Eurafrika Attacks!

Around about 1929, a German architect by the name of Herman Sörgel came with an idea he called Atlantropa. The idea was simple (no, not really) – he was going to create a new utopian continent out of Europe and Africa by building hydroelectric dams in the Strait of Gibraltar and Dardanelles and the mouth of the River Congo. This would allow the lowering of the level of the Mediterranean Sea, to create more habitable (and farmable) land, the irrigation of the Sahara Desert, and the generation of all the electricity the new continent of Atlantropa or Eurafrika could ever need. The idea was based on his desire for a massive, peaceful project that could bring the warring European nations together and which would improve the lives of millions.

Strangely enough, the idea was not pursued seriously other than by Sörgel and a handful of others. Perhaps the idea can be used to fuel a modern “fantasy” campaign, though.

Eurafrika Attacks

The Eurafrika Attacks campaign is going to take Herman’s idea and mess with it a bit. First, we’re going to move the idea back to the dark days of the First World War, and give Europe a running start at the project. For our purposes, by 1927 or so the project is complete and Europe is seriously deep in debt. Weimer Republic-style deep in debt. This facilitates the rise of a pseudo-fascist dictator called Hynkel, who now has the power of Europe and Africa at his disposal and uses it to start the Second World War in 1930.

Eurafrikan forces quickly move into the Middle East and Ukraine, and soon they convince a China desirous of revenge against colonial powers to join them. Thus, we get a WW2 with an axis composed of Eurafrika and China against the allied powers of the United Kingdom (who never quite joined the Eurafrikan cause, though a faction of the country is heavily invested in the project and desires Hynkel’s success), the Soviet Union and Japan, with the United States practicing semi-neutrality until submarine attacks on its shipping draw it into the war in 1934.

The Hook

So what’s the point of this campaign, other than novelty. Well, novelty is probably the main point – a sort of mixed up WW2 that occurs years before it is supposed to and without some of the more disturbing elements of that war.

The real hook, of course, is the use of a bunch of interesting military equipment from the “interwar” period in a hot war. Between the Spad and Spitfires in the 1920s and early 1930s there were all sorts of interesting aircraft, ships and land vehicles designed and constructed, but never really used. Now some of these vehicles have a chance to show what they were made of, and at the same time a few anachronisms might make their way into this WW2, especially cavalry.

A campaign could be organized around a particular military unit and its march into Eurafrikan territory, modeled on the film The Big Red One (1980) starring Lee Marvin and Mark Hamill, which followed a group of soldiers in the U.S. 1st Infantry Division from North Africa to Sicily to Normandy and eventually to the liberation of a concentration camp. A fictional campaign might move through Baghdad to the Balkans and Carpathians and finally into the heart of Europe.

There is also room for espionage in London, Paris, New York and Cairo, jungle fighting in the Congo basin, the Soviet couteroffensive against re-invigorated China in Mongolia, resistance movements in Europe, anti-colonial movements in Africa, or the defense of Japan against a new wave of seaborne invasions from China (will the “divine wind” protect the island nation again?). You can also play on the new geography of the Mediterranean and Sahara, tying in with notions of Atlantis buried beneath the sands of the Sahara being rediscovered, or pre-human settlements that were hidden under the Mediterranean being revealed.

The campaign offers many opportunities for realistic and supernatural gameplay in a period often forgotten due to its being sandwiched betwen the Roaring 20’s and the Second World War.

A trio of Siskins patrol southern England for French bombers

Dragon by Dragon – February 1980 (34)

One of the fun things for me about doing these reviews, besides just exploring all the great “forgotten” material produced for our favorite games, is the covers. I didn’t get into D&D until around 1984, and didn’t know about Dragon Magazine until maybe a couple years after that, so these are all new to me. This month’s cover is, I think, particularly cool. An army working its way down a defile to face a decidedly chaotic-looking castle. The cover was painted by Ken Rahman, aka Elladan Elrohir.

Well, what are the top ten cool things to be found in The Dragon #34? Let’s see …

I. THIS IS WHY I KEEP IT VAGUE …

From “Out on a Limb”, a letter by Robert T. Willis III

“I would like to correct some numbers that appeared in “How Tall is a Giant?” (TD31). In the article, 3mm figures were equated with 1/500 scale, and the reader was led to expect that his rational guess of 1/600 was blatantly wrong. As a math major at the Massachusetts Institute of Technology, I would like to point out that the article was wrong—3mm figures are actually 1/600 scale (1/609.6 is the exact number).

