Showing posts with label Everway. Show all posts
Showing posts with label Everway. Show all posts

Friday, July 24, 2020

Lohwand: The Lormyrian League

The Lormyrian League

This region is intended to be my Greek City State/Trojan War area. I had thought initially that I would call it the Ilmioran League, but then I remembered that I should let the stats determine that:



The Stats

Looking at these I decided that Lormyr was a better choice for the head of the League. Ilmiora has "lack of imagination" for both past and future which doesn't say "leadership" to me. However, "Duty" for the present implies that they might back a league with perhaps Lormyr at its head. Lormyr also has "lack of imagination" for the past, and "shallowness" for the present, but its virtue is "Recognizing the Larger Problem" - which in my mind is Tharkallan aggression, so that puts them on top, IMO.

I should note that when thinking things out I had already decided that Nemedia was the first of these city states to fall under the Tharkallan yolk. So there is a threat, even if it is not immediate.

The green highlighted areas are ones where the results imply possible conflict. In the case of Ilmiora I think I highlighted it because of the soldier/duty reference. I've since changed my mind andI don't think that this means Ilmiora is currently at war. There is "peril" as a virtue, which might mean that the Tharkallan conquest of Nemedia has awakened them to the need to do something.

The other two instances are Sylila and Kroy, which are adjacent to each other; you might have already guessed that Kroy is my version of Troy. And - straight up, no fudging by me - "destruction" is part of Kroy's past! And the fault is "energy sapped". Sylila on the other hand, has "war: great effort" as its fault and its past is "energy". 

My interpretation is that Sylila and Kroy have recently fought a war, ending with the sack of Kroy, which is now a client state of Sylila. Furthermore, Corlay has a fault of "decline" with "inexperience" in its past and "weakness" as the present, but with "rebirth" as its virtue. So my reading is that Corlay is related somehow to the Krojans and that probably survivors have taken refuge there, hence the rebirth. I am also tempted to also categorize Ossary as a related nation as well, but their stats were so lackluster as to suggest they had first failed to aid the Krojans and then  probably turned any away that showed up at their shores. I do note that Ossary's future is "recognizing the larger problem" so perhaps they will support the league. Sylila's future is "indulgence" which I think means they are riding high after their victory and are likely to give the league short-shrift, even if they do nominally support it; Kroy's future is "nuture", which I take to mean that they are licking their wounds and no doubt plotting their revenge. Their virtue of "ceasing fruitless labour" seems to reinforce this view.     

Wednesday, July 22, 2020

Lohwand: a First Look at the Southlands


The Southlands 
(unfinished)

Here is a look at the unfinished Southlands map. I decided to expand southwards because I wanted to expand Haradwaith and Stygia a bit, and also because I had places - and ideas for factions - that I hadn't used in the Northlands map. The Isles of the Ethereal Bells, for example, originally from the Judge's Guild "City State of the Invincible Warlord" maps ("Wilderlands of High Fantasy").

Its not finished. I need to expand that eastern mountain range southwards, and add some more major rivers, among other things.

I've also started "drilling down" - or "Zooming In" - and doing detail maps of regions, adding national borders. 


The Atlan Confederacy
(unfinished)

The Shield Lands
(unfinished)

Like Tony Bath, in his Hyborian Campaign, I am mixing eras, but I am also adding a bit more fantasy and allowing magic. Also note that, per Arthur C. Clarke, and in regards to early gunpowder weapons: "Any sufficiently advanced technology is indistinguishable from magic."

On the large map "Baradur - the Cannon Cult" is shown. This is straight out of Greg Stafford's Glorantha (and Dragon Pass board game). In that the Cannon Cult is one of The Dwarf's gifts: a sect of human servitors who worship their great cannons as gods, the massive guns being drawn by blind cave-oxen. In my campaign, the Cannon Cult is a mercenary unit that can be hired out to various factions. The massive cannons all have names like Hellmouth, Deathspitter, Hellroarer, and similar. Baradur is also the source of the arquebus and jezzails used by some factions (in strictly limited numbers, of course.) These are all considered magical units in the campaign.

