Tuesday, March 15, 2022

Review: Castles & Crusades Codex Germania

Castles & Crusades Codex Germania
Today I am going further south and a little more back in time.   Related to the Nordic myths and tales are the older Germanic ones.  Given the connections between the two, I am going to have to point out the differences and commonalities. 

Castles & Crusades Codex Germania

For this book, I am reviewing the PDF and hardcover edition of this book.  This book has 110 pages, so slightly smaller than the other codices.  Like a lot of Castles & Crusades books, the art here is from Peter Bradley.  Once again Brian Young is our author and designer.  Young also spends some time comparing the Germanic and Nordic myths and tales.  

These myths come from central Europe and begin as early as the 1st century BCE right on up to the time of the Vikings.  

Chapter 1: In Ancient Tales

Like the previous books, this chapter covers the history of the Germanic peoples as well as a brief bit on their legends and stories.  Like the Nordic (or to the point the Nordic myths are like these) we get an origin story about Giants and three Gods.  Young takes pains to differentiate these myths from the Norse and talks about the shortcomings of the source material.  Here we see the first comparisons between Woden and Odin.

Chapter 2: Of Germania & Beyond

This chapter covers the Germanic lands.  Now to assume there is only one Germany is a huge mistake and one that Young deftly avoids. There are lots of lands here and lots of peoples dating back to the height of the Roman Empire to it's fall.  It is helpful to consult the map or hit up various maps online.  

Germanic Tribes migration

Chapter 3: Magical Beings & Monsters Dwelled

Once again we have a chapter on monsters and it is a real collection of gems.  Here are 40+ monsters. All are a little bit familiar to any D&D players, but these harken back to their "original" forms so great for players that have "seen everything."  

The monsters are of course enough on their own, but there is a nice section here on the complexities of the Germanic dragons.  Essentially if you ever have read about the dragon Fafnir, then you have an idea of what this is about.   Honestly, this is something that all dragons should have or at least the really interesting ones.  Speaking of the interesting dragons, there are also tables to determine what a unique dragon's name would be.  

Halirúna
Chapter 4: In Wizardry & Enchantments

Here we get some new magic-using classes.  There is the Halirúna, or the Dark Witch (Intelligence-based) which I absolutely love, the Erilaz, or the Rune Master (Wisdom-based) which also has runic magic (like the Nordic book), and the Gudja. or People of the Gods, the clerics for this setting. 

Magic is not a "supernatural" force here, but rather a natural one; THE natural one to be honest.  This chapter uses magic as a means of connecting the people to the gods. Which are coming up next.

Chapter 5: To Serve the Gods

This chapter covers the gods and discusses the overlap between these cultures and the Nordic.  Young points out that due to the Roman Empire the gods and myths of the Germanic pagans are a bit better documented than that of the neighboring Celts. Among these gods it is likely that Woden (Odin) and Þūnor (Thor).  Again there are no stats for gods here (as it should be).  

The chapter also details Germanic pagan beliefs and practices. 

Chapter 6: Skilled in Battlecraft

Warriors are still one of the highest castes in the life of the Germanic peoples.  This chapter gives us information on arms and armor used. How retainers were used and honored, and other topics on warcraft, including special unique weapons. 

The new class, the Drachentöten (lit. "Dragon Killer") is a Dexterity-based class. 

Chapter 7: Castle Keeper Info

Like the other codices, this covers running a Castles & Crusades game with this worldview.   The importance of the king and lawgivers are established and explained. 

The common folk are not forgotten and details like the importance of names (and many tables of names) are detailed. 

Chapter 8: Sample Adventure Module

The sample adventure, "The Monster of the Fens," is given.  It reminds me, naturally enough, of Beowulf.  The adventure takes place in East Anglia so Young states that it can be integrated with the Codex Celtarum.  The adventure is for 2 to 4 characters of 3rd to 4th level. 

It is a fun little adventure and reminds GM/Castle Keepers that even a "simple" monster like a Troll would be a menace to the folks of pagan Germanic lands. Indeed, much like Beowulf shows.

The temptation is great to compare this to the Codex Nordica and also to find it lacking.  This temptation must be avoided!  The Codex Germanica is its own thing. While the myths and stories will feel familiar to the more popular Norse myths, they are their own, situated within their own time and place.   These myths feel older and darker in many respects.  In many ways, I like these myths and tales a little more than those of the Norse. 

Again, this book is light on actual rules details, save for the classes, so it is an excellent resource for any RPG.  Converting it over to AD&D, D&D 5, or your favorite OSR-Clone would be trivial at worst. Of course it is designed for Castles & Crusades which is fantastic in it's own right.

