THE ANCIENT DARK AGES

I’ve always greatly enjoyed Cline’s lectures even when I suspect he is wrong…

I MET HIM RISEN

Wyrdwend

I MET HIM RISEN

I met Him Risen from the Tomb
His grave the pangs of Heaven’s Womb
His flesh all healed and yet still scarred
His soul shone on, undimmed, unmarred
To man he graced an endless Gift
Life Unending, clear, and swift
Death a villain nevermore
Evil vanquished, God restored
A keyless Kingdom free to all
Let any man but heed his call
The Earth a shining, darkless Realm
The Easter’d Captain at the Helm, and
Kurios! the angels sang
I laughed to hear the bells had rang
Ascensions told, and service wrought
The Promise that all men had sought
Salvation from the lower things
That occupied his dreadful dreams
A New Man born, and so we all
He told me “John, now heed the call
Run and tell them ‘I await!’
The sky draws near, the seas elate
The mountains leveled, the valleys rise
The beast and…

View original post 234 more words

BETA READERS AND COMPOSING PARTNER(s) WANTED

Wyrdwend

BETA READERS AND COMPOSING PARTNER(s) WANTED

I am in immediate need of Beta Readers for both my fictional and non-fictional writings. These writings will include everything from my fictional science fiction, fantasy, detective, mystery, espionage, military, historical fiction, thriller, regional (Southern Western, and frontier writings), and literary writings to my middle grade and young adult and children’s stories and books. Non fictional writings will include my essays, articles, scientific papers, religious writings, writings on Theurgy, detective work, some of my business plans, and books on a variety of subjects. Other materials might include song lyrics or entire song cycles (such as for an album) and poems or games or other such matters I have created.

Rewards for giving me useful feedback will include things like autographed copies of my books, advance copies of works, discounts on published works, free copies of works, advice on how to get published, information on…

View original post 217 more words

THE LANTERN OF LORNOLN AND AD HOC ADVENTURE/CAMPAIGN/GAME DEVELOPMENT

THE LANTERN OF LORNOLN AND AD HOC ADVENTURE/CAMPAIGN/GAME DEVELOPMENT

As a DM I am practicing a new gaming technique with my players which I am calling Ad Hoc Development. I plan to write up a more detailed paper and post on the idea later on but for now I am posting this briefer synopsis here because of the fact that my players don’t visit here and won’t see it. They don’t even know this place exists.

Actually this is a very old technique for me (and for others as well I am sure) for it goes back to the time I was a teenager and used to do something similar as a DM. The idea is very simple. I simply watch what the players are doing, the problems they encounter in game, and then modify the adventure, campaign, or game on an ad hoc basis as events progress to offer them possible, yet not obvious or easy or expected solutions to the dilemmas that lay beyond their current capabilities to resolve. It is somewhat similar to the idea of a literary or mythological Deus Ex Machina/Machinae, but the idea is not to “save them from disaster” but to offer them an unexpected and useful possible solution to their in-game problems. Problems they don’t have the resources or abilities to yet solve for themselves.

The technique works in this way. First I observe what they are most having problems doing, then as they proceed through the adventure/campaign, etc. I simply provide some unusual device, creature, companion (man-at-arms, etc.), artifact, magic item, clue, etc. which should, if thoroughly investigated and experimented with (and that is the real key), allow them to resolve their current set of difficulties.

To that end I simply observed my new group of players as they explored the Sunless/Sunken Citadel. (The first adventure they are playing and decided that one of the very first things they needed was, obviously, light.) But rather than using the adventure as written, and I have kept the skeleton of the adventure intact, I simply greatly modified it and rather than preparing a large list of gear and magical items and devices they would need to find I simply give them things (usually buried in trash or debris or collapsed areas, on monster corpses, in modified treasure hoards, found in pit traps, or in other less expected places) that they will find useful.

One of the very first items I gave them was the Lantern of Lornoln. (Lornoln is what the original citadel was called in my new world before it sank and was destroyed, the name meaning “Light of the Mountains,” for it was the frontiers outpost or citadel at the foothills range of the Nol-Ilthic Mountain Range.)

Anyway they found the Lantern, which they now call the Lantern of Lornoln or just “the Light” for it looks like it is an old rectangular 4 sided (6 with top and bottom) lantern with sides made of glass or crystal and with a body made of brass.

