Memories of Connor's Adventures

Orlando the Adventurer pulled a Scimitar from beneath his Robes and smiled...

Wednesday, 28 March 2018

Campaign Development: The cruel rod of Theocracy

Religion at its finest hour
You are definatly playing your Dungeons & Dragons wrong. Just ask your players of lawful good characters if its okay to slaughter the forces of darkness. The fact is by the rules of the Players, the NPCs of that lawful good church of holy awesomeness should be rounding up its second class citizens and slaughtering them en mass for undermining the church. So religious deviancy is a crime mandating death.

If you think this isnt Dungeons & Dragons, I suggest another look at the Basic Red book where Aleena the Lawful Cleric conspires with you to rush-kill the Wizard Bargle before he can get a spell off rather than arrest him and bring him in for trial. She ultimately becomes the martyr of her righteous faith validating the extermination of bearded wizards everywhere.

So if you want to play D&D have the sense to include some genocide going on in the background where your lawful good religions are eliminating an undesirable or disobedient underclass for being unrepentant sinners.

Part 1: Invasive Theocracy
Most players think civilization equals safety. Have the lawful good church:

  • Shave beards off dwarves and deny them entry into town.
  • Clip the devilish ear points off elves.
  • Treat halflings like children by excluding them from adult life.
  • The church can use a furnace helm to dispose of magic items. 
  • Red robed priests patrolling the streets, interrogating and searching PCs.
Religion is about stamping out chaos and freedom is as chaos as at gets.

Part 2: The Rise of the Holy Thyatian Empire
Mystara is headed toward Theocracy. With the failure of magic thanks to the asteroid that formed the great crater, innevitably causing the destruction of the known world, and the explosion of the Nucleus of the Spheres, a Thyatian Empire would throw in with a cleric oriented defense force. The prospect of the magic enchanted flying ships of Alphatia being replaced by the levitating monastary capital ships of the Holy Thyatian Empire are inevitable.

A flying Monastary powered by levitate enchantments from very high level clerics could move at a velocity of 20 feet per round. At 42,240 feet per 8 mile hex thats 2,112 rounds or 5.866 hours per 8 mile hex (about four 8-mile hexes per day).

A hundred mace wielding clerics in plate descend on your home town to convert you or kill you.

BX Artefacts: The Crematoria of Enah Bhruk

The Crematoria of Enah Bhruk

Powers: if a magic item is placed in the crematoria and baked in the bone ashes of any name level Entity the magic item will become an intelligent magic item (as magic swords).

Background: Enah Bhruk, a necromancer, sought a way to trap the souls of his enemies in magic items. After many conversations with entities from the outer planes he crafted the Crematoria.

Sunday, 25 March 2018

Non Combatant: An OGRE on the rampage

OGRE has been one of those games I never played. The very idea of a colossal AI driven Tank rolling across the landscape crushing all human defence forces before it struck me as something we should have seen in a movie, or perhaps in an arcade game. Indeed if I were going to play this game I suspect I would position the OGRE in the middle of the hex map and after the human player moves their pieces onto the board from the edge, I would on the OGREs turns move all the human combat pieces to match the OGREs movement while the OGRE remains on that central hex.

It appeared in the 70s so deep down you know this inspired the Terminator films. The Idea of a factory turning out AI Tanks, each more powerful and evolved than the last. And humanity throwing its armoured forces against them in a desperate and feeble attempt to stop them killing the last nests of humanity.

Look at that damn thing... 28 metres long, and a gun battery that could kill an Abrams with a single hit. And now we are headed for a future where idiot regimes (you know who you are) in the northern hemisphere will be building those for real.

As A Dungeon Master, I must admit, this is one of those interdimensional horrors I would unleash on the Average Dungeons & Dragons setting simply because Demogorgon saw one in action and bought the demonstration model.

