Recollection

Posted 19 Feb 20
updated 16 Feb 26

On the path before the yawn­ing wood, there stood a sign.

A crooked, nailed-togeth­er affair assem­bled from three planks and a rot­ting post. Cov­ered in the crusty lime of lichen and dry bird drop­pings.

Down the path, from a sun­ny wheat­grass field, gained a sound of horse­shoes. Two sets, and a jan­gle of spurs. Some­one whis­tled. The steps slowed, stopped by the sign.

Two cut­ters in leather and dusty rid­ing-cloaks peered, frown­ing at the sign. One scratched his unshaven chin. The oth­er mouthed, frowned. She spoke. “ ‘Brat­ton’s Wood. Sched­ule 3 For­bid­den For­est,” she said, halt­ing­ly. “Pas­sage unsafe between sev­en and sun­rise.” She raised an eye­brow, looked at her friend. “For­bid­den for­est?”

The scruffy man frowned, rum­maged in his coat. A sil­ver pock­et watch glit­tered in the late-day sun. “Cor. Bloody twen­ty min­utes till sev­en,” he said, curl­ing his lip, stuffed the watch away. “I know the lay of these parts: We’ll nev­er make it to Dun­noch in time, if we turn round now.”

His com­pan­ion stared into the trees, squint­ing. Black, droop­ing boughs of close­ly-packed firs. A floor of nee­dles, path­less, full of white mush­rooms. An owl called from the pre­co­cious twi­light, with­in. “Ya’ reck­on,” she said. “Tha’ it’s actu­al­ly for­bid­den? Mon­sters, n’ all? Or is it for­bid­den fer, like…” she waved a hand, made a face. “Tax rea­sons, or somut?”

“Nah, it’s actu­al­ly for­bid­den, so far’s I recall,” the man said, unhap­pi­ly.

“Only now ya’re remem­ber­ing it’s for­bid­den?” scoffed the woman. “After we com’all this way?” 

“Guess I mis­judged the time.”

“Well why’s it so bad, huh? Wha’s keepin’ us from sprint­in’ through in time fer sup­per?”

He looked her in the eye, raised his eye­brows. “Mas­sacre of the Hogshead was fought here, you know?” he shift­ed in his sad­dle. “Dur­ing the Bound­ary Skir­mish­es of 223. Bad affair.” He shook his head. “Baron Eaver­son sent in a fair bit of an army to route the Lothrheimers and reclaim the goods they’d been steal­ing from trav­el­ers, keepin’ them in here. Prob­lem was, he nev­er realised why the Lothrheimer’s decid­ed to put up in here at all: The bogs.”

He scratched his chin, made a pro­found wag of his chin. “Bogs, deep in the trees. Had paths in ’em since the Dark Ages, all built up with field stones so they did­n’t flood.” He raised his eye­brows. “Nat­u­ral­ly, the Baron’s men took the paths. Found out too late the Lothrheimer­s’d sapped ’em, months ago. You see, nitro­glyc­erin explo­sives were quite new, at the time. Baron’s men got blown to bits and scat­tered in the bog. And the Lothrheimers let it be their bur­ial place.”

“So?” said his com­pan­ion. She craned her head, watched the sun begin to set over the tree­tops.

“So, they’re still in there, the Baron’s men. Sleepin’ in the mud. Plagued.

“Oh.” She shiv­ered, avert­ed her eyes from the trees.

“N’ I hear the grues slinks around a bit after night­fall. Find new beds.”

“Well, guess Dun­noch’s gonna wait.” The woman pat­ted her horse, turned to go. “Bloody for­bid­den for­est.”

“Aye.”

“Hey, how you know sum­much about that wood, any­way?”

“Ach, sim­ple, I guess.” Said the man. “I know the lands round Dun­noch pret­ty well, though it’s been a while.”

He grinned. “I was born there, after all.”


I have some mem­o­ry of this place

The fol­low­ing is a mechan­ic from the Incunab­u­li sys­tem:

If at any point a Lore top­ic becomes rel­e­vant but a char­ac­ter does not know it, they may choose to rec­ol­lect it.

