Memories of Connor's Adventures

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

Saturday, 21 October 2017

Dungeon Mastery: In the employ of a Patron

Lady Marilinev, The Early Years
Dungeons & Dragons is a lie. The fact is your dung covered peasant or blood soaked mercenary couldnt hob-nob with Princes. You just didnt get invited to those parties. Butcher some bandit on the side of the road and you might hang simply because one of them was heir to Castle Blood over on yonder hill. Your Dungeons & Dragons character is a criminal simply for running around with weapons without the consent of the people in charge.

Lawful Employment?
Employment by a Patron means consent of your conduct. If you discover the cultists beneath the old castle on the hill, its because you act on behalf of your Patron.
Apart from a good income, you can enjoy some degree of political immunity from prosecution while you get to stick a sword in Hamlet because he is 'in the way' and all for a purse filled with gold for your services.

But of course employment with a Patron has its own risks. You are choosing to sacrifice Neutrality and support a faction. A faction with enemies. You might be waylaid by agents of a rival Patron. Where your Patron might have afforded you some respect, some upstart rival looking to whisper in the Prince's ear and seize your Patron's wealth might send thugs to assault you in the streets. Or perhaps your own Patron has grown weary of you and decided they can no longer afford your incompetence. You might be given bribes to change sides and find yourself faced with a terrible choice that challenges your Alignment. Perhaps your actions result in your banishment from the city by its ultimate Authority.

This is a world of schemes, poisons, assassins, seduction, manipulation, wealth, and politics. Your tax coin hard at work...

Blood Sports: Martian Chess

The Rules of Jetan 

FOR those who care for such things, and would like to try the game, I give the rules of Jetan as they were given me by John Carter. By writing the names and moves of the various pieces on bits of paper and pasting them on ordinary checkermen the game may be played quite as well as with the ornate pieces used upon Mars.
THE BOARD: Square board consisting of one hundred alternate black and orange squares.
THE PIECES: In order, as they stand upon the board in the first row, from left to right of each player.
Warrior: 2 feathers; 2 spaces straight in any direction or combination.
Padwar: 2 feathers; 2 spaces diagonal in any direction or combination.
Dwar: 3 feathers; 3 spaces straight in any direction or combination.
Flier: 3 bladed propeller; 3 spaces diagonal in any direction or combination; and may jump intervening pieces.
Chief: Diadem with ten jewels; 3 spaces in any direction; straight or diagonal or combination.
Princess: Diadem with one jewel; same as Chief, except may jump intervening pieces.
Flier: See above.
Dwar: See above.
Padwar: See above.
Warrior: See above.
And in the second row from left to right:
Thoat: Mounted warrior 2 feathers; 2 spaces, one straight and one diagonal in any direction.
Panthans: (8 of them): 1 feather; 1 space, forward, side, or diagonal, but not backward.
Thoat: See above.
The game is played with twenty black pieces by one player and twenty orange by his opponent, and is presumed to have originally represented a battle between the Black race of the south and the Yellow race of the north. On Mars the board is usually arranged so that the Black pieces are played from the south and the Orange from the north.
The game is won when any piece is placed on same square with opponent's Princess, or a Chief takes a Chief.
The game is drawn when either Chief is taken by a piece other than the opposing Chief, or when both sides are reduced to three pieces, or less, of equal value and the game is not won in the ensuing ten moves, five apiece.
The Princess may not move onto a threatened square, nor may she take an opposing piece. She is entitled to one ten-space move at any time during the game. This move is called the escape.
Two pieces may not occupy the same square except in the final move of a game where the Princess is taken.
When a player, moving properly and in order, places one of his pieces upon a square occupied by an opponent piece, the opponent piece is considered to have been killed and is removed from the game.
The moves explained. Straight moves mean due north, south, east, or west; diagonal moves mean northeast, southeast, southwest, or northwest. A Dwar might move straight north three spaces, or north one space and east two spaces, or any similar combination of straight moves, so long as he did not cross the same square twice in a single move. This example explains combination moves.
The first move may be decided in any way that is agreeable to both players; after the first game the winner of the preceding game moves first if he chooses, or may instruct his opponent to make the first move.
Gambling: The Martians gamble at Jetan in several ways. Of course the outcome of the game indicates to whom the main stake belongs; but they also put a price upon the head of each piece, according to its value, and for each piece that a player loses he pays its value to his opponent. 
-'Chessmen of Mars' By Edgar Rice Burrows

I had heard a tale that Edgar Rice Burrows, in writing the various Barsoom books had crafted a set of Rules for a Martian Variant of Chess: Jetan.