Regarding the mixing of eras, the Shield Lands is a series of Medieval kingdoms. Their principal adversaries are themselves, Thule (Vikings) and the barbarian tribes that ring their territories. A related faction, Dol Amroth does indeed have Swan Knights, which under my interpretation are something like the Knights of St. John. Maybe I will get a chance to do the "Siege of Malta" at some point! :-)

Ologog, Oronin, and Oraya comprise the Atlan Confederacy, and are Amazons. They were set up to be my primary "good" faction to fight the Tharkallan Empire, my primary "evil" faction. However, being "limited by the counter mix" the conflicts are probably going to occur elsewhere first, as I build up my forces. 

Also, per the Everway cards, the initial conflicts are pre-determined to a certain extent. Subject to my interpretation of the card results. For example, that snapshot of my spreadsheet (see below) shows the results for the Confederacy:


Everway Fortune Card results

I did a reading for the Confederacy as a whole and then for each country. The cards predict "War with Honour" in the Future, presumably with the ever-expanding Tharkallans. Oronin has "Destruction" in its Past, and the Present is "The Soul Prevails". I think I am going to interpret this as a civil war which tore the country apart, but has now been resolved. I'm thinking this was probably as the result of some dastardly Tharkallan intrigue. It also means I have a justification for using amazon allies - the losing faction - with possible Tharkallan forces in the upcoming war. I also note that the Present for Ologog is "Treachery"; what's that about I wonder?

This is why I really like the Everway Fortune deck: so much a source of inspiration. 

I suppose one might use a typical tarot deck, but I suspect the Everway deck has been slanted specifically towards gaming. Another example: the results for Umbar, which in my mind is my version of Carthage, shows its Fate as "Destruction"! I swear I did not fiddle the results in any way. This is straight up how it turned out!

Monday, July 20, 2020

Lohwand: Using the Everway Fortune Deck 2


Lohwand Campaign - The Northlands

Here is the latest iteration of my campaign map, showing the "Northlands". I've almost finished the "Southlands" map but it still has some tweaking to do so I won't show it yet. I've also started "zooming in" and showing areas close up with borders, minor rivers, and eventually cities, towns and a road network. The latter depends upon how I want to handle things; I might just stick to area movement, and not try to get too tactical.

Last post I went on about the Everway Deck, and how I was using it. I now see that I've repeated myself. Follow the "Everway" tags to find my previous posts on the subject. I had looked for those before, at least I thought I had, but I guess I must be blind or I was looking on a different blog, my Heroes of the Age blog, probably. Anyway, my earlier posts say the same thing, only different words.

Moving forward, the next step is to use the Everway Deck to generate a result for each Nation or Faction. Or any entity, really. If you scanned my previous Everway posts, you will have seen what I mean.

Basically, for each entity, the Everway deck is used to generate a "Past", a "Present"  and a "Future", as well as a "Virtue", a "Flaw" and a "Fate". As I put it previously:

The Past, Present and Future results serve to describe the overall tone for each of those time periods for each entity. 
The Virtue and Fault results describe strong characteristics about the entity. 
The Fate result describes the end result for the entity in very general terms.

Example:
The Kingdom of Olokand
Past: 3-1 = The Griffin, Valour
Present: 4-2, reversed = Nature, Energy Sapped
Future: 2-6 = The Fool, Freedom
Virtue: 5-2 = The Smith, Productivity
Fault: 3-4, reversed = The King, Tyranny
Fate: 6-2 = Trickery, Deceit
Result: The Kingdom of Olokand has long stood as a bulwark against the forces of darkness. Its people are strong, brave and industrious but the long struggle has left the nation spent and the coffers empty. The current ruler is a ruthless tyrant who is squeezing the people dry. In the future a rival within his court will rebel and release the people from his oppression.

(Note that this is not the result for the Kingdom of Olokand in this current iteration of Lohwand.)

