The Duchy d’Falcondonia

Foundation

The Duchy of Falcondonia in Vargaaard on Ærth was established in 125> (Before Atlantl’s Fall, our 875AD) by the court of Charlemagne at the site of a Basque fishing village at the mouth of the Riviere d’Lenape (our Delaware River). For the most part the colonists were from what is now Provence in modern France, with the Atlantl Lenape providing the bulk of the native population. Relations with the natives was good to begin with, and soon the two populations had largely integrated, with Lenape notables providing additional aristocracy and nobility to supplement what the Franks provided. In a few generations contact was made with towns and villages further inland, and it was not long before what is now Eastern Falcondonia had been organized under Frankish rule.

The Lenape and other nations had long ago adopted what was then Frankish culture, and had even gone so far as to integrate Greco-Roman deities into their beliefs. It wasn’t long until the Frankish colonists had embraced the various native spirits and minor deities into their worship and incorporated local rituals and rites. Indeed, stories and myths of Jupiter’s involvement of the creation of the Lenape and Massachusets quickly appeared, and Mercury and Raven were soon gallivanting about pulling tricks, delivering messages, and riling up the weather with their athletic fornication.

Enter the Mohawk

At this time the Mohawk were an independent nation not yet part of the Haunosanee. An aggressive bunch, the Skraeling greatly resent the presence of the Franks in what they considered their territory, and soon the tribe and the new Frankish county were at odds, with both sides taking part in atrocities and crimes. Lenape/Mohawk relations before the founding of Falcondonia didn’t help matters any either. At one point there was talking of Charlemagne himself coming to Vargaard to lead an expedition to crush and extirpate the Mohawk, but dealing with a Saxon rebellion in the eastern part of the Frankish empire made that impossible.

The Æropan Lenape

About a generation after the Franks arrived to establish Falcondonia (c95>) the Atlantl Lenape and allied tribes and clans had decided to join other Lenape ex-patriots already living in the Frankish Empire, most especially in the Loire Valley and the Vosges, where they have pretty much integrated into the local population. In fact their appearance is now large that of the western White, though they are noted for distinctive “Skraeling” traits. In fact they are renown for the quality of their cattle and horses, while the Falcondonian Kentuck are famed for their zebromegas, raised on Kentuck bluegrass.

So There You Have it

That is a brief look at the Falcondonia of Ærth’s Vargaard. Soon, I hope, I’ll be presenting a look at the early relations between Falcondonia and the early Haunosanee.

I Could Afford This

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Source: Shop – Apple Desktops – iMac – 20-inch – Mac of All Trades

But I just thought I’d ask for sponsors. You can make donations through the link to the right.

Aerth is not Earth

That is one thing you do need to be aware of, the world of Ærth is not our Earth. It has a different history, it has a different structure. Heck, to some extent it has a different physics which allows for things we can’t have. And one important difference lies in just how long the New and Old Worlds have been in contact.

In our case contact between the two worlds goes back some 1,000 years, to the arrival of the Norse in what is now Canada. On Ærth it happened about 5,000 BAF (Before Atlantl’s Fall), our 4,000 BC. People have just had a longer time to get used to the idea, and to move around from world to world more often and with greater facility.

Falcondonia in Vargaard for example started off as a Frankish colony around  125 BAF (our 875 AD), around the time of Charlemagne. At present she is a French duchy, though she amounts to a grand duchy and is in negotiations for independence and the status of monarchy. Which means that Pequot and Massachusetts nobility are part of the Parisian court, with the royal family having Wyandot relatives.

As a result the various populations are more mixed than they are here, and that the Skraelings (as they’ve chosen to call themselves) actually have a greater population and greater power. 

Recently Iroukia took in British and Tuatha immigrants with the decision of the French government to expel those populations then living in Falcondonia. In fact, the Tuatha are now one of the nine lodges of the Haudosanee, and the British are petitioning to become the 10th. As you can see, it’s not your Earth.

So keep this in mind as I write more on Ærth.

