I recently got a new forum header, which led to the question "What the hell is that thing on the table?" And there's a contest about it!
Go see the picture, and the contest details, here.
330 hexes of adventure, with over 100 unique monsters and more magic and mystery than you can shake a stick at! The Isle of the Unknown is a setting that can be inserted in any traditional fantasy role-playing campaign.That's bland and sucky, right?
330 hexes of adventure, with over 100 unique monsters and tons of magic and mystery and more. DAMN is it cool. See that cover art? How cool it is? The coolness of that cover is totally representative of the coolness inside this bad boy. The Isle of the Unknown is a setting that can be inserted in any traditional fantasy role-playing campaign.hmm. So I ask Matt for some advice. His suggestion?
Without Isle of the Unknown your campaign is as naked, evidently, as everyone on all of my covers.*sigh*
Why Carcosan Sorcery Is the Way It IsSo if reading descriptions of imaginary aliens doing horrible things to other made-up aliens on a planet 153 light years away from Earth for the purpose of influencing fictional slime/tentacle monsters is truly distressing to you, do not buy Carcosa.
Carcosa will not be to everyone’s taste. I certainly have no quarrel with anyone who does not buy it. This post is to explain why I included the level of detail regarding the human sacrifice necessary for most sorcerous rituals on Carcosa.
Carcosan Sorcery is literally INHUMAN.
Humans did not create sorcery. The Snake-Men did. The (now thankfully extinct) Snake-Men originated tens of millions of years before man. These ophidian beings were not only literally cold-blooded, but they were also without emotion or pity. Imagine the eyes of a snake endowed with calculating intelligence, but no conscience whatsoever. These intelligent and amoral beings deeply studied the arcane aspects of existence, and in so doing discovered that a certain measure of control could be exerted over the very powerful Cthulhoid beings infesting both the world of Carcosa and the universe. This control could best be achieved with bloodshed. Snake-Men sorcerers, over countless millennia, honed and perfected their sorcerous arts. This included breeding the sub-human man-apes into the thirteen races of men, so as to be the most efficacious of sacrifices.
The Snake-Men subjected these hapless humans to the most horrific and degrading of fates in pursuit of sorcerous power. So please note: Carcosan sorcery (with its human sacrifice, rape, and torture) was created by an inhuman race that regarded us as we regard laboratory rats. The Snake-Men had as much sympathy for a human baby being sacrificed as we do for our veal dinner.
There is a grim justice in the ultimate fate of the Snake-Men: “At the height of their powers, the Snake-Men destroyed themselves by releasing ultratelluric forces impossible to control” (p. 111 of the expanded Carcosa book). In short, the Snake-Men paid for their sins. They were destroyed by their own sorcery.
Most Carcosan Sorcerers are EVIL.
In swords & sorcery literature, most sorcerers are evil. That is also true on Carcosa. Most sorcerers are reprehensible, disgusting, shocking, cruel, perverse, etc. Only a very few are otherwise, and they generally limit themselves only to the rituals of banishing (which do not require human sacrifice).
“Sorcerers Never Prosper,” or “Sorcery Doesn’t Pay”
The dangers inherent in sorcery are such that precious few sorcerers live to a ripe old age. Most eventually get destroyed by the Cthulhoid entities they conjure and/or attempt to control. Like the Snake-Men, sorcerers pay for their sins. And what the Cthulhoid entities do to sorcerers is a lot more painful than what sorcerers do to their sacrifices.
“So how can I use this kind of sorcery with explicit violence in a game?”
The explicit details can serve these two functions:
They make sorcerers GREAT villains for the player characters to slay. As a player I find it so much more satisfying to slay “the sorcerer who raped and killed adolescents” than to slay “the sorcerer who did some very bad things (details undisclosed)”.
They make PC sorcerers think twice before performing a sorcerous ritual. Several times in my Carcosa campaign, a PC sorcerer would be researching how to (for example) bind a certain Cthulhoid entity, and upon finding out the inhuman things required, DECIDED TO CEASE HIS RESEARCH. (“That price is too high.”) Many players will balk at sacrificing human NPCs when faces are put upon those NPCs, and when horrific details are given for what has to be done to those NPCs. Many players will refuse for their characters to kidnap an 11-year-old White virgin, rape her, and slay her. However, if the requirements of the ritual were vaguely worded (“requires one human sacrifice to be tormented and slain”), fewer players would balk. If the descriptions of the sorcery in Carcosa were less explicit, player character sorcerers would be more likely to engage in human sacrifice. The explicit language actually reduces (though it does not eliminate) the frequency of PCs sacrificing humans.
