Thursday, March 25, 2021

Nations of Flintlock Fantasy

The world of Flintlock Fantasy is a world in turmoil. In Burgundy, the old monarchy, long known for decadent and lavish lifestyles, has been toppled in a bloody revolution. All around the young republic, ancient regimes have combined into an Alliance, bent on containing the revolutionary fervor and uphold the Gods-given right to rule.

The continent upon which this story of revolution and war, ideals and bloodshed, takes place is called Andunor - the Western Lands in the tongue of the elves. The sun sets in a great sea west of the continent and in the dim days of prehistory, mankind and its sibling peoples emerged out of the east to spread out across the verdant expanses of Andunor. Once, long ago, the continent was united in a great Imperium of the Dawn but centuries of barbarian invasions, insurgencies, rebellions and internecine wars have left Andunor a patchwork of principalities for most of its history. Only in the past two centuries have kings been able to once more unite the disparate duchies, baronies, counties and free domains into a handful of powerful kingdoms. 


Kingdom of Antissa

An ancient kingdom, the first to become independent from the Imperium of the Dawn, Antissa is a land of old nobility and traditions of chivalry. Antissa is a kingdom where the feudalism of old has been replaced with centralized government by the king. The king of Antissa rules with an iron fist in a velvet glove, supported by the landholding nobility, from a grand palace near the capital. It is an agrarian society, the majority of the population consists of peasant farmers. But a thriving middle class in the cities has flooded the nation with wealth. Antissa's armies bear muskets and bayonets and are divided into infantry and cavalry batallions. But Antissa has a unique advantage: regiments of griffon-riders provide the old kingdom with air superiority against its enemies - most prominently the fledling Burgundy Republic. Over the past century, Antissa has started to organize its loose collection of colonies in the eastern continent of Aurumdor into a proper client-state. 


Aurora, the City of Dawn

The First City, the City of the Dawn, the Holy City, the City of the Gods - all names that refer to that single and wondrous point of light in an otherwise dark sea of a world: Aurora. It was the first place where the tribes of mankind built their houses, the end of the Great Migration in prehistoric times. Following a sign from the gods, nomadic tribes wandered into the West and finally reached land's end on the island where now stands the City of Aurora. They then founded an empire that eventually encompassed all of Andunor. And though the Imperium crumbled, its heart remained. Aurora has remained the center of culture, religion and civilization for millennia. Its streets have borne witness to the great drama of human history, its churches to the hopes and dreams of hundreds of generations. It is the home of the living gods and the house where the spirit of tradition lingers, an exemplar for all the kings and princes of the old continent. And though the lands of Andunor have over the centuries broken away from Aurora, the City of the Dawn has over the past two hundred years established colonies on the eastern continent of Aurumdor.


Burgundy Republic

A young nation, brimming with excitement, Burgundy was part of the Kingdom of Antissa until the Duke of Burgundy became more powerful than his king and declared his lands independent. More recently, the farmers, laborers and middle class of Burgundy have awakened to an idea of nationhood and, in a fit of revolutionary fervor, dethroned their king. Now, the Burgundy Republic shines as a beacon of liberty and equality, surrounded by tyrannies. The country stretches from the border with Antissa to the south, along the mountains that form the border with Silvanor to the east, to the northern lands abutting the Winter Sea. It is a land of rolling hills and grassy plains, where hospitality and festivity are virtues. The spirit of the Revolution has also unleashed a feverish pace of innovation and discovery, with new technology and clockwork machinery discovered at a frantic rate. The Republic is led by the National Assembly, a gathering of representatives of the people governing from the city of Gravendam. It thus expresses the ideals of democracy, but chaos and anarchy lurk around the corner as Burgundy's armies flock to defend their borders against the forces of tyranny that would expunge the light of freedom from this world.


Eastern Marches

The farthest extent of the Imperium of the Dawn was formed by the mountainous region known as the Eastern Marches. At its eastern border, the city of Kuvera was built at the crossroads of east and west, north and south. It attracted scholars, explorers, hustlers and adventurers. But most importantly, it became a city of magic. The mystical traditions thrived in this climate of cultural and mercantile exchange. When Antissa broke away from the Imperium, the eastern domains became a ragged collection of independent and competing fiefs, and have remained so until this day. When a disgraced noble or a merchant caught in illicit affairs seeks to slink away for a while, they do so in the Eastern Marches. When a banished prince seeks an army to recapture his throne, he does so in the Eastern Marches. When an adventurer seeks a place to create and hold a domain for herself, she does so in the Eastern Marches. But the region is not a place of tranquil liberty, the realms of Silvanor, Antissa, the desert princedoms of Erumenor and the eastern empire of Rhundor all border the Marches and prevent any one power from becoming dominant in the region.


