On The Majesty of the Birch
[ roleplaying games ][ campaign ideas | college of war | pictures | rpgs | stories ]
[ December 2nd, 2011 ]
[ by: Alvan ]
Of all the visual snapshots that get etched in my mind during my days, I think this is the one I will remember the best. A lone, solemn birch guarding the crops. A straight, white tree, standing on a rocky island amidst the golden sea of wheat. A sentinel swaying with the winds instead of breaking from them or ignoring their power. Clear blue skies above and behind as a painting-like backdrop. Quite majestic a sight. And approaching really really fast. Well, from my perspective.
They tell us that the people of days gone by thought that the birch represents a connection between the land of the dead and our world. That old birches get their white bark from the bones of the deceased. And that this belief still holds true in the modern age of rationality. The story goes so that when the first sailors who crossed the Great Divide and reached the New World, had seen the wall of white trees, had thought their lives had ended on the way through the great storm. And that they had reached afterlife.
The things that stick to your mind from classes.
In my defense I have state that I’m not a slacker. I just don’t always agree with the methodical way of teaching we’re presented with. I like books, adore all sorts of stories. But can’t just get my head around the whole “magic can be presented in formulas and calculations” thing and can’t be bothered to memorize the mathematics. And that’s probably why this huge snake made out of granite, with eyes of fire and a temper to match, managed to fling me across the wheat field and at that the only birch standing there.
Now, as my field of vision is more and more filled with the impending birchness, there are two surprisingly clear thoughts on my mind. First is that I might be a total sucker when it comes to playing the knight in shining armor to girls who aren’t exactly damsels in distress, and how I wouldn’t be here if I hadn’t spent the better half of this semester ogling the fair Alissa (she’s one of the popular ones) instead of paying attention at classes. And the second thing… for a soulless elemental entity, that thing has a really good aim.
Ouch.
Where do we go from there? What got us there? What’s really important, anyways?
Been looking up the old College of War stuff on my computer. Character sheets, mechanics, themes, names. Lots of things to look and consider before going to work on the next one. Really.
The campaign started out as a simple d20 variant fantasy homebrew with IOU flavoring. A silly world, with a strange College, where the player characters were studying to become magicians. This was years before Harry Potter, mind you. A College with the idea “what would a school be like if the world was epic and magic was commonplace.” And boy, did it turn out weird. Parodies after parodies, week after week, for a good year or two. The first campaign ended. But we returned to the world several times. After a few ends of the world, the setting has changed a lot. Toned down on the funny, explored the underlying ideas. The school hasn’t been the focus in a long while.
The definitive College of War campaign was a long one about a group of young Fieon (France expy) nobles finding their place in the world and eventually reshaping it by returning one of the moons to the sky. Lot of the imagery and feeling came from the movie Le pacte des loups (as well as half the family names). And as you can expect, it didn’t have anything to do with the school from the title (it did make a cameo appearance by the end of the game, but that was it), and was really something else than a light-hearted comedy romp. And it’s been going to directions from there.
The latest campaign of CoW I ran got cut mid-way because of a player leaving the country. It is pretty much the thing I’m basing my future work on – There’s a New Continent on the other side of the world. The three major kingdoms have established colonies there. There is a new College of War there, that pretty much mimics and mirrors the one in the Old World. It’s one part colonial America (frontier in the west / foothold in the east), one part Finland from the Swedish rule era, one part <insert baltic country here> under Russian rule. There’s armies, conspiracies, cults. The unease with the natives. There’s themes of obedience, independence, duty and devotion to be found. With everything like this in the air, the atmosphere could be very dark. But the truth is, life goes on as usual and for most part it’s quite light-hearted.
One of the defining things still is high magic, to the point of “sufficiently advanced magic can be viewed as technology”. There’s emergent magical transhumanism going on – magic used to build constructs, such as golems, is getting “commonplace” and the idea of moving one’s soul to a non-human body is out there, even if no-one’s been successful with it yet. Combat has moved from knights in armor to the more agile combatant (if a beginner mage can propel an enchanted rock at the speed of a bullet, then a plate mail armor is more a burden than a blessing on the field against one). Leaps have been taken in areas such as medicine. And there is a lot of flair in everything.
The west is still unexplored. The colonies are not at full peace with each other. The noble families don’t really find each other the best of friends. Lots of fertile ground for teen/tween drama. Yeah. I’m one of those people who love a good romance (gone wrong, just think of Romeo+Juliet). University life the way it should be in a fantasy setting. Whatever that means. Want to go hunt for the legendary beast of the Ash Hills? There’s extra credit waiting to happen right there. And it would make a hell of an impression to that girl you’ve been pining over.
And when the characters walk out there, it should feel like it feels when I walk into the woods here. There should be something mystical there, a deeper connection with life and nature, that just can’t be put into science, no matter how you try. Something out there. Something about that birch tree standing there. Seasons doing their thing. That sort of reflection of where I come from. And of course there’s the giant intelligent elemental snakes who just want to use you for a baseball.
In a way, it’s come a full circle. Taking account from everything that has happened so-far, but putting it back into the original milieu of University environment. Back where we started, without forgetting any of the stuff that happened on the way here.
(The next run of CoW will start December 12th, 2012)

Alissa, the girl mentioned in the fluff. An elf-blooded student at the College. Possible iconic example character for the game text. Of the privileged, wealthy, magical nobility type.