 The next step was to set up a spreadsheet to record the data. That ended up looking like this:


As you can see, the headings list the Past/Present/Future, Virtue/Flaw and Fate characteristics with the Entity listed down the left hand column.

The numbers, shown 3 - 2 - 1 for example, are the D66 roll (3 - 2) followed by the even/odd roll. Instead of rolling all the dice myself, I used Random.org to generate a row of 18 6-sided dice results at a time which I then read off in order and filled in the table that way. I then went back and added the Everway meanings for the numbers.

3D6 in Order


About this point I also realize that there were 6 categories and by using 3D6 I had essentially a means to generate D&D stats for the leaders of each nation or faction. This I have also added to the spreadsheet. By leaders I mean starting i.e. current leaders.

I have had a lot of inspiration from Tony Bath's book "Setting up a Wargames Campaign" in which he describes his famous "Hyboria Campaign", an iconic part of wargaming history if there ever was one.


His book provides other ways for detailing rulers, and the Pendragon RPG will yield other ways. I think having D&D style stats will complement those methods.

I might, for example, be able to use INT or WIS tests to determine what a ruler does, and a CON test to see how effective that poisoned ale was...and so on. Maybe some sort of opposed CHA test, ruler vs Ambassador when doing diplomacy?

Lots to think about!

Lohwand: Using the Everway Fortune Deck


Fantasia

If you are familiar with the Everway RPG then you will know it used tarot cards, or something very similar to a tarot deck, to enable game play. I can't say exactly which because I am not that knowledgeable on tarot, though I do know people were using tarot decks in D&D long before Everway came along. There is more to Everway than that, of course, but this post is not about the RPG but about using its Fortune Deck to aid in wargame campaign design. Specifically the current iteration of my Lohwand Campaign that I am building, albeit slowly.

The Everway Fortune Deck consists of 36 gorgeously illustrated cards, each with a name and a descriptive phrase, and like a tarot each has a reversed meaning as well. I've always liked the deck because it such a pretty little thing, and the magpie in me is just drawn to it. I've used it before to generate previous Lohwand campaigns. Now I find that the actual deck is on walkabout, that is, not lost as such, but somewhere - in a box, or pile of stuff, or down behind the radiator - somewhere where I cannot lay my hands on it. Somewhere Else.

So, what to do? I'm stymied. I went online and the only references I could find were scribid sources, and I avoid that place. Then I remembered that I still knew where the box was, and maybe there was a list or something in there. Sure enough, in the Everway box - high graphic arts value all round was Everway - I found the handy little "Guide to the Fortune Deck".

From the guide I was able to get the names of the cards, their meanings and the reversed meanings. Not having the deck I decided to use a D66 table to generate the results. Actually a modified D666 table in the end result, to account for the reversed values.

For those that are unfamiliar with the term D66, it refers to the use of two 6-sided dice to generate numbers from 1-36. The dice are rolled consecutively, the first die being a control and the second the place-holder. (Not sure about those terms, but them's the ones I'm going with!) So one gets 1, 1-6; 2, 1-6; 3, 1-6; etc. giving 36 permutations. My so-called modified D666 table adds a third die which I just read as even/odd, with 'odd' indicating the Reversed meaning of a particular card. 

My final table looks like this:

Everway Cards

Even:
1/1 Autumn: Plenty;
1/2 The Cockatrice: Corruption;
1/3 The Creator: Nurture;
1/4 Death: Change;
1/5 The Defender: Safety;
1/6 The Dragon: Cunning;

2/1 Drowning in Armour: Protective Measures Turn Dangerous;
2/2 The Eagle: The Mind Prevails;
2/3 Fearing Shadows: Unnecessary Fear;
2/4 Fertility: Growth;
2/5 The Fish: The Soul Prevails;
2/6 The Fool: Freedom;

3/1 The Griffin: Valour;
3/2 The Hermit: Wisdom;
3/3 Inspiration: Creativity;
3/4 The King: Authority;
3/5 Knowledge: Truth;
3/6 Law: Order;