Kingdom of Silvanor

When the tribes of mankind wandered West during the Great Migration, many elves remained behind in the woodlands that would become the forests of Silvanor as their human siblings crossed the mountains to the west and south. They studied magic at the feet of the great spirits we nowadays call Dragons. During the time of the Imperium of the Dawn, these elves founded great cities of living wood and sparkling starlight. A number of them resumed their westward migration, crossing the Winter Sea and setting foot on the land we call Aurumdor. Then, centuries later, the sons and daughters of these Light Elves returned to Andunor to fight the Shadow. After the war, some of these Light Elves remained in the old continent but the Silvanor Elves still make up the majority of that people. Silvanor is a kingdom full of enchantment, mist and mystery. But with their long lifespans and traditional perspectives, the elves of Silvanor have stagnated. They have difficulties adopting new weaponry or methods of warfare and are harassed by northern barbarians and raiders from the Eastern Marches. Yet when roused, the Silvanor war machine is still an immense and powerful force of highly disciplined warriors and mages. 


Lands of Skygge

Not truly a nation at all, the wild, northern expanses loosely governed from the site called the Pillars of Skygge is a land of darkness and despair. Chaos, blood and the code of might makes right rule the north, all coalescing in the ancient claws of Skygge. This human has ruled these northern lands for time out of memory, which has caused all manners of myths and legends to take root. Speculation on the origins of Skygge abounds. Some claim he is the half-fiendish son of a witch and a being of the lower planes. Others that he is an ascended priest of Chaos and Evil. Most learned folk hold to the theory that he is an incarnated demigod that has decided to carve out a realm on the mortal plane. Whatever his origins, Skygge has close ties to the mystical force known as the Wyrm and is a source of constant sorrow for northern Burgundy, Silvanor and Varangia.


Kingdom of Varangia

North of Burgundy, the Varangians have shed their traditions of savagery and paganism. Being a collection of tribes and warbands for most of human history, in recent centuries the Varangians have coalesced into a stark but powerful kingdom of their own. Prompted to unify in the face of the threat of Skygge on their eastern border, the Varangians have refocused the rites of their warrior society to fighting against the hordes of Skygge. They have adopted modern weaponry and a centralized form of government but it remains a veneer of culture on a raging mass of primal traditions. While it calls itself a kingdom, the Varangians are looked down upon by the royalty of Antissa, Aurora and Silvanor who cite their lack of ancient bloodlines as unfit to the status of sovereign monarchy.


Friday, March 19, 2021

One Favorable Moment

"In war there is but one favorable moment. The great art is to seize it!" - Napoleon Bonaparte

D&D's origins as a wargame have been exhaustively recorded. From Dave Arneson's Blackmoor setting (which devolved from a medieval wargame into dungeon-crawling) to Gary Gygax's Greyhawk (where setting up a domain and commanding armies was part of the ongoing high-level game), the old school was vehemently engaged in wargame campaigns. In fact, this is the origin of the term "campaign" for an ongoing series of adventures. 

The first D&D settings in fact made no distinction between wargame and roleplaying. Maneuvering armies impacted Blackmoor and its surrounding Northern Marches as much as the dungeon delving beneath the eponymous castle. There are accounts of no less than three campaigns in Dave Arneson's First Fantasy Campaign, wherein lawful forces of civilization battled the chaotic beastmen and the ominous Egg of Coot. The saturday-afternoon wargame ran concurrent to the delves in Blackmoor's dungeons. In fact, Arneson's players became so caught up in dungeon delving that they paid no heed to the conquering armies aboveground, resulting in the occupation of Blackmoor by orcs!

Castle Blackmoor replica

Gygax similarly set up World of Greyhawk to engage in war campaigns. The original Folio-edition of Greyhawk contained details about troops and armies of the political domains of the campaigns world. Gygax expanded on these figures in a series of Dragon-magazine articles called "Greyhawk's World", detailing troop movements and accounts of battle.

I have long wanted to engage in such a campaign, games of miniature battles determining the grand course of history in the campaign, with the players hearing about these battles and experiencing their consequences at low levels. At high levels, players themselves command armies and are at the heart of campaign-shaking events.

Flintlock Fantasy chronicles a campaign set up in this style. The armies of the young Burgundy Republic clash with the royalist forces of the Alliance - old monarchies battling to contain the revolutionary ideas spilling forth from the fledgling nation. Adventurers start out as familiar dungeon delvers and wilderness explorers, gaining ever more power and widening their circle of influence, eventually gaining command of the Armies of the Republic. Until one of them is strong enough to stop the continent's decline into chaos and founds a new Empire, espousing ideals of liberty and equality, eager to dethrone the old monarchs and enlighten their subjects.

Warmaster Wood Elves? Or the forces of the Kingdom of Silvanor?

Battles will be fought utilizing a combination of rules copied and pasted from Black Powder, the scalable gunpowder-era miniature game, and Warmaster, the game of brigade-level fantasy battles. Black Powder provides the skeleton of the rules, Warmaster adds familiar fantasy races and magic spells. I will have to come up with campaign rules as well, facilitating the strategic level and maneuvering of the hundreds of thousands of troops around the continent.