OGRE: 28HD**************; AC-5;  MV 900' (300'); AT Crush or Ram, 2 Main Guns, 6 Secondary guns, 6 Missile Batteries; DA crush or ram: 20d8/ 2×main: 20d6/ 6×secondary: 10d6/ 6× cruise missiles: 20d6; NA 0(1); SA Fighter L28; ML 12; INT 18; TT (lots of steel for scrap salvage); AL Lawful (obedient to its master program); XP 56,750.

The OGRE is an Artificial Intelligence driven construct from an alternate and distant future Mystara that has been aquired by Demogorgon and dumped onto the Mystaran World to wipe out humanity. Its main Guns have a range of I dont know...lets say any adjacent eight mile hex (if it had sattelite targeting available) but only battlefield memory or line of sight in Mystara (1 mile). Secondary guns are good for same hex combat. Missile batteries... lets say they can strike two hexes (16 miles) out and the OGRE has six of those.

Saturday, 24 March 2018

Short Fiction: The Death of Tomv

title: The Death of Tomv

"You want into the dungeons beneath my Bakery," Stavros picked up the wood pie crust roller. "Its a hundred gold royals."
"A hun..." Tomv gawked at the steep entry fee. "A hundred?"
"You are a Baker." Tomv didnt even have ten gold royals. "What would you want with a hundred gold royals?"
"I want to open my own dungeon." Stavros smiled. "And the entry fee is a hundred gold royals."
"Fine." Tomv grimaced at giving away that much gold. "but I dont have that much on me."
"Let me in to the dungeon," Tomv offered his hand in oath.  "and I'll pay double that from the first gold I find."
"Say it in Dwarf," Stavros held out his hand. "So I know you mean it."
"Yoch Kahar." Tomv took Stavros's hand in oath. "Skerv meru Yoch Kahar."
"Was that so hard?" Stavros pulled two loaves from a bowl and stuffed them in a large flower sack he had altered with a leather carry-strap and retrieved the oil lantern. "ready to go."
"ready to go..." Tomv considered the would-be adventurer in front of him. "Are you mad?"
"Certainly not." Stavros pulled aside a large barrel in the centre of the room revealing a concealed door in the floor. "I'm simply coming with you because gold is heavy."
"It can weigh on a man heavily." Stavros lifted the heavy timber trapdoor to reveal a Well shaft. "And being weighed down can get you killed."
They contemplated the dark Well until Tomv pulled a rope and a steel grapel from his pack followed by block and tackle.
"I'll lower you down." Tomv nodded at Stavros's suggestion. "Agreed."
"I will anchor it to this." Tomv hammered the grapel into a heavy timber post and looped it up over a beam before hoisting the block off the ground until it hung above the hole and tied it off. "It should hold a goodly weight coming and going."
"If you care to do the honors." Tomv slipped a boot into a loop of rope and pulled rope until it was strained tightly passing it to Stavros. "Here we go."
"We do indeed." Stavros pulled enough so the Dwarf swung out over the Well-shaft before deliberatly releasing his hands letting the Dwarf plunge to his death. "Oops."
"You goblin ruttling!" Tomv snarled the dwarven curse as he fell impacting on ancient stones fifty feet below. He let out all the scream he could muster at an impact that had almost killed him coughing up blood. "Gaaahh!"
"Are you alive down there?" Stavros began to cut the rope. "Well dwarf?"
"Go," Tomv considered what to do about the bastard above him as he choked on his own blood. "to Hel."
"Go to Hel?" The block dropped the distance just missing the dying dwarf. "That is just upsetting."
"Bastard..." Tomv struggled against the pain of death to search his person for the flask, smiling through bloody teeth at its discovery. "...doughboy."
Stavros poured a flask of oil down into the dark and having struck up another lighted torch, dropped the fire down the hole.
"You will need to come down here and get me yourself," Tomv walked slowly into the dark beyond the reach of the light of the oil fire behind him, his hammer heavy in his hand. "I'll wait."

Skree. The sound of a large rat in the dark drew Tomv's attention. There were several of the giant rodents rushing at him as he struggled to swing his hammer in the rather ancient hallway.