4/1 The Lion: The Body Prevails;
4/2 Nature: Life Energy;
4/3 Overlooking the Diamond: Failing to See Opportunity;
4/4 The Peasant: Simple Strength;
4/5 The Phoenix: Rebirth;
4/6 The Priestess: Understanding Mysteries;

5/1 The Satyr: Indulgence;
5/2 The Smith: Productivity;
5/3 The Soldier: Duty;
5/4 Sowing Stones: Fruitless Labour;
5/5 Spring: New Growth;
5/6 Striking the Dragon's Tail: Underestimating the Challenge

6/1 Summer: Energy;
6/2 Trickery: Deceit;
6/3 The Unicorn: Purity;
6/4 The Usurper: War with Honour;
6/5 War: Great Effort;
6/6 Winter: Maturity;

Odd:
1/1 Autumn (Reversed): Want;
1/2 The Cockatrice (Reversed): Recovery;
1/3 The Creator (Reversed): Abandonment;
1/4 Death (Reversed): Stasis;
1/5 The Defender (Reversed): Peril;
1/6 The Dragon (Reversed): Blind Fury;

2/1 Drowning in Armour (Reversed): True Prudence;
2/2 The Eagle (Reversed): Thoughtlessness;
2/3 Fearing Shadows (Reversed): Recognizing Safety;
2/4 Fertility (Reversed): Decline;
2/5 The Fish (Reversed): Shallowness;
2/6 The Fool (Reversed): Lack of Connection;

3/1 The Griffon (Reversed): Cowardice;
3/2 The Hermit (Reversed): Isolation;
3/3 Inspiration (Reversed): Lack of Imagination;
3/4 The King (Reversed): Tyranny;
3/5 Knowledge (Reversed): Falsehood;
3/6 Law (Reversed): Treachery;

4/1 The Lion (Reversed): Weakness;
4/2 Nature (Reversed): Energy Sapped;
4/3 Overlooking the Diamond (Reversed): Recognizing Opportunity;
4/4 The Peasant (Reversed): Lack of Vision;
4/5 The Phoenix (Reversed): Destruction;
4/6 The Priestess (Reversed): Impracticality;

5/1 The Satyr (Reversed): Moderation;
5/2 The Smith (Reversed): Evil Effort;
5/3 The Soldier (Reversed): Blind Obedience;
5/4 Sowing Stones (Reversed): Ceasing Fruitless Labour;
5/5 Spring (Reversed): Stagnation;
5/6 Striking the Dragon's Tail (Reversed): Recognizing the Larger Problem;

6/1 Summer (Reversed): Exhaustion;
6/2 Trickery (Reversed): Subterfuge Revealed;
6/3 The Unicorn (Reversed): Temptation;
6/4 The Usurper (Reversed): War without End;
6/5 War (Reversed): Effort Misspent;
6/6 Winter (Reversed): Inexperience;

So, that's that. What does one do with it?

More on that next post...

Sunday, December 1, 2013

The Garden of Kama Interpreted...


Way back in February of this year I did a rough outline of the Garden of Kama - I mean, really rough!

Here are those same nations again with the Fortune Deck applied. I rolled 3d6, the first two to determine the card and the third to determine whether it was "reversed" or not. I rolled each heading in order and took the rolls I got - no Fudging! I haven't filled in the interpretations yet but I see some interesting possibilities. 

Aoa  


Past                 4-2-3   Nature – Life Energy
Present           1-5-5   The Defender(R) – Peril
Future             5-1-5   The Satyr(R) – Moderation
Virtue              6-2-3   Trickery – Deceit
Fault                5-6-2   Striking the Dragon’s Tail – Underestimating the Challenge
Fate                 4-5-2   The Phoenix – Rebirth

Interpretation: ???

Ologog

Past                 2-2-1   The Eagle – The Mind Prevails
Present           5-2-5   The Smith(R) – Evil Effort
Future             1-3-2   The Creator – Nurture
Virtue              3-2-1   The Hermit - Wisdom
Fault                2-3-4   Fearing Shadows(R) – Recognizing Safety
Fate                 6-2-1   Trickery – Deceit

Interpretation: ???

