Friday, January 29, 2010

Introduction to the Shifting Twilight Campaign

Greetings!
I present here the introduction to my Shifting Twilight Campaign. Any thoughts, critiques or suggestions for improvement?
I appreciate your thoughts on the matter.

Semper Fidelis,

SHARK

Introduction to the Shifting Twilight Campaign

“Through the muted glow of the shifting twilight, the sun is on the horizon. It is uncertain, however—will the shifting twilight reveal the arrival of a new dark age of savagery and barbarism—or the dawn of a new age of glory and prosperity?”
--Garrius Saranus Tarberus, 6th King of the Kingdom of Varanthus, DC 1470

The Shifting Twilight Campaign is an “Old School” 1E AD&D campaign set in the world of Thandor. The world of Thandor has been continuously developed over the last 30 years, and had its humble roots in 1980. The Shifting Twilight Campaign begins in the rugged Kingdom of Varanthus, located on the frontiers of civilization and the bordering territories of the glorious Vallorean Empire.

In flavour, the Shifting Twilight Campaign highlights a world that is swallowed in darkness, savagery and barbarism. The struggle of humanity is desperate, as not only do humans face their own kind as enemies, rivals and competitors, but also the realms of the dwarfs, ancient and powerful in their dark halls below the ground; in the deepest and most ancient forests, the mist-shrouded realms of the elves rule with a fierce pride and devotion. In the wilderness, vast hordes of beastmen, orcs and other monsters gibber and gather, eager to subjugate all that is good and righteous, and extinguish the flickering light of civilization in a savage orgy of blood and fire. In the great places of mystery and ancient power, the divine titans still remain—most are terrible demi-gods of awesome power and dark tyranny, working to rise again in their dreaded dominion.

The Shifting Twilight Campaign is a huge, wondrous world of ancient antiquity, full of myth, monsters, and epic adventure. While most standard “vanilla” D&D campaigns have their milieu’s center of gravity firmly rooted in a Medieval Western European focus, with heavy infusions of the renaissance period—the Shifting Twilight Campaign takes a different approach, wherein the campaign’s center of gravity is centered more on the cultures and civilizations of the Ancient Mediterranean; with heavy infusions from Dark Ages Northern and Western Europe, as well as infusions from ancient Africa, the Middle East, India, and China. To this palette, then, is added various doses of the Middle Ages, with only the lightest flirtation with the renaissance period.

Welcome to the Shifting Twilight Campaign!

Semper Fidelis,

SHARK

CHARACTER CREATION

Player characters should carefully read and review all race and culture sections described in the campaign gazetteer. Most of the special racial characteristics remain the same as per the OSRIC manual, pages 3-7. Height, weight, and so on for various races and characters are significantly different, however.

Standard Human Adjustments
The player of a standard human character may select any two characteristics and gain a +2 bonus to them at character creation. In addition, standard human characters receive a +10% bonus to earned experience points. Furthermore, standard human characters begin the game with (6) Fate Points.

Demi-Humans
Players of Demi-humans and other allowed humanoid races are unrestricted in the maximum level they may achieve; however, there are restrictions on armor for multi-classed characters that include magic-users. (mages, wizards, etc.) Demi-Humans and humanoids begin the game with (3) Fate Points.

Campaign Languages

Common Languages Available of the Varanthus Region

Vallorean
Varanar
Nemberi
Gharnoth
Malbari
Archaedian
Urrgan
Ogre
Halfling
Centaur
Satyr
Orc
Goblin
Minotaur

Unusual Languages of the Varanthus Region

Troll—The tongue of trolls; known most often in the far north; in the Varanthus region, troll is mostly only known by some of the Gharnoth barbarians
Tegheran—the tongue of the Tegheran Empire
Narmedian—The tongue of a feudal, fairly urban and sophisticated kingdom of humans who are tall, and athletic, with dark black skin and fine features, from the distant land of Aghanda; Mercenaries, provincial soldiers, scholars, adventurers, priestesses and merchants from Narmedia occasionally live or visit the kingdom of Varanthus.
Mbornu—The tongue of a mostly rural, tribal kingdom of humans with broad, strong physiques, beautiful features, and dark black skin from lands in distant Aghanda. Mercenaries, provincial soldiers, priestesses, adventurers, and merchants from Mbornu occasionally live in or visit Varanthus
Gnoll
Margoth—The dark, ancient tongue spoken by beastmen, and dark champions of the eldritch gods and divine titans
Perrenar—The tongue of Deer Men
Harthak—The tongue of Hippo Men
Albeeri—The tongue of Elephant Men
Lugonde—The tongue of Lizard Men
Segande—The tongue of Snake Men
Sylvan—a polyglot common tongue for creatures of the Faerie Realms; dryads, nymphs, pixies, brownies, korreds, korrigans, and so on. Such creatures still maintain their own racial languages, however. Sylvan represents a common language of communication amongst all of the faerie races.
Amazon--Amazon is the strange tongue of nomadic tribes of mythical Amazon women, alleged to live in forest regions to the north-east of the varanthus region. Typically, only a few old adventurers, daring explorers and the occasional eccentric scholar possesses knowledge of this language.

