Saturday, January 14, 2023

In search of a better gazetteer

These two books are the best RPG gazetteers that I know of. 

Example 1: Stephen Biesty's Cross-Sections Castle



(My colleague Dwiz also wrote on this.)

Example 2: Kingdom of the Dwarfs 




Everything below this point is pointless onanism. Read on at your own risk.

When I was younger, I read a lot of RPGs for their lore. I knew a lot about Exalted and the World of Darkness and the Sixth World at some point. 

I also created a lot of lore. I would write a lot of Word docs filled with worldbuilding. Histories. Conlangs. Pantheons. Pages and pages of content that nobody has read and nobody wants to read. Because frankly? This shit is fucking boring. It's not a game, it's homework. 

In my decrepitude, I want a different experience. I do not have time to memorize splat books full of lore. I am no longer so cruel as to expect my players to read the splat books I write. (Sure, I kinda like doing it, but recognize it's masturbatory.)

This is a thought exercise where I take an old cultural writeup I wrote about a decade ago and cut it down into something I'd like to see in an RPG game today.

Draft 1: Old-school Gazetteer 

I wrote this ten years ago for a project that never got out of scratch notes stage. I have not edited it to preserve my dignity. You are looking at some real rough draft shit here.

Belthatines (Byzantine Romans)
Vice: Pride
School of War: Cataphractoi, Based on training – before battle, can perform drills that Bestow 3 calls (one bound to helm, one to shield, one to weapon) – Can then use them in battle by performing a short gesture or stance
Preferred Weapon: 1H crushing weapons
Sage: Choleric Alchemy


From the ashes of the Iydallir Dominion, the Belthatine Empire has risen. Fueled by blazing phlogiston, the Belthatines must try to hold on to what the Iydallir first conquered. 

The Belthatines are a diverse ethnic group of former slaves, servants, and non-citizens of the Iydallir Dominion. During the time of the Dominion, this group was referred to as plebians--a name derived from a conquered tribe called Plebes. During the tumult following the assassination of Viar Kalir, the plebians rebelled and took over the city of Tel’Urzyntium, renaming it and themselves after their prophet and the first Holy Emperor. Today, the ethnic makeup of the Belthatines includes both the original plebians and thousands of converts from each corner of the realm. 

Belthatines are a disciplined, just, and faithful people. They respect devotion to craft, and take pride in any thing done well. The arts--especially oration and wordcraft--are held in especially high esteem. Physical strength is also admired, and Belthatines both young and old enjoy sports and athletic endeavors. Of these, dueling and mock warfare are most often practiced. The Belthatines understand that only through a strong military is their grip on the tumultuous Empire maintained, so they tirelessly train at the arts of war. 

The keystone of the Imperial Legion is the use of choleric alchemy. The secrets of phlogiston are key to ensuring Belthatine superiority on the field of combat. Choleric alchemists accompany every regiment in the legion. They help repair weapons and armor, prepare bombs to sap fortifications, and can create fires that will consume a ship--even on the water. 

Having suffered both sorcery and slavery, the Belthatines are extraordinarily prejudiced against both. They are fiercely suspicious of magic and any those who practice it. Inquisitors of the Church of Man tirelessly hunt down practitioners of magic within the Empire, as well as heal those who have been harmed by its evil. Slavery is also abhorred, and though it is illegal, it can be common on the fringes of the Empire. When discovered, slavers are dealt with harshly. 

Religion
All Belthatines are members of the Church of Man. The Church of Man is an antideist religion, which means that it explicitly forbids the worship of a higher power. Belthatines might (or might not) recognize the existence or potency of a higher power, but the Church of Man teaches that nothing except for Mankind itself is worthy of worship or reverence. The human capability for wisdom, morality, and physicality are lauded as extreme virtues. 

Belthatines hold a complicated system of beatification and canonization, in which they magnify the most worthy of their fallen as Saints. Though not gods in and of themselves, Saints are believed to be souls moved towards perfection. They are believed to be able to intercede on a person’s behalf – particularly in the spheres in which the Saint excelled during life. When a Saint is canonized (usually by propositioning the Church of Man on their ancestor’s behalf), the family or descendants of the Saint are allowed to form a House named after the Saint and are afforded their own coat of arms. 

