A couple months back, Colin Green mentioned picking up some new reading material of history for adding flavor and verisimilitude to one of his campaigns.
I recommended The Year 1000: What Life Was Like at the Turn of the First Millennium, An Englishman's World.
It had been several years since I read the book, so I took a quick burn through to remember its high points.
So here we go ...
As I've groused about before - history is taught poorly, so finding a well-written, entertaining history book is of value. The Year 1000 definitely meets this criteria.
Like many histories, the challenge of the time period is the general lack of surviving documents - either from lack of initial documentation, preservation, or destruction by later regimes. As the book denotes, the surviving direct documentation for the time period in England may fill a bankers' box.
The book itself is themed around the Julius Works Calendar, one of the few surviving written works of that time period, and describes passage of a year at the approximate turn of the millennia, near the end of the period of Anglo-Saxon rule in England.
Each chapter is inspired by the month's calendar page, and describes both common life and activities for the month, as well as a larger theme for overall English culture or leadership. And, as the book looks at the turn of the millennium, it also uses the calendar as a tool to illustrate the transitions that England underwent during that era, such as unifying from four kingdoms into one under a centralized monarchy, progressions of strong and weak leadership (Alfred the Great vs Aethelred the Unready), the conflict and partial rule by the Danes, and the impending succession conflict between Harold Godwinson, Harald Hardrada, and William of Normandy...
For instance, the July chapter begins with a description of the 'hungry gap,' the annual period between spring and the harvest of the first crops where food stores were exceedingly low, before segueing into a discussion of the evolution and spread of monastic worship and life in the latter part of the first millennia. The chapter then expands on the monarchy (under King Edgar) using the church to legitimize the rule, and the church's role as a repository and distributor of the written word.
Overall, the format make for a fun, easy read, with informative chapters that don't drag. By combining common life and greater culture, the book builds a whole world, not simply a collection of dates and events.
And for the aforementioned gaming verisimilitude, the book provides much color for background as the players encounter or interact with both commoners and notables in their travels. The monthly format can provide fun "what's going on in the background" descriptions depending on local seasons and activities. And, of course, the "real history" of invasions, bickering fiefdoms, successions, and growing and waning cultural influences may provide much grist for adventue or campaign seeds.
Enjoy!
(I discovered thru Anchor/MeWe that at least three other people also bought or were considering the book, so I hope that they are enjoying it as well...)
Wednesday, May 29, 2019
Thursday, May 23, 2019
Mad March Map - "Town"
Mad March Map the 27th - "Town"
Another tiny scene...
Explorers find the neighborhood ruined by cataclysm. Disconcerting energies cause their normally stalwart wardog to whimper. A metallic smell of dust and bones permeates everything.
For when wizards duel, the collateral damage lingers, even after these long years passed..
The district is characterized by blast craters, shattered, tottering walls, the remains of buildings barely standing... The streets and shattered buildings echo with traces of majical fallout, and the place reeks of necromantic energies
Shuffling golems and zombies animate, the remnants and remains of the town's inhabitants, they still operate in a grotesque pantomime of their former lives, play-acting as shopkeepers, a smith at a cold forge, a skeletal maid sweeping before an empty, blasted inn.
No one in their right mind goes there anymore...
Another tiny scene...
SOURCE |
Explorers find the neighborhood ruined by cataclysm. Disconcerting energies cause their normally stalwart wardog to whimper. A metallic smell of dust and bones permeates everything.
For when wizards duel, the collateral damage lingers, even after these long years passed..
The district is characterized by blast craters, shattered, tottering walls, the remains of buildings barely standing... The streets and shattered buildings echo with traces of majical fallout, and the place reeks of necromantic energies
Shuffling golems and zombies animate, the remnants and remains of the town's inhabitants, they still operate in a grotesque pantomime of their former lives, play-acting as shopkeepers, a smith at a cold forge, a skeletal maid sweeping before an empty, blasted inn.
No one in their right mind goes there anymore...
Sunday, May 19, 2019
Voices in the Chapel - revising an old map
Hi all - here's a brief setting built from an old Dungeon magazine map that popped up. Set in a rural chapel, the locals are frightened by their local priests increasingly chaotic messages and behavior.
The map was found in Issue 2 of the magazine, as part of the 'Caermor' adventure published within. The map itself is a simple, clean design, easily re-interpreted for a campaign location, such as this one.
So what is going on in Father Aldo's church?
Edit: quick revision to the thing in the cellar...
The map was found in Issue 2 of the magazine, as part of the 'Caermor' adventure published within. The map itself is a simple, clean design, easily re-interpreted for a campaign location, such as this one.
So what is going on in Father Aldo's church?
Edit: quick revision to the thing in the cellar...