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The Battle of Salamis

by Rindis on July 28, 2016 at 12:00 pm
Posted In: Books

Barry Strauss has written a very accessible account of the second time the Greeks fought off the Persian Empire. He spends a good amount of time on the background: the Ionian revolt, the general configuration of the Persian court, etc. Along the way, we good descriptions of triremes, the geography, and the backgrounds of many of the important people. So it’s was a little surprising that he spends so little time and descriptive power on Marathon and (while talking about the aftermath) Plataea. But, Strauss is fixated on the water; the fighting at Thermopylae gets decent coverage, but the naval fighting at Artemesium is where the early focus lies. This generally makes sense for a book mostly about a naval battle, but enough other things are thrown in that I found these omissions surprising. A nice touch is that every chapter has a small map near the beginning (at least in the Kindle version, they might be elsewhere in print).

The biggest enemy in any book looking back ~2500 years is the lack of sources. Strauss leans heavily on Thucidides (who I agree is more reliable than sometimes given credit for) and Aeschylus, but does leaven his text with a few other sources and modern reconstructions of triremes. He does not hesitate to speculate, but marks these off with ‘we may assume’, etc., so you know when he is doing so (which, as to be expected, is pretty often).

Generally, he does a good job with his analysis, but there are places I disagree. He compares the Spartan stand at Thermopylae to Persian confusion at Salamis saying “Leonidas served a transcendent cause, while the Phoenician king Tetramnestus merely calculated the odds.” I’d think Leonidas saw delaying the Persian army as much as possible as his strategic goal, while Tetramnestus’ only goal was the destruction of the Greek navy; if that wasn’t going to happen, then the battle wasn’t worth fighting. He also assumes that Artemesia must have fooled the Greeks into thinking hers was a Greek ship, and Xerxes into thinking she had just rammed a Greek ship during a famous incident when she rammed her ally Damasithymus’ ship (this is the usual view). I wonder. Given that there are only a few angles at which ramming is truly effective, I wonder if she had just put her ship in position much more difficult to get at (by having to go through Damasithymus’ ship to do so, for instance). Given normal courtly politics, Xerxes may also have been willing to celebrate the competence of someone who instantly saw and acted upon a chance to avoid defeat/capture and cut down a rival at the same time.

The subtitle is a bit mixed. ‘Saving Greece’ is hard to argue—except for the fact that ‘Greece’ was not a very cohesive concept, a fact pointed up, as Strauss does, by the fact that a lot of ‘Greeks’ fought for the Persians. But there was a cohesive Greek alliance, fairly untroubled by defections to Persia, and Salamis was the turning point in the campaign. As for ‘Western Civilization’… Strauss notes that, perhaps, defeated Greeks would have fled to Italy and continued on, even retaken Greece. But there’d be no Delian League, what he calls the birth of ‘imperial democracy’. “Defeat at Salamis would not have deprived the world of Greece’s glory but of its guile and greed.” From there he talks about the road to Western political philosophy. So it’s not just hyperbole.

└ Tags: books, history, reading, review
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Off To See the Red Wizards

by Rindis on July 24, 2016 at 12:00 pm
Posted In: D&D

The sixth FR-series supplement headed east, extending the detail maps of the Forgotten Realms another panel to the east of the original boxed set ones (while jogging slightly south), and hit the eastern edge of the large map in the process. This centered the book on one of the peripheral villains of the setting, the Red Wizards of Thay. The Wizards themselves remain popular villains (including a 5e adventure series that echoes the title of this book), and the general area has been revisited in Spellbound and Unapproachable East.

The module returns to the normal layout: 64-page detached book in brown ink with faux-parchment background, one poster map, and no printing on the inside cover. The east edge of the map just barely shows some of the Sunrise Mountains, another convenient chain that defines the edge of the known lands of the Realms (there’s only a bit of hint of foothills on the boxed set’s 90 mi/in maps, meaning this map actually goes slightly off the edge of that map). While there’s some very nice Valerie Valusek illustrations, and a reproduction of the main map in the book, there’s no detail maps to be had (perhaps because the Red Wizards forbid any maps to be made of their cities…).