All Belthatines take a tremendous amount of pride in their House, and tend to derive their most noble qualities from the qualities of their ancestor who founded the House. If their ancestor Saint was known for cleverness, they tend to give respect to those who are particularly clever. If their ancestor Saint was known for his giant size, members of the House might have inherited such a stature. Moreover, a Belthatine whose coat of arms bears a lion  might accentuate his own bravery, his command over beasts (since lions are the “king of beasts”) and his ferocity in battle. 

The Church of Man is founded on seven commandments, which are religious rules considered sacred by all Belthatines. These differ from the Imperial Dictates, which are civil laws. 

The Seven Commandments
Worship no god, or spirit, or idol, or force of nature, or any other thing. Make no sacrifices to these things. Man’s Wisdom and Spirit are alone worthy of veneration. 
Be active in virtue. Expose witches. Be charitable. Bring the guilty to justice. 
Be honest. Do not pollute your mouth with lies. Keep your oaths. Practice not adultery. 
Be loyal. The Imperial Family has been chosen by the ancestors to rule. The Church of Man is the only righteous path. Submit yourself to your place in these things.
Be moderate. Practice moderation in all things. Neither gluttony nor fasting; neither chastity nor lechery.
Practice fair commerce. Do not use false weights. Practice not usury. 
Seek redemption. When you sin, relent yourself to the wronged party and atone.

Notable Customs
Though the clerics are quick to refute claims that Belthatines “venerate” fire, fire holds a unique place in both civil and religion Belthatine rituals. 

Fire is seen as a purifying and holy force. The hearth is the most important part of a Belthatine household. All family rites and holidays are centered around it. Similarly, the sacred fire in the Cathedral of Holy Wisdom is kept always burning by the Sacred Virgins; a symbol of the eternal light of Man’s wisdom in the world. Belthatines prefer to be cremated, with their ashes (instead of their bodies) being interred in gravestones. 

Additionally, feasts often accompany most Belthatine rites. Extended families gather once a week to feast together. High holy days are punctuated by feasts of different food. In contrast to the Iydallir, who also have traditions of feasting, the Belthatines prefer simple foods and wine: olives, bread, cheese, dates, pomegranate seeds, and cured meats. 

Curiously, Belthatines refuse to wear crowns, coronets, tiaras and the like, saying that all Men are equal. Even the Emperor carries only a rod of his office. 

The Houses
There are four prominent Houses and dozens of minor ones. The first four Houses have, by far, the most members and the most power in the Senate. These four are the only Houses who were created by Bael Daystar herself, the other Saints being canonized after her death. 

In game terms, the four great Houses are the ones with the most plot. Be a member of one of these Houses if you want to meet and have contact with relatives. Due to the great number of NPCs being members of these Houses, you will usually have “friendly” contacts nearby. 

If you want to distinguish yourself others from other players and have the fun of inventing your own house, choose to be a member of a minor House. 

The four major Houses are as follows:

House Greatgift
Coat of Arms: Winged man with lance in one hand, purse of gold in other
Words: In fulfillment of the law

House Ironpax
Coat of Arms: Or winged lion on gules field
Words: Peace through strength

House Lucius
Coat of Arms: A book and brush
Words: In reason, salvation

House Grace
Coat of Arms: Chalice with a snake in it
Words: Not hastily, but boldly 

Each House was named for a Saint who martyred himself nobly for the cause of plebian liberty during the uprising against the Iydallir. 

Names
In regards to personal names, Belthatines can have names derived from any culture in the Known World, since they are comprised of a great mixing of bloodlines. The most common names are as follows. Choose one from this list, from elsewhere in this chapter, or make up one similar to these:
Male Names: Alexandros, Andreas, Constantine, Gregoras, Hydatius, Ioannes, Leon, Markos, Michael, Nickolos, Philip, Sabas, Sittas, Symeon, Theon, Zemarchus
Female Names: Aetheria, Anna, Basilia, Comito, Cyra, Eirene, Eugenia, Helena, Ionna, Maria, Megethia, Nicasia, Passara, Syagria, Theodora, Veneranda, Zoe

Additionally, all Belthatines are fiercely loyal to their House. They will say their House name as a surname (e.g., Gregoras Greatgift), or otherwise note their House when introducing themselves. 

