you'll have to travel there, deal with any obstacles on the way or at the end destination (rival traders, uncooperative suppliers etc.) and finally bring the bounty home safely.
  7. Endless War: Your city has been involved in a low level war for generations. Raiding, stealing, hostage taking or simply initiating combat for the sake of it are all options that will increase your standing amongst your people. How much risk are you willing to take for personal glory and without escalating the conflict beyond what it is now?

I'm not going to pretend these adventure seeds are original. But hopefully I've given you a bit of insight into how I'm trying to convey the setting through context and framing. And as mentioned earlier, I'm working on a way to create factions which will give you the ability to quickly create the context for all kinds of adventuring scenarios.