While Thay is actually only a part of the area covered, they are front and center in the book, even when they aren’t (the ‘History of Thay’ and ‘Geography of Thay’ sections actually cover a lot of things outside of Thay). Surrounding countries are largely defined by how prepared they are, or who they typically ally with, to fight off Thay when they inevitably invade. Make no mistake, Thay is an evil country; expansionist, power-hungry, and with an economy built on slave labor. It’s made clear that not everyone is evil (just like a ‘good’ country doesn’t have an entirely ‘good’ population), just everyone in charge is.


Region the FR6 map covers. The pale section on the right is where it sticks past the original 90 mi/inch map area.

Overall, Thay is given a well-rounded presentation. There’s no ‘rule of law’, just tradition and pronouncements, no one system of taxation (merchants going through one city are effectively ‘taxed’ by the Thieves Guild…), but there is administration. The Tharchions handle the ordinary running of the country, and defer to the Zulkirs (the top Wizards) when they intervene. With a bunch of high-level magic-users in charge, one might wonder how Thay isn’t much bigger than it is, especially since most of its neighbors don’t have the ability to resist that sort of firepower. But the Zulkirs aren’t a united group, and often work against each other to prevent any one from becoming too powerful, moreover there are some who would rather research, and not deal with wars disrupting trade in rare spell ingredients. And the economy is changing, with an emerging middle-class that the powers that be are uncertain about.

Late-era 1e AD&D seems to have gotten an inclination to keep adding new spells to the system. Focused on a set of wizards, FR6 naturally spends ten pages on new spells more-or-less unique to the Red Wizards. This could have been great, if the spells had a bit more flavor, like many of the ones in FR4 had. Unfortunately, many of these actually borrow from existing Cleric and Druid spell lists, with minor changes (different levels, different component requirements, and slightly different effects), making it feel more like they are destroying the essential flavor of those classes instead of adding anything new. Also, the largest section is for Abjuration (protection) spells, the bulk of which are variations on the theme of ‘Protection From [Effect/Creature]’. This could allow a Red Wizard to be annoyingly difficult to deal with, if he knew which spells to memorize beforehand.

There is also an eight-page player’s guide to Thay. Instead of the well done in-world introductions of the Gazetteer series, the bulk of this is taken up by giving the available spells to learn if you’re a magic-user studying in Thay, or are from Thay. For a campaign visiting the mysterious country for the first time, half the player’s guide needs to be hidden away. But the first sections are a handy player-facing glossary, and a set of rumors. The latter are followed up in an adventuring section that gives further information and inspiration on what to do with them (this is much better than the usual approach that can leave you wondering what the author was thinking about). Thay is currently involved in two different wars, and a few other activities that adventurers could easily get involved in.

The big problem with Dreams of the Red Wizards is that Thay is a long way away from the usual adventuring grounds of the Forgotten Realms line, and the book wanders between presenting it as a possible campaign site, and trying to figure out how to draw existing adventurers from further west into range of the material presented. Furthermore, the power structure of Thay is primed to be rife with intrigue and deadly politics, but very little is really said about that, making an internal-view campaign difficult to set up. This isn’t as good as the highlights of the series (Waterdeep and the North and The Savage Frontier) as it doesn’t have the same ‘sufficient unto itself’ feel, but despite the problems, still presents a lot of material very well.

└ Tags: D&D, Forgotten Realms, gaming, reading, review, rpg
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The Burning Stone

by Rindis on July 20, 2016 at 12:00 pm
Posted In: Books

Book three of Crown of Stars introduces Zacharias as the new viewpoint character to help hold the book together as a separate unit. His story is largely passive, as he follows Sanglant’s mother, who re-enters after her exit in the original prologue. He also doesn’t get nearly as much time as Anna did, but it is put to good use introducing elements that are important later, and Zacharias develops nicely through the book.

