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Tag Archives: Romanticism

A Ghastly Companion to Gothic Icons – PDF Available Now!

21 Wednesday Oct 2020

Posted by Daniel James Hanley in Gothic and Romantic Literature, Gothic Gaming, Historical Gaming, OGL, OSR

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18th Century, 19th century, Demons, Devils, Folklore, Ghastly Affair, Gothic Horror, Gothic Romance, Historical Gaming, OSR, Regency, Romantic Horror, Romanticism, Science Fiction


THEY’RE ALIVE! ALIVE!

Let history, literature, and folklore come alive with A Ghastly Companion to Gothic Icons !

Inside the virtual pages of this macabre PDF you will find such Terrors and Wonders as:

  • Ghastly Affair stats for Carmilla Karnstein (from Le Fanu’s “Carmilla”), Count Dracula (from Stoker’s “Dracula” and “Dracula’s Guest”), and Lord Ruthven (from Dr Polidori’s “The Vampyre).
  • The Clockwork Impostor (inspired by E.T.A. Hoffmann’s “The Sandman”), Victor Frankenstein (from Mary Shelley’s immortal classic “Frankenstein”), and a book-accurate rendition of Frankenstein’s Creature – in all his fast, agile, and literate glory!
  • The Amorous Revenant (inspired by Goethe’s “The Bride of Corinth”), the Reclaiming Revenant (inspired by the classic folktale “the Golden Arm”) and the Woman in White (inspired by folktales of ghosts such as La Llorona).
  • The Fire King (from the writings of Matthew Lewis and Walter Scott), the Hell Beast (a template for creating folkloric monsters such as Hell Hounds, Hell Horses, and Hell Cats), the Pact Devil (inspired by both medieval European and American Hoodoo lore), and the Seducer Devil (inspired by medieval demonology, and Lewis’s “The Monk”)
  • A writeup for Deacon Brodie (the real-life Dr Jekyll and Mr Hyde), Ghastly Affair stats for Heathcliff (from Emily Brontë’s “Wuthering Heights”), and stats for none other than the Marquis de Sade himself!
  • Ghastly Affair stats for three giants of early 19th century Gothic and Romantic literature – Lord Byron, Doctor Polidori, and Mary Shelley!
  • A complete system for randomly generating villages filled with strange inhabitants and dark secrets.
  • A fun set of table for randomly generating the baroque (and bizarre) titles of 18th century Gothic Romances.
  • A complete discussion of converting Ghastly Affair creatures for use with other OSR systems.

Plus, OSR-compatible stats for the Clockwork Impostor, Amorous Revenant, Reclaiming Revenant, Woman in White, Fire King, Hell Beast, Pact Devil, and Seducer Devil.

Guaranteed not to drag your soul down into awful and eternal torment. At least, probably not. Unless the man with that odd black book was misrepresenting the terms of our agreement.


A Ghastly Companion to Gothic Icons contains some material intended for mature readers.

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Deacon Brodie – The Real-life Dr. Jekyll and Mr. Hyde

19 Thursday Sep 2019

Posted by Daniel James Hanley in Ghastly Affair, Gothic and Romantic Literature, Gothic Gaming, Historical Gaming, The Ghastly Salon

≈ 2 Comments

Tags

18th Century, blackpowder, British Literature, classic horror, dreadpunk, Eighteenth Century, Georgian, Ghastly Affair, Gothic Characters, gothic game, Gothic Gaming, Gothic Horror, Gothic Literature, Gothick, Historic Figure, Historic NPC, Romantic Age, Romantic Horror, Romantic-era, Romanticism, Scotland, Scottish History, Scottish Literature


Robert Louis Stevenson’s “The Strange Case of Dr. Jekyll and Mr. Hyde” is one of the classics of Gothic literature, adapted and re-imagined in countless ways since its writing. Stevenson’s good doctor had a likely model, however – a man named William Brodie. By day, Brodie was the Deacon of the Wrights and a respected Town Councillor of Edinburgh, but by night he was a dissolute gambler and house-breaker! Here he is, statted for use with the Ghastly Affair rpg.

Deacon Brodie (January, 1788)

The real-life inspiration for “The Strange Case of Dr. Jekyll and Mr. Hyde”.

Full Name: William Brodie
Aliases: Deacon Brodie, Sir Lluyd (to be pronounced “lewd” – used when attending the Cape Club)
Class: Libertine
Level: 9
Appearance/Most Memorable Characteristic: A short, dark complexioned man of slender build, with large bushy eyebrows and sideburns. His eyes are deep-set, and dark brown. He is is very well-dressed, and walks with an arrogant swagger. If encountered during the day, he wears a white-powdered wig.
Age: 46

Charisma: 12 Intelligence: 14 Wisdom: 9
Strength: 11 Dexterity: 18 Constitution: 9
Perversity: 14
Assets: Profession: Wright (fine carpenter, cabinet-maker, and builder). Good Reputation.
Afflictions: Obsessive Gambler. Short.

Speed: 9
Hit Points: 54
Attacks: 1 pistol, walking stick, or pry-bar (+1 Bonus if fighting unaided, +3 if a desired lover is watching)
Damage Bonus: +3

Special Abilities: Disguise (+1) | Dueling (+1/+3) | Fraud (+1) | Sneak (+1) | Seduction (+1)
Weaknesses: Faithless Lover | Fascinated By Innocence

Typical Equipment Carried: A set of fine clothes (white during the day, but black at night). A fine-quality walking stick. A pair of small and concealable “muff” pistols. A pair of loaded dice. A mask of black crepe. A set of lockpicks. A small wooden case filled with putty, for taking impressions of keys. A small ivory whistle. A “dark” lantern, with a hood to obscure the light.
Residence: The mansion at Brodie’s Close, Edinburgh, Scotland.

Background:

