Friday, 23 February 2024

Friday Fantasy: The Land of the Eight Cities

Dungeon Crawl Classics Lankhmar #8:
The Land of the Eight Cities is a bit different, just like the previous entry in the line, Dungeon Crawl Classics Lankhmar #7: A Dozen Lankhmar Locations. Unlike the majority of the releases for Goodman Games’ Dungeon Crawl Classics Role Playing Game and the releases for the Dungeon Crawl Classics Lankhmar Boxed Set, both of these are supplements rather than scenarios, although Dungeon Crawl Classics Lankhmar #8: The Land of the Eight Cities does actually include a scenario. Where Dungeon Crawl Classics Lankhmar #7: A Dozen Lankhmar Locations provided the Judge with a wide range of locations and businesses and NPCs that she can use to bring the city of Lankhmar to life, what Dungeon Crawl Classics Lankhmar #8: The Land of the Eight Cities does is open up the wider world of Nehwon to what is at heart a city campaign. It follows in the footsteps of the heroes of author Fritz Leiber’s tales of the adventures, Fafhrd and the Gray Mouser, as they struck north across the Inner Sea and into The Land of the Eight Cities. Dungeon Crawl Classics Lankhmar #8: The Land of the Eight Cities is both a guide to the country and to playing in that country, as well as a guide to how it was developed from original source material. Plus of course, it comes with its own scenario to get the Player Characters there.

Dungeon Crawl Classics Lankhmar #8: The Land of the Eight Cities introduces The Land of the Eight Cities, located in and on the edges of the Forest Land, across the Inner Sea from the city of Lankhmar. Six centuries ago, it was settled by Lankhmarts who came searching for resources including lumber, ores, and gems, who established its first cities and effectively turned the region into a colony of the city. That changed three centuries ago, when eastern nomads filtered through the gap between the Barrier Mountains and the Inner Cities and assaulted city after city, eventually capturing all of them. Yet they did not sack the cities, but instead occupied them and adopted their ways! In the centuries since, The Land of the Eight Cities and the city of Lankhmar have become uneasy trading partners, The Land of the Eight Cities trading its ready supply of lumber, ores, and gems in return for the grain and meat farmed around Lankhmar. Despite this strong relationship, the lords of the Eight Cities still fear invasion by the Overlords of Lankhmar. It has also a similar relationship with the barbarian tribes of the Cold Wastes, trading for their furs, amber, and ivory via the cold city of No-Ombrulsk, but constantly needing to patrol against the pirate ships from the north. The supplement also presents details of the peoples of The Land of the Eight Cities, its government, and its gods. The latter consist of the Gods of the Forest and the Red God. The Gods of the Forest are worshipped by the majority of inhabitants of the region and personify their belief in the inherent spiritualism of the ancient trees and verdant wildlife. The Red God is a deity of blood and slaughter, and is worshipped by soldiers across the region and in particular, by the gladiators who fight in the arena in the palace-house of Lithquil, the Mad Duke and ruler of the city of Ool Hrusp.

All eight cities of The Land of the Eight Cities are detailed, most of which are cramped settlements of close-set, steep-roofed wooden buildings threaded through by narrow alleys which are set in forest clearings where the forests literally come right up to the edge of the settlement. Few have walls or the fortifications found in the south, the surrounding areas being laced with traps and treetop watch posts with troops also keeping a hardy eye on the narrow roads to and from the cities.

The secrets of forest around the cities include stats for a typical gladiator of the Mad Duke, a Kilyolsho tribesman, a member of the desert tribe to be found on the other side of the Barrier Mountains, Ool Hruspian Marine who serves aboard the Ool Hruspian ships assigned protect the city’s merchant fleet from pirates and Sea Mingols. Two new creatures are given, the bear-like Luhr-beast and Pack Bear, the latter of which can be trained to carry items for a master, as well as fight for him. There are new Bensions and Dooms too. ‘Bear-blooded’ is a Benison which gives a Player Character bear blood, not only enabling him to roar like a bear and scare off animals in the forest, but also allowing him to have a trained pack bear that can understand commands and fight for the Player Character. The other Benison is ‘Mining Claim’, whilst the Dooms are ‘Blasphemer’, which makes the Player Character an apostate in the eyes of the priests of the Gods of the Forests, and ‘Treader in Ancient’ which curses the Player Character to followed by something discovered in the ancient black ruins deep in the forest, though he cannot recall the exact events of his first encounter with it or what it is. Both of these Bensions and Dooms are designed initially for natives to The Land of the Eight Cities, but outsiders who live there for some time may also gain them. Both the Gods of the Forest and the Red God are described in terms of being patrons, and there is a table for carousing in The Land of the Eight Cities instead of using the one given in the Dungeon Crawl Classics Lankhmar Boxed Set.