Tomv threw the dead rats into a sack and struggled into the dark until the oil fire no longer burned behind him.

The corridor continued another two hundred feet into a vast chamber held aloft by a hundred heavy square cut timber columns, each carven with an ancient and unfamiliar script.
Though his infravision could not see them, Tomv could feel the perfection of an ancient artisan's hand in every symbol. The wood of the columns seemed to have been hewn from great and ancient trees and squared back to ten feet a side. A light and he might have examined the script better.

Slowly Tomv crossed the ancient gallery wary of heat or cold that might reveal some aberration set on making a meal of him. The gallery had to sit somewhere under the nest. 
Surely someone had sunk a well? Those Rats had to have come down here somehow.
"Unless," Tomv considered the long distance he had come speaking an obvious answer to himself. "They were headed toward an entrance by the river."

Tomv's hammer glowed driving back the shadow that had come apon its unsuspecting prey.
"It hasnt done that before." Tomv swung the hammer hard, descimating the shadow further. "Rest in peace!"

Tomv coughed in a fit of pain unleashing blood. His injuries were significant and they would not heal wandering a dungeon hammering down shadows.

The pair of bear-like statues seemed out of place. The great stone beasts guarded a staircase down.
"Any thoughts..." Tom touched his hammer to the nearest of the old bears and looked up at its mighty face. "...my friend?"

The layout of the place was becoming apparent. Down would be further into what was now obviously a temple. There would be some degree of safety and refuge found in this gallery but further in would likely prove unhealthy to those desecrating its hallowed halls.

Tomv wiped a bloody hand through his beard contemplating his options.
"And..." If there was healing magic it would be found further in. "...down we go."

Tomv burned with pain at every step, his injuries slowing his descent.

Left or right. It wasnt much of a choice and Tomv examined the wall opposite the stairs. If this were a temple the stairs should have continued down into a prayer hall.
"Left or right?" Tomv gripped the haft of shadowbane and turned right. "Right it is."
"How I long to see," Tomv whispered the words walking along the corridor.
"a distant Summer meadow."
"Where she waits for me," The Dwarf paused his forward movement at an odd sound in the distance. "high..."
"...up in..." Tomv dropped his sack of rats and lifted his glowing hammer as the giant snake of bones shifted side to side down the corridor to attack. "...the Stahl."
The snake evaded the brightly burning hammer striking easily at Tomv, the hammer's glow fading as it dropped to the ground plunging the corridor into darkness.

Thursday, 15 March 2018

Old School: back when dungeons were drawn in profile...

Bogong Rock squats at the edge of the Valley like a hungry beast waiting to eat the next adventuring party to climb up its bloated belly and venture down into its gaping maw.

Tuesday, 13 March 2018

Dungeon Mastery: A name generator for your Barbarians

Name Generation Table
                                        Second Roll (1d6)
1d10    1                 2                   3                   4                  5                  6
    1       Hawk        Black           Blade           Wood          Sure            Shadow
    2       Dancer      Red              Wolf            Hammer     Fair             Stone
    3       Death         White          Slayer         Tiger           Flame         Horn
    4       Blood         Storm          Spear          Singer         High            Bear
    5       Helm          Shield         Bone            Soul            Bane            Piper
    6       Eagle          Dark           Gray             Star             Staff            Brother
    7       Moon         Silver          Free             Weaver       Sea              Fox
    8       Changer    Sly               Gold             Cleaver       Lion            Fang
    9       Rune          Heart          Dreamer     Bow             Strong        Claw
   10      Wave         Sky              Foam           Fist               Wise           Wind