  • Monday, September 28, 1741: William Brodie was born in Edinburgh. His father was a prosperous wright (fine carpenter and cabinet-maker) and Burgess (recognized property-owning citizen, with the right to vote and freely conduct business).
  • February 9th, 1763: William became a Guild Brother of Edinburgh, and was made a Burgess.
  • August, 1768: Brodie committed his first major crime – the theft of £800 from the counting-house of Johnston & Smith. He entered the premises by means of a duplicate key, which he made after being employed to do repairs to the building. Two night later, he anonymously returned £225 of the money. William will continue the practice of duplicating his customer’s house keys for the remainder of his life.
  • February 25th, 1775: William was admitted as a member of the “Cape Club”, a fun-loving gentleman’s society that met at James Mann’s tavern in Craig’s Close. All member of the club assumed a comical (or ribald) pseudonym at meetings, and William was known as “Sir Lluyd”. Among his fellow Club members was inventor James Watt. William also played dice obsessively at James Clark’s tavern at Fleshmarket Close, and frequented the cock-fighting pits of the city – particularly the one at Michael Henderson’s inn in the Grassmarket.
  • 1776: William’s mistress Anne Grant bore him a daughter named Cecil (named for his mother). Anne will eventually give birth to two more of William’s children. Throughout that time Anne remained ignorant of William’s other mistress, Jean Watt – who became mother to another two of his children.
  • September, 1781: As newly elected “Deacon” (presiding head) of the Incorporation of Wrights, William also became a member of the Town Council of Edinburgh. He will be a Town Councillor for all his remaining years, except for 1785. The other Councillors employed his services as a wright, and William made duplicate keys of their properties whenever possible.
  • June 1, 1782: William’s father Francis died. William inherited the mansion in Brodie’s Close, £10,000, a second house in Old Bank Close, a tenement in Horse Wynd, another tenement in World’s End Close, and a third tenement at Netherbow.
  • July 1786: While attending the cockfights at Michael Henderson’s inn, Deacon Brodie met a locksmith named George Smith, a shoemaker named Andrew Ainslie, and John Brown (a convicted thief on the run). The four decided to become buglers together, as soon as Smith recovered from the illness currently afflicting him.
  • October 9, 1786: The shop of a Goldsmith near the Council Chambers was burgled by Deacon Brodie, and the now healthy George Smith.
  • Winter 1786 – 1787: Poet Robert “Bobbie” Burns moved into lodgings across the street from Deacon Brodie’s home. The two became acquaintances. By this point, rumors were already circulating that Deacon Brodie had somehow helped a local murderer escape from justice. Likewise, William had been seen at least twice by people unable to believe – and convinced they would not be believed – that the bugler in their home was none other than the respected Deacon of the Wrights!
  • November 1786: Using duplicate keys, Deacon Brodie and George Smith burgled Davidson McKain’s hardware shop in Bridge Street. They did not obtain much except a finely-bound notebook, which William subsequently gave to Michael Henderson’s daughter.
  • December 24, 1786 (Christmas Eve): Around 4 AM, George Smith broke into the jeweler’s shop of John & Andrew Bruce, on Bridge Street. The job had originally been Deacon Brodie’s idea, but William refused to stop playing dice at James Clark’s tavern long enough to join in the crime. George nonetheless carried away a rich haul of watches and jewelry. The next morning, George allowed William to select some stolen items to keep for himself.
  • August 16, 1787: Deacon Brodie, George Smith, and Andrew Ainslie robbed the grocery shop of John Carnegie in the port of Leith, making off with a large quantity of tea.
  • October 29, 1787: Deacon Brodie, George Smith, Andrew Ainslie, and John Brown broke into the University of Edinburgh, and stole the institution’s ceremonial silver mace.
  • Christmastime, 1787: John Brown stole the house key of a shopkeeper named John Tapp, which had been left hanging in the man’s shop. Deacon Brodie made a duplicate, and the original was surreptitiously returned. Brown later revisited John Tapp in his shop, and plied him with a bottle of liquor. While the shopkeeper was distracted, Deacon Brodie and the remainder of his gang used the duplicate key to burgle John Tapp’s home above the shop. Among the times they stole was a miniature portrait secretly kept by John’s Tapp’s wife, evidently of her gentleman lover.

Personality and Role-Playing Notes: Deacon Brodie’s obsessive, thrill-seeking nature is belied by his slow and deliberate manner of speaking. He is a “macaroni” – extremely fashion conscious and vain. Heir to a considerable amount of money and property, he commits crimes to fund his gambling, and for the perverse thrill of being a secret criminal. Above all, Deacon Brodie is a shameless liar who enjoys fooling and manipulating everyone in his life. He maintains two separate households of illegitimate children, with two women who know nothing of each other. By day he is a “pillar of the community”, but spends his nights indulging his sordid whims. He cannot resist a chance to gamble or take a pointless risk – a fact that can be used against him by clever adversaries. He also likes to dupe people into becoming unwitting accomplices, by presenting them with stolen gifts.

Deacon Brodie in Your Game: Deacon Brodie is presented at the point just before he and his gang will commit their disastrous break-in of the General Excise Office for Scotland, in March of 1788 – the crime for which he and George Smith eventually be caught and executed. His secret life reflects the dual nature of Edinburgh itself – simultaneously the rising “Athens of the North”, and an overcrowded criminal playground of thieves and prostitutes. The medical students of Edinburgh demand a steady supply of fresh corpses for dissection, readily supplied by Grave Robbers. The city itself is split into the medieval warren of the Old Town, and the rising New Town of neoclassical buildings. An Affair featuring Deacon Brodie could focus on exploring the motifs of secret identities, duality, hypocrisy, and the disconnect between the ideal and actual.

Player Characters can be drawn into Deacon Brodie’s sphere in many ways. Bandit, Grave Robber, and Libertine PCs might simply find themselves recruited to take part in a crime unrecorded by official history. A Demon Hunter stalking his quarry in the night might run into William and his gang. A True Innocent might be publicly courted by the respectable William Brodie, and thereby be the unwitting recipient of stolen jewelry. If any PCs are property owners in Edinburgh, their houses could be targeted by Deacon Brodie – especially if they also know him socially as a Town Councillor. One of the male PCs may even be Mrs Tapp’s lover, implored by her to find the miniature portrait of himself that was stolen from her home ! In two weeks Deacon Brodie is going to be gambling in James Clark’s tavern at Fleshmarket Close, where an outraged victim of the Deacon’s loaded dice will leave William with a noticeable scar under his right eye. The PCs may be there, and witness the event.

There were sightings of Deacon Brodie after his supposed execution on October 1, 1788. If your Saga is set after that date, the Presenter can explore the possibility that Deacon Brodie wore a steel collar to his hanging, and bribed his would be-executioner to ignore it – or that the Deacon’s dead body was reanimated through Mad Science by that fiendishly cunning Frenchman, Doctor Pierre Degravers! Deacon Brodie had fled Scotland before his trial, and was supposedly caught in Amsterdam. Perhaps the man sent back to Scotland to die wasn’t actually Deacon Brodie at all, but a hapless victim of William’s ultimate scam.

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Random 18th Century Villages for a Gothic Sandbox

18 Thursday Apr 2019

Posted by Daniel James Hanley in Ghastly Affair, Gothic and Romantic Literature, Gothic Gaming, OSR, Random Tables

≈ 10 Comments

Tags

18th Century, Austenpunk, blackpowder, dreadpunk, Eighteenth Century, First Empire, French Directory, French Revolution, Georgian, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Gothique, Louis Seize, Louis XV, Louis XVI, mannerpunk, Napoleonic, nineteenth century, Regency, Romance, Romantic Age, Romantic Horror, Romantic-era, Romanticism, schauerroman


Thomas Rowlandson - View of the Church and Village of St. Cue, Cornwall - Google Art Project

What’s a Gothic story without an isolated village filled with dark secrets? The following random tables will help you design small European communities with populations between 100 and 1000 people, of the kind that might be constitute part of an 18th century aristocrat’s estate. In conjunction with Appendices A, B, C, and D of “A Ghastly Companion to Castles, Mansions, & Estates”, they let you procedurally generate a complete countryside of horrors for PCs to wander at will.

If you would like your villages to be more Jane Austen and less Matthew Lewis, simply ignore Tables 16 and 17.

Table 1a: The Basic Layout of an Inland Village

d12

The buildings primarily cluster…

1

along a straight section of road

2

along a section of road that curves like a “C”

3

along a section of road that curves like an “S”

4

around an “X”-shaped crossroads

5

around an “X”-shaped crossroads enclosed by a ring.

6

around a “T”-shaped crossroads

7

around a “Y”-shaped, three-way crossroads

8

around a trident where two roads converge at angles on a third.

9

around a star-shaped, six-way crossroads.

10

around an “H” of paths, one leg of which connects to the main road.

11

around an especially large square or green, through which the main road passes.

12

in a gridiron of streets forming short blocks, like a miniature city.

There will also be 2d4 minor lanes branching off from the main paths(s) towards the surrounding fields.

Table 1b: The Basic Layout of a Maritime Village

d6

The buildings primarily cluster….

1

along a section of road that hugs the shoreline.

2

around a “T”-shaped crossroads, with the top of the “T” hugging the shoreline.

3

in a gridiron of streets forming short blocks, like a miniature city.

4

around a triangle of paths, with one side on the waterfront.

5

on a square of paths, with one side on the waterfront.

6

away from the shore, and resemble an inland village. Use Table 1a to determine Basic Layout.

d8

The waterfront has…

1

a long embankment with bollards.

2

a long embankment with bollards and a single long pier.

3

a long embankment with 2d4 short piers.

4

a single long pier.

6 – 7

2d4 piers.