Iroukia

Haudenosaunee

Source: Iroquois – Wikipedia

The people we call the Iroquis are known on Aerth as here on Earth as the Haudenosaunee. On Aerth they are made up of some 9 nations, incorporating the Shawnee, The Tobaccoo, and the Tuatha of Eire (recent migrants from Hibernia). “Iroquis” is a French word of dubious origin. With “Iroukia” being adopted as a name for the federation as a way for the Haudenosanee to poke fun at the French. Much the same rationale as the adoption of the Norse “skraeling” as the Vargaardians name for themselves as a whole.

Government is by council, starting with village councils and working on up to tribe, nation, and federation. The chief nation among them are the Seneca (Onondaga as near as I can tell) who were among the first members of the federation. Corrections are welcome.)

Iroukia is a strong state, on good terms with Cherokia to the south-east, and hostile relations with Falcondonia to the east. There are reports of skirmishes with the Dakota to the west and the Cree to the north, but those have yet to be confirmed.

Iroukia also has a sizable Eire and Brython minority, owing to the French expulsion of those peoples from Falcondonia some centuries before. In particular the Tuatha de Danaan of Vargaard are now a member nation of the Haudenosaunee. The Mohawk, another lodge, take great glee in referring to the Tuatha as their “Token Whites”.

Next up a post on Falcondonia, after a bit of research.

Confusions

Over in the DJ group on FB we’re currently having a look at Ægyptian mythology. Well, Egyptian mythology actually, but it amounts to the same thing. At present Ed Anderson and Alex Nuta are talking about their sources, and about the sources Gary Gygax used. I think Ed has mentioned something like 5 different mythologies, of which two are his own. Which reminded me of Hindic Mythology, where all those gods are found in different pantheons and are involved in different myths. If you think Star Trek continuity is a pain, try Egyptian.

Now picture a bevy of hawk headed figures looking down on an Egyptian, with one asking, “We’re all named “Horus”, could you specify?”

So Ed and Alex are working on source books on Ægyptian myth, would you be interested?

Just keep in mind that we’re talking about life here, and life is going to be confusing.

Some People

A former business manager for late Marvel Comics legend Stan Lee was arrested Saturday in Arizona on charges including elder abuse, according to the Los Angeles Police Department.

Source: Stan Lee’s former manager arrested on elder abuse charges

Some people just have to control the lives of others. Most especially the lives of those they have been put in charge of. Said abuser was just a common bigot and convinced that he was better than Stanley. Though I suspect that it was fear of growing old and dependent on others himself that shaped his behavior. Just remember that one day you may well be old yourself and in need of assistance. And that the old are still worth your consideration.

The Consequences of Magick

This entry is part 1 of 1 in the series On Aerth

Of all the guides in Dangerous Journeys Mythus is most likely the one with the most, and the most advanced, magick. This has consequences. One is,  Mythus is high magick (at least as far as I see), and second, through the use of magick the worlds of Ærth has learned things one may not expect them to.

For the most part the reason why comes down to divination that works. Thanks to that Ærth has learned things. A number of things, but the most important ones for our purposes have to do with agriculture. Such as the superiority of Sung agriculture, which is now used by most everyone, including the Lemurians (while they are racist pigs, they are not stupid). And divinations directed at discovering good times to plant, and to reap, and the best way to transport crops to market. Learning the best crops to grow is a big part of this.

And this has one huge consequence, it only takes a quarter of the land that would other wise be needed to support a population.

In part 2 of this series we’ll have a look at how this affects just exactly how much territory a population of 500 million requires.

My Thinking

This entry is part 2 of 2 in the series On DJ

But first please note that what follows is how I see things, you don’t have to agree with me.

Dangerous Journeys

Preface

This is a set of mechanics. Not for a game but for a guide. For I don’t see these as games, but as guides. Guides to adventure so I call them adventure guides. I know, so I’ll explain what I’m talking about as best as I can.

Here a guide is a set of written instructions on how to do a thing. In this case on how to present and run an adventure for a group of players. They and the Guide, the person running the adventure, are known as “participants”, and each has a role to play in the adventure. In the case of the Guide very often a number of roles. The AG (Adventure Guide) also presents a setting where the adventure takes place, and most often that setting is placed in a world where people live and events occur.