To rec­ol­lect a top­ic, a char­ac­ter must rea­son­ably pos­sess some prox­im­i­ty to it. It must plau­si­bly relate to their sort, species, back­ground, cul­ture, land of ori­gin, or oth­er expe­ri­ence that might pro­vide range of knowl­edge.

If so, they may imme­di­ate­ly learn up to 4 lev­els of Lore in the top­ic. They must spend XP to do so, as nor­mal, and may apply any dis­count fur­nished by their Intel­lect.

The GM may offer char­ac­ters the oppor­tu­ni­ty to rec­ol­lect a top­ic if it becomes per­ti­nent.

Making lore skills work

I have long searched for some method of mak­ing lore/knowledge skills func­tion­al. Rec­ol­lec­tion is part of my dual solu­tion.

It’s an exceed­ing­ly sim­ple one: Allow char­ac­ters to retroac­tive­ly gain lore topics/skills they might log­i­cal­ly already have. In my sys­tem, skills are gained by spend­ing XP, and the con­ve­nience of rec­ol­lec­tion comes at a cost.

Your sys­tem is very like­ly to dif­fer. But so long as it involves dis­crete skills (some GLOG hacks, many d100 games, Troi­ka!, etc.) you can inte­grate rec­ol­lec­tion. I rec­om­mend you do include some cost (per­haps XP, just like mine.) Oth­er­wise, there’s not much point in link­ing the dis­pen­sa­tion of knowl­edge to skills, rather than sim­ply dol­ing it out as the nar­ra­tive sug­gests. Dis­crete lore topics/skills are not every­day knowl­edge, any­way: They should pro­vide some­thing worth their cost, just like any oth­er skill.

The “worth­while­ness” of lore skills con­sti­tutes the sec­ond por­tion of my dual solu­tion. In order to cul­ti­vate it, I do thus: While plan­ning encounters/monsters/other con­tent, I make a note of sev­er­al lev­els of ben­e­fi­cial knowl­edge rel­e­vant to said con­tent and lock it behind a cor­re­spond­ing Lore skill lev­el. When that con­tent comes up, I either dole out the knowl­edge as befits the par­ty’s pre­ex­ist­ing, match­ing Lore lev­els, or I offer the group the chance to rec­ol­lect and effec­tive­ly pay for knowl­edge that will help them. (This also has the effect of mak­ing it very worth­while to seek out and absorb the con­tents of books.)

For instance, upon enter­ing the vicin­i­ty of the North­ern town Sil­ton, this info may be avail­able to those with Lore: Fir­lund or Lore: North, or may prompt an oppor­tu­ni­ty for North­ern char­ac­ters to rec­ol­lect:

Lore Fir­lund, Lore North, or rel­e­vant 1 or above:

  • Sil­ton lies on the pre­cious Bay of Grey: the world’s pri­ma­ry source of griso­date and the Firl­ish Empire’s trump card as a super­pow­er. Like all cities on the Bay, Silton’s pri­ma­ry indus­try is salt min­ing. Salt, once dredged with painful slow­ness and great loss of life, is now extract­ed from brine wells hydrauli­cal­ly blast­ed into the shore, still with great risk to life. Salt is export­ed by sea, and by the huge Sil­ton Canal.

Lev­el 4 or above:

  • Sil­ton is afester with Kings­men: Mob­sters from the Cap­i­tal. Their rack­ets are pros­ti­tu­tion, drug-run­ning, and pro­tect­ing, main­ly in ser­vice to and in exploita­tion of salt min­ers.
  • Sil­ton has been sub­tly rebuilt as a fortress city, over the last cen­tu­ry. Its once-medieval city cen­ter, tow­er blocks, walls, and fort have been grad­u­al­ly remod­eled as bom­bard­ment-proof, bunker-like fast­ness­es against would-be attempts to seize the Bay.

The above are exam­ples from my own notes. That’s it. There we are. I do not often do mechan­i­cal posts, but this is one. If you’re eager for more nor­mal Incunab­u­li con­tent, don’t fear: It’s on the way.


If you like Incunab­u­li, share it! Fol­low on Red­dit and bluesky.

Con­sid­er becom­ing a sup­port­er of Incunab­u­li on Patre­on.

Discover more from INCUNABULI

Subscribe now to keep reading and get access to the full archive.

Continue reading