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The Isles of Prydein game is
based on TSR's 2nd edition AD&D ruleset. It is a roleplaying game
very loosely based on what is commonly referred to a "Dark Age"
Britain. Named because once there was a lack of historical evidence for
what went on in those times. A time when Rome had with drawn from our
shores and we were constantly being invaded by one foreign tribe or another
who were at one time considerd little more than barbarians. It was also
a time of religeous change. The old gods and their religions were being
swept away by the coming of the a new god as Christian missionaries landed
on our shores, seeking to convert all they met by word or by sword. It
was also a time of Heroes. This was the time of the original tales of
Arthur. Who he was, if he exisited at all has fascinated writers for hundred's
of years and his tales have entralled me from an early age. Of course,
we now have a better understanding of those times from recent archaeological
evidence and I have endevoured to use that where possible.
Throwing all the above things into a fantasy based game seemed logical
to me. Of course certain liberties have to be taken. For a start in the
game, other races such as dwarves, elves etc are a fact as are "monster
races". I choose to make the normal races represent the various Romano-Celtic
tribes, pretty much united after the Imperial Rule. The monster races,
which I give the catch all name of "Orkin" represent the invading
tribes, particularly the Germanic tribes. In the game, the orkin are made
up of Orcs, goblin, hobgoblin, gnoll and such like. Tribal creatures seeking
new lands, slaves and the like. They have been united under the banner
of religion.
Dwarves, elves and the like are longer lived than humans so I made the
Imperial Rule last around a thousand years longer. This was to ofset the
longevity of the races and allow for a logical amount of time to pass
so that things which "aught not to be forgotten were." This
also allows for anachromisms. AD&D is mediaeval-centric and certain
weapons, armour and even equipment would not have existed during the dark
ages. However, as a Fantasy game with fantasy races, some lee way can
occur. For instance there is a pirate captain who crews what is clearly
a Viking ship, I've allowed dwarves to develop plate armour and heavy
crossbows are also allowed.
I've also had the Orkin develop many strange and wonderful new weapons,
after all why should the "Good Guys" be the ones to have all
the fun. I wanted to do something a little different for the Orkin races
rather than have them as dumb monsters, have them well organised and above
all well led and well provisioned. The two main weapons I have introduced
have their roots in history. The repeating crossbow is based on designs
seen at the Royal Armouries in Leeds who have several examples from the
Orient. I've just made them heavier, a little more bulky and able to change
"magazines" whilst offsetting their accuracy.
The bolt-thrower is based on a Roman artillery piece. Again I've changed
the design slightly and made it bukier, needs three to man it successfully,
I just loved the idea of adding it to the game. Who knows what other goodies
are up my sleeve?
As mention elsewhere on the site, I made the Isles quite a religeously
tolerant place. This again has it's basis in history. Pre-christian Britain
had a pantheon of major gods and lots of local deities. People were free
to worship whatever deities they wished and temples and shrines were often
dedicated to more than one deity at a time. The coming of christianity
changed all that. I have often wondered how the people of Britain viewed
that change and this forms the basis for Elsipha and his often fanatical
worshippers. Like Pratchett, I find it amusing that so much religion is
based on human (usually one human at that) interpretation of what a god
is reputed to say on how you should live your life. If Elsipha is ever
freed it remains to be seen if he is the Dark God he is being painted
by certain of his followers, or if he has been just misunderstood. Terry
Pratchett's "Small God's" provides much of the inspiration for
how religion is dealt with in the Isles. I'll admit the Imprisoned God
scenerio is pretty cliched but I wrote that for the table top version
of this game which was platyed several years ago. Then it was more about
discovering what had occurred in the past, doing the infamous "Godswar"
which had nearly destroyed the world. I had originally tied that into
another fascination of mine - legends of Atlantis. The Isles were the
last remenant of that fabled land, hence the reason the action was taking
place there.
Another element which makes up the game concept is Athurian Myths and
Legends. I've been fascinated with these for years. However, I didn't
want to base a game on King Arthurand his knights per se. I thought that
would be too predictable. I also wsn't interested in the later Romances
made up about him, but the earliest, Celtic based legends. AD&D is
all about heroes and the quests they go on, well, I decided that the Thirteen
Treasures of Britain would make an ideal epic quest. Tie them up with
a quest for the (lost) High King's Heir, throw in a few prophecies to
make sure the heroes would have an idea, tie those in with the Atlantian
Legends, an invading army and a new religion which seeks to turn the world
on it's head. Bake for a few years sometimes under immense pressure and
this game is what you get.
Inspiration has come from many places. Obviously, I am inspired by the
myths and legends I've read from numerous sources. Stephen Lawhead, Terry
Pratchett and David Gemell are three authors who have also nudged me certain
ways in the way I think and write. Also possibly Michael Moorcock, is
also instrumental in shaping my thoughts, particulary in my teen years.
Weis and Hickman and Raymond E. Feist should also be mentioned, I guess.
In the last few years however, my greatest inspiration has come from my
players. Without their enthusisism and input, this game may have folded
a long time ago. Yeah sure some players and characters have come and gone,
but each has added something to the game, be it just a tiny bit of humour
or drama to a full blown character class. I deem myself lucky that I have
had very few munchkins, powergamers, rules lawyers or any other type of
problem player a DM may come across. When they have cropped up, they have
faded away pretty fast. I put that down to they themselves realising they
were simply outclassed and leaving things alone.
So there you have it. The whole background ideas to where the Isles sprang
from. I hope it has been of use and for players, not given too much of
the mystery away. I may add to this on occassion as needs arise.
Anyhow, feel free to take a look around. Alot of this is still under
construction but it's slowly getting built. A bit likr Rome, it's not
being done in a day.
ChisC - DM
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