Black Powder French Infantry? Or Burgundy Republican forces?

Have you ever tried to combine wargaming with D&D adventures? What do's and don'ts did you take away from it?

Tuesday, March 16, 2021

What Fresh Hell Is This?

So, welcome to Flintlock Fantasy, the umpteenth blog in the OSR-o-sphere championing player agency in roleplaying games while trying to provide an evocative and "fresh" setting. This blog is going to be a repository for the fantasy roleplaying ingredients of my own game of Old School Essentials, but if anyone else reading this gets inspiration from these ramblings: by all means swipe and copy and clone as you like!

The central thematic building blocks of Flintlock Fantasy are right there in the blog subtitle: Romantic flintlock fantasy gaming featuring Ghibli-esque spirits and nascent industrialisation in a war-torn land.

But what, you ask, does any of that mean? In the grand tradition of blogs like Against the Wicked City and Signs in the Wilderness, read here my thematic ingredients:


Romantic: not in the fashion of a love story, but in the sense that the stories of Flintlock Fantasy are about hope triumphing over despair, redemption over corruption, about courage and the human capacity for forgiveness. The battlefields of this world are horrible places, where a cannonball or a bayonet can kill a man or maim him for life, but no battle can truly bring an end to the corruption of kings, the evil forces crawling out from underground or dark sorcerers. Evil in this world can not be defeated by stabbing it in the face, it can only be redeemed - healed. 


Flintlock: because flintlock muskets and pistols have replaced the sword and bow as the weapons of the age. Battles are waged by brigades of musket-wielding line infantry, squaring off against saber-wielding cavalry. There is also the genre "flintlock fantasy", being set in a world different from well-known medieval fantasy settings, closer to the modern age but not quite steampunk yet. It is a world where ideas like "democracy" and "liberty", flanked by concepts as "brotherhood" and "equality" are just emerging, alongside scientific methods we today call "modern" or "enlightened".


Fantasy: because for all the grand tactical battles filled with gunpowder smoke, and all the modern developments, the world of Flintlock Fantasy is still filled with peoples such as elves and dwarves alongside humans. Magic, both granted by living gods and researched by mages delving into obscure tomes, is real - though scarce. Adventurers plumb ruins from a forgotten age searching for gold and lost relics. Mystical forests, sparkling glades, misty bogs populated with spirits and monsters, fair and foul, are scattered about the land. The heroes wield flintlock firearms, but they do so in a magical world. 


Ghibli: Studio Ghibli's animated movies are known for themes such as environmentalism, pacifism, feminism and family. The works also feature nature spirits or ancestral spirits, friendly and fair, but also corrupted or enraged. In Nausicaa of the Valley of the Wind features a kingdom waging war against a jungle infested with giant mutant bugs - but the key to ending the threat of these bugs lies in acceptance and trust, which ends the bugs' rage. In Princess Mononoke supernatural forces are unleashed by human meddling. In the world of Flintlock Fantasy, spirits live in enchanted glades and misty bogs - more or less peaceably. But human expansion into heretofore unspoiled lands has upset the natural ways of life of these spirits, causing them to fight back against the encroachment of civilization. What acts of mercy will the heroes of the stories of Flintlock Fantasy undertake to bring harmony back to the lands?


Nascent industrialisation: Humans are makers and in recent centuries, the world of Flintlock Fantasy has seen remarkable bounds of progress. In a few cities, a new invention with steam-powered engines forms the basis of new industry and jobs in manufacturing. Across the continent, clockwork technology is on the rise as inventors and gadgeteers tinker in their workshops. But all this progress has a downside, as expansion into unspoiled nature upsets the delicate spiritual balance and pollution enrages the spirits.


War-torn: the years around the turn of the nineteenth century were tumultuous - disastrous even. The French Revolution first destabilized a sleepy country, then unleashed revolutionary fervor on its neighboring nations, to end in the Napoleonic wars which saw armies of hundreds of thousands fielded against each other on battlefields stretching for miles. War is hell. But it makes a great backdrop for a fantasy roleplaying campaign. In the world of Flintlock Fantasy, the adventurers start in an unstable republic, surrounded by enemy monarchies. What role will the heroes play in the spread of enlightened ideals - and at what cost?


So, this is what the stories of Flintlock Fantasy are about. Welcome to the blog.

Monday, March 15, 2021

Fields of Colorful Flowers

 "Troops kept coming from every direction. The roads and meadows were crowded with marching infantry and cavalry, rolling artillery and ammunition wagons. From a distance the troops looked like fields of colorful flowers."




Name Change

I've been pondering what a good name for the setting is. Flintlock Fantasy covers the genre, but isn't as evocative as the names of ...