Von’gleas thoughts on Lolth’s religion

More pages from Of Drow and Lolth.

As abhorent and disgusting as one may find the rituals of Lolth’s preistesses there is a macbre spirituality to the practices. The author in no way, shape, means, or forms condones live sacrifices, torture, or lustful debauchary. Well the later may be acceptible within a group of concenting adults, but I digress…

When one observes the theology of the demon queen of spiders there is a profound albeit dark spirituality. The central tenant presented by Lolth to her followers is the amassing and exercising of personal power. This is the ultimate goal of Lolth’s faithful, be seen by the goddess as being a powerful individual. This is true for both genders. Many casual observers see Lolth worship as a purely female pursuit. This is untrue. Males also are counted amoung the faithful. It is simply that drow males are second class citizens and viewed by their goddess as second class souls. One can see opposite but parallel cultural models in surface races, especially patriachical human societies. Drow men are not quite property.

A theology built on the pursuit and demonstration of personal power would vilify certain acts that most goodly races consider virtuous. Charity is a sin in the eyes of Lolth. Giving aid or comfort removes the possibility that the recipient could use power, guile, or deceit to acquire the gifted resouces. A hungry beggar should find a way to take food from those weaker than himself. Weakness here is not simple strength, but also cunning. Visitors to Menzoberranzan or other drow cities will see beggars and you should be very wary of them; they are some of the most skilled theives and assassins you will encounter in public.

Conversely evil acts in the eyes of the goodly races are sacred and spiritual for the worshipers of Lolth. What better way to demonstrate personal power than to imprison and torture the less powerful. A cleric of Lolth would feel connection with her goddess and joy scourging a less race or even a drow of lesser power, much the same way a cleric of Muradin would feel joy healing the sick or those dwarves wounded in battle.

The torture pits in a drow temple are an affirmation of power as much as the orgies where females take males as consorts and play things. Quite often temple ceremonies involve acts of bonage or sadomasichism that leave worshipers (often the male faithful) bloodied and bruised at best and dead in the most unfortunate circumstances.

Building personal power generates chaos, which is a goal of the goddess. As individuals vie for power using violence and deceit the world becomes more chaotic. The natural order of things is twisted by Lolth’s faithful to meet their goals of forging advantage over her enemies.

Of couse the faithful see nothing wrong with their religion. The traditions and actions are in keeping with the theology. The revulsion by the goodly race is misinterpreted as xenophobia, naievetee, or just plain sinful thinking. A drow murdering a drow to bring about an increase in personal power is a blessed act not something to generate remorse or shame. Leaving this life with more power than when you started will please Lolth, even if you were murdered for your power, proving you were worthy of the goddess’ attention.

GenCon Online after thoughts

This was the very first online GenCon. It was sad not to attend the best four days in gaming live and in person. I think that the on-line experience that was put together in such a short time was good. It felt like GenCon when I was watching Twitch streams or browsing in the virtual exhibit hall.

The virtual exhibit hall was brilliant. Who ever came up with that presentation model deserves many accolades. It was chaotic and packed with places to visit and companies to explore. It was a good approximation for being in the hall. Websites and Youtube videos are not the same as walking up to the booth and seeing and touching the products and I prefer playing in demos more than watching them. So please don’t go virtual with the exhibit hall when this unpleasantness is finished.

The up shot was I finally got to visit every booth in the hall. It took a few days but I clicked through every link. I did not once get smacked by backpack or delayed by the obese.

I did not get sore knees or feet and my wallet is not as light as in past years. I did make a few purchases and I did manage to get to Indy for some Genevieve.

It was also a good introduction to my friends who cannot stand crowds or get the time/resource to get to Indy for the show. Now they have a taste of what it’s like. This was a good demonstration of GenCon but the real thing is so much more.