7 – 8

a beach, upon which boats are pulled.

There will also be 2d4 minor lanes branching off from the main cluster of buildings, leading inland.

Table 2: The Main Source of Fresh Water

d6

Most of the water used by villagers comes from…

1

1d4 streams.

2

a canal. 50% chance a lock is located in or near the village.

3

a lake.

4

1d4 ponds.

5

a spring.

6

1d4 wells.

Table 3: Overall Impression of the Village

d20

At fist glance, the village looks:

1 – 6

perfectly ordinary.

7 – 8

very clean and tidy.

9 – 10

very dirty, with filth and garbage everywhere.

11

quite new, as if all the building had been constructed in the past decade.

12 – 13

exceptionally ancient.

14

gloomy and depressing.

15

decrepit.

16

partially deserted.

17

overcrowded.

18

like there was a recent fire (or other disaster).

19 – 20

bucolic.

Table 4: Village Population

d20

Population: Land-owning families (besides the primary landlord):

1

100 + d100 0

2

200 + d100 0

3 – 5

300 + d100 0

6 – 10

400 + d100 1

11 – 15

500 + d100 1

16 – 17

600 + d100 1

18

700 + d100 2

19

800 + d100 2

20

900 + d100 2 or 3

Divide the population by 8 to find the total number of cottages. If the village looks partially deserted, divide by 4. If the village is overcrowded, divide by 16.

About 90% of families of most villages will be directly involved in food production of some kind – whether farming or fishing.

In Poland, Russia, Prussia, and the Kingdom of Hungary, a village may be inhabited mostly or wholly by bound serfs.

In the Kingdom of Hungary, up to 10% of the population may be impoverished (or “sandalled”) nobility – barely distinguishable from peasants in their economic circumstances, but possessing the legal rights of aristocracy.

Table 5: Building Density

d8

The building density in the village is…

1

Very high – almost every building shares a wall with those on either side.

2 – 4

High – there is perhaps a few inches between buildings in the central cluster, with only one or two outlying buildings.

5 – 6

Moderate – there is 1d4 feet between buildings in the central cluster, with a few outlying buildings.

7

Low – there is 4+1d10 feet between buildings. 50% chance that a house has a wall or fence around its lot. The walls or fences of adjacent lots connect. About 25% of the buildings will be up to a ¼ mile away from the main cluster.

8+

Very low – there is 15+d20 feet between buildings in the central cluster, most of which are in the middle of walled or fenced lots. Half or more of the building are scattered up to a ¼ mile from the central cluster.

Modifiers:

-2 for villages in Italy, Spain, Portugal, or Provence.

+4 for villages in Poland and Russia.

A village will be built in the “vernacular” style of its region. There will always be a blacksmith, a grain mill, and a church (the presence of which distinguishes a village from a hamlet). A logging village will also have a saw-mill. Mills may be wind powered (common in colder regions), water-powered, or turned by draft animals. In beer-drinking regions, there often be a malt house (a large building with an open interior, where barley is malted to make beer). In a wine-growing region, a village will have a wine-press instead. In the Italian States, Spain, and southern France, a village may also have its own olive–press. Mills, wine-presses and olive-presses will be usually be owned by the village landlord, who will charge the villagers a fee for its use. Often, there is only a single bread (and roasting) oven in the village, and villagers are likewise charged for its use.

There will be few (if any) shops in a village. Villagers make their own clothing, make most of their own food, repair their own houses, and often make their own beer (or wine). Cutlery and worked iron can be commissioned from the blacksmith. A local woman may be willing to sew (or repair) clothing for visitors. There might be a doctor and/or apothecary in a larger village. Except in those parts of Britain which are already industrializing, most finished goods a village produces (such as cloth or ceramics) are made by its inhabitants in their homes, and then collected by an agent of the landlord (or commissioning merchant). Such commodities may be available for legal purchase – with several days notice. Goods and services that villagers cannot provide themselves must usually be obtained from the market in the nearest town, or from itinerant merchants (who might pass through the village once a week or so, from spring to autumn). Such visiting merchants might work directly for the landlord, or pay him a fee (unless they are Gypsies who visit irregularly, and sell illegally).

Table 5: The Village Church

d20

The village church is…

1 – 3

too small for its congregation.

4 – 6

too large for its congregation.

7

very plainly decorated.

8

ostentatiously decorated.

7 – 9

in very bad repair.

10 – 14

neat, tidy, and in good repair.

15 – 16

filled with strange and disturbing art.

17

apparently a popular place for trysts!

18

of a different denomination than the official state Church.

19

actually two small churches that seem to compete for congregants.

20

an abandoned ruin – where do the villagers worship?

Also see “Twenty Creepy Churches in Isolated Places” in the supplement “A Ghastly Potpourri”.

Table 6a: Landmark of an Inland Village

d100

The most noteworthy location in or near the village is…

1 – 4

the local church.

5 – 8

the estate house (or castle) of the local landlord.

9 – 12

the pleasure house of an aristocrat (other than the landlord). A Villa, Lustschloss, Maison de Plaisance, etc.

13 – 16

a nearby fort where a company or regiment of soldiers is stationed. If the landlord is titled nobility, they may also be the force’s commander.

17 – 20

a local ruin. See Appendix C of “A Ghastly Companion to Castles, Mansions, & Estates”.

21 – 24

a complex of subterranean tunnels. See Appendix D of “A Ghastly Companion to Castles, Mansions, & Estates”.

25 – 28

a network of underground caverns. See Appendix D of “A Ghastly Companion to Castles, Mansions, & Estates”.

29 – 32

an ancient tree.

33 – 36

a stone circle.

37 – 40

a lake.

41 – 44

a bridge.

45 – 48

a natural spring.

49 – 52

a marsh or swamp.

53 – 56

a roadside shrine.

57 – 60

a corpse road.

61 – 64

a hill (if lowland) or valley (if upland).

65 – 68

a small patch of woods that is supposedly haunted.

69 – 72

another whole village, apparently abandoned.

73 – 76

a monument to a local hero.

77 – 80

the village cross.

81 – 84

a large, oddly-colored rock.

85 – 88

a rock formation that resembles something else (a person, animal, monsters, etc.)

89 – 92

a former battlefield, now a mass grave.

93 – 96

the remains of a defensive wall.

97 – 98

a monastery (or school for boys, in a Protestant country).

99 – 100

a convent (or school for girls, in a Protestant country).

Table 6b: Landmark of a Maritime Village

d20

The most noteworthy location in or near the village is…

1

the local church.

2

the estate house (or castle) of the local landlord.

3

a small chapel on an island offshore.

4

a monastery or convent on an island offshore. Abandoned if a Protestant country.

5

the pleasure house of an aristocrat (other than the landlord).

6

a nearby fort where a company or regiment of soldiers is stationed. If the landlord is titled nobility, they may also be the force’s commander.

7

a local ruin. See Appendix C of “A Ghastly Companion to Castles, Mansions, & Estates”.

8

a complex of subterranean tunnels. See Appendix D of “A Ghastly Companion to Castles, Mansions, & Estates”.

9

a network of underground caverns. See Appendix D of “A Ghastly Companion to Castles, Mansions, & Estates”.

10 – 11

a lighthouse / beacon

12 – 13

a supposedly haunted island offshore.

14

a rocky, supposedly inaccessible island offshore.

15

a wrecked ship (just offshore, or even washed up on shore)

16

a large, oddly-colored rock.

17

a rock formation that resembles something else (a person, animal, monsters, etc.)

18

offshore reefs (or rocks) that must be navigated carefully. 25% chance there is also a beacon.

19

a sea cave.

20

several picturesque cliffs.

Villages, whether inland or maritime, are often named for their Landmark.