Their first clue upon taking it that it was no ordinary lantern was how light it felt. Like it was made entirely of glass (or in modern terms even of plastic). So it was obviously not made of brass. Also the glass or crystal sides were entirely transparent and unblemished and unsullied or smudged, even in the debris, and this “glass” is extremely hard.

Instead of a wick or a place for oil the very bottom is covered in glyphs they cannot read and the wick is replaced by a single piece of brass like metal (a small metal rod about an inch and half tall and about one quarter of an inch in diameter). They experimented by sliding one of the glass panes back and then trying to pull or twist the metal bar (you could twist it until it clicked) at which time it lit and produced lumens equivalent to 6 torches in a sixty foot range but within a thirty foot range it is almost as if one is standing in broad daylight. The lantern also has a suppressive and frightening effect upon creatures that fear light or prefer the darkness. That is the only thing they experimented with as far as the lantern is concerned, because they were eager to explore the rest of the ruins of the citadel and night had not yet set in.

The lamp also has other functions which they must explore to discover.

1. The wick will burn, without producing any heat for eight hours straight and then it will extinguish itself for another four hours. This is the same functional procedure for all of the other “wick functions.”

Had they continued to turn the wick they would have discovered:

2. an infrared function in which the lantern is completely black or dark but will illuminate any living creature up to a distance of 120 feet as if they are aglow in an infra-red sheath, though the creatures so displayed are unaware they are lighted by the lamp.

3. an ultraviolet function which will softly illuminate an area of 20 feet in a purplish-blue haze and will illuminate anything hidden that can be seen by ultraviolet light.

4. a setting that will illuminate secret doors and passages, even through solid rock, up to a ten foot radius.

5. a secret setting can be gotten from the wick by clicking it down. That is the “night-light setting.” When people sleep within the radius of the night light (20 feet) they may have strange dreams and portents of nearby dangers or of near-time future events. If they are awake and in the area of the night-light then they can see creatures approaching from a distance of up to 120 feet but the night light makes those within the area of the (soft and almost ultraviolet like) glow appear much smaller than they really are and displaced (as if they are several feet from their real positions). This makes it hard for others to target the lantern users at night.

If they take some of the “glass panes out” (and these are made of magical, transparent crystals, not glass) and turn them around to face the other direction then these functions can be had out of the lantern:

6. the regular light can be focused out of just one pane as if a flashlight were being used to illuminate objects out to a distance of 100 meters and this beam can be seen from three miles away (on flat, open terrains).

7. one of the panes will allow anything illuminated by regular light to be examined as if under a low-powered microscope (60 times magnification).

8. one of the panes, when flipped, acts as a silvered mirror, can sometimes be used to see other people’s thoughts and true motives, and also has effects upon the undead and deceitful.

9 one of the panes, flipped, acts as a strobe light (if the regular light function is used) and can disorient another or make them nauseous. This works even on magical and highly intelligent and even psychic creatures.

The Lantern of Lornoln is, in fact, a Minor Artifact, though the party doesn’t know this yet, they simply think it a “magical light or lamp”

I created it ad hoc or on the spot as something for them to find (then developed it more later on as I thought about who might have created it and why and how it ended up where it did). I will reveal none of the various functions of the lantern to my players, only they can find these out through experimentation and/or research done by others. It is possible they will never discover all of the functions, or even that I will discover other functions as time goes along (in the game).

This is part of my ad hoc system. Even I may discover new functions for these things as time goes along. Plus I will encourage all of my players to devise their own possible uses for things (normal, magical, or miraculous things).

That too will be part of my ad hoc system – unique DM/GM and player innovations. Or put another way, rather than trying to pre-develop or prepare or preplan all aspects of an adventure, campaign, or game I am going to start leaving as many things as possible open to on the spot and ad hoc invention and creation as I can possibly and reasonably accommodate. See where that kind of experimentation leads.

(Of course some things will still have to be preplanned: certain items and magical devices created specifically for certain characters, particular heirlooms, legacies, etc. But as far as many and possibly even most treasures, artifacts, devices, items, and even creatures and NPCs I’m going to play those “by ear” – so to speak.)

Some of the other Ad Hoc creations I indulged in that first evening of play (Sunday) included:

A. There was a room supposed to be inhabited by two mephits (according to the module). I instead used it to allow the escape of a very unique (psychaec even) Homunculous (which is attempting to become the familiar of the party Sorcerer).

B. There was supposed to have bene a werewolf (I’ll describe the actual adventure in another place), but it actually was a Wolf-Hound who is in fact secretly a kind of unique chimera who has become the Animal Companion and protector of the party Druid. It can actively communicate with the Druid through dreams and visions.