Draft 2: Short and Sweet

I had a poetry professor who said, "You gotta drown those puppies." Oft repeated advice. Well, maybe he's not entirely wrong. Let's see what this sprawling bit of prose looks pared down to its essential gimmick. 

Belthatines

New Lords of Lærath

From the ashes of the Iydallir Dominion, the Belthatine Empire has risen. Fueled by blazing phlogiston, the Belthatines must try to hold on to what the Iydallir first conquered. 

The Belthatines are a diverse group of former slaves, servants, and non-citizens of the Iydallir Dominion. During the time of the Dominion, this group was referred to as plebians—a name derived from a conquered tribe called Plebes. During the tumult following the assassination of Viar Kalir, the plebians rebelled and took over the city of Tel’Urzyntium, renaming it and themselves after their prophet and the first Holy Emperor. Today, the ethnic makeup of the Belthatines includes both the original plebians and thousands of converts from each corner of the realm. 

All Belthatines are members of the Church of Man. The Church of Man is an antideist religion, which means that it explicitly forbids the worship of a higher power. Belthatines might (or might not) recognize the existence or potency of a higher power, but the Church of Man teaches that nothing except for Mankind itself is worthy of worship or reverence. The human capability for wisdom, morality, and physicality are lauded as virtues.

Having suffered both sorcery and slavery, the Belthatines are extraordinarily prejudiced against both.  Inquisitors of the Church of Man tirelessly hunt down practitioners of magic and slavers within the Empire, as well as heal those who have been harmed by its evil. 

Draft 3: Bullet Points

OK, I think it is good that the text is shorter. But I also lost a lot of things I kinda liked about the first draft. There were good puppies in that sack! Is there a compromise? 

Belthatines, the New Lords of Lærath
From the ashes of the Iydallir Dominion, the Belthatine Empire has risen. Fueled by blazing phlogiston, the Belthatines must try to hold on to what the Iydallir first conquered. 
  • The Belthatines are a diverse ethnic group of former slaves, servants, converts, and non-citizens of the former Iydallir Dominion. 
  • The keystone of the Imperial Legion is the use of choleric alchemy. Choleric alchemists accompany every regiment in the legion. They help repair weapons and armor, prepare bombs to sap fortifications, and can create fires that will consume a ship--even on the water. 
  • All Belthatines are members of the Church of Man, an antideist religion that it explicitly forbids the worship of a higher power. The Church of Man canonizes humans who achieve greatness as Saints, and their descendants are allowed to form a House named after the Saint and are afforded their own coat of arms. 
  • Fire is seen as a purifying and holy force. The hearth is the most important part of a Belthatine household.  
  • Feasts accompany most Belthatine rites. Extended families gather once a week to feast together. High holy days are punctuated by feasts of different food. 
  • Curiously, Belthatines refuse to wear crowns, coronets, tiaras and the like, saying that all Men are equal. Even the Emperor carries only a rod of his office. 
  • Having suffered both sorcery and slavery, the Belthatines are extraordinarily prejudiced against both.  Inquisitors of the Church of Man tirelessly hunt down practitioners of magic and slavers within the Empire, as well as heal those who have been harmed by its evil. 

Draft 4: A Picture's Worth a Thousand Words

OK but what if...







I admit that this is version is pie in the sky. I do not have a real budget to make games. I cannot afford 5+ bespoke art pieces to convey cultural details in a beautiful way. 

But I think that draft 2 is better than draft 1. And I think draft 3 is better than draft 2. So maybe it's all about just moving from "bad" to "better."


2 comments:

  1. Good workshopping. There is a next level of terseness that comes from abandoning the academic style and punching up the imagery, treating each word like you had to pay its rent. For example:

    Choleric alchemists vitally support the Imperial Legion's regiments. Their compounds repair armaments. Their bombs bring down walls. Their fires will burn a ship down to the waterline -- and beyond.

    ReplyDelete
    Replies
    1. I admire people who do that naturally very much. Sarah Waters, Hemmingway. I must rely on editors to help me with it.

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