Kamjola

Past                 2-3-6   Fearing Shadows(R) – Recognizing Safety
Present           4-6-6   The Priestess(R) – Impracticality
Future             2-2-4   The Eagle(R) – Thoughtlessness
Virtue             4-4-6   The Peasant(R) – Lack of Vision
Fault                2-1-6   Drowning in Armour(R) – True Prudence
Fate                 5-2-1   The Smith – Productivity

Interpretation: ???

Champakou

Past                 3-6-5   Law(R) – Treachery
Present           4-5-4   The Phoenix(R) – Destruction
Future             2-6-4   The Fool(R) – Lack of Connection
Virtue              1-6-5   The Dragon(R) – Blind Fury
Fault                4-5-3   The Phoenix – Rebirth
Fate                 4-5-4   The Phoenix(R) – Destruction

Interpretation: ???

Mara

Past                 3-3-5   Inspiration(R) – Lack of Imagination
Present           4-5-1   The Phoenix – Rebirth
Future             2-1-4   Drowning in Armour(R) – True Prudence
Virtue              4-5-3   The Phoenix – Rebirth
Fault                6-6-1   Summer – Energy
Fate                 3-5-1   Knowledge – Truth

Interpretation: ???

Easterlings (Panam)

Past                 5-3-6   The Soldier(R) – Blind Obedience
Present           6-5-1   Winter – Maturity
Future             4-5-1   The Phoenix – Rebirth
Virtue             1-2-5   The Cockatrice(R) – Recovery
Fault                2-3-3   Fearing Shadows(R) – Recognizing Safety
Fate                 1-5-3   The Defender – Safety

Interpretation: ???

Koreans (Jong Yu)

Past                 2-3-5   Fearing Shadows(R) – Recognizing Safety
Present           6-1-4   Summer(R) – Exhaustion
Future             5-4-5   Sowing Stones(R) – Ceasing Fruitless Labour
Virtue             2-4-3   Fertility – Growth
Fault                5-2-2   The Smith – Productivity
Fate                 5-1-6   The Satyr(R) – Moderation

Interpretation: ???

Lohwand

Past                 3-2-5   The Hermit(R) – Isolation
Present           4-3-4   Overlooking the Diamond(R) – Recognizing Opportunity
Future             2-2-2   The Eagle – The Mind Prevails
Virtue              6-6-2   The Usurper – At War
Fault                1-4-1   Death – Change
Fate                 4-5-5   The Phoenix(R) – Destruction

Interpretation: ???

Also, I've just noticed that I left one nation out...have to correct that tomorrow!




Thursday, November 28, 2013

Using the Everway Fortune Deck with Wargames Campaigns

I collect roleplaying games and one of those I picked up many moons ago was "Everway" by Jonathan Tweet. The cool thing about this game was the "Fortune Deck" a set of 36 cards based - I understand - on the "Major Arcana" of Tarot cards.

The list of cards is shown below. I found this list online and have reproduced it here as I found it. Not sure what the "correspondences" are all  about. I haven't found a use for them yet.

The important bit for me, and the way I have used the deck in the past, all has to do with the card subject or theme and its meaning. I used to use the card deck itself, but when I started thinking about it again I found mine had gone astray. Then today I realized that since there were 36 cards I could easily use dice to get the same results I used to from drawing the cards. Not as pretty, but very functional.

What follows is a system for fleshing out various characteristics in a campaign. Have a look at the card list and the meaning of each card. And also the meaning of the card if "reversed".

The notes explain how it works.