Monday, March 14, 2022

Monstrous Mondays: The AD&D 2nd Ed Monstrous Compendiums, Part 5

MC14 Monstrous Compendium Fiend Folio Appendix
Fiends, Fiends, Fiends!

Today I delve into a dark subterranean world filled with long-forgotten creatures that have not seen the light of our sun for ages. Of course, by that, I mean the Usenet, and that age was the early 90s.  

What I think was one of the first big battles of the Edition Wars was the one concerning demons and devils.  Namely, where the hell were they for AD&D 2nd Edition?  They have not appeared in any of the Monstrous Compendiums so far and the official word was they were no longer needed.  Which everyone knew was a smokescreen for TSR caving into concerned, busy-body mothers and the religious right.  The discussions on Usenet had a LOT of opinions on why they were gone and then what to make of them when they finally came back.

Thankfully this did not last and by the start of 1991, we got demons and devils back, albeit in the names Tanar'ri and Baatezu. Ok, the names were changed but they were back.  In truth, I never minded the name change and it opened up the lower planes to have more than one type of demon or fiend. Something we are still benefiting from today.

MC14 Monstrous Compendium Fiend Folio Appendix

PDF 64 pages (70 with dividers and covers), Color cover art, black & white interior art, $4.99. 

While not full of fiend per se, the Fiend Folio has always had a place in the games of many 1st Ed AD&D players.  It was the second "Monster Manual" and it collected a number of creatures from various modules and the White Dwarf Fiend Factor column.  It was also either really loved or really hated, depending on who you asked.  Maybe that is the reason it did not get published until much later (1992) and was the 14th MC to be published.

This MC contains 65 monsters, Aballin to Zygraat, and is a fairly good representation of the monsters listed in the original Fiend Folio.  Some new (the aforementioned Aballin) but a few notable ones had appeared in other volumes already.  Drow appeared in the main Monstrous Compendium. Death Knights were moved to Dragonlance (a loosing their demonic heritage in the process) and Styx Devils had been published in the MC8 (see below).  The "oriental" Dragons are not here, but Gem Dragons are. There is no flumph here though. We don't see those again until Monstrous Compendium Annual Volume Two. 

Also there are no explanatory notes here that many of the others also had.  I guess at this point you are expected to know how to read the stat blocks. Not a complaint at all, merely an observation.

It is a mostly generic compilation of monsters and I mean that is a positive way.  These monsters can be used anywhere.  For example, I pulled out the Penanggalan and put it in my Ravenloft collection.

MC14 Monstrous Compendium Fiend Folio Appendix

MC8 Outer Planes Compendium
MC8 Monstrous Compendium Outer Planes Appendix

PDF 96 pages (102 with dividers and covers), Color cover art, black & white interior art, $4.99.  

This collection has 90+ monsters (Aasimon to Zoveri) from the various outer planes.  There are good and evil ones here so plenty for DMs taking the characters out of the dungeon and into new worlds.  There are a lot of old familiar faces and some new ones.  The "named" Demon Princes or Dukes of Hell are not here. Many, like Orcus, will never even get AD&D 2nd Ed stats. Most of the 1st Ed converts feel buffed up in stats. Even the succubus, a demon with little desire for combat, feels tougher with all her powers defined.

Demons and creatures from the Outer Planes in general really feel like they benefit from these expanded monster entries. While the Planescape Setting is still a bit away, we get tidbits of information about the Blood War and more.  Reminding us that when it comes to settings, 2nd Ed really was quite superior. 

MC8 Monstrous Compendium Outer Planes Appendix

Monstrous Compendium Planescape Appendix III

Monstrous Compendium Planescape Appendix III

PDF, 128 pages. Color art. $9.99

This book was one of the bound softcover Monstrous Compendium Appendices and it took on the trad dress and style of the Planescape line rather than the Monstrous Compendium line. The monsters inside conformed to the standard of the Monstrous Compendium stat blocks, but there was no doubt what line this belonged to.

This volume has 128 pages and 71 monsters from Animental to Xill.  Many of these monsters appear on both sides of the page, usually due to the larger art elements, and expanded details including a bit of fluff for each one.  This makes this book actually better for use in the three-ring binders.  Even though this one was never designed to be added!  Again another point for the PDFs.  That is if you don't mind printing out all the full-color pages this one has.

Interestingly enough the Xill appears here and the Fiend Folio MC 14.  In fact, many monsters from the AD&D 1st Fiend Folio also make it here. Cases in point the Quasi-elementals, the khargra (with much improved art), thoqqua, and trilloch.  The Khargra and the Xill appear in all three (1st ed and both 2nd Ed books).