C. There was a supposed to have been a set of magical crystals used to entrap mephits, I instead turned it into a magical crystal that creates “powdered water.” (Called Aqua Pulvis.) The party is aware it does something to water but don’t know yet what. It actually uses an alchemical alembic like device to reduce water to a powder which when then later remixed with clean water, or wine, will produce Aqua Vita. Once the user has drunk the powdered solution or suspension of Aqua Vitae then they will not need to consume any liquids again for seven days, nor will they lose liquids by sweat, urination, or by any other means. They will reach a perfect state of fluid homeostasis within their own bodies.

Some of the ideas I already have for future ad hoc items or treasures they find (based on my previous observations of the characters and my players) are: i. honeyed lepsis, ii. sthenetic or sthenotic tablets (tabula sthenae – like the Aqua Pulva an alchemical preparation), iii. A blessing pouch, and iv. a special magical notebook for research that automatically inscribes itself with clues and hints about how to locate information on various subjects of interest. Which I may call the Librum Incognita.

Of course I will not pre-develop these ideas at this point but attempt to let their capabilities sort of grow organically out of game events.

By the way I am also thinking of applying this principle to my novels and fictional writings as well. Not seeking to predevelop items and plot points but letting them shift on an ad hoc and unpredictable and unplanned basis.

As a matter of fact I should apply this same idea as a method for developing my own Real World Inventions. After all inventing with the intent of producing technologies and tools that are multi-functionally capable is one of the basic tenets of my personal approach to inventing.

So I will do that as well…

PSIONICS IN D&D 5E

PSIONICS IN D&D 5E

Do any of you guys play psionics in D&D 5E?

If so then what do you think of things like the Mystic, or do you handle it entirely differently? My group will start playing soon and I’m thinking of either giving one character psionic powers (because of exposure to supernatural magics).

In other words entirely doing away with the idea of psionics being a “class” or “profession” and instead returning to the AD&D idea of it being a sort of rare mutation.

Also I’m thinking of doing away with the parallel powers (which is nothing more than sorcererous magical powers by another name) of psionic “classes” and concentrating heavily upon the subconscious, visions, dreams, forewarnings, integrated senses, synesthesia, intuitions, and psychological and mental combat and combats of the “Will.”

And of having certain places (the cleft of the oracle at Delphi), and certain substances, and certain techniques (fasting, going without sleep, entering trance states, sensory deprivation, prayer, etc.) modifying, augmenting, suppressing, or altering how psionic abilities work.

But I’d be interested in hearing how you do it, and how that works out for you.

October 16th is the day!

This was a lot of fun and absolutely fascinating to play when I was a kid…

The Tékumel Foundation

The Tékumel Foundation is preparing to release the reprint of Empire of the Petal Throne on Monday, October 16th, 2017.  We’re all very excited about this, as it is the culmination of a lot of work on the part of a lot of people.  Some additional notes about the new release:

  • The Foundation is going to produce print-on-demand maps to provide reprints of the stunning maps included in the original boxed set.  We’re hoping to be able to release the maps of the City of Jakálla and the Eastern and Western maps of the Five Empires in the near future.
  • We will also be updating the PDF version when we release the print-on-demand edition, to a version matching the print-on-demand edition.  This will still be a picture PDF; the text-searchable version is in the works.
  • The ebook for Professor Barker’s second novel, Flamesong, is the next project on our list…

View original post 8 more words

Sci-Fi D&D FTW 2.0

Mephit James Blog

After I posted my last thoughts about Sci-Fi adaptations, I got a few very helpful responses from people. In an effort to leave no moonrock unturned (see what I did there?) I’m back with a few more additions.

View original post 1,045 more words

Here at the End of All Things

Longreads

Adrian Daub | Longreads | August 2017 | 20 minutes (5,033 words)

1.

“The following Generations, who were not so fond of the Study of Cartography as their Forebears had been, saw that that vast Map was Useless, and not without some Pitilessness was it, that they delivered it up to the Inclemencies of Sun and Winters. In the Deserts of the West, still today, there are Tattered Ruins of that Map, inhabited by Animals and Beggars […].”

— Jorge Luis Borges, “On Exactitude in Science”

I spent my adolescence around maps of places that didn’t exist. An older cousin read The Lord of the Rings over the course of a hot summer when I was nine, and I watched in fascination as he traced the Fellowship’s progress across the foldout map that came with the book in those days. This, I decided, had to be what grown-up reading looked…

View original post 5,172 more words

ESSAYS IN GAME DESIGN – Essay Three: Where Has All The Magic Gone?