Von’gleas’ thoughts on Drow Elf Culture: matron mothers

Pages from Of Drow and Lolth

The writings of the wandering Mage Von’gleas are rare and special. His academic works may be found in secret stashes of the Harpers or in restricted sections of the library at Silverymoon. Often referred to as the “mad mage” or the “vagabond vizer” Von’gleas seems to be able to learn much and documents it; whether the subject of the work cares to be documented or not. Rumor posits that his head in a burlap sack will fetch a king’s ransom in many courts and lairs across and under Toril. The only problem is that no one has ever laid eyes on Von’gleas. his race, his homeland, his very description are all unknown. Some senior mages speculate that he is dead or not one man but many all recording under the same nom de guer

After several encounters and one too many trips below ground I started to wonder about these evil dark elves who populate the middle Underdark. I started to ponder their religious traditions and the social norms that must have evolved over thousands of years underground and in the shadow of the Spider Queen.

Only a great fool misbehaves in front of a matron mother and since I am not a fool (great or small) when I had chance to treat with one, I minded my manners and my tongue. I have chosen to start my work with the matron mother. They will no doubt feel this is the correct way to start as they are the core of polite drow society.

Yes, for those reading this who feel drow could be neither social nor polite I wrote the words polite drow society and I assure you I have a straight face and mean no slight or sarcasm. Perhaps the future reader will view this work and myself as a drow apologist. Such views are the exclusive domain of history and the reader. I simply am a vehicle for my own observations.

Returning the to matron mother, she is the center of a family and the family unit or house is the building block of the middle and upper class. The house name carries great importance affording the members of the house status and privilege. Houses compete for resources, territory, prestige, and the all important favor of the goddess Lolth.

Since the female of the species is physically more powerful than the male and their chief deity identifies as female and a spider one can easily see how the matriarchal social structure developed and is held in place by force and religion. The word of the matron mother is law in her house and woe to those who openly oppose her. Such opposition is met with corrective actions that are always extremely painful and oft times fatal.

The non-drow observer may ponder at the behavior of these strong female leaders and question why a matron mother does not have more maternal qualities. It is easy to understand how goblin mothers with near animal instincts can devour a portion of their own litter to maintain her own health and thus insure the survival of her strongest offspring. One may become confused by the grace, sophistication, and eloquence of the drow and feel that such an evolved species should be more humane.

The matron is responsible for the house and the house is what offers status and privilege. We need only look to the spider and her web. It is her web. She designed the patterns. She spun the stands and connected them. It offers protection and food for her and those of her brood she sees fit to allow to live upon it.

The motherly instinct of other species (human, dwarf, gnome, surface elf, et al.) seem more closely aligned with mammals of the surface realms. Individual females protecting offspring; especially when the offspring is unable to protect itself. This early dependent state may be a source of connection and emotion. Such is not the way of the drow. Later in this work I explore the religious traditions and moral compass of these creatures. For now I will observe that Lolth worshiping drow strive for individual strength and power and not allowing a creature to fend for itself to demonstrate its capacity to gain power is sinful and wrong.

Such an attitude can be viewed as cold and unfeeling. I do not believe this is so. The matron mother affords her house the leeway to gain their own power so long as it does not disrupt her own. As the individual members gain power so does the house and therefore the matron mother benefits.

Of course, female children are desired and only two male children will exist within a house. The religion demands the third son of any matron mother be sacrificed to the goddess as an infant. Small children are trained in the means to gain power either by: combat, magic, religious devotion, or a combination thereof. Most cities include boarding school style accommodations where primary and secondary education continues beyond the safety of the house. This gives the children more opportunity to develop skills is seeking and maintaining personal power or failing to integrate into drow social norms. Failed students meet lethal punishments at school or relatively soon after returning to the house. Failure is a akin to weakness and weakness diminishes the house.

There is no concept of marriage for these elves. The matron takes consorts as she sees fit and reproduces when most advantageous for her house. Sexual promiscuity is normal among females and does not carry negative social stigma as it does for certain surface species. The drow word nek has a male connotation and literally translates to gigolo or slut. It probably is more closer in meaning to the phrase “gold digger” when referring to someone willing to trade sexual favors for personal gain.