Table 7: Accommodations for Travelers

d12

Travelers looking for accommodations will find…

1 – 4

nothing at all – apparently everyone drinks and socializes in each other’s homes. 50% chance a family is willing to host travelers who pay in cash.

5 – 6

a tavern with a single common bed.

7

a tavern with a single private room for rent.

8

an inn with a common bed, and 1d4 rooms.

9

a rooming house, with 1d4 rooms available.

10 – 12

a Coaching Inn.

13+

An exclusive Coaching Inn for wealthy travelers. Note: only possible if Village is on a major road. There will also be a separate Tavern, where ordinary villagers go to drink and socialize.

Modifiers:

+3 to the roll if the village lies directly on a major road.

-3 if village if off a major road.

See Appendix A in “A Ghastly Companion to Castles, Mansions, & Estates” for more information on travelers accommodations in the Ghastly Age.

Table 8a: Famous Produce of an Upland Village

d100

The village is best known for its…

1 – 4

butter and cheese.

5 – 9

cattle.

10 – 13

charcoal.

14 – 17

coal.

18 – 21

copper.

22 – 25

distilled liquors.

26 – 29

gemstones.

30 – 33

gunsmiths.

34 – 37

gypsum.

38 – 41

iron.

42 – 46

lead.

47 – 50

lime (mineral).

51 – 56

lumber and firewood.

57 – 61

medicinal plants.

62 – 70

mutton.

71 – 80

quarried stone.

81 – 84

salt (mined). In France especially the production of salt is heavily regulated, with ordinary people being required to purchase a minimum amount of heavily taxed salt a year.

85 – 88

tin.

89 – 92

hard cider.

93 – 96

wine and/or beer.

97 – 100

wool.

Table8b: Famous Produce of a Lowland Village

d100

The village is best known for its…

1 – 3

apiary products (wax and honey).

4 – 6

butter and cheese.

7 – 9

cattle.

10 – 12

ceramics (tiles, pots, etc.).

13 – 15

cloth.

16 – 18

cutlery.

19 – 21

distilled liquors.

22 – 23

dyestufs (indigo, etc.).

24 – 26

eggs.

27 – 29

flax.

30 – 32

flowers.

33 – 35

freshwater fish (village must be near a river or large lake)

36 – 38

grain (wheat, rye, barley, rice, oats, etc.)

39 – 40

gunpowder.

41 – 42

gunsmiths.

43 – 45

gypsum.

46 – 48

hops

49 – 53

lumber and firewood.

54 – 56

medicinal plants.

57 – 60

mutton.

61 – 65

pigs.

66 – 70

poultry.

71 – 72

quarried stone.

73 – 75

region-specific crops (almonds, olives, oranges, saffron, etc.).

76 – 80

salt (mined). In France especially the production of salt is heavily regulated, with ordinary people being required to purchase a minimum amount of heavily taxed salt a year.

81 – 83

smithing.

84 – 88

tanned leather.

89 – 90

tree fruit (apples, pears, apricots, olives, etc.).

91 – 96

wine / beer / hard cider.

97 – 100

wool.

Table8c: Most Important Produce of a Maritime Village

d100

The village is best known for its…

1 – 5

apiary products (wax and honey).

6 – 10

boats.

11 – 15

ceramics (tiles, pots, etc.).

16 – 20

cloth

21 – 25

cutlery.

22 – 30

distilled liquors.

31 – 35

flowers.

36 – 40

fresh fish.

41 – 45

glassware.

46 – 50

medicinal plants.

51 – 55

oysters (or other shellfish).

56

pebbles (used for rocaille decorations)

57 – 61

quarried stone.

62 – 66

rope.

67 – 71

sailors (half the male population will be away at sea at any one time).

72 – 75

salt. In France especially the production of salt is heavily regulated, with ordinary people being required to purchase a minimum amount of heavily taxed salt a year.

76 – 80

salted fish.

81 – 83

seashells (used for rocaille decorations)

84 – 88

shellfish.

89 – 94

smoked fish.

91 – 95

stockfish.

96 – 100

wine / beer / hard cider.

Table 9: Class Relations

d4

Overall, relations between the social classes are…

1

Good. The local landlord is charitable, rents are reasonable, and the average villager is content with their lot. The landlord does not enforce any onerous feudal obligations. There is no crime or violence to speak of. Re-roll results of 13 or above on Table 10.

2 – 3

Average. The rents are a little higher than the villagers would like (but not impossible to pay), the tradesmen usually charge fair prices, and the landlord occasionally takes an interest in the welfare of the villagers. All ancient feudal obligations are enforced, but exceptions are made in cases of extreme hardship. There is some domestic violence, and the occasional drunken fight between villagers.

4

Poor. The rents are outrageously expensive. The landlord and his family zealously enforce any feudal obligations, and are completely disinterested in the misery they cause. The tradesmen frequently price-gouge. The ordinary villagers support and aid the local bandits. There is a significant black market. Many villagers support radical political ideas. Significant crime and violence occurs. Re-roll results of 7 or below on Table 10.

Examples of ancient feudal obligations that may still be in effect include:

  • Having to pay a fine to the landlord for each young woman who gets married.
  • Having to labor for free in the landlord’s fields (in addition to the rent one pays for one’s own field).
  • Handing over a portion of all crops grown in one’s rented field.
  • Unpaid labor on the local roads.
  • Unpaid labor at the landlord’s house or castle.
  • Having to pay to use the landlord’s mills and presses, and not being able to use any other.
  • Having to pay a toll to the landlord each time one crosses a bridge, and not being allowed to use any route that avoids that bridge.

Few (if any) feudal obligations would still be in effect in a British village, while all of the above might be suffered by a French peasant before the Revolution.

Table 10: Disposition of Villagers

d20

The general disposition of the villagers seems to be…

1

virtuous.

2

honest.

3 – 6

friendly.

7

polite.

8

amorous.

9

hot-tempered.

10

fanatically pious.

11

impious

12

crude

13

unfriendly.

14

dishonest.

15

frightened.

16

menacing.

17

gloomy.

18

envious / resentful.

19

fatalistic.

20

criminal. If Class Relations are good, the villagers simply flout needlessly repressive laws, and the village landlord tries to ignore their otherwise harmless behavior whenever possible.

Table 11: The Unofficial Village Leader

d10

The average person in the Village looks for leadership from…

1

a wealthy farmer who owns a substantial tract of land. Roll again if Class Relations are poor.

2

a tradesman involved in the village’s primary produce.

3 – 4

the priest/parson.

5

the blacksmith.

6

the owner of the local tavern or inn. Roll again if there is no such establishment.

7

a retired military officer.

8

a retired sea captain.

9

a retired professor.

10

the local highwayman (or pirate), who only targets the rich. Roll again if Class Relations are good.

Remember, this an unofficial leader – as a rule an 18th century village does not have any formal government of its own, but is administered by the landlord who owns most of the property.

Table 12: The Wealthiest Villager

d12

Besides the local landlord, the wealthiest person in the village is…

1 – 3

a farmer who owns a substantial tract of land. Some villagers might actually be renting land and/or a cottage from this person, rather than the community’s primary landlord. Where serfdom persist, the wealthy farmer might even own their own serfs. The village’s primary landlord, however, will still be the legal authority over the village as a whole.

4 – 5

a shrewd tradesman involved in the village’s primary produce.

6

the priest/parson

7

a wealthy dowager.

8

the miller.

9

the blacksmith.

10

a retired military officer.

11

a retired sea captain.

12

a Mad Scientist whose laboratory is here.

Table 13: The Village Scapegoat

d8

The first person who will get blamed for any catastrophe is…

1

a mentally-challenged vagrant.

2

the local “freak”, who suffers from a congenital birth defect.

3

a Gypsy who who has settled on the outskirts.

4

an old spinster who lives alone.