“Just How Explicit Is the Book, Really?”
M. A. R. Barker’s The Book of Ebon Bindings (published in 1978) was my model. Prof. Barker’s book is full of unflinching, clinical detail of human sacrifice, torture, and rape. Neither his book nor mine has the attitude of “Kewl! Blood and sex! Yeah!” Let us compare two passages from each work:
From the section on how to summon Gereshma'a, He of the Mound of Skulls (pp. 28-29 of The Book of Ebon Bindings): "In each of these three spaces let sacrifices be bound: in the northern pentagon a male human, in the western a female, and in the eastern an infant of not more than seven years...Then shall the evocator praise the Demon Lord and make the sacrifices. The infant shall be held head downward, and its belly shall be slit with the Ku'nur [the jag-edged sacrificial knife of the temple of Sarku]. When the blood is drained, the body shall be flung outside the diagramme."
From the ritual of The Primal Name of the Worm (p. 65 of the expanded Carcosa): “This one-hour ritual requires the sorcerer to stand in cold, waist-deep water and to there drown a Jale male baby. He must rend the corpse with his own hands and spill the blood upon a stone taken from the phosphorescent cave in hex 0607.”
From the section on how to summon Ka'ing (p. 66 of The Book of Ebon Bindings): "[T]wo of the evocators shall go to a female sacrifice, and while one engages in sexual congress with her, the other will slay her with a garrote made from her own hair. Then the other female sacrifice shall be treated in the same wise, and thereafter two female evocators shall perform the same act with the two male sacrifices, save that the garrotes shall be of the hair of the evocatresses instead."
From the ritual of Summon the Amphibious Ones (p. 70 of the expanded Carcosa): “This eleven-hour ritual can be completed only on a fog-shrouded night. The sorcerer must obtain the root of potency found only in ruined apothecaries of the Snake-Men. The sacrifice is a virgin White girl eleven years old with long hair. The sorcerer, after partaking of the root, must engage in sexual congress with the sacrifice eleven times, afterwards strangling her with her own hair. As her life leaves her body, 10-100 of the Amphibious Ones will coalesce out of the mists.”
As one can see, the level of detail and its clinical character is very similar in The Book of Ebon Bindings and in Carcosa. If Carcosa “crosses a line,” then it merely crosses a line that was already crossed 30 years earlier by The Book of Ebon Bindings. I regard M. A. R. Barker as one of the Five Great Men of FRPGs (along with Gary Gygax, Dave Arneson, Bob Bledsaw, and David Hargrave). Prof. Barker’s credentials are impeccable. I am confident that I am on safe and appropriate ground when I use his publications as a guide.
In the end, it’s all merely a game, fantasy, and words on paper. None of it is real.
Isle of the Unknown is a hard-core and pure old-school product. I write the sort of thing I wish other people would write and publish. I love, love, love the format of Judges Guild's Wilderlands products. This sort of thing moves my imagination, and it has (to my druthers) very little wasted space. It's 99% pure gold.That's what I am aiming at with Isle of the Unknown. I want all the wonder of the old Wilderlands, with none of the "OK, I've seen that before." Orcs and shit were new back then, but not now. So I've done a Wilderlands[-style] product that is all fantastic and no nostalgia.
Of course I wanted more nuts and bolts detail about the island:
You've got several entries that are "in motion" such as: "2408 A 7th-level cleric in a red surcoat with a white cross is mounting his horse " with a situation then described. I think maybe the "in motion/situation" entries should be part of encounter tables with more permanent features (lairs, statues, settlements, etc) being part of definite hex descriptions.This is what Geoffrey thought of these ideas:
I think the utility of a product like this is its ability to be used "out of the box" - and I think the "civilized" stuff, and encounter tables, is important to do that. Not saying to nail down names and things like that, but...
Keep on the Borderlands spent "equal time" on the Keep and the Caves of Chaos, for example, all without using names or defining interrelations between people and factions beyond the broadest of strokes, and I think this could benefit from the same approach.
The sort of additions you suggest have always seemed to me wasted space. Even the Keep was little used by us (in contrast to the heavily-used Caves of Chaos).