Protoindoeuropean Name Generation Table
                                        Second Roll (1d6)
1d10    1                 2                   3                   4                  5                  6
    1       Kap            Bhel             Bhel            Widhu        Seu             Skot
    2       Dancer      Reudh         Wlkwo        Ak               Pek             Stei
    3       Dheu          Kweit           Slak            Steig           Bhel            Ker
    4       Blood         Twer           Sper            Sengwh      Keu             Bher
    5       Kel              Skel             Osth            Spirare       Bhen           Pipp
    6       Euaeugal   Dher           Gher            Ster             Stebh          Bhrater
    7       Me              Arg              Pri                Webh          Sea              Puk
    8       Skamb       Slak             Ghel             Gleubh        Steig           Pag
    9       Runo          Kerd           Dhreugh     Bheug          Strenk        Gel
   10      Wegh         Dwei           Spoimo       Penkwe       Weid           We

Ex. Black(1, 2) Tiger(3, 4) would be...Bhelsteig.

Monday, 12 March 2018

Linguistic Archaeology: the way to Shambala

Applying the upward writing style of our elder runic, S-H-A-M-B-A-L-A (Shambala) is written upwards so even though this is suspiciously reminiscent of the Nile with Pyramids (or mountains), including the white nile switch back in sudan as it continues south. Except our 'map' to Shambala begins from the bottom. Shambala was an African civilization.

So here we have the core of the Runic Script developing from a map of the nile emerging from as far south as Tanzania. That X is probably Khartoum. The other lines likely represent lakes.

The core of Runic is influenced by a viking encounter with Africa.

So... where do we go from here?


Update: Khartoum is south of the S rune switchback.


And our map begins there. So Khartoum is... the city of Shambala. If it went further south it would indicate the blue nile branch with an 'L' rune south branch and an 'I' rune creating ILSHAMBALA Map.

Update 2: it does. Mbala was a Village on the Lucheche river...which sounds suspiciously like ILSHA. ILSHA river, MBALA being a village there... all the way to the southern edge of lake Victoria.

Ilshambala, in upward scribed elder runic. And according to the Tibetans the future Buddha will be born in Shambala and after leading a great army in a war with dark forces usher in a global golden age.









UPDATE: 10th May, 2018
Shambala, adjusted to an earlier form by pairing AR and replacing E with KU gets us Sharmbarlar or Sha rm bar lar which is oddly similar to a chinese phrase Shārén me bǎ rén lā rù which translates as: Why do you kill people?

Saturday, 10 March 2018

Linguistic Archaeology: a look at viking secret of Eitr

Eitr is a primordial liquid from which all life springs but is terribly poisonous...
The problem is there is no E in the Rune set, the only E is our egyptian origin elder rune that forms KU. So we are looking at (Ku)-it-(a)r as our rune set. And we know it is only in the proper form as AR-KU-it (or Ar-KU-ti).

AR-KU-IT
And so once again we have a poison associated with the khoesan bushmen employed as shock troops with their nasty kuare poison by ancient egyptians.

So Etir is originally Kuare?

The answer is: Perhaps. This time the TI elder rune is inverted to IT. R is also bereft of its companion A and shuffled to the end of the word rather than anchored to the companion KU.


Friday, 9 March 2018

Basic Expert: Exploring the BX Universe

The Planes
The 6th level magicuser/elf spell Contact Outer Plane is our only source of information on the Outer Planes of the BX Dungeons and Dragons game engine. We are informed by a useful chart that contact may be made with intelligent entities located on the third to the twelfth planes, their chance of knowing the answer, their chance of lying, and the prospect of being driven insane by contact. Its uncertain at this point why there is no inclusion of planes one through two.

Scouring the internet for references to the twelve planes produced one reference: The twelve dimensions of conciousness.

Here we have:
 The Twelve Planes                                                                                             
 Plane                           Description                                                                       
 The First Plane          The Singularity- the point from which elemental    
                                       forces are drawn forth. There is no  conciousness  
                                        here. It is simply a source of elemental energy.      
                                                                                                                                   
 The Second Plane      Borea- The Primordial Realm where Plants
                                        and Lower Lifeforms exist.                                               
                                                                                                                                
 The Third Plane         Hyborea- The realm where Men and higher           
                                       Animals dwell. This is the physical plane on           
                                       which we function.                                                        
                                                                                                                                  
 The Fourth Plane      The Ether- The Astral Plane, The Dreaming. It is
                                       here where higher conciousness begins.