5

the “foreigner” who recently settled in the village.

6

the local prostitute.

7

the most recently arrived stranger – and that means the PCs!.

8

the Mad Scientist whose laboratory is here.

Table 14: The Most Beloved Villager

d20

The most beloved person in the village is…

1 – 2

the priest / vicar / parson.

3

the landlord. Roll again if Class Relations are poor.

4

the landlord’s spouse. Roll again if Class Relations are poor.

5

the mistress / lover of the landlord (or their spouse).

6

the daughter of the landlord. Roll again if Class Relations are poor.

7

the son of the landlord. Roll again if Class Relations are poor.

8

the beautiful young daughter of a villager.

9

the handsome young son of a villager

10

the local midwife.

11

a generous dowager.

12

the blacksmith.

13

the blacksmith’s wife.

14 – 15

the proprietor of the local tavern/inn/rooming house. Roll again if there is no such establishment.

16

the local prostitute, known for her charity and kindheartedness.

17

a retired soldier.

18

its wealthiest inhabitant (other than the landlord). Roll again if Class Relations are poor.

19 – 20

the local highwayman (or pirate), who only targets the rich. Roll again if Class Relations are good.

Table 15: Current Events

d100

Besides events in the landlord’s Estate House, everyone is also talking about…

1 – 10

an upcoming wedding – and wedding feast!

11 – 14

a pair of young lovers whose love has been forbidden by their parents.

15 – 17

the death of a beloved villager.

18 – 20

the recent arrival of Gypsies.

21 – 23

the upcoming religious festival / procession.

24 – 26

the upcoming village fair and dance.

27 – 29

the discovery of an adulterous affair.

30 – 31

the upcoming pig slaughter. Late autumn/early winter only.

33 – 35

a puzzling and mysterious death.

36 – 38

a dog that became rabid.

39 – 41

the disease that is sweeping through the village.

42 – 44

the recent death of a whole family from spoiled food.

45 – 47

the abduction of a child.

48 – 50

the recent increase in rents.

51 – 52

a puzzling decrease in rents!

53 – 54

a recent boxing match.

55 – 56

a charlatan who recently breezed through the village.

57 – 58

the strange, localized weather event that recently occurred. See Twenty Ominous Weather Events in the supplement “A Ghastly Potpourri“.

59 – 60

the recent birth of a strangely deformed child.

61 – 62

the child who was recently discovered to be a Fairy changeling.

63 – 64

the miraculous healing that recently occurred in the church.

65 – 66

the sighting of a diabolical figure dancing atop the roof of the church.

67 – 68

the exposure and arrest of someone for “crimes against nature”.

69 – 70

the theft of a domestic animal.

71 – 72

the recent attacks on livestock by predators.

73 – 74

a haunting that has recently begun.

75 – 76

the desecration of graves in the churchyard.

77 – 78

an apparently unbeatable fighting cock (or dog).

79 – 80

the statue of a saint that has begun bleeding / exuding oil / crying holy water. Roll again in Protestant countries.

81 – 82

the villager who just experienced a vision of the Virgin Mary. Roll again in Protestant countries.

83 – 84

the “foreigner” who has decided to settle in the village. Note: a “foreigner” could be anyone from a place more than a day’s journey distant).

85 – 86

the mysterious stranger who recently came into town.

87 – 88

the group of soldiers (or Gendarmes) that recently passed through and bullied everyone.

89 – 90

someone’s recent encounter with an Immortal Wanderer.

91 – 92

a recent visit by someone whom the villagers believe to be a member of the Royal Family in disguise.

93 – 94

the recent visit by a demagogue preaching subversive politics.

95 – 96

a recent visit by an artist searching for picturesque landscapes to paint.

97 – 98

the poet that has taken up residence in a cottage.

99 – 100

a monstrous corpse that has been unearthed (or washed ashore).

Table 16: The Immediate Danger

d20

Villagers would welcome help with…

1

a pack of wolves.

2

a bear.

3

a rabid dog.

4

a gang of bandits.

5

normally non-aggressive animals that have suddenly turned vicious.

6

a Ghoulish Revenant.

7

a wandering Mindless Revenant.

8

a Vampyre.

9

a Werewolf.

10

a Ghost.

11

a family of Cannibals lurking in a nearby cave.

12

a monster lurking in the woods (or offshore).

13

a person suspected of being a witch (or warlock).

14

a Demoniac.

15

children who have gone missing.

16

the local Mad Scientist – pitchforks and torches are ready!

17

a press gang that has targeted the men of the community.

18

crimes committed by soldiers recently billeted in the village.

19

Ruffians employed by the local landlord to collect rents. Roll again if Class Relations are good.

20

a Fairy who who has abducted someone.

Table 17: The Village’s Dark Secret

d100

The villagers don’t want outsiders to know about…

1 – 4

a terrible crime committed there in the past, for which no one was ever brought to justice.

5 – 8

a recent crime committed by one or more respected members of the community.

9 – 11

all the inbreeding. Use Appendix L: Inherited Peculiarities of Inbred Noble Families from “A Ghastly Companion to Castles, Mansions, & Estates” to determine the distinguishing characteristic of native villagers. Only roll once – the most inbred villagers are nowhere near as inbred as the aristocracy!

12 – 14

the Vampyre that they secretly serve.

15 – 17

the many werwolves who inhabit the place.

18 – 20

the nearby caves that shelter monsters.

21 – 23

the evil that lurks in an abandoned mine.

24 – 26

the ancient temple complex the village is built atop.

27 – 29

the Pagan worship that persists in the Village.

30 – 32

the human sacrifices they make to preserve the fertility of the fields.

33 – 35

their devotion to Satan (or another diabolical figure).

36 – 38

their highly unorthodox Christian worship.

39 – 40

their secret practice of Judaism. Openly Jewish villages exist in Poland, western Russia, and the Kingdom of Hungary. Elsewhere, the openly Jewish population tends to be urban.

41

their secret practice of Islam.

42 – 45

their reverence towards a local Fairy.

46 – 48

their hunger for human flesh!

49 – 51

their practice of swapping spouses.

52 – 54

the fate of the travelers that recently disappeared after visiting the village.

55 – 57

the purpose of the talismans hung everywhere.

58 – 60

the local gang of bandits (or wreckers).

61 – 63

the coven of witches who meets nearby.

64 – 66

the reason their church was abandoned.

67 – 69

an abandoned house, and the awful people who once dwelt there.

70 – 72

the ruined castle nearby.

73 – 75

the buried treasure that was recently unearthed.

76 – 78

the local haunting. See Appendix O in “A Ghastly Companion to Castles, Mansions, & Estates”.

79 – 81

the village demoniac.

82 – 84

the desecrated graves in the churchyard.

85 – 87

the revolutionary who is hiding out there.

88 – 90

the young aristocrat who is hiding there with their lower-class spouse (or lover).

91 – 93

the powerful magician who lives here.

94 – 95

the dragon that must be placated with the sacrifice of a virgin girl every 10 years.

96 – 97

their interbreeding with Fairies, or something monstrous.

98

the upcoming wedding of a young woman to Satan.

99 – 100

the landlord’s shocking practice of jus primae noctis.

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Ghastly Affair Q&A on Randomworlds Chat – March 19th

18 Monday Mar 2019

Posted by Daniel James Hanley in Coming Attractions, Ghastly Affair, Gothic Gaming, GROOVY Ghastly Affair, Historical Gaming

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dreadpunk, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Romance, IRC, mannerpunk, role playing, role-playing game, roleplaying game, Romantic Horror, Romanticism, rpg


If you’d like to know more about Ghastly Affair, the Gothic Game of Romantic Horror, join me for a Q&A at Randomworlds Chat tomorrow (Tuesday, March 19th). starting at 7:30 PM CDT (8:30 EDT). I’ll be on until 9:30 CDT (10:30 EDT). See ya there!

