I'd like to introduce myself. I'm Erudite, and I have not played DQ
since 1981-82! I was first introduced to the game with the original
boxed set with three separate booklets, and then received the 2e
compiled book with the white cover, then years later, after dropping
the game in favor of Call of Cthulhu, Basic D&D, some AD&D, and Rune
Quest, picked up the blue 3e book.
I remember liking the game for the varied schools of magic, and the
critical hit tables, but not being too keen on what I felt were the
limited skills provided, and only a generic run of monsters. After
playing a bit, I put it aside with the attitude of 'Nice enough, but
not my style'.
Nearly twenty five years later, after several more versions of D&D, I
find myself leafing through my DQ books (especially the 2e book; I no
longer have the boxed set). What I found limiting back then does not
seem so now. I'm not sure if I want, or care, if PCs have Weaponsmith
or Prognosticator skills; as adventurers they have other demands on
their time and energy, and NPCs can be hand-waved, which I'm sure is
the intention. The monsters, of course, can easily be modified from
any other game source, and some great pieces of fantasy literature
(Lyonesse, Thieves World, etc.) don't focus on a plethora of critters.
I'm thinking of possibly putting together a game of DQ, and have the
following thoughts:
ALBION
1. /SettingAdventures - I've always had a problem visualizing
adventures for DQ. I can run a mean Call of Cthulhu, Warhammer FRP,
or DND3e, in part because there are setting assumptions that direct
and flavor the adventures, respectively helpless terror after
mysterious investigation, a gritty quest for survival and advancement
in the underbelly of an empire, and a strange jaunt through a
magic-rich series of challenges in places exotic.
In DQ, I'm not sure what the setting flavor is, and the rules are
great, but very dry, and do not really inspire me (not that I would
change them at all). I never got the Frontiers of Alusia, but from
what I read, it was pretty bare bones, so maybe not much help from
that direction. ARES #11 did have Albion, and ARES #12 has setting
adaptions to use that wargame with DQ.
I have to say that the idea of Albion intrigued me. I managed to hunt
down an online version of the map, and simply looking at the map and
the conversion notes was quite inspiring. Sadly, I would love to get a
look at the actual Albion game, but do not have access to ARES #11.
From what I have seen so far, I get the following ideas, if I were to
use that as a setting for DQ:
I'd establish the setting as an alternate Earth, something along the
lines of Lyonesse from Jack Vance (3 books, highly recommended); 10th
century Dark Ages with monsters lurking in the forests and wastelands,
the strong presence of Faerie, and powerful but reclusive mages, and
no magical item shops.
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IV. Character Generation
Orcs, Halflings, Dwarves and Elves are denizens of Faerie, and not
normally allowable as player characters. Fey creatures are found all
over, but especially at Faerie Knowes, Forests, and Wild Magic areas.
Connaught is an actual Faerie Kingdom.
Humans may be Celts, marginalized in Cornwall (Curwyllan,
Romanized-Celts), Wales (Gwynedd), Ireland (Leinster and Munster), and
Scotland (Moray, Ochil, and Strathclyde), Saxon-Celts (Albion, East
March, and The Weald), and Norse (The Borders and Ulster)
Werewolves are Saxon shock troops if they are not wild and at large.
Werebears are Norse Baersarkers or solitary Celtic mages of the
Elemental schools. Wereboars are normally misanthropic and not
allowed as characters, and Weretigers do not exist in Albion.
Giants are not allowed as player characters, and are frequently
solitary. A gathering of giants is a rare event.
The 'Warrior Alternative' from Dragon 87(?) is used for those who do
not select a school of magic.
V. Combat
Scale armor is the standard armor of the isles, especially among
Saxons and Norse. Celts tend to rely on leather, and wealthy Saxons
and Norse will have chain mail. Partial plate is rare, and normally
the province of nobles. Anyone walking around in partial plate will
either be assumed to be someone of importance, or assumed to be
someone trying to impersonate someone of importance. Fullplate is
made specifically for the individual and costs twice the listed price.
Kings might have a suit, if they are the type to go into battle.