ESSAYS IN GAME DESIGN

Essay Three: Where Has All The Magic Gone?

Why don’t they make Magic Items like they used to?

I was looking through my AD&D books tonight and noticed how versatile and multi-functional so many of the magic items were.

They were powerful, and they were odd, and fascinating, and most important of all a lot of them could do all kinds of things.

By comparison so many of the magic items of more recent editions are bland, plain, uninspired, and uninspiring. It’s like using a piece of technology from the eighties or something. The items are overly specialized, technical, usually limited to one specific function, top-heavy in design and capabilities. A drag to own and use and usually good only for specific encounter types.

Older magic items were magical. They had so many functions they seemed like a modern mini-computer/cell phone/PDA/wristwatch/GPS/tricorder all in one. Impressive and extremely useful. Versatile. Fluid. A joy to own and use, employable in a wide range of circumstances. They were the Renaissance Men of Miracles, the Polymaths of Magic. And in addition most were mysterious. You had to figure them out as you went along. They could always have extra, hidden potential that you’d never know about til you screwed around with just the right thing and accidentally tripped some concealed latch. And you had Artifacts, and Incredible Devices, and Relics, with strange legends and ancient lore surrounding them. They weren’t just treasure types, they were items of real magic.

(In a purely imaginative sense, of course, but then again freeing the imagination, and being able to free the imagination, is a type of magic. Being enslaved to limited, prescribed, and proscribed function, technique, or technology is not magic. It is in many ways the very opposite of magic.)

We need to get back to that in modern fantasy games.

It made fantasy gaming fun instead of a technical exercise in weaponry calibres and target types.

Magic should have some, “Boy, now you’re really gonna see something!” to it, instead of “how many rounds ya got in that wand and what is the total count of damage points inflicted by it? I’m trying to calculate exactly how long this combat will last.”

Also,  magic used to be truly weird and fantastically dangerous.  To everyone including the Wizard employing it. Nowadays, and far too often it is merely a form of binary technology, on/off. And very rare is it for it to ever even fail.

So, where has all the magic gone?

It’s basically gone to hell with the idea that magic is about power shots and ammo counts rather than about mystery and wonder.

Somebody needs to dig some real magic up out of the grave and see if they can put a resurrection spell on it…

Endnote: I actually tend to think, that as far as game design goes, and even as regards gameplay to a certain extent, that the situation of “magicless magic” has actually improved considerably. Especially as regards Dungeons and Dragons and many of the related fantasy type games and role playing games. However, and against this general state of “magical improvement” has come the counter-tendency to reduce magic to a mere secondary or substitute form of technology as is far too often the case in literature, films, and video games. So I posted this essay anyway to remind game designers (even video game designers), DMs and GMS, and even players that they can be pursuing, even demanding real magic in their games, and by that I mean weird, strange, truly dangerous, multi-functional, and unpredictable magic that is anything but yet another substitute, secondary, or typical human technology. 

 

ZERO GAIN

Exclusive: one of the greatest conceptual breakthroughs in mathematics has been traced to the Bakhshali manuscript, dating from the 3rd or 4th century

In this close-up image you can see the use of a dot as a placeholder in the bottom line. This dot evolved into the use of zero as a number in its own right.
 In this close-up image you can see the use of a dot as a placeholder in the bottom line. This dot evolved into the use of zero as a number in its own right. Photograph: Courtesy of Bodleian Libraries/ University of Oxford

Nowt, nada, zilch: there is nothing new about nothingness. But the moment that the absence of stuff became zero, a number in its own right, is regarded as one of the greatest breakthroughs in the history of mathematics.

Now scientists have traced the origins of this conceptual leap to an ancient Indian text, known as the Bakhshali manuscript – a text which has been housed in the UK since 1902.

Radiocarbon dating reveals the fragmentary text, which is inscribed on 70 pieces of birch bark and contains hundreds of zeroes, dates to as early as the 3rd or 4th century – about 500 years older than scholars previously believed. This makes it the world’s oldest recorded origin of the zero symbol that we use today.

The ‘front’ page (recto) of folio 16 which dates to 224-383 AD.
Pinterest
 The ‘front’ page (recto) of folio 16 which dates to 224-383 AD. Photograph: Courtesy of Bodleian Libraries/ University of Oxford

Marcus du Sautoy, professor of mathematics at the University of Oxford, said: “Today we take it for granted that the concept of zero is used across the globe and our whole digital world is based on nothing or something. But there was a moment when there wasn’t this number.”