The included adventure in Dungeon Crawl Classics Lankhmar #8: The Land of the Eight Cities is ‘Introductory Adventure The Tooth of No-Ombrulsk’. Designed for Player Characters of Second Level and Third Level, it begins with them coming into possession of a treasure map, pointing to the location of a stolen artefact. This is The Tooth of No-Ombrulsk, sacred to a whale-god worshipped in the northern city of No-Ombrulsk. The adventure is more of a mini-adventure, consisting of just eleven locations and describing a long-abandoned and ruined watchtower where the artefact has been hidden. It has a tomb-like quality, being laced with a number of traps, those these are not the only threats that the Player Characters will face. There are some sea-themed monsters as well as another pair of factions also after the artefact, including a very nicely done, desperate and vengeful priest of No-Ombrulsk. ‘Introductory Adventure The Tooth of No-Ombrulsk’ is nicely detailed as you would expect for Dungeon Crawl Classics, and the consequences of the Player Characters successfully gaining possession of the artefact are well thought out, but it only gets the Player Characters to the very tip of The Land of the Eight Cities and does not actually engage with the content presented elsewhere in the book. Thus, the Judge and her players will have to wait for something more definitive that will take their characters into The Land of the Eight Cities.

Rounding out Dungeon Crawl Classics Lankhmar #8: The Land of the Eight Cities is ‘Appendix A: The Fritz Leiber Papers Collection’. This details Michael Curtis’ trip to the University of Houston and its Special Collection department to examine the Fritz Leiber Papers it holds as part of the research to create the Dungeon Crawl Classics Lankhmar Boxed Set. In particular, it looks at the draft version of ‘The Tale of the Grain Ships’ which would ultimately become The Swords of Lankhmar. It is this draft which Curtis draws on heavily for Dungeon Crawl Classics Lankhmar #8: The Land of the Eight Cities and he discusses this before delving deeper into the many items in the collection. This includes swords, early maps, screenplays, and even correspondence with E. Gary Gygax. For fans of Fritz Leiber and Lankhmar, and both Gygax and the Appendix N, this is a fascinating read and a great addendum to both the scenario and the box set.

One of the issues with Dungeon Crawl Classics Lankhmar #8: The Land of the Eight Cities is that it has relatively little source material upon which to draw from. Consequently there is a brevity to the content of the supplement, though some Judges will see this as a boon as it gives them room aplenty to develop their own content. However, the supplement is missing content which would have been useful. This includes maps, both of The Land of the Eight Cities and the Eight Cities themselves, and whilst the inclusion of the two Patrons, the Gods of the Forest and the Red, is more than useful, the lack of spells particular to them is not. Similarly, the supplement mentions several times that strange, ageless structures are to be found in the forests of The Land of the Eight Cities, but these are not detailed beyond suggesting that they might have been built by the same people who built the black temples upon which Lankhmar is built. Of course, this leaves plenty of room for the Judge to develop her own, but something beyond mere hints would have been useful.

Ultimately, the problem with Dungeon Crawl Classics Lankhmar #8: The Land of the Eight Cities is the paucity of information. There is always the feeling that there should be more information, but this is not the author’s fault, as there is relatively little information about The Land of the Eight Cities for him to draw on. Nevertheless, he has been able to develop a fair amount of detail and add to it, from what was available. The rest is up to the Judge to develop herself.

Physically, Dungeon Crawl Classics Lankhmar #8: The Land of the Eight Cities is well presented. The artwork is good and the one included map for the scenario is likewise good. One oddity to note is that the illustration of the Pack Bear is included on the previous page below the description of the Luhr-beast, a bear-like creature. Which suggests the possibility of there being a non-human anthropomorphic bear-like species in The Land of the Eight Cities. Which is not the case, and will only become clear when the reader flips over the page and continues reading.

Dungeon Crawl Classics Lankhmar #8: The Land of the Eight Cities opens up the possibility of the Player Characters—thieves, pickpockets, burglars, cutpurses, muggers, and anyone else who would skulk in the night—escaping the City of the Black Toga and going on wilderness adventures and visiting other cities. It is unfortunate that the included adventure, as decent as it is, does neither. Similarly, whilst the rest of the information in the supplement is also decent, especially given the constraints faced by the author in terms of source material, it is only a starting point. This limits its usefulness for the Judge, whilst also leaving the setting open for her to develop as part of her own campaign. Thus, whilst there is a lot of interesting information in Dungeon Crawl Classics Lankhmar #8: The Land of the Eight Cities, none more so than in the appendix, this is not a supplement that the Judge needs to have as part of her campaign. Dungeon Crawl Classics Lankhmar #8: The Land of the Eight Cities is very much an option, if then, an interesting option.

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