Dwarves can make chain that has the properties of leather, but this
elf-chain is not normally sold to men. They can also make partial,
full, and improved plate armor. Improved plate will always be of
dwarven manufacture. Among the elves and similar fey, plate is not in
high demand, when considered alongside the quality and benefits of
elf-chain.
Two handed swords tend to be limited to Norse and Saxons, although the
Claymore is found among the Scots.
VI. Magic
There are no great schools of magic in Albion. Tutelage is from a
master to a student. Magicians are jealous of their power, secretive,
and tend to establish themselves away from the cities of men, in
lonesome wastes, enchanted forests, and windswept mountains.
Nevertheless, they do consider themselves part of a great, if loose,
fraternity. In Albion, they are organized informally under the
direction of a great magician, Murgen, whose one great edict forbids
magicians from interfering in the affairs of nations.
Just like characters from 'Personalities of Sanctuary', magicians may
learn more than one college of magic. The rules are in Dragon
magazine, but essentially boil down to 6,500 XP and six months of time.
Religion in Albion is Christian in the town, and pagan in the country,
although in civilized lands the paganism is covered by a thin veneer
of Christianity. Religion does not by itself confer any magical
abilities, but may provide supernatural effects, such as the wielding
of a cross by a devout individual in the presence of supernatural
evil. If the divine does exist, there is no direct proof.
Hermetic magicians of the traditional type tend to focus on
Enchantments, Illusions, Naming Incantations, Shaping, and Greater
Summonings. Elemental magics are a rarity among the typical hermetic
magician. Murgen is a hermetic, and does not normally bother with the
doings on non-hermetics, except for infernalists who draw attention to
themselves. They often possess the skills Alchemist, Astrologer, and
Mechanician.
Church scholars may delve into Rune Magics, Greater Summonings, and
Naming Incantations. Skills will frequently include Healer and Astrologer.
Pagan magicians associated with the Druidic tradition are frequently
Earth magicians first and foremost. The places of power shown on the
Albion map are considered to benefit Earth Mages as per 43.2. Some
pagan magicians may pick up other Elemental Colleges, and a few may
have Water Magics as a first choice if located along a coastline. A
rare few practice Lesser Summonings. Skills will often include Healer
and Troubadour. The druids of France are particularly unpleasant.
Norse magicians typically study Naming, Rune Magics, Shaping, and
elemental colleges, particularly air and water magics. Most will have
Astrology and Navigation as skills.
Infernalists are magicians along the lines of Frazier, Faust, or
Crowley, and are similar to the hermetics, except that they frequently
sought power through supernatural mentoring rather than that of a
mortal. They usually start with Greater Summonings or Black Magics,
and can later branch out into Necromancy, Shaping, Rune Magics,
Naming, and Sorceries of the Mind. They may be lone individuals, or
organized into magical circles. They don't necessarily have any
particular set of skills.
Hedge wizards, such as a wise man or weird woman, tend to possess
knowledge of Rune Magics, Black Magic, Lesser Summonings, and Naming,
with the skills Healer and Astrologer.
All practitioners of Black Magic must select a demon patron from those
listed in the College of Greater Summonings.
Enchanted and Wild Magic areas are considered to be High Mana. Mundane
areas are Low Mana.
The High Holy days of the calendar (the same one we use) are:
February 1 - Imbolc (Light): A time of prognostication of the weather
and other things, divinations, and watching for omens. Candles are
often lit as a vigil for omens is kept. Special foods are made,
hearth fires lit high, and company is kept. Frequently a time to make
claims for the year or to rededicate oneself.
March 21 - Ostara (Light): In some areas, ritual weddings between
older women and younger men take place, the marriage lasting only the
single night. This is the Vernal Equinox. This festival is largely
ignored in Saxon influenced lands.
April 30 - Walpurgisnacht (Dark, Necromantic): A night when the veil
between the living and dead wears thin. Young people collect greenery
and branches from the woods at twilight, used to adorn the village.
Large bonfires are lit in the village to guide them back home and ward
off evil. In some areas, folk stay up all night drinking, and in
others a straw witch or monster is burned.