Liath continues to be the main center of interest, and also holds the book together as she is confronted with the same choice at the beginning and end of the book. Much is finally revealed about her background, though uncertainty resists. And in the middle of it all, we get the info-dump that puts the ‘epic’ in this fantasy….

Meanwhile, Alain, having gone from the bottom to the top, rapidly descends back to the bottom of the ladder in this volume. He stays very essentially true to himself, even as everything he’s gained is taken away, and major changes (including a shift to a completely different subplot) are promised for book four.

And in addition, all the other plots keep going, and the scope of the series continues to expand, with the action leaking out from Wendar to the south and east. Overall, despite the increased length (800 pages instead of 600) I felt this one held together a bit better than book two. It doesn’t deliver the excitement of the end of the previous book, but it maintains a good pace throughout, and doesn’t bog down the way Anna’s story did for me.

└ Tags: books, fantasy, reading, review
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Anime… First Half of 2016

by Rindis on July 16, 2016 at 12:00 pm
Posted In: Anime

I try to mention what I’ve been watching after every Japanese quarter-year season of anime. However, events in March conspired to interrupt easy anime watching, and I missed half of the Winter 2016 season and all of the Spring 2016 season. Smudge has been diving in again recently, and now I’ve finally caught up on anime watching for the last half-year.

Erased — This instantly became the hit of the Winter season for me. Satoru Fujinuma occasionally involuntarily goes back in time a minute or so to ‘fix’ something that just went wrong, and then ends up going back eighteen years to his own childhood. Kind of a mix between Quantum Leap and Detective Conan, it didn’t quite go where I was expecting (I was expecting a back-and-forth pattern to emerge). The ending was weakened a lot by being fairly sudden, with no real foreshadowing of who the villain was. Which is a shame because it was excellent in every other way, and I do still recommend it.

Konosuba — This is also from the Winter 2016 season, but Smudge only discovered it a couple weeks back. Our Hero is an otaku who dies and is given a chance to be reborn into a different world with his memories intact, and a single item of power. He chooses to take the goddess giving him the offer, and he finds himself in a RPG-like fantasy realm (with quests and everything). There’s a lot of fanservice in this one, but it seems that this is supposed to be part of the series’ parody of fantasy RPGs. Like a harem anime, he gets three attractive girls around him… and they’re all nearly useless. It sounds like we’ll get another season in a bit, which is good, as the plot is still just getting going, but the humor has been good.

The Heroic Tale of Arslan — I’ve finally just caught up to the previous seasons of of this. A new season’s just started, but since I’ve been watching it dubbed, I may wait for that to come out. At any rate, it continues to be a very strong fantasy story with a lot of historical flavor.

Haikyu — This was actually the first thing I ended up getting caught up on. It continues to do well with not bogging down into single games not stretching across more than a couple episodes, and the continued evolution of the team and primary characters. Now that the initial stuff is over, it’s not quite as fun, but I continue to enjoy it.

Utawarerumono: The False Faces — This… could have been a great series. A lot of the elements that made the original work are here. But it needed a smaller cast harem, more time on the political side… and a different ending.

└ Tags: anime
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Elemental Channeling

by Rindis on July 12, 2016 at 12:00 pm
Posted In: GURPS

A little while back Chris Rice presented an idea for a new GURPS magic system on his blog. His main goal was to use the ‘long-term fatigue’ idea from GURPS: ATE. Naturally, it immediately gave me an idea that didn’t use that at all. Instead, I turned to the concept of tally from Threshold-Limited Magic in Thaumatology.

The world flows into existence from the commingling of the four elements: Fire, Air, Water, and Earth. All magic is the process of letting the power of one of the elements flow through the caster to affect the nature of the world around him. This, however, pushes him out of alignment with the universe’s balanced state, sending him down a destructive path that can consume him if left unchecked.