The Bakhshali manuscript was found in 1881, buried in a field in a village called Bakhshali, near Peshawar, in what is now a region of Pakistan. It was discovered by a local farmer and later acquired by the Bodleian Library in Oxford.

Translations of the text, which is written in a form of Sanskrit, suggest it was a form of training manual for merchants trading across the Silk Road, and it includes practical arithmetic exercises and something approaching algebra. “There’s a lot of ‘If someone buys this and sells this how much have they got left?’” said Du Sautoy.

In the fragile document, zero does not yet feature as a number in its own right, but as a placeholder in a number system, just as the “0” in “101” indicates no tens. It features a problem to which the answer is zero, but here the answer is left blank.

Several ancient cultures independently came up with similar placeholder symbols. The Babylonians used a double wedge for nothing as part of cuneiform symbols dating back 5,000 years, while the Mayans used a shell to denote absence in their complex calendar system.

However the dot symbol in the Bakhshali script is the one that ultimately evolved into the hollow-centred version of the symbol that we use today. It also sowed the seed for zero as a number, which is first described in a text called Brahmasphutasiddhanta, written by the Indian astronomer and mathematician Brahmagupta in 628AD.

Pinterest

“This becomes the birth of the concept of zero in it’s own right and this is a total revolution that happens out of India,” said Du Sautoy.

The development of zero as a mathematical concept may have been inspired by the region’s long philosophical tradition of contemplating the void and may explain why the concept took so long to catch on in Europe, which lacked the same cultural reference points.

“This is coming out of a culture that is quite happy to conceive of the void, to conceive of the infinite,” said Du Sautoy. “That is exciting to recognise, that culture is important in making big mathematical breakthroughs.”

Despite developing sophisticated maths and geometry, the ancient Greeks had no symbol for zero, for instance, showing that while the concept zero may now feel familiar, it is not an obvious one.

“The Europeans, even when it was introduced to them, were like ‘Why would we need a number for nothing?’” said Du Sautoy. “It’s a very abstract leap.”

Carbon dating reveals Bakhshali manuscript is centuries older than scholars believed and is formed of multiple leaves nearly 500 years different in age.
Pinterest
 Carbon dating reveals Bakhshali manuscript is centuries older than scholars believed and is formed of multiple leaves nearly 500 years different in age. Photograph: Courtesy of Bodleian Libraries/ University of Oxford

In the latest study, three samples were extracted from the manuscript and analysed at the Oxford Radiocarbon Accelerator Unit. The results revealed that the three samples tested date from three different centuries, one from 224-383 AD, another from 680-779 AD and another from 885-993 AD, raising further questions about how the manuscript came to be packaged together as a single document.

The development of zero in mathematics underpins an incredible range of further work, including the notion of infinity, the modern notion of the vacuum in quantum physics, and some of the deepest questions in cosmology of how the Universe arose – and how it might disappear from existence in some unimaginable future scenario.

Richard Ovenden, head of the Bodleian Library, said the results highlight a Western bias that has often seen the contributions of South Asian scholars being overlooked. “These surprising research results testify to the subcontinent’s rich and longstanding scientific tradition,” he said.

The manuscript will be on public display on 4 October, as part of a major exhibition, Illuminating India: 5000 Years of Science and Innovation, at the Science Museum in London.

ESSAYS ON GAME DESIGN: To Hell With Balance

ESSAYS ON GAME DESIGN

Essay Two: To Hell With Balance

I’m gonna say something that might shock some of you guys. Then again, maybe not.

Balance, go to the Devil, and burn in hell. And while there sip septic tea with him til you’re really needed again. And chances are it won’t be often. But whatever the case, don’t call me, I’ll call you.

I’m working on a fantasy Role Playing Game, I’m not designing an algorithm, doing covalence equations, or writing a computer program to calculate a moonshot at apogee.

So sometimes in-game my players get their noses busted and spleens ruptured by a dragon that in real life they couldn’t ever easily kill. Not with bow-sticks and knives and harsh words anyways. Good, it’ll teach em a lesson about danger and risk and what it actually costs people.

And sometimes they’ll whip out their Horn of Resounding and bring down the walls of Jericho, or slay a few giants with the Jawbone of an ass. Good, sometimes you catch a miracle in midair, deserved or undeserved. Sometimes you get the bear, and sometimes he gets you. That’s life.

