Friday, 11 September 2009

three things: glyphs of warding

Three unique glyphs of warding for 3.X edition.  These are cast using the glyph of warding spell and provide some alternatives to the general purpose blast glyph favoured by those who want to ward an area.

Eye of Agony - This glyph appears as a stylised weeping eye and explodes for 1d4 acid damage per 2 caster levels (to a maximum of 5d4 damage) to the intruder and any within 5 feet.  All affected by the glyph suffer a wave of magical pain that forces living creatures of 5HD/5th-lvl or less to make a Will save (DC13) or be dazed for one round.

Glare of Winter
- This glyph resembles a stylised snowflake and explodes for 1d6 cold damage per 2 caster levels (to a maximum of 5d6 damage) to the intruder and any within 5 feet. All affected by it suffer a momentary flash of light that forces creatures with eyes of 5HD/5th-level or less to make an additional Fortitude save (DC13) or be blinded for one round.

Thunder's Kiss - This hammer-like glyph explodes for 1d4 sonic damage per 2 caster levels (to a maximum of 5d4 damage) to the intruder and any within 5 feet. All affected by the glyph must also make a Reflex save (DC13) or be knocked prone by the force of the blast.

Wednesday, 9 September 2009

the breaker of machines

"It was not so long ago I got this hand... and for me,  the old saying 'You can never go home' is the truth.  Unless the idea of danger appeals to you..."
                                      -- Adaun Ludlam, mercenary
Adaun Ludlam was a retired mercenary who lived in the Vale with his brother's widow,having lost a hand for looting the wrong treasure vault. He was one of the first to accept Forgegrinder in the Vale, having fought alongside dwarves. Rendersson saw the soldier without a hand and began work.  The steel and silver hand took a month.  Adaun's friendship was repaid and he took work as a caravan guard, sending money back to his kin.

He tried to return after Rendersson had set constructs to guard the pass.  The drover was a fool and the caravan paid the price yet the constructs avoided Adaun until he attacked one.  Were it not for his warhorse and the straps on his saddle, he would have died with them.  He rode into town mauled and his horse died under him, pursued by a cloaked figure that vanished as the militia raced to him.

Adaun recovered in time and learned how to fight constructs, of Raithen's soldiers visiting the Vale and of the assassination of the warmongering king.  He fears the soldiers knew the assassin and have made the Vale their domain, using Forgegrinder's craft to help them. He believes Forgegrinder is dead for no wizard can find him.  Adaun fought inconclusively with the cloaked stalker once and has managed to stay one step ahead.  For now.

Adaun will offer his services as bodyguard or soldier to anyone travelling near the Hidden Vale.  He has a reputation among the merchants and locals as being bad luck and disliking warforged.  He knows that people who knew of his old home keep dying and now keeps quiet about where he comes from.  He knows that the Vale can last a while but he cannot face the constructs alone and offers a season's pay to those willing to help.

This post is inspired by the Nevermet Press post Automated Antagonist.

Monday, 7 September 2009

toolkit: dilemma

The use of dilemma, where a character must make a difficult choice is a time-honoured method of conflict used to raise the stakes or as a climax to a story.  Dilemmas may offer more than two choices (horned dilemmas) and the phrase to be on the horns of a dilemma originates from the Arabic phrase dhulkarnein (two horned) implying an unpleasant or uncomfortable choice.  Chaucer and other medieval authors describe being in such a place as being in or being sent to Dulcarnon.

Used rhetorically, it implies a forced choice:
"Either you're part of the solution or you're part of the problem."
                      -- Eldridge Cleaver, presidential campaign 1968.
This may lead to a false dilemma or false dichotomy, where the choice doesn't actually matter, in the manner of Morton's Fork.  John Morton, Lord Chancellor of Henry VII of England justified the taxation of England's nobility by saying:
"Either the nobles of this country appear wealthy, in which case they can be taxed for good; or they appear poor, in which case they are living frugally and must have immense savings, which can be taxed for good."
This left the nobility in a position where either way, they would lose out.  In formal logic, this is the definition of a dilemma as either option implies the same outcome, regardless of the individual truths of each option.  This is also typified by characters who display black-and-white thinking, where people and situations are either good or evil, without ambiguity.

An ethical dilemma (or ethical paradox) occurs when someone is forced to choose between violating a moral code in order to survive.  This is often used to refute or reinforce a moral code using a choice with one option weighted towards a more vital level of Maslow's hierarchy of needs e.g. Valjean's stealing in Les Miserables is justified by his need to feed his family.

Examples include Carneades' Plank (where two sailors swimming need the same plank to live, if one pushes the other away from it and causes them to drown, has the survivor commited murder?) and the Samaritan's dilemma that posits the presence of charity or state-sponsored aid will promote dependency as well as slothful or negligent citizens because the safety net will always be there since the choice between self-improvement through survival or just survival will always be weighted towards survival first. 