Xill

This one does have explanatory notes and it also covers the ecology of the outer planes.  By this time the Planescape setting had been in pretty wide use so the "Planescape" view of the Outer Planes has superseded, for good or ill, the AD&D 1st Edition Manual of the Planes version.

AD&D 2nd Ed may not have started out with fiends (of any sort) but they ended with not just a few, but a whole new outlook on them that changed how D&D would use them for the next 30 years.

Review: Castles & Crusades Codex Nordica

Castles & Crusades Codex Nordica
The Castles & Crusades Codecies series are great books to add some flavor and history to your game.  While overtly for the Castles & Crusades game they can be used by nearly any game.  The Codex Nordica is another I was looking forward to getting and it did not disappoint.  Norse myths are among my favorites, right behind the Greek and Celtic myths. 

Castles & Crusades Codex Nordica

For this book, I am reviewing the PDF and hardcover edition of this book.

The book is 146 pages with color covers and black & white interiors.  The art is up to the high standards you should expect from Troll Lords with plenty of evocative art from Peter Bradley.   Like the other books in this series, this one was written by Brian Young, who has the educational background to tackle these books.

Norse myths are some of my favorites and rarely have they been more in vogue.  Young makes it clear that this book is a game guide to myths, legends, and history of the Swedish, Danes, Norse, and the other peoples of Scandinavia and not a full recounting of history, myths, and/or legends.

Chapter 1: History & Cosmology

This chapter gives us both the real-world historical background of the lands and the people of the area.  This also covers the basic myths. It will not replace a history text or a book on Norse Mythology, but it is a great overview for a gamebook. This book is likely better researched than most game accessories you will find. 

Chapter 2: The Nine Worlds

This takes the material from the previous chapter and some more to build on a game world of the Nine Worlds of Norse myths and how they could work in Castles & Crusades.  Each world is covered, in as much detail as can be provided, which also includes what random creatures can be found.  My favorite bits are the two maps that include the Viking colonies and migrations across Europe. 

Chapter 3: Magical Beings & Monsters

I would be tempted to say that this chapter is worth the price of the book alone, but while this is true there is a lot of great stuff in this book. But seriously this chapter is a lot of fun. There are nearly 40 creatures of varying degrees of familiarity to D&D/C&C players. Some are new enough to be quite fun.   Since the format is for Castles & Crusades they can be easily converted to AD&D, D&D5, or any OSR game of your choice. 

Chapter 4: Wizardry & Enchantments

This chapter is the most "Norse" of all of the ones in the book if I may be so forward.  It covers magic in its Nordic version or Seiðr.   Since war is the realm of men, magic belongs to women. There are two new character classes, the Seiðkona, an Intelligence-based sorceress or more accurately, a "Magic-user" and the Völva or Vǫlva, a Charisma-based prophetess who is quite similar to the notions of a "Witch." 

The Seiðkona uses Intelligence as her primary ability and casts the same spells and magic as the Wizard does.  If she had used Charisma, I would naturally compare her to the Sorcerer of D&D3/5.   Though given her role, Intelligence (or maybe even Wisdom) is the proper choice here.  This is a class that is very much part of the mythology of the world she is in. She has access to the Wizard's spell list in C&C. 

There is also the Völva, which is the clerical counterpart to the Seiðkona.  This class also serves the role of a priestess and uses a distaff.  Her gift is divination and prophecy.  So by means of a rough comparison, she is more similar to the Oracle class in Pathfinder.  She uses the Cleric's spell list until 5th level and then can split between Divine and Arcane magic. 

Also, this chapter covers the runic magic system from this world.  The runes are used along with the traditional magic powers (aka Spells). 

Odin
Chapter 5: The Gods and Giants

This chapter covers the gods of the Nordic lands as well their primary adversaries the Giants.  Here are names that will be familiar to nearly everyone who has ever played D&D or even watched a "Thor" movie or A&E's/AAmazon's "Vikings."  There are similarities with the names found in the Deities & Demigods, but enough differences that readers should be sure to attend to the details.  

Here the tale is more on the side of myth and legend rather than history.  We learn of the Æsir and the Vanir; the gods and goddesses of the Nordic people.   Also covered here in more detail than other gamebooks are the Giants and "other evil beings" spelling out the role Giants have in this mythology.  They are more akin to the Titans of Greek or even the demons of other myths.   You will not find stat blocks here though.  Gods are not "epic-level monsters" to be fought; least of all by the likes of player characters. 

Chapter 6: Warriors & Battlecraft

Magic and gods are great, but the world is made of warriors.  This chapter covers the various warrior types and additions to the basic fighter of Castles & Crusades.  The "upgraded" fighter includes basic warriors, elite warriors, and shield maidens.  New classes include the Berserker, who is a Charisma-based fighter, and the Giant Killers (more traditionally Strength-based).