 The Fifth Plane         The End of Illusion- Conciousness is free to              
                                      create.                                                                                
                                                                                                                                   
 The Sixth Plane        The Crystal Conciousness- It is from here that
                                      Clerics and Magicusers may create magic on an
                                      individual level.

 The Seventh Plane   Total Self Awareness. Transition from 36th level     
                                      To Apprentice Immortality.                                           
                                                                                                                                   
 The Eighth Plane     Life- Control of the story of life.

 The Ninth Plane       The Planet- Planetary Awareness.                               
                                                                                                                                  
 The Tenth Plane       The Solar System- Awareness of the Solarsystem.

 The Eleventh Plane   The Galaxy- Awareness of the Galaxy.                      
                                                                                                                                  
 The Twelfth Plane    The Universe- Ultimate Immortal form with
                                       total awareness of the (Local) Universe.
                                                                                                                                   

Lower Planes
The Elemental: If the first plane is the source of elemental energy and form, then how does that shape the mythos? It means that the energy/element is raised to a plane where conciousness can shape it in form. Elementals are primitive and raw power while djinns and efreeti are sentient.

The Primordial: Elemental forces are pulled through this plane to the third so it must be damaging/rejuvinating to the plant and lower life forms. Maelstroms of air, fire, earth, water penetrate this region on their way to somewhere else.

The Middle Plane
Hyborea: Contact here involves contacting the mind of someone who can answer the questions to which the caster seeks answers. Who is behind the murder of Lady Tandi and the theft of the Bronze dagger of Doom? Down here, only the perpetrator or a witness would know so getting an answer (truthful or otherwise) might also alert the villain. There is five percent chance the caster will go insane just making contact.

Upper Planes
Higher and immortal conciousness exist out here.

The Ether: I suppose this is where the conciousness goes when they die. It would be where sentient Undead function, no longer part of primordial or higher life.

Beyond the Ether: Increasing universal awareness, the ability to draw on magic, and soforth. Out here be gods, and beyond them elder gods and universal conciousness.

Thursday, 8 March 2018

Linguistic Archaeology: Many Ancient Names

Dragon Magazines occasionally had some genuinely useful historical information. Dragon #49 comes with an article by G. Arthur Rahman on numerous old names (most no longer in use). Anglo-Saxon, Lombards, Byzantine, Viking, Irish...

 Anglo-Saxon                                           Byzantine                              
1d20   Males                 Females            Male                Female           
 01       Arwold              Aebba               Adralestos      Agnes             
 02       Bede                  Aelflaid             Adrian            Anastasia
 03       Beornwine       Asthelberg       Akronion       Anna               
 04       Caedmon          Aethelthryth   Alexius           Comito
 05       Cerdic               Baldhild           Andronicus    Eudocia          
 06       Ecgric                Bebba              Bardas             Euphemia
 07       Egbert               Begu                 Constantius    Helena           
 08       Gefmund          Cwenburg       Demetrius       Irene
 09       Hangist             Cyneburh        Eustratius       Joannina       
 10       Hewald             Cynwise           Euthymius      Justina
 11       Horsa                Eafe                  Heraclius        Lupicina        
 12       Ingwold            Eanflaed          Joannaces       Martina
 13       Luidhard          Fara                 Justin                Passara          
 14       Nothelm           Frigyth            Leontius           Sittas
 15       Octa                  Hilda                Nicephorus      Sophia           
 16       Osric                 Hildelith          Nicetas             Thecla
 17       Raedwald         Osthryth         Phocas              Theodora      
 18       Swaefred          Ricula              Synesios           Theophano
 19       Tunberht          Saethryth       Theodorus        Vigilantia     
 20       Wuffa                Verca               Theophilus       Zoe                