A moral dilemma generally implies that doing the right thing may lead to a bad consequence while doing the wrong thing may lead to a better outcome.  Machiavelli uses this in The Prince to justify the necessary evils that he believes a ruler must take as when all other issues are set aside, it is preferred on a practical level to have all things turn out well.  Such consequences-based thinking is justified as follows.
In all men's acts, and in those of princes most especially, it is the result that renders the verdict when there is no court of appeal.
 In other words, the ends justify the means.  What happens in a situation where either option is unacceptable (e.g. Sophie's Choice) or where the means are patently wrong is complicated by social relationships, spiritual tenets, political and economic factors and may lead to conflict between the audience and the story's point of view which may be driven by a conflict between social, moral or even spiritual values (one example is the shifting attitude to slavery).  Where a moral dilemma comes into play, it must follow that there is a defined moral or ethical code potentially being violated.

Duty of commission (doing something) may lead to further complication based on the ability of the individual and the opportunity of the situation, for example is someone who can't swim expected to save someone from drowning in a riptide by jumping from a high cliff to get them?  It also has no direct consequence on the individual beyond the individual's conscience or opinion of any witnesses to the scene (if the individual passes  by, a coroner will likely rule accidental drowning) - highlighting the moral ambivalence sometimes found in matters of law since ability and opportunity are subjective and matters of judgement.

Duty of omission (not doing something) is a simpler moral imperative to understand (thou shalt not kill) as it's  violation leads to evidence (a body) and direct consequences on the individual.  All that remains is for the evidence and the relevant laws to be interpreted correctly for justice to be done - itself easier said than done.

There are instances where a dilemma may be dependent on other choices made by other characters such as the prisoner's dilemma, a component of game theory and driver behind mathematical arguments linked to the atomic bomb and the digital computer.  Expanding this dilemma presents options where co-operation can further a plot or situation while developing tensions between individual agendas.  The outcome and benefits of co-operation need to be signposted to prevent the nascent alliance from falling apart.

In all cases, the dilemma must be relevant to the character.  Throwing someone into a situation where there are conflicts with values and morality may be a good way to build tension but needs context to the character and to the larger themes of the story.  The ending of Romeo & Juliet would not be so poignant without reference to the love each feels that they cannot bear to live without each other and the backdrop of conflict between their families.

Sunday, 6 September 2009

blooms of the rose tower

I had a request from Tim over at Gothridge Manor for some of the denizens of the Rose Tower.  You know how much a tavern is made by the people you meet in it as well as the place itself?   All employees wear Rose Tower livery, fine linen shirts in black and surcoats of black and red quarters with a rose argent in full bloom with low, soft boots.  Men wear breeches, women wear ankle-length skirts of the same fine black linen.

Angus Angusson, 
"Name your pleasure, sirs." (reaching for a tankard)
A short, stocky man with a sheaf of unruly red-gold hair, neat beard and gold nose-ring and finger-rings.  Angus loves work, laughs loudly as appropriate and keeps a fine selection of ales and wines.  A keen haggler, he tolerates no nonsense and calms things down with a free drink which Tallis Broom or one of his peers will take to the offended party.  At ease with merchant or king, Angus fears only the owners who rescued him and obviously powerful magic.

Gildehart Locke, locksmith and customer
"Angus! More wine for my friends!!"  (gesturing expansively)
A balding, florid-faced tradesman wearing green linen and brocade, Locke is a talented locksmith with a squinting eye for detail, a patron to artists and a regular guest.  He drinks wine and hungers for gossip.  New faces in the Tower are often plied for news.  Locke has invested in the Tower and quietly takes a small share of the profit, enough to let him retire if he didn't love his trade so much and the thieves guild didn't have him on retainer.   

Kornelie Valeden, serving maid.
"How may I serve you sir?" (curtseying while balancing a tray full of ales).
Kornelie is almost a cipher, a blonde serving maid whose beauty and demure manner capture the heart and whose grace keep her from grabbing hands.  She plays dumb but regulars know behind the cornflower blue eyes lies a keen mind and memory for detail.  It's this capacity the owners use to prise secrets out of their guests without their realising it or without compromising her eligibility as a wife.

Pepin Ruber (Pip), body servant.
"Scents for my lady?" (said while presenting a single white rose).
An endearing dark-haired lad in his mid-teens without adolescent traumas, he is competent, well-groomed and only a little lazy.  A natural salesman and youthful darling of many a lady guest of the Rose Tower, his charm perfectly masks a virulent hate of strong men who he sees as rivals.  Those who see beyond appearances find his eyes are windows into Hell.  He has potential to be a dark lord and has already achieved the rank of inglorious bastard.

Tallis Broom, enigmatic security.
"..." (said while 'helping' a troublesome, suddenly sleepy patron out.)
Tallis is a nondescript older man of average height with sad brown eyes, with a talent for disappearing if you look away.  He may have been an assassin but it never comes up in conversation.  Tallis has two concealed daggers and five magical rose thorns that put a victim to sleep and a plethora of powders he knows precisely how to use to eliminate 'evidence'.  Very little perturbs him, be it the human condition, magic or slaughter he is perfectly stoic.
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