This system uses two tallies (or four if it’s easier for you to think of it that way), one for the opposed elements of Fire and Water, and the other for the opposed elements of Air and Earth. Casting a spell incurs tally in that element as given on T76. This should also use the Auras optional rule; anyone who can see magic will be able to see the unbalanced state of the caster’s mystical makeup, and very possibly a non-magical physician should also be able to see this through observation of the four humors in his patient. I would also recommend allowing the Automatic Maintenance option with free ambient energy. The main way to reduce a tally is to cast a spell in the opposite element.

In terms of actual spells, instead of using the standard spell system’s elemental colleges (which each have a standard attack spell, etc.), the elements are effectively Realms as in Syntactic Magic (T188). Each element has its own role to play, and mages don’t get to just alternate between Fireball and Water Jet in combat to stay balanced.

  • Fire: The realm of energy and destruction. All methods of directly damaging something come out of Fire.
  • Air: The realm of movement and thought. Travel and divination spells come from Air.
  • Water: The realm of renewal and change. Healing and transformation spells come from Water.
  • Earth: The realm of stability and resistance. Defensive spells and many ‘buffs’ come from Earth.

Part of the point here is keep combat-useful spells from being on both ends of the same tally scale. There’s still potential for multiple ways to get something done though; Heat Room would be a Fire spell and Resist Cold would be an Earth spell…. From here, there’s a few different routes that could be taken. A complete reorganization of the standard spells as per Changing the Colleges (T41) would work (and be a lot of work), but the concept seems well suited for Syntactic magic as mentioned before, or use as an alternate structure for Ritual Path Magic. (Here’s a question: Taking a glance at Realms as Powers on T190, is there any established mechanism for having abilities rack up tally?)

An extra possibility is for each element to differ slightly in casting. Earth spells may last longer, but be shorter ranged (say by adding one to the Margin of Success for time, but subtracting one for range when using Parameter Effects, T181), while Air spells are longer ranged, but have shorter durations. Water may take longer to cast, but have a wider area of effect, while Fire is faster but must be tightly focused.

Ignoring the details of actual spellcasting, there’s other details that need looking into. This is meant as a fairly difficult/dangerous form of spellcasting, so I figure every spell costs one fatigue point as well as the tally to keep mages from just casting their way to zero after racking up a large tally (no, energy reserves and external sources of FP are not normally available). Tally recovery is slow and my initial thought is for it to be zero, and all recovery is through actually casting opposing spells. However, if you want mages to at least have the option of being specialists, recovery of 1-4 tally per day would be better. Another option is recovery by prolonged exposure to the appropriate element: sitting under a waterfall to reduce Fire tally. (I seem to remember a vague mention of just this type of thing somewhere in one of the Thaumatology books, but can’t find it.) This could lead to the seemingly counter-intuitive situation of fire mages running a water temple, or earth mages congregating on windswept mountaintops….

Each element would have its own Calamity Table (T77), though they should closely mirror each other, and can probably be put into one table with a column for each element’s particular effect. In opposition to the problems of the rest of the system, calamities are less immediately aggressive here. Use the normal threshold of 30 and +1 to the table per 5 points of tally over threshold, but only roll 2d6 on the table (this probably needs more rework, but the idea is that the current tally drives the results more than in the standard). I’d be looking at a table progression like the following:

2-10 Nothing
11-12 Quirk related to appropriate Humor
13-15 Threshold reduction
16-18 5-point disadvantage
19-20 It becomes more difficult to cast opposite-element spells
21-24 Caster has an elemental aura around him (always raining, increased temperature…)
25 10-point disadvantage
26-30 Caster is Terminally Ill
31-39 Caster death by turning into an element (gust of wind, exploding in flames…)
40+ Permanent elemental locus where the caster was

As a final note, while initially discussing this with my roommate Smudge, she came up with the idea of using a five element system (such as the traditional Chinese elements) where the goal was to stay in harmony with all five. Effectively, your tally would be the difference between the element where you’ve used the most magic, and the element where you’ve used the least.

└ Tags: gaming, GURPS, rpg, Thaumatology, theorycrafting
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