Amorous love is viewed as a weakness for most drow and that includes the matron mother. Being emotionally bound to another is allowing the object of affection to hold sway over you. The drow have the word che for this feeling. The connotation is negative and accusatory. Only fools and simpletons would hand over power to another person. Often the spoken context of love is that a drow is “suffering from a bout of che.” It conjures the same feeling to the listener as “suffering from a bout of rock joint” or “ill with bloodly bowels”

A matron mother will live a long productive life in her house until one of her daughters takes the house away from her in a coup that leave the mother dead or banished. This tradition of succession insures that the house will be lead with the most powerful daughter. These contests are usually a combination of guile, perfidy, murder, and brinkmanship (brinksdrowship if you will) that last decades. Again the non drow reader may find this matricide or filicide repugnant. I witnessed one episode of such a contest in my travels and with great tact and humility asked the matron mother about this very topic. Her response, given to me as she cleaned her daughter’s blood from a razor sharp hair clip is recorded below.

This child was weak. She is undeserving of the helm of my house. If I took pity on her and let her kill me I’d meet the Queen of Spiders as a failure. When I have a daughter who can slay me as an equal or better yet as my superior then and only then will the house change hands and my reign will end. I will meet Lolth with my head high, powerful in my own right, and the source of a legacy to further our house. Fret not my pet, she is not quite dead, perhaps three years in the dungeons will give her time to find the error in her plot and in a decade or two she may try again. Of course, her sister may kill her first if she continues to insist on being clumsy.

The road to GenCon

This summer I had planned on going to Origins and skipping GenCon and then life happened and I was in Vermont in June and busy. This August I find myself in a position to get to Indy for the best four days in gaming, so why not.

Getting into the GenCon mindset this late in the game has introduces some challenges. I haven’t been following the normal YouTubers or really paying attention to the BGG GenCon preview forums. I am far too late for any of the exclusive content from Fantasy Flight (Thanks FF for artificial scarcity, Not!) so that’s one less thing to try and schedule. Most of the events I like to attend I’ve gotten into (What’s new at publisher X seminars mostly.) Now I need to spend a few nights working out what games look good and what games I might need to put on the must buy list. So far that list only includes Goodman Games DCC Lankhmar.

Traveller T5 first impressions

Traveller T5 big black books core rules set

The PDF files for the recently concluded Traveller T5 3 big black books have been released to backers via drivethrurpg. I’ve read through Book 1 and here are my initial impressions:

Wow. It feels like the little black book. These PDFs are visually similar with a simple black and white presentation and a writing style that is concise and focused. For modern RPG people this will be a very different experience from the glossy full color pages with rules explained in great detail in multiple sections. I have started on Book 2 and the same feel and style are consistent.

One of the reasons I’m a fan of Traveller is that the game is imbued with science. The science fiction theme is an obvious reason, but the game system uses a base 33 numbering system (Original aka Classic Traveller uses hexidecimal) to represent stats for players, monsters, planets, and vehicles. The rules include mechanics for things like item quality and durability. Something lacking in most other RPGs. I’m D&D I can just wander around stabbing and slashing with my short sword adventure after adventure and never wonder about it breaking or needing to be sharpened. If I wander into a town and the blacksmith is making swords there’s no reason to upgrade from what I have because a short sword is a short sword is a short sword in D&D.

In Traveller that’s not the case. I have a cutlass that I’m using in an adventure and I stop in at a space port with a higher tech level than the planet where I bought my cutlass I can compare QREBS scores and see that the new carbon fiber aluminium cutlass is lighter and more reliable that my old steel one. QREBS includes quality, reliability, ease of use, bulk, and safety. Objects get a score and the referee and players can use this value to determine what equipment is good and if you have to use that chainsaw with the low QREBS score what may happen to you…

Having metrics and mechanics for things like planetary composition, item quality, and space travel that are based on physics and realism creates the impression of a science based game for me. I’m sure others may find the system overly nit-picky.

Book 1 does not have a lot of fluff and feels like a series of tables connected together with prose and examples in key places, but in general the book does not do a good job of explaining some basic rules clearly. I could not find character death rules in the book. In the combat chapter somewhere near the assigning damage rules you would expect to find a sentence or two about how to handle character death. There isn’t one. There is a rule for assigning damage and then a rule for assigning massive damage (nuclear explosion, decompression, vehicle impacts) and then a mention that if all stats are reduced to zero you die. I felt like that should have had its own paragraph.