Since 3mm = 3/25.4 inches = 3/(25.4 x 12) feet = 3/304.8 feet, the scale is (3/304.8)/6 because the figure represents a man 6’ tall. This number is 1/609.6 which can be rounded to 1/600.”

II. MINING IDEAS

I know next to nothing about Divine Right by TSR, which is unfortunate since this issue devotes a great deal of time and energy to that game. That said, there’s usually something useful to be found in any game, and I thought these two tables might be useful:

Tombs and curses. I can imagine using this when dealing with large armies tromping across hex maps on the way to besiege a stronghold and coming across some mini-dungeon. Roll on the dice, lose the dice roll as a percent of your troops, and use that percentage chance for each named character in your army to die (allow a saving throw if you must – if they save, they do not die, but they may not participate in the battle).

III. WARGAME WHAT-IFS

Samuel Gill, in “Up on a Soap Box” presents a few ideas for wargame campaigns that twist actual history around a bit, such as a Mexican-Texican War in 1842 (which kinda sorta happened, though not on a huge scale), Mediterranean fleet action in WW1, assuming the Italians had not defaulted on their commitments to Germany and Austria-Hungary, and a revival of hostilities between France and Prussia in 1886.

This brings up not only the idea of using similar historical what-ifs for RPG campaigns, modern and medieval, but also twisting the history of your own campaign world. Imagine the characters in a long-standing campaign waking up to find the world they know changed in major ways, and having to figure out how the bad guys (or good guys, if the party is evil) did it, and how to get things back to normal – or maybe they cannot and now have to start from square one!

Sam’s article gives numerous other examples of alternate history, which are well worth the perusal.

IV. OH, I THINK GARY CAN ANSWER THAT …

A question from “Sage Advice”:

“Question: I have just started playing AD&D and I don’t know what the following weapons are: Bardiche, Bec de Corbin, Bill-Guisarme, Fauchard, Fauchard-Fork, Flail, Glaive, Glaive-Guisarme, Guisarme, Guisarme-Voulge, Lucern Hammer, Partisan, Pick, Ransuer, Scimitar, Spetum and Voulge.

Can you tell me what they are?”

Now we would just tell him to Google it.

V. MONSTER TABLES

If you’re playing a 1st edition AD&D game and like to keep it pristine, Blake Ward’s “Familiar Fiends” article might be just for you. It collects all the monsters in the AD&D Monster Manual and puts them into a random table for stocking dungeons. He also has a random table for determining what level of monster to use based on the dungeon level you’re stocking:

Very nice.

AWESOME ADVERT

Dig this ad for Judge’s Guild:

Love the fighter and his horse.

VI. RISKING THERMONUCLEAR WAR

Funny, isn’t it. We went from “Atomic War” to “Nuclear War” to “Thermonuclear War” and then back to “Nuclear War”. Anyhow …

A rare article in The Dragon for good old-fashioned RISK. This one, by George Laking, gives some variants on the old game, including the addition of nuclear weapons. I won’t go into the details, but they would certainly make for an interesting game … or you could just play Supremacy. Boy, we had a lot of fun with that game back in the day, and RISK and Axis & Allies as well.

VII. ONI VS. MINIATURES PAINTERS

Fantasysmith gives a guide to properly carrying your miniatures around without ruining them. What drew my eye was this illo:

When going to play wargames, always beware lurking ogre magi. Especially, one must presume, when in Japan.

VIII. GRIMTOOTH HAS COMPETITION

Look out for Gerard Moshofsky of Eugene, Oregon, Grimtooth, because he’s a devious guy. Check out this dandy trap:

This used to be quite the thing in old dungeon design. I think 3rd edition, by standardizing traps and attaching more rules to them, kind of killed this old creativity. Maybe I’m wrong.

IX. NAME GENERATOR

Love this name generator by Mark Whisler – it would be perfect for the barbarian mini-game I’m going to publish soon (from the “B for Barbarian” article in NOD).

Roll a d10 and d6 and cross-reference them on the table to get the first name element, then do it again for the second.

X. WEIRD OLD D&D

Tom Holsinger and Candy Peterson have a nice article on quirks and curses for magic items. Several tables, all good brain fodder, but I’ll point out these minor curses:

3) Develop highly unpopular sexual perversion (necktie party if you’re caught).