But in any case, as far as the game goes, the player is fascinated, interested, intrigued, involved, worried, anxious, and maybe even occasionally excited again. Perhaps shocked and ecstatic from time to time too, just to boot.

Balance, he ain’t my god. I don’t owe him any real sacrifices. He’s more like the grey-skinned Graeæ sisters than bright Apollo. Only one eye to see with, a lot of double talk, the bite of a one-toothed wonder – and in the end, disaster, not glory. You can’t trust Balance to point the way to the future, cause he’s more consumed with his own reflection in the mirror than with anything remotely heroic happening. Static, stale, sterile, sluggish, and simple-minded. A dotard of dullness. No poetry of soul, just an arrested arithmetic of tedium. More Echo and Narcissus, more Sound and Fury, than Thunder and Lightning.

I liked the original version of D&D. I like the 4th Edition, at least many things about it. But I see now that this pernicious idea of “balance” that crept in like the Serpent at Eve in Paradise, balance as an end in itself, especially in a fantasy game of all things, is more assassins’ poison than golden Ambrosia. If I have to kill wonder and potential just to achieve balance, then I have to kill fantasy just to achieve boredom. Thank you modern RPG Fantasy Game Theory of Balance, but I think you’d be happier working as a stock-boy in the warehouse of modern mediocrity, than a gate-keeper to the temples at Mount Olympus.

So Balance, my fine feathered fowl of gutless acquittal, go to hell and burn awhile. Maybe you’ll cook into a decent potpie.

Invention is as invention does. So, I’m gonna start designing fantasy games and adventures again, even D&D ones, where magic happens, miracles save the day, monsters are dangerous and feral, the voice of God rumbles across the sky, kingdoms topple, heroes struggle, players say, “Now that’s what I’m talking ‘bout!” and imaginations catch fire.

Balance can burn in his own oven… and stew in his own juices.

 

Use of Force: 7 U.S. Military Actions You’ve Never Heard Of

The Angry Staff Officer

First Landing of American Sailors at Vera Cruz.jpgLanding party at Veracruz, 1914 (Courtesy Hampton Roads Naval Museum)

Last week, the U.S. hit a Syrian airfield with 59 cruise missiles as retaliation for Syria’s alleged use of banned nerve agents on its own civilian population. Some have questioned whether or not the strike went too far or perhaps did not go far enough. Many – including myself – equated it to the Clinton administration’s use of cruise missiles against targets in Iraq, the Balkans, Sudan, and Afghanistan in the 1990’s: limited force to make a statement, but nothing more.

17800265_1309187445838906_6723409312821879701_n

Leaving aside the issue of what our future strategy will be for Syria, let’s take a look back at little-known episodes in American history where limited force on foreign soil has been used for limited gain.

First Sumatran Expedition – 1832

Probably one of the first times that Americans saw the name of a place in the…

View original post 1,683 more words

IN FURY AND FRUSTRATION

Wyrdwend

IN FURY AND FRUSTRATION

The boy stared searchingly at Alternaeus.

“But she will die,” he said urgently.

Alternaeus looked down at the girl and then over to the boy. Then he sighed deeply, but answered stoically.

“It seems very likely to me that you speak the truth,” he told the boy.

“But, but…” the boy stammered in near desperation. “You cannot let that happen, you must not let that happen.”

Alternaeus placed his hand lightly on the boy’s shoulder and shook his head.

“You are now my apprentice. You must learn this lesson sooner, or later, yet I would have preferred you had learned this one thing, at least, by another and more hopeful method.

I am only a Wizard boy. I am not God, or a god. Some things lie far beyond my power. Death is one of those things. True, Death and I are old friends, and on…

View original post 581 more words

TODAY I LEVELED UP

LEVELING UP

Today I leveled Up. Several years ago I began directly applying the various gaming and wargaming techniques I have practiced most of my life directly to my “Real Life,” – to improve my character, nature, abilities, and to help me with my overall human accomplishments.

Part of my TSS (Transferable Skill Systems) and GPAD  (Games of Personal advancement and Development) Program.

Lately I have improved that system.

Today I made another Rise in my Accomplishments. Or, put in simplistic gaming terms I leveled up in Real Life.

This is basically my System and how I use it to advance myself (and those around me, like my wife and children).

