I've seen a few attempts at turning classic fantasy
stories into D&D adventures. This won't be that, though it is a
fascinating exercise – some stories really do lend themselves to
conversion (and many more are ripe for idea-pillaging for your
campaign). What I want to do is look at classic fantasy stories,
consider their “adventure structure” (including the ways a D&D
adventure would handle this), and then consider the type of influence
these stories might have on both our games and the wider tradition.
Suffice to say, spoilers ahead.
The
Dying Earth: Turjan of Miir
by Jack Vance
The
World:
The setting is our Earth in the far future as our sun slowly cools
and flickers to its end. Magic has an uneasy, unclear relationship
with science, but functions by memorizing the specific syllables of
almost-living spells, which are uneasily bound into spellbooks. There
are “civilizations” left – indeed, there is even some wealth
left – but those civilizations are decadent and await the end,
whilst other, stranger things dwell in the world.
The
Hero:
Turjan is a mage of some ability, but not yet a master. He
experiments with genetic engineering – seeking to grow beings in
special vats – and also memorizes spells. He can, it seems,
memorize four spells at a time (perhaps per day).
The
Hook:
Turjan wants to improve his knowledge of vat-growing intelligent
beings. He remembers “the Sage” once telling him that, in a world
of lost knowledge, the mysterious Pandelume knew all magical and
scientific discoveries, but that Pandelume drove hard bargains for
his knowledge. Turjan decides to visit Pandelume to gain knowledge of
vat-breeding. [IN GAME: This is a character-driven plot hook – the
player/character wishes to accomplish something, the DM gives her a
way to accomplish it. It will involve a quest.]
The
Adventure:
Turjan
prepares four spells from his spellbook (presumably his limit),
varied so as to prepare for all events:
the Call to the Violent Cloud, the Excellent Prismatic
Spray, Phandaal's Mantle of Stealth, and the Spell of
the Slow Hour. He puts on an amulet with Lacodel's Rune
on it. He uses Call to the Violent Cloud
to transport him to the plane or planet Pandelume inhabits (it is not
the Dying Earth). The spell then leaves his mind. [IN GAME: Player
selects a utility selection of spells – the transportation spell,
two tricksy spells, one combat spell. They equip a magic item with a
spell-like effect. They then use one to travel to the plane they need
to visit.]
In
Pandelume's world, he meets a strange woman who is irrationally
aggressive on the basis that all existence is evil. This woman,
T'sais, wishes to kill Turjan. Turjan subdues her, and intimidates
her into revealing Pandelume's location. [IN GAME: A social encounter
with a weird and fascinating NPC – a cogent and attractive
character who nonetheless hates the PC, for a reason that makes
perfect sense to her but to no-one else. Turjan chooses a course of
action to de-escalate the situation – he thinks to himself he
doesn't want to kill her – and also gain necessary information.]
Turjan
is called by a voice into Pandelume's dwelling, but told not to look
at the great master. He asks Pandelume for aid in creating humans;
Pandelume agrees, on the proviso that Turjan undertakes to get a
powerful amulet for him. Turjan accedes to this. It turns out the
target is Prince Kandive the Golden – a dangerous target. Pandelume
then transports Turjan to the city of Ascolais, home of Prince
Kandive, giving him a crystal which he must crush when he wants to
return. [IN GAME: Another social encounter where each party has a
motivation and they negotiate a deal.]
Turjan
refreshes himself in Ascolais before heading to Kandive's tower. He
casts Phandaal's Mantle of Stealth before entering, and
wanders round the tower looking for Kandive. When he finds Kandive's
bedchamber and the Prince there, he is somehow detected – by magic
or intuition. Kandive brings out his amulet and casts a spell which
makes Turjan visible again. After a brief exchange of threats,
Kandive casts another spell – the Omnipotent Sphere –
which offers him protection from attack. He does not know of Turjan's
amulet with Lacodel's Rune on it, however, which disrupts
other magic. Turjan walks through the Sphere and warns Kandive
again. Kandive casts his own version of the Excellent Prismatic
Spray, which is also dispelled by Lacodel's Rune. Kandive
finally hands over his own magical amulet to Turjan, but then seems
to have Turjan trapped – he is standing on a trapdoor, and Kandive
is by the lever. Turjan briefly pretends to surrender, then advances
on Kandive, and is apparently dropped into the pit – but Kandive
does not find his body afterwards. [IN GAME: Combat and social
interaction. Turjan uses a spell to stealth his way round the tower,
there is then some magic and counter-magic, before finally Kandive is
lulled into thinking he has won.]
Turjan
returns to Embelyon – presumably having crushed the crystal given
him by Pandelume. After utilising the stolen amulet to assist
Pandelume against some unseen danger, Turjan is taught the art of
Mathematics and its use in bioengineering. Eventually, he asks for
help in creating a twin to T'sais, but without the flaw that makes
her hate beauty. Pandelume accedes, and Turjan creates T'sain, who he
educates and then promises to take back to Earth. Before they leave,
though, T'sain encounters her twin T'sais, who initially threatens
her. However, T'sain reasons with her about the value of beauty, and
then tells T'sais she loves her. This gives unexpected pleasure to
T'sais, who promises to kill no more. Turjan then arrives and
prepares to kill T'sais to protect T'sain, but T'sain intervenes and
speaks on her sister's behalf. The story ends with T'sais preparing
to travel to Earth to discover more of beauty, and Turjan promising
T'sain a horse just like that of her sister. [IN GAME: The return to
Pandelume is part-skill-challenge and part-roleplaying, with a little
action with the expulsion of the attacker. The scene with T'sain and
T'sais can be resolved either via social interaction, as in the
story, or with combat.
Reflection
and Influence:
This is the first Dying Earth story, and the first appearance of the
magical system Gary Gygax credits with inspiring D&D's own magic
system. Spells are almost-living motes of power which must be
memorized, and disappear from one's mind when used. There are magic
items. Turjan's motivation is essentially about the acquisition of
power; he does not, however, display any particular cruelty in
pursuit of it, though he does seem quite amoral. He can be touched by
love, and the love of T'sain for T'sais leads to a species of
salvation (figured here, movingly, as the pursuit of beauty).
The genre is, in our terms, a hybrid (hardly so to
Vance) – this is a high magic world (albeit with Maths as magic,
too!), but it is a sad place doomed to futility. Broadly, then, it is
high fantasy, but with a distinctive, non-heroic flavour (as I've
said before with D&D, setting /=/ playstyle!). The sense of
pending doom has echoes in certain types of dystopic and science
fiction. The uncaring world is echoed in sword & sorcery fantasy.
Mages vat-breeding intelligent creatures is a little bit weird
fantasy.
Aside from the vital influence of Vancean magic upon
D&D, we can also see here a clear link to types of adventure
module published throughout the game's history. The hero(es) wants
something from a powerful mage; that mage sets a quest in lieu of
payment, which includes finding a magic item. There is a side-story
(with T'sais and T'sain) which, in game terms, would be emergent
depending on the actions of the players. This story is almost an
exact blueprint for the sort of games we often run today, and the
sort of products published by TSR and the others over the years.
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