In a sense an AG presents a fictional version of the world we know. So you could call it a “virtual reality”. While what happens during an adventure isn’t really happening, you can pretend that they are, and since they are, sort of, you can treat what is going on as actually occurring within the context of the adventure. In a sense what you have here is a sort of imaginary life and not a story in any sense.

For unlike a story in an adventure guide events are not set down. In fact they haven’t even been done yet and won’t be done until they get done. And what happens depends on what the participants decide to do, how they decide to do it, and chance. Nothing is guaranteed, success or failure.

This is how I see things, we’ll get into further detail as this work continues.

Forward

I first encountered Dangerous Journeys in 1992. After delaying after too damn long I’ve decided to at least make the basic mechanics available to a general audience, in case there are those out there who would want to use them in one of their adventure guides. This is not presented as a game in any sense of the word, for DJ (as I like to call it) is just to damn busy to be any sort of game. As I understand the term, a game is really supposed to be something simple and straightforward, presenting a limited milieu where the options are limited, the playing pieces are limited, and events don’t take long to play out.

This is the core system reference document for adventure guides. As such it is rather basic and each guide that uses it while most often present an expanded version of the mechanics. As an example the Abyss AG presents a far future world where Humanity is poised on the brink of interstellar space and the intention is to present a space opera for the players to take part in. In contrast Unhallowed gives you a guide to horror adventures, in a world where ancient maladies are rising from whatever they were forced down into way back in the day. While both have magick, and both use the basic magick mechanics, how they work specifically differs between them, and how their worlds treat the subject differs as well.

Now to get into some detail.

Introduction

Dangerous Journeys is a set of mechanics for what I call adventure guides. I call them adventure guides because that Is how I see them. They are guides to adventure where one person, called the Guide, guides a group of players through adventures set in a world where adventures tend to take place.

The DJ system was designed to mode, emulate that is, the worlds of story where adventures take place. Only instead of you telling a story set in that world, you are having an adventure while playing the role of a person living in that world. Whether it is the Urth of Changeling or the Ærth of Mythus it is his home, and how he fares in his life and adventures is up to the person playing him.

His success is not guaranteed. Neither is his failure, and it is quite likely that what happens as a result of his actions will surprise him and his fellows. An enemy may become a friend. A friend may become as enemy. A traitor may become the savior of his people, while a hero can be later named a traitor.

Those who participate in a DJ AG assume a role in an adventure. The Guide presenting the adventure to the player very often plays a number of roles. How player or Guide participates is up to him, though I do hope they at least participate willingly and with some flair.

As I’ve noted before the worlds of Dangerous Journeys are meant to model the worlds of adventure stories, from the tales of culture heroes of the past to modern day entertainment. Only here what happens to the participants depends on what they decide to do, and on how the fates turn out for them.

The Players

For the players their role is to participate. To take part. To use what skills, knowledge, and abilities they have, whatever they have, in support of the others in the party. It may not be much, it may not even be entirely relevant, but at least do something for you never know just how you might influence events.

The Guide

The role of the guide is to participate, to take part as much as the players do. In addition, he needs to present the world the players are adventuring in.

But one thing he should never do is make any attempt to present any sort of balance. For reality is quite unfair and how one fares depends a great deal on how he handles the unfairness. All participants are encouraged to take advantage of their advantages, and to use those advantages to take advantage of the others. For an adventure guide is not a level playing field and how one fares depends a great deal on what advantages he has and how he uses them.

In Summation

Dangerous Journeys as a system reference document presents the basic system for use in adventure guides. It presents a model of reality, or of how things could work if they could work. The mechanics presented here are not entirely realistic, nor can they be realistic for very often what is possible in a DJ AG is not possible in reality. What you do, what happens in a guide such as Changeling depends on you, what you decide to do, and fortune. You may succeed, you may fail. You may be named a fool or named a hero. It all depends on what you do, on how it turns out. And on how others react to it. Load your pack, strap on the tool belt, and get ready for whatever happens. Adventure awaits, but before you start first make sure you’ve visited the facilities.

Definition

Adventure: A series of uncomfortable events happening to some poor schmuck a long ways away.

Alan Kellogg, March 28th 2019