As I continue working through the PDFs I find myself thinking about writing software to implement some of the tables and help with the game mechanics. I find this very thematic and yet another reason while Traveller is my favorite Sci-Fi game. I can see how that sort of mathy experience could be off putting to people used to some of the more modern RPGs.

New Pathfinder ACG Core set

The new Pathfinder Adventure Card Game core set arrived at the house yesterday. I broke it open and read the rules. The rule book has an excellent section for those of us who have played this game a bunch to highlight the new rules and some of the changed terminology.

Tonight I tried the starter adventure a few times with one character and it did not go well. These are some of the changes:

  • Locations that have small, medium, and large deck settings that controls how many cards are at each location.
  • Blessings have specific powers vs the generic give me an extra die on this roll.
  • Cards have a numeric level value that maps roughly to the old basic or expert text

One thing I was hoping to change was the text size. The art is good and the boarders and colors are nice, but for a card game that is text heavy using a larger font would have been extremely helpful. I have had one friend say they will pass on the game due to the small text size.

Traveller vs Starfinder

Sci-fi role playing games have been around for a long time and I have been a fan since I first found the Traveller box set in the 1980s.  A few decades later I found myself caught up in the Starfinder release by Paizo and ran a year of Starfinder Society play.  I found that both systems had strengths and weaknesses and may appeal to different groups of players.

Starfinder is a science-fantasy RPG that is based in the Pathfinder universe.  The game is very much a mixture of science fiction and fantasy.  There is magic in this game and hi-tech.  It’s a neat game with many interesting stories.  I found it to be a little too fantasy and the rules seemed to be focused more on role playing and less on depicting sci-fi worlds.  The planets descriptions don’t include gravitation constant or air pressure or atmospheric composition.  I think this stems from the Pathfinder roots of the game where fantasy characters don’t leave the planet and never have to contend with three times normal gravity or an atmosphere that’s mostly ammonia.   If you like role playing in a futuristic setting using a familiar ruleset that isn’t over loaded with science then Starfinder is a game for you.

Traveller is a much more realistic sci-fi role play game with actual physic equations in the book for interplanetary travel.  The rules support all the realities that Starfinder glosses over.  There is no fantasy, no magic, and no pantheon of semi involved deities.    I think the challenge for new players is the dearth of materials and editions and meta-plots.  I tend to play RPGs in localized settings and situations and original Traveller lends itself to this as well.  The Imperium is always a large impenitrable backdrop in my games that players don’t interact with directly unless they are dealing with government issues.  Akin to how I deal with the the DMV in real life.  The universe in Traveller is giant, but since communications travel at the speed of spacecraft you can have local and isolated places that follow their own rules and social norms.  

I like both systems.  I enjoy Starinder when  want to play Pathfinder in space and when I need a more crunchy science fiction adventure I head for Traveller.

 

DCC Road Show

I have run two open DCC games now at the Randolph campus of Vermont Tech.  Each game has a unique set of players so I did the Portal Under the Stars for both games and ran a level 0 funnel.  Fair warning: I will be mentioning some Portal Under the Stars spoilers.

Game 1

The first game was with some people in my 5e D&D group who have played together for a long time.  They enjoyed the simplified DCC system and really like the idea of the funnel and disposable characters.  The first fatality was met with laughter as a blacksmith decided to force the very first trapped door and then failed their saving throw.

This team found more death along the way and eventually fought the big bad boss successfully.  In the treasure room there was a PvP event where one of the players who had managed to keep all their lvl 0s alive was mercilessly assaulted and lost 2 characters in the brawl.

Game 2

Game two was a smaller event and with people completely new to each other and the system.  My intro for Portal is slightly modified from the text as written.  I usually have the old man in the tavern with the lvl 0s telling a tale of how is older brother went into the portal and returned with enough gems to move away from the farm and live a life of luxury in the big city and how that was 40 years ago to the day.