I remember that James Maliszewski regretted that you didn't give any D&D stats to the people of Pembrooktonshire, and he regretted that you didn't include more mundane stuff in Weird New World. What were you supposed to do? Give stat after stat that said "S 10, I 11, W 10, D 11, C 10, Ch 11"? The Pembrooktonshiretonians are all 0-level guys with 1-6 hp. They need stats about as much as do their chickens, goats, and pigs. It'd be wasted space. And Weird New World doesn't need stats for seals, penguins, and mundane Eskimos.
Similarly, virtually all the people on the Isle of the Unknown are 0-level nobodies with 1-6 hp and stats in the 9-12 range. It matters not whether they are priests, scholars, knights, peasants, bandits, or what-have-you. And do we really need or want a table giving a list of the types of nobodies that might be encountered wandering around the isle? Even their equipment is all common sense: priests don't have weapons or armor, knights have both, peasants are "armed" with pitchforks, etc. I would regard such information in a product as worthless or even kind of condescending.
Hamlets, thorps, dorfs, etc. are also a dime-a-dozen: "The hamlet of _______ consists of 102 people living in 12 thatched, single-room cottages. They are all subsistence farmers. They own nothing besides humble clothes, tableware, and pitchforks." And for the details of the larger villages, I think that's a job for Zak's Vornheim product.
I can't over-emphasize that each hex in Isle of the Unknown covers over 86 square miles of territory. That is HUGE. Thus any encounter table that was even remotely "accurate" as far as giving a realistic chance of encountering the fantastic spot within the hex would look something like:
01-10 It rains.
11-20 You seen some rabbits.
21-30 You meet a peasant digging for mushrooms.
31-40 You step in cowshit.
41-50 etc.
.
.
.
.
91-99 A dog barks at you.
00 You encounter the fantastic thing described in this product.
(Players would have a truly boring time of it!)
If, for example, I were to erect a man-sized statue in a forest of 86 square miles, it would take forever and a day for someone to find the damn thing. You could probably walk 100' away from it and still not notice it. And that's assuming you knew it was there and were looking for it. If you were ignorant of its existence, you could probably walk through that forest 100 times and never stumble across the statue.
Except for the "OMG, Carcosa has children getting raped!" thing, perhaps the most common complaint I heard was that it was too world-specific. I want Isle of the Unknown to be able to be dropped into any campaign with little or no fuss.
As I was falling asleep last night (in that half-awake half-asleep state) the following idea occurred to me. Then at 4:30 this morning I woke-up and couldn't fall back to sleep because of this idea. As I type this sentence it's 5:09 in the morning.How am I going to argue with that?
More than anything else, art in an RPG product needs to be useful. I think back to my early RPG days, and what "sold" me on a product more than anything else? Monster Manual-style art. The day I bought my Holmes Basic set, I also purchased the Monster Manual. It was a no-brainer purchase rather than the PHB or the DMG. Why? Because of the multitude of monster illustrations.
Some months thereafter I went to the store, money in hand, to buy the PHB. Ha! The Deities & Demigods book was sitting there, brand new on the shelf. One look at it (with its MM-style art) and there was no debate: I bought the DDG instead. I could sit for hours looking at the pictures in the MM and the DDG (and, in the next year, the Fiend Folio). The PHB and the DMG? Not so much. Sure, drawings of adventurers are cool, but how can they compare to the compendia of drawings of monsters in the MM, DDG, and FF?
Consider two monsters from the MM that nobody ever uses: the masher and the slithering tracker. (Hell, I literally never even noticed the very existence of the masher for about 20 years!) Why does nobody ever use them? What do they have in common?
No picture.
What if the interior art of Isle of the Unknown is devoted solely to Monster Manual-style (by that I mean relatively small drawings of just the monster itself) drawings of the 108 or so monsters in the book? That's a lot of drawings, but they'd be relatively small. The drawings would make the monsters come alive, unlike the poor masher and slithering tracker.
Plus, the drawings overall would be cooler than the drawings in MM, DDG, or FF. After all, how cool can a drawing of an orc or a brownie be? In contrast, all the monsters in Isle of the Unknown are weird and relatively hard to picture.
In an early version of “the Gods” I said “if Cthulhu breaks out of R’lyeh, everyone in the world must make a saving throw or go insane.” I later reduced this as being a bit too gross.