 Irish                                                    Kievans                                        
 1d20 Males                 Females        Males                 Females            
 01     Ailill                   Ailinn            Ainalov              Alga                   
 02     Began                Aine               Andrei                Annushka
 03     Brendan           Aynia             Basil                    Dobrodeia        
 04     Bresal               Badb               Boris                   Evfimia
 05     Cerbhall           Becuma         Dimitri                Eufrosinia       
 06     Colum               Brigit              Iaropolk             Evpraksia
 07     Conchobhar    Cliodna          Ilarion                 Ianka               
 08     Culann             Deirdre          Iuri                       Iaroslavna
 09     Cynyr               Emer              Leszek                  Irina                
 10     Diarmaid        Etain               Mstislav               Lanka
 11     Donnan           Ethnea           Oleg                       Lybed             
 12     Eoghan            Fand               Roman                 Maluska
 13     Erim                Fiona              Sviatogor             Marfa              
 14     Ferghus          Grainne          Sviatopolk           Natalia
 15     Gwiawn          Lethrenn       Sviatoslav            Peredslava     
 16     Maelen            Liban             Vasiliev                Rogneda
 17     Medr                Luchair         Vasilko                 Stefanida        
 18     Morfran          Medhbh         Vladimir             Tamara
 19     Senan              Niamh           Volodar                Xenia               
 20     Uchdryd         Oenghus        Vsevolod             Yuliania           


 Lombards                                                  Merovingians                           
 1d20   Males               Females                Males                Females           
 01        Agelmund      Alpsuinda             Ansovald         Audovera        
 02        Aldoin             Aurona                  Bertefred        Austrechild
 03        Alichis             Austrigusa            Chilperic         Basina              
 04        Claffo              Brunihilde            Chlodobert      Berthegund
 05        Cleph              Flutsuinda             Dagobert         Chlodosind     
 06        Euin                Frea                        Dragolen         Clotild
 07        Giselpert        Gambara               Derulf              Fedegund        
 08        Gisulf              Gundiperga          Guntram       Galswinth
 09        Gudeoc           Guntrut                 lngomer        Guntheuc           
 10        Hilmaegis      Ranicuinda           Leudast         Ingoberg
 11        Hildeoc          Ratperga                Lothar           Ingund                
 12        Ibor                Rodelinda              Malulf            Leuba
 13        Lamissio        Rosemund            Marovech      Macatrude         
 14        Rodolf            Rumestruda          Pharamond  Markovefa
 15        Rodonus        Salinga                   Rikulf             Meroflede         
 16        Rothari          Theuderata           Sigibert          Radegund
 17        Waccho         Walderada            Syrivald          Regonthe           
 18        Walcari         Wigilinda              Theodebert    Theodohilda
 19        Wechtari      Winiperga             Thorismund   Ultrogotha        
 20        Zabsn            Wisegarda             Trudulf           Veneranda        


 Viking                                                     
 1d20       Males                Females       
 01            Bjarni               Addrun        
 02            Bjorn                Asa
 03            Cnut                  Asfrid           
 04            Egil                   Aslaug
 05            Gunnar            Bekkhild       
 06            Grifir                Borghild
 07            Hamdir            Brynhild       
 08            Horik               Fredegand
 09            Ivar                  Glaumvor      
 10            Kalf                  Grimhild
 11            Ligni                Gudrun          
 12            Magnus           Hjordis
13             Ragnar            Kara                
14             Sigurd             Kostbera
15             Skuli                Ljod                 
16             Swein              Sieglinde
17             Thorfinn        Signy                
18             Thorvald       Sigrun
19             Tostig             Swanhild         
20             Yngvar          Thyri                 


How Useful? 
A while back I identified Sta- and Ta- as exodus period phonetic markers. Here we have the Name 'Octa'. This would be exodus hebrew in origin descended from a particular language group who didnt become part of Israel, choosing to not let their family religious artefacts be melted down.