Additional, though restricted languages are noted in the various race and cultural sections. Dwarf, Elf and High Vallorean, as well as regional Archaedian languages may only be known if the character is of the specific race, or in the case of regional Archaedian dialects possesses some specialized training and education. Furthermore, any standard monster and humanoid languages from the standard OSRIC manual, Player’s Handbook/Dungeon Master’s Guide have carefully restricted access, and such permission must be gained from the DM for a character to have such languages. Gnome is not immediately available in the campaign, and races that have Gnome as a standard known language must replace it with a selection from the appropriate campaign language table.

Economics

Coins are large, and heavy, weighing 1.60 ounces. There are 10 coins to a pound.

Coins are noted as follows: Name (M, for multiple)/Name, (S, for singular); followed by their respective valuations, and then a description of the coin.

Minas(M) /Mina (S): one PP=5 EP

Drachmas(M) /Drachma (S): one EP=2 GP

Dranus (M) /Drani (S): one GP=10 SP

Denarius (M) /Denari (S): one SP=2 BP

Sallius (M) /Salli (S): one BP=5 CP

Dherus (M) /Dheri (S): Copper

Mina/Minas (PP)
The Mina is a platinum coin, featuring a relief of the current reigning emperor's image, and the year the coin was minted. The obverse side features a stylized dragon raised up, as if attacking. A single platinum piece equals 5 Electrum.

Drachma/Drachmas (EP)
The Drachma is an electrum coin--combining elements of gold and silver together. One side features a relief of the reigning emperor's image, and the year the coin was minted. The obverse side features the image of a bull. A single electrum piece equals 2 Gold.

Drani/Dranus (GP)
The Drani is a gold coin, featuring the relief of the reigning emperor's image, and the year the coin was minted. The obverse side features a two-headed eagle, one is facing east, and one is facing to the west. A single gold piece equals 10 Silver.

Denari/Denarius (SP)
The Denari is a silver coin, featuring the relief of the reigning emperor's image, and the year the coin was minted. The obverse side features the head of a wolf. A single silver piece equals 2 Bronze.

Salli/Sallius (BP)
The Salli is a bronze coin, featuring the relief of the reigning emperor's image, and the year the coin was minted. The obverse side features a rampant lion. A single bronze piece equals 5 Copper.

Dheri/Dherus (CP)
The Dheri is a copper coin, featuring the relief of the reigning emperor's image, and the year the coin was minted. The obverse side features the head of a stag. The copper Dheri is the lowest valued coin.

Initial prices for goods are as for the OSRIC manual, pg. 28-30. This is to provide a common baseline of equipment and goods prices that everyone has access to for ease of initial play of the game. In the future, extensive price revisions may be made, or may be encountered during the campaign that deviates from the standard prices in the OSRIC manual.

Calendar and Days of the Week

Calendar
There are 12 months in the Vallorean calendar, which marks time and the passage of months by the term “DC”—which stands for “Drannicus Calendi”, short for “The Drannicus Calendar”. Each month is divided into 30 days, similar to other kinds of calendars. There are a total of 360 days throughout the entire year.

Vallenari--First Month of the Year
Dhoranni--Second Month of the Year
Teganni--Third Month of the Year
Martherri--Fourth Month of the Year
Sarmandi--Fifth Month of the Year
Aribethi--Sixth Month of the Year
Galdari--Seventh Month of the Year
Paladari--Eighth Month of the Year
Taarnu--Ninth Month of the Year
Nohbirri--Tenth Month of the Year
Mallannu--Eleventh Month of the Year
Ulleri--Twelfth Month of the Year

Days of the Week
A day is always considered to begin and end at dawn. The day is generally considered to be 12 hours, and the evening is likewise 12 hours.
Mardann—First Day of the Week
Haldann—Second Day of the Week
Valdann—Third Day of the Week
Thordann—Fourth Day of the Week
Galdann—Fifth Day of the Week
Saradann—Sixth Day of the Week
Sindann—Seventh Day of the Week

Thursday, January 28, 2010

Knight Orders

Greetings!

I have created some useful questions to prompt the design of knight orders within the campaign. I like them.

Enjoy!