Wednesday, 18 October 2017

Creature Catalog: The Ironborn

AC 2
HD 2d4
MV 3' (1')
AT 1 Bite, Weapon or Spell
DA 1hp/1hp or as Spell
SA Fighter L1 or Magicuser L2
NA 1-4 (10-100)
ML 11
INT 13
AL Any Alignment
TT O (1-4 scrolls)
XP 13

The Ironborn  (or Skand as they know themselves) have only been discovered by gem cutters as fossils in iron oxide gems mined deep in the earth. Their civilization has never been discovered.
They are 1/8th of an inch tall. They build villages on the backs of giant beetles, harvesting fungi spores that grow on the backs of their mobile homes. They are an ancient people, It is little wonder that they have existed hidden for millions of years.
A Skand Magicuser might rise in spell power allowing them to craft great citadels on the backs of Beetles, though it is rare. Most Skand live a life of Agrarian toil.

Sunday, 15 October 2017

Stellar Cartography: Alpha Centauri B...

 Apparently that is Proxima B, so a quick adjust of the image and...
Hot Jupiter spotted.

Distance from centre: 0.8632 Rsolar (10 Diameters from the Star centre), 0.0040142817AU
       Of Star: 0.8632 Rsolar (10 Planet diameters)
      Of Planet: 0.08632 Rsolar
Temperature (Planet): 3382K
Period (Days): 0.09754

Sufficiently close enough to turn Gas Giant CO2 into graphite Dyson shell.

Planet Name: Hot-pot
Star: Alpha Centauri B
Semimajor Axis: 0.0040142817AU thats inside the star.
Temperature (Planet): 3382K
Period (Days): 0.09754
Radius (Planet): 0.08632 Rsolar

I must be wrong because at that orbit and distance from star its at 25% the speed of light. Unless there is a Dyson Sphere in close to the star doing 0.25 light speed...

Update: we are good...

   0.15 percent of the speed of light = 449 688.687 m / s   
Circumference is 2*pi*r =0.0252223172 AU circumference.
3,773,204,950 metres.
Time is 8427.456 seconds
3773204950/8427.456=447,727.6357 metres/second. 
This planet would only be doing slightly less than 0.15 light speed. 

Much more reasonable.

Update: this is better

Planet Name: Hot-pot
Star: Alpha Centauri B
Semimajor Axis: 0.006690472678432314 AU
Temperature (Planet): 2852K
Period (seconds): 18,114 seconds
Radius (Planet): 33,362 km (Jupiter: 69,911 km)
Orbital velocity: 0.00115804919 x light speed (>1% light speed)

This is what I would describe as a diamond class dyson sphere. The temperature reduced its atmosphere to a graphite shell around the core and the 'gravity' induced by the 1%+ orbital velocity likely turning it into diamond.

Thursday, 12 October 2017

Signs of Madness: Secrets of the Necronomicon

In searching for some link to the Necronomicon I am exploring the ancient Volcae Culture and any secret it might reveal. In the Asiatic Shamanism we see an inversion of phonetics in word construction. where now we have Cthulhu, the original Volcae would be Huc-thul.


The Word Huc appears in four five areas of Interest:

Évariste Régis Huc, C.M., or the Abbé Huc, (1813–1860) was a French missionary Catholic priest and traveller, famous for his accounts of China, Tartary and Tibet, in his book "A Journey Through the Chinese Empire". Since the travels of the Englishman, Thomas Manning, in Tibet (1811–1812), no European had visited Lhasa. Huc stimulated European interest in Central Asia and blazed a trail for Asian studies.

Huc, a village in Todirești, Vaslui, Romania. One of nine villages in the Romanian District. Location: 46°51′N 27°22′E

The Hebrew Union College-Jewish Institute of Religion (also known as HUCHUC-JIR, and The College-Institute) is the oldest extant Jewish seminary in the Americas, and the main seminary for training rabbiscantors, educators and communal workers in Reform JudaismHUC was founded in 1875 under the leadership of Rabbi Isaac Mayer Wise in Cincinnati. The first rabbinical class graduated in 1883. The graduation banquet for this class became known as the Trefa Banquet because it included food that was not kosher, such as clamssoft-shell crabsshrimpfrogs' legs and dairy products served immediately after meat.

The Hospitais da Universidade de Coimbra or HUC (Hospitals of the University of Coimbra), is a university hospital that partners with the University of CoimbraPortugal. This complex is known as a centre of research with a broad range of clinical services and medical specialties. It is a branch of the larger Centro Hospitalar e Universitário de Coimbra, a rebranded merged institution created during the eruption of the European sovereign debt crisis and the Portuguese economic and financial crisis in 2012. In its early days, it used to function in two separated buildings which can be traced back to the 16th century. Part belonged to the College of St. Jerome begun in the 1560s. In 1836 it was handed over to the University of Coimbra, and twelve years later several hospital departments were transferred there.