4) Develop socially unacceptable sexual perversion (Charisma reduced to 3 if you are discovered—Hint: It has to do with graveyards).

D&D was once for “weird adults” more than for “nerdy teens”.

AWESOME ADVERT

Broadsword Miniatures operated during the 1980’s out of Georgia USA. I liked the miniatures in the ad, so I did a little searching and found some more, like these goblins.

Man, I love those old miniature illustrations.

XI. DOOMKEEP

Last month’s adventure went well, so The Dragon included Doomkeep in this one, a dungeon by Brian Blume used as the Second Official Invitational AD&D Masters Tournament module. Obviously, I don’t have room in this issue to do a major review, but it has a chessboard room, which I love (see art below), and it includes the hand mirror of hoping, which has the following effects when used:

1. A Death Ray emerges (normal saving throw allowed).
2. A 5-die fireball explodes 32’ away from the mirror.
3. A twin of the object pointed at appears and aids the object pointed at (if possible).
4. 27 Blackbirds fly out of the mirror and confuse (saving throw allowed vs. spell) everyone in the area for 2 melee rounds.
5. The object pointed at is sucked into the mirror, never to return.
6. The object pointed at turns into a Type I Demon which attacks the holder of the mirror.
7. A 6-die lightning bolt shoots out 60’ from the mirror.
8. A Cure Critical Wounds spell is emitted at the thing pointed at.
9. A mist appears which obscures all vision in a 20’ x 20’ area (treat this as a Confusion spell if melee occurs in the mist).
10. Poison gas fills an area 30’ x 30’ (+2 on s.t).))

Also this …

Damn, I love old D&D.

OTHER GOODIES

This issue was actually pretty packed with interesting stuff …

“Minarian Legends” – huge article about the Muetarian Empire. Great art!

“Getting into the Flow of Magic Fountains” – random tables for generating magic fountains. I won’t reproduce the tables, but I will roll up a random fountain:

This fountain contains four drinks (weird, but okay). With each drink, a person gains an extra spell level (if they can cast spells), but also glow in the dark and suffer the effects of reduce person (save allowed).

“Dragon’s Bestiary” – this issue has the Vilkonnar by Charles Carson – a neutral evil underground humanoid race along with their slightly different cousins, the Kailiff.

“Dragon’s Mirth” – a standardized disaster scale by Jeff Swycaffer – fun, if nothing else for the U.S. regionalisms:

As always, I’ll leave you today with a tiny taste of Tramp …

 

Copper Age Heroes II – The Quickening

Very quick post today to show off my revised map for the Copper Age campaign idea I’ve been working on. I’ve cleaned up the settlements, color coded them by culture, and made up new names where they were needed for settlements and cultures. I’ve also added in some more mythological places. The red dotted indicates the extent of copper use in the prehistoric world circa 3500 BC. The yellow circles show areas where copper was mined.

The next step for me is fleshing out these fantasy prehistoric societies.

 

Copper Age Heroes

Works continues apace on the next issue of NOD, and I’m doing research for my Age of Heroes campaign idea, which will probably show up in NOD later this year. The late Neolithic and Chalcolithic are really fascinating, and I’m enjoying the research immensely. Research is, of course, only the first step. I like to get an idea of what really was before I start making nonsense up to lay over the top of it and turn it into a fantasy campaign. I’m still not finished, but today I thought I’d share my working map.

I’ve mapped out settlements that would have been active (or nearly active in the case of Troy – I’d really like to include it but I probably will not) around 4000 to 3500 BC, drew out some broad cultural areas to work with (not entirely accurate, but again, this is a fantasy campaign, not a dissertation), included a couple locations of known ancient monsters (Chimera, for example) and sketched out the location of mythical Atlantis in North Africa. After all, every good fantasy campaign needs an ancient, ruined empire to plunder. In some case, I’ve started the process of giving these sites names – primarily in the west, using Basque and the Berber tongues as guides. Lots of work left to do, but it’s getting there and is being refined and nudged constantly.

Obviously, any person who does this for a living could find a million problems with this map, but for my purposes of creating a Chalcolithic fantasy world with lost kingdoms and monsters, I think it will do.

I should note that the base map comes from Natural Earth Data. Very useful – I wish I had known about it when I was working on some of the other Campaign Workbooks I’ve published.