ACCOMPLISHMENTS: (Rising or Leveling Up)

PROGRESSION – a minor accomplishment such as; making a ten pound increase in weight lifting routine, cutting time off of a sprint, climbing higher, faster, and farther, winning a sparring match (boxing, sword fighting, staff fighting, etc.), winning a game, minor increase in income, starting small business, play with children, make sketch or drawing or map, exploration and travel, attending a concert, play, or film, spending more time with family and friends, adding to my personal library, completing and submitting more work, writing more poems, songs, articles, and short stories, completing a chapter in a novel, designing a robot or artefact or machine, Vadding a new complex, local and state travel, clear land and do landscaping, do maintenance, buy new equipment and gear, undertaking important research, pleasant talk with a stranger successful training completed, learn new skill or technique helping someone, giving first aid, breeding spiders or small creatures of improvements, saving a wild animal’s life, etc.

ADVANCEMENT – a substantial accomplishment such as; doubling capacity or productivity, meeting a moderate income advancement goal, successful new investment, making business profitable, securing capital or funding or investors, finishing a book, epic poem, or song album, building a working invention prototype, painting, play by myself, assisting a charity project or making a generous donation to charity, having a nice and productive vacation, learning to read and/or write a new language, writing a major paper or developing a promising theory, making an important discovery, developing new fans and followers, finding clues to help resolve a case, a successful interview or interrogation, reading a book in a foreign/new language, regional or national travel, developing a new code or cryptological method, successful testing completed, master new skill or technique, renovate current home and estate, buy new properties, major or new purchase, successful infiltration, make new friend, treating an injury or disease, breeding a better, more intelligent, more capable, healthier animal, improving my own health (sthenicism), saving an pet’s life, etc.

ACHIEVEMENT – completing or resolving an important, major, or vital accomplishment or set of accomplishments such as; establishing my start-up(s) as a successful and profitable enterprise, taking company or corporation public, establishing or building a new church, writing a major work in a foreign or new language, selling a novel or major work, establishing a new industry based on my inventions, a successful archaeological expedition, discovering new artefacts and relics and ruins, helping to break an Organized Criminal Gang, resolving a major crime or violent crime, thwarting a terrorist attack, publishing a book or selling a major invention, album, musical composition, script, or piece of artwork, proving one of my theories, forming and funding a private army to fight terrorism, conducting a successful and crucial scientific experiment, major expedition, expanding PIIN network and making new Allies, create new system or technique successful counter-espionage, travel and exploration by sea or air, international travel, build new estate, a major philanthropic endeavor, becoming a billionaire, increasing my own longevity, adopting a child, curing a disease, saving a person or persons live(s),etc.

I have two systems I use for advancement. One is a sort of experience scorning system for each kind of activity. The other is a time completion system in which I can earn more or different kinds of experience for doing things within a certain critical timeframe.

Minor Accomplishments, such as Progressions score far less than Major Accomplishments such as Achievements. Of course.

I Rise, Advance, or “Level-Up” by meeting my “Accomplishment Goals” or by accumulating enough experience to Rise to the next “Level” (though I don’t really think of it in those terms, I think of it more in terms of level of expertise or objectives completed).

My goal at this point in my life is to make at least four or more Progressions every week, two or more Advancements every one month to three months, and at complete at least one major Achievement every three months to six months (depending upon the nature of the intended Accomplishment and how difficult it is).

So far I’m doing pretty good and I now tend to rise an a fairly regular and consistent basis.

Have a good day folks.

Viking Identity & Christianity – The Performed Violence of Olaf Tryggvason

The Postgrad Chronicles

Olaf I Tryggvason took the throne of Norway in 995, reigning for a brief but eventful five years. Though Olaf had been a pagan Viking raider, by the time he took the Norwegian crown he was a fierce proponent of Christianity, and his reign was pivotal in the inexorable transition of Scandinavia from paganism to Christianity. It is natural then that over time Olaf became mythologised figure in a Christianised Scandinavia whose literary culture was invested in clerical scribes. While the broad strokes of Olaf’s life and reign as described within our sources seem plausible, implausible tales of heroism, treachery, torture and prophecy have also attached themselves to his legacy. It is these narratives on which I will focus – examining not only the stories themselves, but the sources in which they appear – with a most particular interest in those tales that depict Olaf’s propensity to engage in coercive…

View original post 2,009 more words

Edward I’s Welsh Crusade

The Postgrad Chronicles

Edward I’s Welsh Crusade

Any journey to Europe to visit medieval castles is incomplete without a trip to the Welsh countryside to appreciate arguably the most impressive ring of fortifications from the middle ages. Edward’s imposing strongholds are not only an example of the craftsmanship of Master James of St George, but are an enduring representation of the military aptitude of the forceful and dynamic English king. From Flint, to Rhuddlan; through Harlech, Conwy and Caernarfon, and ultimately concluding at Beaumaris, Edward literally set in stone his victories against the Welsh. In this article we will take a brief look at the military background of Edward I, his dealings with Wales, and the experiences of his crusading journey.