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The Fire King – A Literary Demon

06 Thursday Dec 2018

Posted by Daniel James Hanley in Ghastly Affair, Gothic and Romantic Literature, Gothic Gaming, Monsters, OGL, OSR

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18th Century, blackpowder, Demon, dreadpunk, Eighteenth Century, English literature, English Romanticism, Georgian, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Infernal, nineteenth century, Regency, Romance, Romantic Age, Romantic Horror, Romantic poetry, Romantic-era, Romanticism


About 120 years before H.P. Lovecraft, Clark Ashton Smith, and Robert E. Howard collaboratively created what has become known as the “Cthulhu Mythos”, Matthew Lewis (author of “The Monk”) and Walter Scott (who went on to write such books as “Ivanhoe” and “Rob Roy”) made an abortive attempt at a shared mythology based off Germanic stories of the elemental Fairy Kings. Snobbish critics have historically tended to downplay, or even completely ignore, Scott’s involvement with Gothic literature, but he contributed poems to Lewis’ popular anthology “Tales of Wonder”. Scott’s “The Fire-King” (which also appears in his collection “Translations and Imitations from German Ballads”) stands as a great and influential contribution to the literature of the weird. Those familiar with 20th century fantasy may no doubt recognize a precursor of Tolkien’s “Balrog” here.

The following depiction of the Fire King combines both Scott’s and Lewis’s ideas.

Fire King

A powerful ruler among the Fire Demons, sought out by the bloodthirsty.

Creature Class: Spirit (Demon)
Number Appearing: 1
Initial Impression: An enormous naked man wreathed in flames, exhaling smoke from his mouth and nostrils, and wielding a bloody falcion of blue steel.
Size: Large (12’ high)

Perversity: 30
Disposition: Aggressive
Charisma: 18 Intelligence: 15 Wisdom: 15
Strength: 50 Dexterity: 18 Constitution: 22
Speed: 13 walking, 20 Flying

Armor Class: 9
Hit Dice: 10
Attacks: 1 (Demoniac Falcion, or punch)
Special Abilities: Demonic Characteristics, Burning Hot to the Touch, Sage of Fire, Summon Fire Demon
Weaknesses: Demonic Weaknesses, Vulnerable to Water
Assets: Intimidating
Afflictions: Easily Angered
Preternatural Powers: Ball Lightning; Combust; Darkness; Detect Evil; Fireball; Flame Strike (1 time a day); Fog (Smoke) Cloud; Ghost Lights; Invisibility; Light; Lightning Bolt; Transform Self into Snake, Scorpion, Lion, Lizard, Salamander, or Jackal; Pyrotechnics; Stinking Cloud; Wall of Fire

Natural Habitat: The Outer Darkness, the court of the Elemental Fairy Kings, the upper atmosphere of Earth, volcanoes and lava fields
Level: 10

Fire Kings are the nominal rulers of the Fire Demons that inhabit the upper atmosphere of the Earth. Thankfully for the human race, even the powerful Fire Kings cannot keep the rebellious demons focused on their goals. Otherwise, all life on Earth might have been incinerated long ago.

The Fire King’s muscled body is always wreathed in flame, yet (like all Demons) they actually cause the environment around themselves to become colder, rather than warmer. Anyone who actually touches a Fire King, however, will be horrifically burned. A Fire King’s voice roars like an out of control conflagrations, and lightning will flash from his mouth. His eyes glow like white-hot metal, and despite the fire around him, the blade he carries is always covered in liquid blood. Although he lacks apparent wings, he can fly through the air at great speed. A Fire King is also 50% likely to be riding a Dragon when he appears.

A Fire King’s Falcion is actually a Demoniac Object inhabited by a Possessor Demon (with 3 Hit Die). Consequentially, the weapon does an addition 3 points of damage whenever it strikes, and can harm any supernatural creature. As is the case with any Demoniac Object, however, the Demon within the blade can be exorcised, or forced to flee with a successful show of Faith. If that happens, the blade will become an ordinary (if oversized) weapon. If the Fire King is destroyed, the Demon within the blade may agree to stay within the weapon and serve a new owner, if the weapon will be often bathed in gore.

Although they are Demons, each Fire King is also part of a regional Fairy court consisting of itself, an Earlking, a Cloud King, and a Water King. Together they conspire to inflict pain, suffering, and death upon humanity. The Fire King’s role is to rain burning meteors on the ground, cause the eruptions of volcanoes, and ensure that travelers are misdirected by roving lights. They are opposed in this work of malevolence, however, by the Good Fairies and Angels who watch over the world.

Only the most foolish or powerful Magician would dare try to Summon a Fire King. Nonetheless, their total knowledge of all subjects relating to fire, and ability to wreak destruction, can cause the unwise (or daring) to attempt their command. Likewise, Fire Kings have been sought out by desperate warriors, for the Demons are known to lend their Demoniac Falcions to those who wish to commit acts of slaughter.

Fire King Special Abilities

Demonic Characteristics: Fire Kings are immune to all weapons, except those which are made of iron, blessed, or otherwise enchanted. They cannot be harmed by cold, fire, acid, disease, or any Special Ability or Preternatural Effect which targets minds or emotions (except those that specifically target Spirits, of course). They can see perfectly regardless of illumination, are immune to blindness or any other debility caused by extremely bright light, retain the ability to distinguish colors in conditions of total darkness, and do not need time to adjust their eyes to changing light. Fire Kings can speak, write, and understand all languages and forms of communication.

Burning Hot to the Touch: A character that deliberately touches a Fire King with their hand (or other body part) will be burned for 1d6 points of Lethal Damage.

Sage of Fire: Fire Kings have perfect knowledge of all arts, sciences, and crafts involving fire – metallurgy, glassblowing, blacksmithing, artillery use, etc. They are sometimes Summoned expressly for their knowledge, but preternatural means such as Bind Spirit are usually required to force the Demons to answer truthfully.

Summon Fire Demon: Once during any fight a Fire King may Summon a Fire Demon to his aid. The Demon that responds to the Summon will appear the next Round, and can be anywhere from 1 – 8 HD in strength.

Fire King Weaknesses

Vulnerable to Water: Water-based attacks against a Fire King grant the aggressor a +2 Bonus on the Attack Check, and inflict an additional 2 point of Lethal Damage. Holy Water does double normal damage to Fire Kings. Fire Kings must Check Morale whenever they are damaged by water-based attacks.

Demonic Weaknesses: Fire Kings are burned by holy water as if it was acid, cannot enter holy ground or touch blessed objects, and are subject to the power of Faith. Like all Demons, they are Vulnerable to Iron, will not voluntarily touch it, and must Check Morale if damaged by it. Additionally, they are repelled by pure crystalline salt. As Spirits, they are susceptible to all Preternatural Effects that target spiritual entities. Strangely, they cause the entire Nearby Area to become discernibly cold rather than hot.

The Fire King’s Falcion

A Fire King is willing to give his Falcion to anyone who has murder in their heart, and who will use the weapon to cause suffering and bloodshed. Naturally, the Possessor Demon inhabiting the weapon will will not tolerate any expressions of piety or tenderness on the part of its owner. If the blade’s wielder shows any evidence of deviating from the path of destruction, it will fly from his hands and return to the Fire King (no matter where the demon currently is in the Universe). The Falcion is over five feet long, and requires a normal-sized person to use both hands when using it. Despite its size, the Demon within it causes the weapon to be as light as a feather.