There are some details on fighting styles and weapons unique to this area as well.

Chapter 7: Castle Keeper Info

This chapter details running a Castles & Crusades game in the Nordic lands during the time of these myths and stories; aka the Viking Age. Here you can learn about society, laws, and the people that make it work.  Of course, sea voyages are covered and various types of boats were used.

There is a section on poets and Kennings.  It makes me wish they had included more for Bards here other than a brief mention that Skalds are Bards. But I guess this works.  Names and their importance is covered with examples. 

Most importantly there is a section on the Eddas (Prose and Poetic) and how they can be adapted to a game. 

Sons of ĺvaldi
Chapter 8: The Precious Works

"The dwarves of lore made mighty spells," Tolkien told us in The Hobbit, but the dwarves he was thinking about likely were the Sons of ĺvaldi rather than the Children of Durin.   Here we learn of the great magical artifacts of the Nordic myths including Gundnir, Skidbladnir, Draupnir, and Mjölnir.

Save for monsters and classes, the vast majority of this book is fairly neutral in terms of game rules.  What does that mean? It means that you could easily use this book with AD&D, D&D 3 or 5, or an OSR game of choice.  Of course, it works the best with Castles & Crusades, but the book is such a good resource I would hate to see it missed by people that do not play C&C.

Brian Young has a unique combination of Ph.D. level research and game design and writing credit to bring a series like this to life and make you want to play exclusively in the world he describes.  Many have tried over the years, but I feel he has achieved the rare success of balancing the needs of mythological research and game design. 

I highly recommend this book for anyone that wants to add a little bit of Norse myth to their games. And really who wouldn't?  

Sunday, March 13, 2022

Castles & Crusades Codex Week

I have been reading a lot of history over the last couple of years.  Mostly for my own enjoyment and education and partly to provide better Witch Tradition books and One Man's God posts.  So it has been with great enjoyment that I have been reading Brian Young's Codex series for Castles & Crusades.

Castles & Crusades Codex

While they are overtly Castles & Crusades books I have found they are usable and have useful information for just about every game; especially original D&D/AD&D games and the OSR clones they are based on (of which C&C is one of the biggest). 

Castles & Crusades Codex
I have been meaning to do a review of them forever, or at least since 2016.  With the release of the Codex Egyptium and the second printing of the Codex Celtarum, I thought what better time than now.

You can read my reviews of the first printing of the Codex Celtarum and the Codex Classicum.  Having already spent some time with them all I can say that Brian Young brings his Ph.D. level skills to the task of uncovering these myths, legends, and history and brings them to your game table.  That's not hyperbole by the way.  Dr. Brian Young does have a Ph.D. and he is working on a second one if I recall right.

On tap for this week are:

I am also going to give these a bit of One Man's God.  Or more to point I'll at least look at them through the same lens of my One Man's God posts.

Should be a fun romp through the history of our world.

Friday, March 11, 2022

Crowdfund Your Weekend!

Today's weekly KickstartCrowdfund Your Weekend looks at projects beyond Kickstarter. 

Mistletoe Massacre - Horror Comedy Slasher Film

Mistletoe Massacre

https://www.indiegogo.com/projects/mistletoe-massacre-horror-comedy-slasher-film#/

I love Indie horror movies and this one looks like a lot of fun.  They are crowdfunding, which is also fun.  I have participated in crowdfunded projects like this before and it is cool to see your name on the screen under "thanks!"

Seriously though, check this out and give what you can.  I know a lot of you love horror films as much as I do. So help them out, get a fun new horror flick and some memorabilia too!  The signed poster looks nice. 

Bundle for Ukraine

Bundle for Ukraine

https://itch.io/b/1316/bundle-for-ukraine

Another RPG Bundle from Itch.io.  This time they are raising $4M+ for aid to Ukraine.

For $10 you get $992 pdfs/games from 733 creators.  That's a hell of a deal.


Both of these are very worthy so check them out!

Wednesday, March 9, 2022

Guest Blog: Using The Witch and Eldritch Witchery as a NIGHT SHIFT Resource

I am over on the Elf Lair Games blog today to talk about how you can use my OSR books The Witch and Eldritch Witchery to expand on your NIGHT SHIFT games. 

The Elf-Lair Coven

With this, you can add new spells, new Arcane Powers, and Traditions like The Aquarian Order, The Cult of the Magna Matter, The Hermetic Lodges, and the Masters of the Invisible College. 

https://elflairgames.blogspot.com/2022/03/guest-blog-using-witch-and-eldritch.html