So, lets get to the history…

Despite his many victories against his northern enemies in Scotland, those that earned him the moniker, the Hammer of the Scots, it was to the…

View original post 1,880 more words

Streets of Stalingrad 4 – An Interview With Lombardy Studios and 626 Designs, LLC.

Rolling Boxcars

Streets of Stalingrad is touted as the ultimate wargame that is exclusively focused on the World War II battle for Stalingrad. It’s one of those games I owned, sold and now have

lingering sellers remorse. A few weeks ago the wargaming community was taken by storm (in a way) by the announcement of a forthcoming Streets of Stalingrad 4th edition. I read the announcement and what little additional information that was available at the time and blogged about some of my concerns. To be fair, I did pass some judgment based on the information available at the time and standard practices I was familiar with. Readers’ feedback, both on the blog and on social media conveyed similar concerns.

I took that as my queue to reach out the Lombardy Studious and 626 Designs, LLC., the company that will be publishing the game for an interview. I thought an interview…

View original post 3,308 more words

THE LOGOS YPTIOOS OF AEGAIAN

WE THE ECOUMENISTS exontes zilon FOR AN OECOUMENIC POLIS

Towards a New Egyptology?

In his inaugural lecture as Edwards Professor of Egyptian Archaeology and Philology, Stephen Quirke – who is also Curator of UCL’s Petrie Museum of Egyptian Archaeology – delivered a radical and highly personal vision of the future of Egyptology.

Invoking Walter Benjamin in On the Concept of History, Professor Quirke explained to a full auditorium how the collection, for him, is a problematic legacy of foreign (and often unwelcome) intervention in Egypt’s cultural past: an assemblage of unstable “monads”, overflowing with tensions and “waiting to explode”.

The talk began with the Arab Spring, moving back through the history of Egyptian archaeology, viewed not just from the standpoint of European scholars and explorers, but also through the eyes of Egyptian observers such as Al-Jabarti.

It ended at the recently established cultural village of New Hermopolis, devoted to the revitalisation of Middle Egypt through alternative forms of…

View original post 2,011 more words

Rebuilding Palmyra

As much as I am for reconstructing sites destroyed by these damned terrorists she has a point. It’s a matter of priorities. First you fix the present. Then you secure the future. Then you fix the past.

BEA HANNAY-YOUNG

In 2015, the ISIS destroyed the Temple of Bel – a Roman shrine within Palmyra, a UNSECO world heritage site in Syria from where they had been co-ordinating assaults. The International Criminal Court condemned the attacks as a war crime. Now a replica of the gateway of the Temple, 3D printed by digital archaeologists at the University of Oxford, has been erected in Trafalgar Square in a “show of solidarity” with Syria.

It is easy to recognise the virtue of quickly and easily undoing the damage ISIS wrought. Palmyra was a symbol of identity for the Syrian people, and a point of cultural pride. To rebuild is highly symbolic of the resilience of the displaced and oppressed in the face of ISIS’s terrorism, and the commitment of Syria’s government to restore order.

The last Palmyra was a feat of human endeavour and creativity, meticulously planned and executed with bricks and…

View original post 677 more words

KNAVES AND FOOLS

Wyrdwend

KNAVES AND FOOLS, BOYS AND WIZARDS

Suddenly Alternaeus looked up to see the boy standing beside him. How long the boy may have stood there patiently waiting for him to finish or may have attempted to summon him from his numinous labors he knew not.

He looked back down at the grael. The roiling and lotic liquid was lentic and smooth again, untroubled and clear. Not a shadow lingered, not a ripple disturbed the surface or the depths. It was as if the grael were one more and without any apparent transition a spotless and terrene lens by which to view our naïve and evident world. Or at least some sort of polished glass to see blemishless to the bottom of the Black Sea. From whose distant waters Alternaeus had filled the grael.

“What is it boy?” Alternaeus asked.


“You are summoned sir.”

“By whom, to where, and for what…

View original post 912 more words