- An Ability Score boost (either +2/+1 or +1/+1/+1) and a choice of 3 Abilities to spend them on
- An Origin Feat
- 2 Skill Proficiencies
- 1 Tool Proficiency
- Equipment
- Ability Score boost
- Origin Feat
- 2 Skill Proficiencies
- 1 Tool Proficiency
- Equipment
One of my intentions for this year has been to get back into a writing habit. How's that been going? Mixed. I've been doing some writing. I've developed a bad habit of justifying RPG related stuff as writing. Although, in fairness to myself, it kind of is. I've read so many more RPGs than I've played, and I don't read anything I don't enjoy. So good writing belongs in RPGs. But let's not get ahead of ourselves, we're not aiming for good. We're just aiming for writing, whatever writing is. So I wanted to bite the bullet with this post. Sit down, write something, post it. So here it is.
-Till next time!
You wake upon a dark shore.
Pale fires light the sky.
The lake is flat calm
The surface swirls iridescent.
A tuneless song hums from
A tiny tent, wax canvas
A fishing rod rests on
A bone tripod
The angler asks
What brought you here
You think
but
can’t
remember.
They laugh as they tell you
That the palace lies over the hills
Beyond this beach you see
The high and rocky round-topped hills.
The screech
Of a terrible bird
Echoes unseen across the lake.
You’d best be on your way.
But, of course, you still have questions.
What do you do?
If the tales are to be believed, Scotland is lousy with Kelpies. It's one of the most widespread mythical creatures: We have rivers, lochs and coasts all over the place, said to be haunted by a Kelpie.
| Hippocampus and fish, Fantasy animals (1596–1610) by Anselmus Boëtius de Boodt. (public domain via Rawpixel) |
Often there's not much of a 'story' to go along with The Kelpie, wherever it might appear. They're usually a cautionary tale, a warning to steer clear of dangerous rivers, strange horses, strange men. The 'classic' Kelpie ploy is for it to appear as a horse at the side of a river, waiting for someone who needs to cross. When they do, the horse kneels down, inviting its victim to climb onto its back. No sooner have they done so, than they find themselves stuck fast to The Kelpie's back. It takes off into the river, dragging the victim down with it. Some variations have The Kelpie as a kidnapper, taking the victim to The Otherworld. Others have it as a murderous beast which consumes its victim, leaving only their lungs, which float to the surface in evidence of their fate.
I have come across a few stories that stuck out though:
Taming The Kelpie, which I heard on the excellent House of Legends podcast, read by Daniel Allison. It's a beautiful take on The Kelpie as not so much a malevolent force but a primal, essential one. In the story, a poor ploughman loses his plough horse to old age during a rough Winter. Without his horse, he's left destitute, unable to make a living. But through a series of favours he performs for a Hag, he gains the means to tame a Kelpie, securing his livelihood indefinitely. But he cannot bare to see such a creature - magnificent and wild - bound to his service, and releases it.
"The Kelpie" in Peter Berresford Ellis' Mammoth Book of Celtic Myths And Legends treats the creature as a singular being: The Kelpie, Each-Uisge, lord of the deeps. He's very impressive, but also gives off vibes of a conceited Fey Prince. In the story, The Kelpie falls in love with a mortal woman, and kidnaps the heirs of every Chieftain to bargain for her release to live with him in his domain under the sea. Understandably, she is not keen on this deal, and with some magic of her own tricks The Kelpie during the Saimhuin festival.
Then there's a couple of legends around The Stone of Morphie in Kincardineshire, which I read about in The Lore of Scotland by Westwood & Kingshill (never far from my desk). This is an origin story for the stone, suggesting it's all that remains of the House of Morphie. The Lord of Morphie had somehow managed to bind a Kelpie to his service through an enchanted halter, and forced the beast to drag the heavy stones which were used to build his castle. One of his human servants, took pity on the Kelpie and removed the halter. The Kelpie, now free, took off to wreak havoc and revenge on The Lord of Morphie, destroying his castle.