Semper Fidelis,

SHARK

KNIGHT ORDERS

Knight Orders have historically been very provocative--and even mysterious. The Knights Templar, the Hospitallers, the Teutonic Knights--all developed around the time of the Crusades, with new knight orders developing afterwards inspired by the orginal orders of knights. Knight Orders within the campaign are always interesting, and provide a great deal of depth and opportunity for not only player characters, but also for NPC's. Certainly, creating a particular knight order can be a rather intimidating prospect. However, a DM can create very interesting and detailed knight orders with just a bit of thought and work using the tables and rules provided herein.

The DM and players alike typically have many questions that need to be answered concerning any particular knight order in the campaign. Certainly, the following questions can serve as a springboard from which to gather the knowledge and build an evocative, detailed, and interesting order of knights to populate your campaign world.

(1) Whom Does The Order Serve?
(2) How Old is the Knight Order?
(3) Who is the Grand Master of the Knight Order?
(4) What Kind of Officers Does the Knight Order Possess?
(5) What Kind of Reputation Does the Knight Order Enjoy?
(6) How Influential is the Knight Order?
(7) How Many Knights are in the Knight Order?
(8) What Kind of Additional Forces Does the Knight Order Command?
(9) How Many Castles and Fortresses Does the Knight Order Possess?
(10) Does the Knight Order Possess Other Lands and Resources?
(11) How Wealthy is the Knight Order?
(12) What Kind of Heraldric Symbology is the Knight Order Known By?
(13) What Kind of Noble Code Does the Knight Order Live By?
(14) What Kind of Entrance Requirements Does the Knight Order Maintain?
(15) What are the Membership Benefits Enjoyed by the Knight Order?
(16) What Kind of Judicial System Does the Knight Order Enforce?
(17) Does the Knight Order Possess Special Authority and Power?
(18) What Kind of Great Secrets Does the Knight Order Keep?
(19) What Mystic Goal Does the Knight Order Pursue?
(20) Does the Knight Order's Headquarters Possess Special Features?
(21) Does the Knight Order Possess Any Mystical Relics?
(22) What Kind of Special Training Does the Knight Order Provide?
(23) What Kind of Special Allies Does the Knight Order Possess?
(24) Does the Knight Order Enjoy Any Glorious Blessings?
(25) Does the Knight Order Possess Any Great Enemies?

Wednesday, January 27, 2010

Orc Tribes and Characters

Greetings!

Here I present some interesting tables for quickly generating details about various orc tribes and cultures, with quick character-traits for individual orcs encountered. Yes--I know orcs do not usually live long enough to do more than scream a ferocious oath, or gnash out harsh, growling noises--but on the occasions where the orcs have a speaking role, such tables can be helpful.

Enjoy!

Semper Fidelis,

SHARK

Orc Tribe Technology Level
01-05% Stone Age
06-10% Bronze Age
11-30% Iron Age
31-50% Dark Ages
51-70% Early Middle Ages
71-90% High Middle Ages
91-95% Late Middle Ages
96-00% Renassiance

Orc Government and Leadership
01-25%: Single Powerful Chieftain or King+Strong Advisor Council
26-50%: Single Powerful Chieftain or King+Weak or Submissive Advisor Council
51-75%: Powerful Couple: King and Queen+Strong Advisory Council
76-00%: Powerful Couple: King and Queen+Weak or Submissive Advisory Council

Orc Social Power Centers
01-20% Single Powerful King or Chieftain possesses primary power and authority
21-40% Powerful Couple: King and Queen possess primary power and authority
41-55% Strong Primary Single Leadership, plus shared power with strong Religious leadership, and strong Nobility
56-70% Strong Primary Couple Leadership, plus shared power with strong Religious leadership, and strong Nobility.
71-80% Strong Primary Single Leadership, plus shared power with strong Nobility; weak Religious leadership
81-90% Strong Primary Single Leadership, plus shared power with strong Religious leadership, but weak Nobility.
91-95% Strong Primary Couple Leadership, plus shared power with strong Nobility; weak Religious leadership
96-00% Strong Primary Couple Leadership, plus shared power with strong Religious leadership, but weak Nobility.

Orc Tribe Size
01-10% Small Tribe 100-300 members
11-25% Medium Tribe 400-700 members
26-50% Large Tribe 700-1200 members
51-75% Huge Tribe 2,000-or more members
76-90% Strong Chieftain Leads Confederation of several tribes (3-8 small-huge tribes)
91-00% Orc Kingdom of multiple tribes (7-12 orc tribes, from small to huge)

Orc Character Trait Templates

The DM should roll on the Orc Character Traits table once for a particular Orc NPC. The table can be used to add a bit of variation and color to a single Orc, as well as providing some variety for individual members within a group of Orcs encountered.