The Everway Fortune Deck

D66
Card
Meaning/Reversed
Correspondences
1-1
Autumn
Plenty/Want
earth, Taurus, Virgo, Capricorn
1-2
The Cockatrice
Corruption/Recovery
earth and water
1-3
The Creator
Nurture/Abandonment
earth, water, the moon
1-4
Death
Change/Stasis
water
1-5
The Defender
Safety/Peril
air, fire, the sun
1-6
The Dragon
Cunning/Blind Fury
earth, air
2-1
Drowning in Armor
Protective Measures Turn Dangerous/ True Prudence
air (negative)
2-2
The Eagle
The Mind Prevails/Thoughtlessness
air
2-3
Fearing Shadows
Unnecessary Fear/Recognizing Safety
fire (negative)
2-4
Fertility
Growth/Decline
water and earth
2-5
The Fish
The Soul Prevails/Shallowness
water
2-6
The Fool
Freedom/Lack of Connection
the sun
3-1
The Griffin
Valour/Cowardice
fire and air
3-2
The Hermit
Wisdom/Isolation
Mercury
3-3
Inspiration
Creativity/Lack of Imagination
water and fire
3-4
The King
Authority/Tyranny
Jupiter
3-5
Knowledge
Truth/Falsehood
air
3-6
Law
Order/Treachery
air and earth
4-1
The Lion
The Body Prevails/Weakness
earth and fire
4-2
Nature
Life Energy/Energy Sapped
earth
4-3
Overlooking the Diamond
Missing Opportunity/Recognizing Opportunity
water (negative)
4-4
The Peasant
Simple Strength/Lack of Vision
Venus
4-5
The Phoenix
Rebirth/Destruction
water and fire
4-6
The Priestess
Understanding Mysteries/Impracticality
the moon
5-1
The Satyr
Indulgence/Moderation
fire and earth
5-2
The Smith
Productivity/Evil Effort
Mars
5-3
The Soldier
Duty/Blind Obedience
Saturn
5-4
Sowing Stones
Fruitless Labor/Ceasing Fruitless Labour
earth (negative)
5-5
Spring
New Growth/Stagnation
air, Gemini, Libra, Aquarius
5-6
Striking the Dragon's Tail
Underestimating the Challenge/Recognizing the Larger Problem
all four elements
6-1
Summer
Energy/Exhaustion
fire, Aries, Leo, Sagittarius
6-2
Trickery
Deceit/Subterfuge Revealed
fire and air
6-3
The Unicorn
Purity/Temptation
air and water
6-4
War
Great Effort/Effort Misspent
fire
6-5
Winter
Maturity/Inexperience
water, Cancer, Scorpio, Pisces
6-6
The Usurper
At War/Civil War
conflict

Notes:

1)      The Usurper is my own interpretation for use in the campaign.
2)      D66 – Roll two six sided dice one after the other to determine the card result. Or roll two different coloured dice together, with one die as the “ones” and the other as the “tens”.
3)      Results cannot be duplicated for a given entity. Re-roll duplicate results.
4)      Each result can be either normal or “reversed”, giving an alternate meaning. Roll a third six sided die for each result: 1-3 = Normal 4-6 = Reversed.
6)      The Fortune Deck is used to establish the campaign background in very general terms. 
7)      All significant entities in the campaign should have a card result rolled for each of the following categories: Past, Present, Future, Virtue, Fault, and Fate.
8)      The Past, Present and Future results serve to describe the overall tone for each of those time periods for each entity.
9)      The Virtue and Fault results describe strong characteristics about the entity.
10)  The Fate result describes the end result for the entity in very general terms.
11)  Example:
Kingdom of Olokand
Past: 3-1 = The Griffin, Valour
Present: 4-2, reversed = Nature, Energy Sapped
Future: 2-6 = The Fool, Freedom
Virtue: 5-2 = The Smith, Productivity
Fault: 3-4, reversed = The King, Tyranny
Fate: 6-2 = Trickery, Deceit

Result: The Kingdom of Olokand has long stood as a bulwark against the forces of darkness. Its people are strong, brave and industrious but the long struggle has left the nation spent and the coffers empty. The current ruler is a ruthless tyrant who is squeezing the people dry. In the future a rival within his court will rebel and release the people from his oppression.