Fire King (for OSR games)

Number Appearing: 1
Size: Large
Alignment: Chaotic (Evil)
Morale: 11 (or 17)
Intelligence: 10
Move: 240′ (or 24”, or 50 ft), Flying: 450′ (or 45”, or 85 ft.)
Armor Class: 1 (or 19)
Hit Dice: 10
Attacks & Damage: Falcion+3 (1d8 +10 total)
* Magic Resistance: 75%, or +7 on Saves vs. Magic.
* Immune to all weapons not Magical, Blessed, or Iron.
* Immune to Cold.
* Immune to Fire.
* Immune to Acid.
* Immune to Disease.
* Immune to mind-affecting magic (except that which targets Spirits)
* Perfect vision under all conditions.
* Can speak, write, and understand all languages.
* Strong as a Hill Giant
* Burning Hot: Take 1d6 Damage if deliberately contacted.
* Perfect knowledge of all arts and sciences relating to fire.
* Summon a Fire Demon of d8 Hit Dice (once per day).
* Cannot enter holy ground.
* +2 Damage from Iron
* +2 Damage from Holy Water (1d8+2)
* 50% likely to ride a small Red Dragon.
* Spell Like Abilities: Dancing Lights; Darkness; Detect Evil; Fireball (three times a day), Fog Cloud; Flame Strike (once a day), Lightning Bolt (three times a day); Invisibility; Polymorph Self {Snake, Scorpion, Lion, Lizard, Salamander, or Jackal}; Pyrotechnics; Stinking Cloud; Wall of Fire (three times a day)
Saves: As Magic User 10
Treasure: 50,000 gp value of coins, gems, and magic items, plus its magical Falcion.
Challenge: Four characters of at least 10th Level.

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33% Off Ghastly Affair PDFs Through Cyber Monday

21 Wednesday Nov 2018

Posted by Daniel James Hanley in Ghastly Affair, Gothic Gaming, Historical Gaming

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18th Century, blackpowder, dreadpunk, Eighteenth Century, First Empire, French Directory, French Revolution, Georgian, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Gothique, Historical, Louis Seize, Louis XV, Louis XVI, mannerpunk, Napoleonic, nineteenth century, OGL, Regency, role playing, role-playing game, roleplaying game, Romance, Romantic Age, Romantic Horror, Romantic-era, Romanticism, rpg, schauerroman


Now through Cyber Monday, all individual Ghastly Affair PDFs are 33% off at DriveThruRPG! This includes the “Ghastly Affair Player’s Manual”, the “Ghastly Affair Presenter’s Manual”, the supplement “A Ghastly Potpourri”, and the “Highdark Hall” setting. Plus, the Ghastly Affair novel “Hunter’s Song”, by William Rutter!

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31% OFF Ghastly Affair PDFs on DriveThruRPG and RPGNow!

19 Friday Oct 2018

Posted by Daniel James Hanley in Ghastly Affair, Gothic Gaming, Historical Gaming

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18th Century, blackpowder, dreadpunk, Eighteenth Century, First Empire, French Directory, French Revolution, Georgian, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Gothique, Historical, Louis Seize, Louis XV, Louis XVI, mannerpunk, Napoleonic, nineteenth century, OGL, Regency, role playing, role-playing game, roleplaying game, Romance, Romantic Age, Romantic Horror, Romantic-era, Romanticism, rpg, schauerroman


Now through Halloween 2018, the PDF versions of the “Ghastly Affair Player’s Manual”, “Ghastly Affair Presenter’s Manual”, a “A Ghastly Potpourri”, and the Ghastly Affair novel “Hunter’s Song”, are all 31% off on DriveThruRPG and RPGNow!

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Random Landscape Paintings in Grand Houses

15 Monday Oct 2018

Posted by Daniel James Hanley in Ghastly Affair, Gothic Gaming, Highdark Hall, Historical Gaming, Random Tables

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18th Century, Austenpunk, blackpowder, chateau, country seat, dreadpunk, Eighteenth Century, First Empire, French Directory, French Revolution, Georgian, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Gothique, Historical, Historical Gaming, History, Louis Seize, Louis XV, Louis XVI, mannerpunk, manor house, Napoleonic, nineteenth century, Regency, Romance, Romantic Age, Romantic Horror, Romantic-era, Romanticism, schauerroman, stately home, steampunk


Caspar David Friedrich - Das Eismeer - Hamburger Kunsthalle - 02

The 18th century saw the tremendous growth of Landscape painting as a popular genre, especially in Britain. Although contemporary critics ranked it as a “lesser” type of painting (similar to the still-life), there were many more landscapes actually hanging on walls than the more prestigious historical images preferred by the intelligentsia. The early years of the 19th century also saw the emergence of great Romantic landscape artists like Caspar David Friedrich (known for his moody images that often include figures looking into the scene with the viewer) and J.M.W. Turner (whose visionary work prefigured Impressionism and Abstract Expressionism).

Besides its use to add atmosphere to a setting, a landscape painting can also be a great clue to finding a location significant to the resolution of some in-game mystery. If you are running a game set in Highdark Hall, use the following tables to define the landscape paintings found in the Governess’ Bedroom.

d100

The painting depicts a landscape scene of…

1 – 2

a gnarled forest…

3 – 4

a pine forest…

5 – 6

a ruined castle…

7 – 8

a ruined cathedral…

9 – 10

a classical ruin…

11 – 12

a circle of standing stones…

13 – 14

an overgrown churchyard…

15 – 16

a lake…

17 – 18

a field of grain…

19 – 20

an orchard…

21 – 22

a snowy field…

23 – 24

jagged mountain peaks…

25 – 26

rolling hills…

27 – 28

rocky shore…

29 – 30

Venice…

31 –32

the Bay of Naples…

33 – 34

London…

35 – 36

Paris…

37 – 38

Vienna…

39 – 40

the ruins of Pompeii…

41 – 42

the arctic…

43 – 44

a house on the moors…

45 – 46

a ship on a calm sea…

47 – 48

a ship on a stormy sea…

49 – 50

a great chasm…

51 – 52

a formal French garden…

53 – 54

an English landscape garden…

55 – 56

a castle atop a mountain…

57 – 58

Chinese pagodas…

59 – 60

Egyptian ruins…

61 – 62

a cave entrance…

63 – 64

a natural arch of rock…

65 – 66

a monumental building in India…

67 – 68

a Turkish palace…

69 – 70

a mosque…

71 – 72

a lonely tomb…

73 – 74

a grand Gothic cathedral…

75 – 76

a mighty river…

77 – 78

an island in the South Seas…

79 – 80

a forest, with hunters chasing game…

81 – 82

a gathering storm on the shoreline…

83 – 84

a storm raining down on a field…

85 – 86

a beacon on the shore…

87 – 88

a South Seas island…

89 – 90

sandy desert dunes…

91 – 92

a ruined Hindu temple…

93 – 94

Ancient American ruins (Aztec, Mayan, Inca, etc.)…

95 – 96

a volcanic eruption…

97 – 98

a river ford…

99 – 100

a partially-ruined farmhouse…

d4

in the…

1

spring,

2

summer,

3

autumn,

4

winter,

d4

during the hours of…

1

the morning.

2

the day.

3

the evening.

4

the night.

d20

The notable thing about the painting is…

1

the out of place animal(s).

2

the out of place plant(s).

3

the inclusion of an unidentifiable creature.

4

the powerfully moving depiction that fills you with a sense of sublime melancholy (or terror).

5

the strange lights depicted in the sky.

6

the heavy use of impasto techniques that add surface texture to the depictions of features like rocks and trees.

7

the strange use of perspective.

8

that no attempt has been made to follow the rules of perspective.

9

it appears to be an unknown work from a well-known master.

10

it is incompetently rendered, and must have some kind of sentimental value to its owners.

11

the places and objects depicted form a visual pun.

12

the complete lack of apparent brush-strokes.

13

the virtuoso, trompe l’oeil depiction that looks like seeing the actual landscape through a window.

