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Game World History
What follows is a gazetteer of information about the Magic Horizons
game world, dealing primarily with the cultures that players can come from. More
information can be gathered from purchasing the game world handbook. See the
ordering information for how to
acquire it.
Historical Conventions
- Languages And Game Conventions
- The Role Of The Hero In LARP
- Differences From Earth History
- General Levels Of Technology
- Religion
Languages And Game Conventions
For ease of play, the standard language is Modern American English. The
Aristocracy and Upper/Upper Middle classes use Latin names (usually three: a
first name, and identifier, and a family name. This helps a lot when there are
five Claudius Neros in a given family). The identifier is often a nickname
rather than a given name: "the Elder" (Seniorius), "the Handsome"
(Pulcher), "Conqueror of Germany" (Germanicus), "the Delayer"
(Cuncator), "Curly" (Caesar), "Bean Nose" (Cicero) "the
Fat" (Maximus). If you find it difficult to come up with names any good
book about the Roman Republic and/or Empire will include dozens that you can
use. It's OK to use English nicknames and drop the family name for minor
characters; i.e. Marcus the Scar, Falco the Rich, Titus the Strong.
Some general game conventions that are observed with regards to play is the
diffusion of noble titles, and the gradual reduction of noble privileges. A
player coming into the game and claiming to be a high ranking noble would be
treated in much the same way that a prosperous banker would be treated in 20th
Century America, rather than having the feudal rights of high, middle and low
justice over the general populace.
The Role Of The Hero In LARP
A very common misconception of LARP games is that single heroes should do
very well. The common experience of lone heroes is falls far short of this.
Since we draw much of our inspiration from heroic fantasy, how does the lone
hero of fiction exist in our game?
He doesn't. With a very few exceptions you will find that most of the "lone"
heroes have a partner or assistant, and often rely on the skills of a group of
persons to aid them in their quests, which is how MH is structured. The lone
hero also has the full attention of the author, who can engineer all kinds of
plot devices to save the hero from imminent death. The staff of MH does not
have that kind of time or inventiveness for upwards of 40 players at once. MH
will be pragmatic fantasy, and pragmatists surround themselves with friends and
allies before doing anything dangerous. Therefore, players will find it
advantageous to ally themselves into formal or semi-formal groups to aid and
assist each other. Groups can be formed along (game) racial lines, a clan, a
mercenary company, a noble and her retainers, a fighting order, a merchant
guild, etc. And no character will ever be able to everything. To survive and
prosper in a Magic Horizons world you have to interact with others.
MH will be pragmatic fantasy, and pragmatists surround
themselves with friends and allies before doing anything dangerous.
Differences From Earth History
There are a number of broad differences in the history of the Magic
Horizons game world from that of Earth.
The most far reaching change is that there is no horse in the world of Magic
Horizons. There are llamas and alpacas and the other, smaller, camelids, as
well as the usual gamut of bovines and porcines as domestic animals.
The reason for this change is that in many LARPs, characters will say "I
don't care what it costs, I need to be 70 miles from here and then back, in 2
days. I'll buy a horse, ride it into the ground, do my errand, buy another
horse, and ride it back." If the costs of riding animals are set high
enough that this isn't possible, players (used to the cheap transportation costs
of the 20th Century) complain that horses might as well not be available at all.
Which became the end result.
The most far reaching change is that there is no horse
in the world of Magic Horizons.
The lack of riding animals has a number of broad reching effects. The first
of these is in governmental forms. With only infantry for military force, most
empires and kingdoms are much smaller than their European counterparts, and much
more Balkanized.
The second aspect of the lack of riding animals comes in weapons and armor.
Without horses, there is no concept of a cavalry charge using heavy lancers. As
a consequence, the pike square have remained the standard military formations
for most of the civilized countries of the world. A consequence of that is that
armor has remained relatively static; whatever armor was worn had to be
man-portable, rather than horse-portable. Likewise, armor didn't need to
develop in the rigors of dealing with a lancer's charge, so stayed lighter.
What is referred to in the game as "plate armor" is much closer to
the Roman lorica, or a Mycenaean back-and-breast plate set than what is commonly
pictured by the term.
Because of the lighter armor, the hurled javelin never became obsolete as a
military weapon, resulting in the absence of archers as military units. (It
takes far less training to teach a man to hurl a javelin accurately than to fire
a bow.)
The only real exception to this is in the Pragmatic Empire, where the tercio
formation, manned with crossbowmen, rather than arquebussieres has given them a
pronounced military edge.
Bows do exist, but are mostly used for small game hunting, and as improvised
weapons by some of the Great Waste Nomads.
General Levels Of Technology
The broad level of technology in the game world is comparable to that of the
Roman Empire at the high end, with a few additions. Most of the technology
listed here is from the Pragmatic Empire. Many of the other nations have lower
levels of technology to work from.
Antisepsis is practiced in the Pragmatic Empire and most of the civilized
lands, dramatically reducing the death rates in childbirth, for both mother and
infant. The Pragmatic Empire is also versed in soil nitration techniques, one
of the many reasons why it feeds the world.
For building and manufacturing, the Pragmatic Empire uses both standard and
hydraulic cements, with the water wheel and windwheel powering many devices that
would normally have been powered by tethered horses or oxen.
Agriculture relies on the ox-drawn plow, and most transport is done with
small wagons pulled by llamas or alpacas, with large loads carried by ox-cart.
Military loads are usually transported by dog-teams, which move faster, but are
considerably more expensive.
In civilized areas, paved roads link the secondary routes, with ox-drawn
barges navigating canals and natural waterways as the primary method of using
freight. In naval architecture, the recent innovation of tacking into the wind
and the rigging needed to take advantage of it have revolutionized maritime
power. The lack of reliable clocks and magnets keeps most ocean voyages to the
scale of island hopping.
Religion
It was decided, during the design of the rules, that religion would take a
lesser role than it did in actual history. This comes from a consideration of
three factors.
The first factor is the comfort factor. Even made-up religions can cause
people to become uncomfortable with a game. It's far too easy to create what is
intended to be a harmless prop (or funny prop), and end up offending someone
else's deeply cherished beliefs.
The second factor considered is the role that most religions have in fantasy
roleplaying games: Most religions boil down to an alternate system of
spellcasting, which seems to detract from their intended effect as spiritual
guides and moral mainstays. To present an alternate system of spellcasting,
Magic Horizons uses the talents of the Philosophers and the
Philosophic lists.
The third factor is one of playability. Treated logically, multiple spell
granting beings would result in a proliferation of spells and incants and
requirements that would rapidy overwhelm most of the players in the game.
The end result is that religion does exist in the world of Magic
Horizons, but that it's treated as a personal pact or decision between your
character and whatever deity they hold dear.
Problems with the page? Email Ken
Burnside. |