Huc-quo-la-jish is Navajo for glove. La-jish refering to an article of clothing or hand covering. Huc-quo meaning 'come', Possibly a reference to ejaculation of sperm coating a hand.


 As with the word Huc the word Thul appears in several points of significance:

Thul is a Habitational name from Thule in Silesia, or Thüle or Thülen in Westphalia. nickname for someone with an unusual style or growth of hair, from Middle Low German tul 'tuft'.

Originating in India, Thul is a common family name in India and Cambodia.

From the Romani word thul- “fat”, are: Present Past me thul-jo-v “I grow fat” me thul-il-em “I grew fat” Tu thul-jo-s ... fat” voj thul- jo-l “she grows fat” voj thul-il-i “she grew fat”...

From the Hindi the word 'thul thul' meaning 'round' (the doctor goes on his rounds).

From Scandanavian Legends One of Odin's many names was Fimbulthul, thus he, having mastered the runes, was a chief thul. 

Note: Further investigation finds that thul in this case means 'speaker' with references to being old in years. This might be a shaman reference. 

The phrase in Hdvamdl, " It is time to chant on the thul's seat," is sometimes regarded as implying that all thulir invariably sat on thrones or chairs to deliver their wisdom. 

Huc-thul and Cthulhu

Given the connection to Navajo, and middle east-asian cultures, shamans of Gobelki Tepe 20,000 years ago are a common origin point. We would therefore find the madness in the dark amid the ruins of these and their descendant language groups such as the minoans. If we take the engraved bull head, we get a triangle or cone shape with horns or tentacles. This is a description of the Great Race.

'These creatures (The Shadow Out of Time) populated the earth a billion or more years ago and their cities still exist buried in the great Australian desert. They are ten foot high cones, ten feet wide at the base with four ten foot tentacles at the top. Two tentacles end in lobster-like claws, one in trumpet-like ears and one in a yellow globe two feet in diameter with three eyes along its circumference and a set of manipulating tentacles dependent from it. The creatures move rapidly by expanding and contracting the muscular base of the cone. These creatures are highly intelligent, telepathic, and scientifically advanced.

They have no magical powers but many technological devices such as air ships and energy beams. They can project their minds backward and forward in time and across interstellar space. They then seize control of the mind of any intelligent creature, displacing the other mind into the body of the member of the Great Race. Such captive minds are well treated, encouraged to teach the Great Race about their own time and eventually sent back to their original bodies with memory of the experience erased.'
-cthulhu mythos, Rob Kuntz, (Dragon Magazine).
We most definately find evolution of the bull head via the bee symbol found on the Phaistos disc into a tentacled triangle in Minoan. 

Thul-huc sounds like the name 'Turloc'.
Cth- is kwet (to shake), or kwetwer (four).

A Potential Conclusion

Sperm comes from the word sper, but sper comes with four options-spear/pole, to twist, sparrow, and aformentioned 'to sprout'. Only the sparrow version has relevence here for animal pictograms.
Huc-thul (or thul-huc): a possible gobekli tepe shaman name meaning 'to speak-come' much like 'to speak-wind' and 'to speak-golden mouth'. The words will be in the form of 'Animal' pictograms. So... Wolf-Sparrow (wlkwo-sper) means 'to speak-sparrow'. Sper-wlkwo (sparrow-wolf) on the other hand gets us the variant similar phonetic spyeu (to vomit)- kw* which sounds a lot like the word 'Speak'.

So now we look for a shaman elder or chieftan named wolf-sparrow on the gobekli tepe stones (or sparrow-wolf).

References to sparrow & wolf in legend:

  • American Indian tale of Sparrow and Greywolf. Sparrow is Greywolf's sister and warns the guest for speaking like Greywolf's equal.
  • In some Japanese stories of okuri-ôkami, the wolf is never seen, but its presence is known by the constant chirping of a sparrow at the traveler's side. 
In both cases the sparrow is familiar to/with the wolf and advises the outsider of what inspires/draws wolf's anger. 

The adventure continues...

Tuesday, 10 October 2017

Dungeon Mastery: Twenty Jars from the Apothecary

 20 Jars from the Apothecary          
 1d20   Contents                                     
   01      Ointment of the Apothecary 
   02      Ointment of Spikenard
   03      Ointment of Ringworm          
   04      Ointment of Ichthammol
   05      Ointment of Eczema               
   06      Paste of Love
   07      Paste of Neem Leaves              
   08      Salve of Slipperiness
   09      Salve of Gilead                           
   10      Salve of Toxic fumes
   11      Salve of Second Chances          
   12      Oil of Cloves
   13      Oil of Olay                                  
   14      Oil of Oregano
   15      Oil of Ulan                                  
   16      Grease of Bearing
   17      Grease of Fox                             
   18      Grease of Knees
   19      Grease of Life                             
   20     Grease of Clothes