14

it seems to have been painted on a black ground, rather than white.

15

it was apparently painted alla prima, in one sitting with no under-painting.

16

there seems to be another, faintly visible image underneath the current image.

17

it has a heavily crackled surface.

18

although an oil, it is completely painted in translucent glazes that make it resemble a watercolor.

19

it appears to be the work of an unknown master.

20

the semi-abstract rendering, more concerned with color and shape than an accurate depiction of reality.

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Highdark Hall Now Available on DriveThruRPG and RPGNow!

05 Friday Oct 2018

Posted by Daniel James Hanley in Ghastly Affair, Gothic and Romantic Literature, Gothic Gaming, Highdark Hall, Historical Gaming, OGL, OSR

≈ 10 Comments

Tags

18th Century, blackpowder, dreadpunk, Eighteenth Century, French Directory, French Revolution, Georgian, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Gothique, Historical, Historical Gaming, Louis Seize, Louis XVI, mannerpunk, Napoleonic, OGL, Regency, Romance, Romantic Age, Romantic Horror, Romantic-era, Romanticism, rpg, schauerroman


Here’s a surprise Halloween treat for you all – the complete Highdark Hall is now available for download on DriveThruRPG and RPGNow!

Experience a place of hauntings and High Society, where good manners are veils for murderous intentions. Welcome to Highdark Hall! Horrors beyond belief, and romances beyond reason, have played out within its walls. Designed as a backdrop that would support the creative visions of individual Game Masters, Highdark Hall is intended as a setting where shocking stories of love, death, and the supernatural can emerge spontaneously from interacting with its colorful inhabitants and strange locations. What further catastrophes befall its occupants and their guests, are for you to decide.

This PDF collects the Highdark Hall material you may already know, and also reveals many previously hidden secrets. It includes:

    • Detailed, historically plausible floor-plans for an 18th century Stately Home on five floors.
    • An overview of the enigmatic Altumber family and their (in)famous residence.
    • Over 100 interior locations, from the opulent Lunar Ballroom, to the secret Hellfire Chapel.
    • A fully mapped parkland filled with dramatic (and potentially dangerous) locations.
    • Over 50 unique NPCs, from the vile to the virtuous, in a tangle of conflicting desires set to explode.
    • Extensive rumors and legends, ripe for investigation by the brave (and foolish).
    • Schedules of the entertainments and activities enjoyed by visitors, with descriptions of typical meals.
    • An in-depth description of the legendary (and possibly haunted) Hedge Maze of Highdark Hall.
    • A description of the annual Autumnal Masque, with tables to generate the costumes of attendees.

Plus, printable versions of all maps.

Highdark Hall was created especially for use with Ghastly Affair, the Gothic Game of Romantic Horror, but it has potential for any game set in Georgian, Napoleonic, Regency, or early Victorian times. It could even be explored by modern paranormal investigators, come to uncover its disturbing past. How will its spirits speak to you?

Note: Highdark Hall contains some mature subject matter. Reader discretion is advised.

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Random “Genre” Paintings in Grand Houses

24 Monday Sep 2018

Posted by Daniel James Hanley in Ghastly Affair, Gothic Gaming, Highdark Hall, Historical Gaming, Random Tables

≈ 2 Comments

Tags

18th Century, Art, blackpowder, dreadpunk, Eighteenth Century, First Empire, French Directory, French Revolution, Georgian, Ghastly Affair, Gothic Gaming, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Gothique, Historical Gaming, History, Louis Seize, Louis XV, Louis XVI, mannerpunk, Napoleonic, nineteenth century, Regency, Romance, Romantic Age, Romantic Horror, Romantic-era, Romanticism, rpg


El entierro de la sardina, Francisco de Goya

In the jargon of art history a “genre” painting is one that depicts a scene of people engaged in ordinary life, without being a portrait of anyone specific, or a depiction of a historical event. Such paintings were very popular in the 18th century, and occupied a middle place in the accepted hierarchy of subjects.

d100

The painting depicts…

1

Gypsies in their encampment.

2

the preparation of a grand feast.

3

a portrait being painted.

4

lovers walking down a street in Paris.

5

a formal dinner.

6

a lady at her toilette, with visitors

7

a woman washing herself astride her bidet.

8

a masquerade ball.

9

a country dance.

10

peasants dancing.

11

a shepherdess and her flock.

12

a pretty milkmaid and her cows.

13

a fox hunt.

14

a stag hunt.

15

a boar hunt.

16

soldiers carousing in a tavern.

17

a peasant wedding.

18

a peasant woman nursing a child.

19

a peddler with a lemonade tank on his back.

20

a peasant family eating dinner.

21

a silhouette portrait being made.

22

several well-dressed young ladies giving a recital.

23

a farmer bringing produce to market in a wagon.

24

a small group of well-dressed people having luncheon in a small, but nicely-appointed room.

25

a modiste visiting a fashionable young lady

26

a water carrier.

27

a seamstress sewing a dress.

28

an operatic performance.

29

a ballet performance.

30

a performance of the Commedia dell’Arte.

31

a group of well-dressed people having a picnic.

32

laundresses washing clothes in a stream.

33

a young lady having a music lesson.

34

a young woman writing a letter.

35

grapes being harvested.

36

a butcher at his work.

37

the interior of a gaming hall.

38

an old washerwoman at work.

39

a group of men and women playing billiards.

40

a horse-race.

41

a cock-fight.

42

a dog fight.

43

a peasant mother dressing her child.

44

fishermen hauling in their catch.

45

a boy building a house of cards.

46

a Gypsy telling a fortune.

47

a governess admonishing a young child.

48

a man spying on a lady during the early part of her toilette.

49

stiltwalkers giving a public show.

50

a procession of pilgrims down a city street.

51

several monks making merry.

52

a young girl eavesdropping on a pair of lovers conversing.

53

a dance master giving lessons.

54

a drawing master giving lessons.

55

a group of men and women playing “blind-man’s bluff”.

56

a public hanging.

57

a public beheading.

58

a debate in an opulent salon.

59

the interior of a shop selling home furnishings.

60

children receiving gifts on Saint Nicholas’ Day.

61

a group of drunken singers at Christmastime.

62

a lady being carried in a sedan chair.

63

a carriage rolling through the countryside.

64

a woman (or man) in the sickbed, attended by their family.

65

a marriage contract being signed.

66

a group of masked Venetians gambling at The Ridotto.

67

a group of English Morris Dancers.

68

a couple visiting a menagerie.

69

a mountebank before a crowd.

70

a group of soldiers performing drills.

71

the crew aboard a ship, hoisting sails.

72

a group of ladies playing cards.

73

soldiers playing dice.

74

a chemist giving a demonstration to a small crowd.

75

a group of actors applying makeup.

76

an elegant salon in a lady’s bedchamber.

77

a patient being bled by a doctor.

78

a woman giving birth, with the family watching.

79

a girl crying over a dead pet.

80

a funeral procession.

81

a tennis match

82

a small group playing battledore and shuttlecock.

83

a group of aristocratic men shooting pigeons.

84

a grand house being constructed

85

a peasant home being built.

86

a group of street musicians.

87

a group of men and women telling ghost stories in a dimly-lit drawing room.

88

a peasant fishing.

89

a group of well-dressed men and women watching a regatta.

90

a dentist pulling teeth.

91

a maid carrying a chocolate pot and cups on a tray.

92

a baker removing loaves from the oven.

93

a woman visiting a fishmonger.

94

women making lace.

95

a sturdy peasant woman at a spinning wheel.

96

a group of well-dressed ladies embroidering.

97

a Spanish bullfight.

98

a group of children playing at being soldiers.

99

a knife-sharpener at work.

100

a money-lender’s office.

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Highdark Hall – A Regency Setting for Gothic Roleplaying

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