So these were some of the inspirations for writing "The Water Horse" as a Legend for Legends of Alba. I ran an early version of this in D&D 5E and it was a really memorable set of encounters, with a satisfying final confrontation and resolution as one of the Player Characters got to decide the fate of The Kelpie. So this is the updated version intended for use with Legends of Alba.
***
| D6 | Item | Tainted by |
|---|---|---|
| 1 | Whisky barrel | Greed |
| 2 | Golden cup | Sorrow |
| 3 | Exquisite cloak | Hubris |
| 4 | Carved idol | Guilt |
| 5 | Restorative tonic | Cruelty |
| 6 | Clan brooch | Avarice |
When it comes to rules, my general approach with Legends of Alba has been to build up from a rules skeleton, rather than starting with a fleshed out template and cutting back. So anything that gets added has to earn its place. I'm looking at Weapons and Attacks today.
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| Celtic Weapons, Edinburgh (public domain) |
Characters get Weapons (and Armour) from their Clan, and up till this point there's just been two attributes: Melee [M] and Ranged [R]. But as I've been writing up the Clans I've been kitting out some of them with great weapons, some get paired weapons, others start with a shield. Mechanically there's no distinction between these loadouts and this doesn't feel right to me. At the very least there should be some advantage from using both hands to hold weapons, since you have to sacrifice the potential for wielding a shield to do so. So I added a third Weapon attribute, Two-Handed [2H].
But what sort of advantage do you get for a [2H] Weapon? I thought about a couple of different options:
When the new Player's Handbook for D&D 5e was released in 2024, my wife and I began incorporating it into our games almost immediately, and moved fully over to the 2024 ruleset as soon as we could. I find the 2024 core books to be, overall, a big improvement. They don't 'fix' 5e: I have my own personal frustrations with the system, but it wasn't broken. The biggest improvement, in my opinion, is in layout, presentation and organisation. These books provide a better onboarding experience for new players to the game, they are easier to use at the table, and they inspire me to play and run the game.
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| A beautiful book |
Having had over a year with the system now, I wanted to use this post to talk about a couple of changes from the most recent edition vs the old: Something that's been lost and something has almost worked for me but not quite.
Traits, Ideals, Bonds & Flaws were, to me, one of the best features of Character Creation in 2014. They helped guide towards a simple set of statements hinting towards a 'vibe' for your Character. As a player, I'd often look to these if I was unsure how my Character would react to a given situation. They made sure that your Character was not a blank slate, that you had something to hold on to for role-playing inspiration. They were more important to me than backstory. As a player, I was surprised and disappointed these were gone.
On the other hand, as a DM, I'm not sorry they got cut. Since they were tied to the inspiration system - DMs were supposed to reward players for inspiration for taking action that leant into these traits - I was constantly forgetting about it. Now that I think about it, I'm not surprised, DMs have enough to think about without keeping 4 things in their head for each Character at all times in case a player triggers one of them. For a standard table that's 16 things. No way, haha.
If I were to bring these back, I'd either put it totally on the players to make 'bids' for inspiration based on their traits. For example, if a Character with the Flaw "I can't keep a secret to save my life, or anyone else's" overshares during a tavern conversation with a new friend, their Player might ask if they could inspiration for saying something they shouldn't.
Alternatively but still keeping the onus on the player, I'd be tempted to treat them more like purviews from Break!!. In this case, players would get advantage or disadvantage on Skill Checks where their traits were applicable. So if a Character has the Personality Trait "Nobody stays angry at me or around me for long, since I can defuse any amount of tension.", the Player could point to this and ask for advantage on the Persuasion roll to calm down that hot-headed City Watch Sergeant.
I'm not really one for New Year's Resolutions but I am one for the practise of goal setting. I try to set up my life so that time is spent doing the things I want to do. I've got a few streams of hobby activities on the go and balancing them all is a big challenge that I constantly struggle with (second only to the far greater challenge of finding and/or making time for hobbies at all). So in this post I'm just going to lay out some things I want to do:
Writing
Mini-Painting
We're at an exciting time in my local gaming group, talking about starting a new campaign! There's a few options on the table, one o...