 Names with the Sta and Ta Phonetic Marker         
 Male                                       Female                            
 Wechtari (Lombard)           Anastasia (Byzantine) 
 Octa (Anglo-Saxon)             Sittas (Byzantine)
 Constantia (Byzantine)      Etain (Irish)                    
 Nicetas (Byzantine)            Tamara (Kievans)
                                                 Natalia (Kievans)          

Here is hoping Dragon Magazine did Asian and African Name collections...

Sunday, 4 March 2018

Warp Nazis: The Greater of two evils just arrived...

You hear rumors bandied about the Barracks out on the Eastern Front. Germany's elite are out on patrol when a fog rolls in and suddenly you stumble across a ruined castle full of monsters. Dragons, Trolls, and other fairytale horrors....crazy talk. 

BX NAZI SOLDIER

 Soldier                                                                                    
 Current     Experience     Rank                              Hit       
 Level          Base                 Title                              Dice     
 1                   0                      Landser                        1d4      
 2                   400                  Grenadier                    2d4
 3                   800                  Obergrenadier            3d4      
 4                   1600                Gefreiter                      4d4 
 5                   3200                Obergefreiter              5d4      
 6                   6400                Stabsgefreiter             6d4
 7                   12800              Unteroffizier               7d4      
 8                   25000              Unterfeldwebel          8d4
 9                   50000              Feldwebel                    9d4      
 10                 75000              Oberfeldwebel            9d4+1
 11                 100000            Stabsfeldwebel           9d4+2 
 12                 125000           Leutnant                       9d4+3
 13                 250000           Oberleutnant               9d4+4 
 14                 375000           Hauptmann                  9d4+5
 15                 500000           Major                             9d4+6 
 16                 625000           Oberstleutnant            9d4+7
 17                 750000           Oberst                           9d4+8 
 18                 875000           Generalmajor              9d4+9
 19                 1000000         Generalleutnant         9d4+10 
 20                 1125000         General der Arm        9d4+11
 21                 1250000         General                        9d4+12 
 22                 1375000         Generalfeldmarshall 9d4+13
 23                 1500000+       Reichfuhrer                9d4+14  

Save as: Thief
Hit roll: As thief

Weapons:
Gewehr 41(W) Rifle, wt 110cn, 1d4/bullet (440'/880'/1320') 3-5 bullets/round, 10-bullet capacity.
MP 40 Machine gun, wt 88cn, 1d4/bullet (300'/600'/750'), 32-bullet magazine.
Walther P38 Pistol, wt 18cn,  1d4/bullet (55'/110'/165'), 8-bullet magazine.
Stielhandgranate, wt 14cn, 5d6, 50' diameter blast, (15'/30'/45').

Armour:
Helmet (reduce head shot to critical hit only).

General staff: If someone shoots the fuhrer, everyone gets a promotion. Otherwise your PC remains Oberst rank as a Field Officer.

Thursday, 1 March 2018

Linguistic Archaeology: ten thousand robbers part 3




 

So you remember this egyptian version of Arku, with its redundant extra bow forming two letter Es and being associated with the Khoe san or Chosen. And how two Es form a Y...









Here we have Arkuti where the warrior is reduced to egyptian leaving it in the Y-ti form.

So a bunch of chance discoveries have led to a realization.

The Mountain of Ten Thousand Righteous Robbers, Vikings (Warriors of Ti), Khoe San (the chosen), Thieves Cant are all now converging with legends of the Yeti and Shangri la. All on the same mountain in Nepal.

The worship of Ti or Tyr will be replaced by worsip of Odin and Thor. This Viking group has migrated to warmer climate, learning egyptian, and interacting with the kuare using bushmen known as the Khoe san. And somehow they wind up in nepal on the edge of China where they raid across mountains of Tibet raiding the early Chinese empire (I suppose they found themselves inside the Wall). Yeti become little more than giant warriors up in the ice and snow.

And now the Ten Thousand Righteous Robbers...are living in Shangri La.