May 1 - Beltane (Light): As Walpurgisnacht passes into Beltane,
bonfires are lit ( a previously lit bonfire is tied to the dark
powers!) on hilltops and mountains of importance. Home fires are
extinguished and relit from this community bonfire. Boughs of rowan or
hawthorn are hung from doors. In some areas maypole dancing is common,
as are ritual purifications, which may include visiting wells or
leaping over fires. A ribald tradition of eroticism exists in large
towns and cities. A saying exists in Albion proper that those without
a partner on Beltane will go without on Midsummer.
May 13 - Lemuria (Necromantic): A day for exorcising the evil spirits,
some walk barefoot while casting salt over their shoulder, or make a
special 'salt cake', or bang brass pots together. This month is
coincidentally considered bad luck for marriages. This is not
celebrated in celtic lands.
June 21 - Midsummer/Litha (Light): Celebrated with bonfires and
cat-burnings, street festivals and parades, and impromptu or mass
marriages. Some visit healing wells or collect special herbs for use
later on in the year.
August 1 - Lughnasadh (Light): A time for community festivals, horse
races, and family reunions. Contests of strength and skill are made,
and marriages arranged. Fields are also blessed on this day.
September 21 - Mabon (Light): A harvest festival, and the Autumnal
Equinox.
October 31 - Samhain(Dark, Necromantic): A time to take account of
livestock and grain supplies, slaughter any animals that cannot be fed
or survive the winter, and to light large bonfires to keep away evil.
Divinations for the future are common events. A meal is set at the
table for the dead, and poems, songs and dance performed for them.
December 21 - Yule (Dark): The Winter Solstice. Boars are
traditionally slaughtered, songs sung, and guilds choose apprentices
to be admitted to their ranks. Among the Norse, male slaves may be
sacrificed. Sharing meals and giftgiving are also important parts of
the festival.
VII: Skills
I'm okay with the skills in the 2e book.
VIII: Monsters
Dwarves in Albion do not have the normal antipathy towards elves,
although this is not true outside the isles, in places like
Scandinavia and the Alps.
Stone Giants are called Fomorians.
The following monsters are common in Albion: all Undead, Riding
Animals, Common Avians, Aquatic Mammals, Other Sea Creatures, Giant
Humanoids (other than Titans), Fairy Folk, Earth Dwellers, Creatures
of Night and Shadow, all Elementals, Hellhounds, Unicorns, Nagas,
Wyverns, Suarime, Salamanders, Giant Land Turtles, Basilisks, Manta
Rays, Pikes and Sharks, Gryphons, Gargoyles, Harpies, Wolves, Weasels,
Rats, Stags, Oxen, Boars, Bears, Wild Cats, and Neanderthals. Other
monsters should not normally appear.
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The ALBION game in ARES#11 lists some magical rituals and magical
items, all usable in the game, too.
I now come to my second point...
2. Adventures - I am frequently short on time, and prefer to have some
aid in developing and running adventures. Given the theme of Albion
(pre-Normal England), I would consider any suggestions or
modifications of existing adventures.
I have considered the 'Dragon Warriors' game books series for a source
of adventures based on a game world (Legend) with a similar feel. The
adventures and rules are split up among six books (see Home of the
Underdogs for pdf downloads of the OOP books). I would only need to
give stats for the encounters and everything would fall into place.
Essentially, the players start as itinerant knights/nobility in the
lands of Baron Aldred, and come to his notice after several adventures
which involve treachery against him. In the service to the Baron,
they preserve his life and rule, but eventually can be drawn to lands
further to the north (in this case, Scotland is our analog) in what
amounts to a horror-fest of Lovecraftian proportions. If a
continuance is desired, the five Blood Sword books by the same authors
details adventures in what is analagous to the Mediterranean and
Eastern Europe, and the possible end of the world. The Graeme Davis
Sethmet(sp?) adventure would fit in as a nice sideline.
Anyhow, those are some of my thoughts on what I might like to do with
Dragon Quest. Hopefully, there are plenty of others still playing
this game.
Erudite
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