Some of the players, used to modern games, started to question the start more deeply and they wanted the old man to tag along or though about doing something else (aka not going into the dungeon)  I had to peek around the curtain a little and let them know that in DCC this was the hook and the game is inside the portal.  Mulling around town would result in a game of fetching firewood for the blacksmith, emptying chamberpots, and mucking out horse stalls 🙂  They got the idea and the game moved along.

This team worked out a whole scheme for the statue room and had things timed out for when someone should run and which direction to go.  A few players were stuck in the side rooms and the skulls in the burial chamber did manage to bring down a player.  The fractured party made it to the throne room and fled after the first two rounds of combat.  Of course the troops pursued the players and caught up with them in the reflecting pool as the carefully planned exit scheme fell apart.  A luck spear (pitchfork) throw ended the life of the general and saved the party from an almost total wipe.

There will be a game 3 in November and we will most likely play level 1 characters since we’ve had a bunch of people get through the funnel.  Now everyone wants to play someone with a class.

Pulp Detective — a review

An in progress game of Pulp Detective

Pulp Detective is a solo card and dice game set in the mystery/detective genre of the 1930-40s  The art work is very thematic and reminds me of comics like The Shadow.

The setup is easy.  You pick a detective from a list of characters.  Each detective has a unique special power that you can use during play.  You have two other cards: one tracks which item is in your inventory and the other tracks stamina (aka health) and how many clues you have found.

You have a set number of hours to collect enough clues to confront the villain and solve the crime.  At the start of the round you select three cards from the investigation deck face down and pick one to play, one to discard, and one to put back into the deck.  There are three types of investigation cards and each type has a probability to grant specific rewards if you succeed.   

The card you play has a task (much like Elder Sign or Five Year Mission) that you use the dice to roll the correct symbols.  Here’s one of the tricks of this game: the dice have non-standard faces.  Each die has a multiples of the same symbol (e.g. the two eyes and two newspaper die) but each die is unique so pick which die to roll carefully.

Impressions and game play thoughts

This game is super difficult.  There is a lot of randomness in how the cards come out of the deck and what symbols turn up when you roll.  There’s a merciful mechanic where if you fail a card task you can take a token that counts for one of the dice faces you did roll during the attempt.  If you are successful and don’t need to roll all your dice on a card you can peek at the three cards that come at the start of the next round.  You need to pay close attention to the time tracker and take care picking what type of card to put into play each turn.  My first game I just grabbed whatever looked good and lost very quickly. 

The game is thematic and feels like an old Humphrey Bogart movie as you rough up an informant, then have a shoot out, then find a tied up dame who has a clue for you.  It’s just I had a terrible run of luck with the dice and could not get enough clues to find the bad guy for the final conflict.  I do look forward to trying until I solve the case.  The core game has three cases in the box.

Origins vs. GenCon

A few folks have asked me about conventions in general and GenCon in particular.  I wanted to share my impression about the two summer time shows in the mid-west.

First GenCon.  It is big and crowded and expensive.  It’s the “best four days in gaming” because it is the primary show in the U.S. for most publishers to make big product announcements and releases.  Paizo, Asmodee, Arcane Wonders, Fantasy Flight, Upper Deck, and all the other industry leaders bring new and exciting things to GenCon every year.  It makes sense, this is where those companies can get the most exposure for their products.  The exhibit hall is enormous and packed full of all sorts of vendors.  It takes a full four days to visit all the booths and attend sessions and play games.  There is almost too much stuff going on.

Origins is smaller with fewer vendors and a few new products.  Since Origins happens at the start of summer a lot of companies do teaser releases or have demos of games they hope to have ready for GenCon.  You can make it around the exhibit hall in single day and have plenty of time to play games.  The show is easier to get to and less expensive (parking, hotels, etc.) but downtown Columbus has less to offer than downtown Indy.  However I tend to find my way into the German village and grab a creme puff at Schmitd’s while I’m attending.

Which Con is right for you?  If you don’t mind crowds and waiting in line and want to see the hot new releases of the year and wish to attend panels with the designer/editor/authors then you are headed for Indy and GenCon. 

If you don’t care much for crowds and want a more relaxed experience Origins is fantastic. I got to talk with designers at Origins who were simply too busy at GenCon either talking briefly to the many fans in line or out of their booth in meetings.