Orc Character Traits
01-10% Simple Beast
11-20% Brilliant Moron
21-30% Greedy Brute
31-40% Loyal Savage
41-50% Suspicious Guardian
51-60% Savage Warrior
61-70% Cunning Advisor
71-80% Strange Mystic
81-90% Relentless Hunter
91-00% Disciplined Warrior

01-10% Simple Beast
The Simple Beast Orc is muscular, reasonably quick, and skilled in combat. Simple Beast Orcs are particularly simplistic, harsh and brutal in thinking, judgement, and social skills.

11-20% Brilliant Moron
The Brilliant Moron Orc is famous for spontaneously spouting off some brilliant idea or analysis--and just as frequently, comes up with insanely stupid ideas or if in charge of executing some great plan, often botches it from a series of stupid decisions, assumptions, or interpretations.

21-30% Greedy Brute
The Greedy Brute is famously known for always seeking personal gain--whether that is booty, food, or some other benefit, the character often voices their own desires and announces their intentions and expectations of profit to their companions.

31-40% Loyal Savage
The Loyal Savage is a solid, conservative character. Loyal Savages are famously stubborn in their loyalty, and stoic in their refusal to accept bribes or support treachery of any kind. Loyal Savages often stand with their leaders whom they have pledged their loyalty to, and will go to the ends of the earth for their leader.

41-50% Suspicious Guardian
Suspicious Guardians are always watchful, wary, and suspicious of others true motives or intentions. Suspicious Guardians are especially scornful of lesser orcs down the pecking order, and always on the lookout for treachery, laziness, or gross stupidity.

51-60% Savage Warrior
The Savage Warrior is brutal, ambitious, and harsh. Savage Warriors are relatively simple in their desires, and straightforward in their ambitions and intentions.

61-70% Cunning Advisor
The Cunning Advisor is intelligent, cautious, and capable of fairly advanced schemes and is relatively smooth and skilled at manuevering in political environments.

71-80% Strange Mystic
The Strange Mystic are often bizarre in their spiritual philosophy and mannerisms, though they are typically cunning, shrewd and wise.

81-90% Relentless Hunter
Relentless Hunters are skilled in forestry, ambush, evasion and infiltration--and are tough, relentless hunters that zealously pursue their prey. Relentless Hunters are also cunning and skilled in surmising the prey's likely escape routes, and often can arrive at a guessed-at juncture before the prey arrives.

91-00% Disciplined Warrior
Disciplined Warriors are courageous, strong, and steadfast. Disciplined warriors are loathe to ever retreat, though may do so if they believe the battle is hopelessly lost.

Tuesday, January 26, 2010

Royal Tournaments of the Realm

Greetings!

Below, I present a tournament system I developed for use in my own campaigns.

Enjoy!

Semper Fidelis,

Shark

Royal Tournaments of the Realm

Throughout the provinces and domains of the realm, Great Nobles sponsor and host glorious, noble tournaments throughout the year with great pomp and ceremony, providing enormous, noble feasts of outstanding food and refreshing drinks, fine wines, and delicious ales. These famous tournaments provide joyous entertainment for the masses, from commoners and merchants to every rank of nobleman and knight. Such rich and glorious celebrations provide the local community with every kind of commercial opportunity and potential for great profit, providing lodging, goods and services to fellow citizens and foreign visitors alike.

The spectacular tournaments provide knights from across the land with numerous opportunities to rise to the challenge of testing their skills in martial combat against other noble and chivalrous knights from every level of skill and experience. The various tournaments also allow participating knights to gain in skills, fame and glory! Victorious knights are also rewarded richly for their glorious exploits of heroic valor and chivalrous prowess with a great variety of noble and splendid treasures, from great, finely-trained warhorses and noble hounds, to beautiful armor and weaponry, rich cloaks, and glittering, precious jewels, as well as fine sums of excellent gold. Visiting knights also gain excellent opportunities to attend many other contests and assorted games and celebrations, as well as resplendent feasts, regal dances, and exotic masquerade balls. Visiting knights have many occasions to socialize with other knights, fine craftsmen and merchants, as well as enjoying constant and dazzling opportunities of romance.

Each knight seeking to enter the tournaments must provide noble papers and declarations documenting their personal noble coat-of-arms, as well as providing extensive family histories and lineages. The knights must register their coat-of-arms with the Chief Herald and the Master of Ceremonies. Knights that have been provided with warrants exempting them from the proof of lineage by their noble patron--or their temple--must register their coat-of-arms as other knights, and submit their Warrants of Exemption to the Chief Herald and the Master of Ceremonies for inspection and review.

Knights entering the tournaments must defeat four other knights in single combat, and be declared the victor by any panel of judges presiding--or by the Great Noble and Regal Host. Each knight entering the tournament will engage in combat with a variety of opponents, some of whom may be of less skill, equal skill, or greater skill to the knight. Such are the hazards of even noble and chivalrous combat on the tournament field!

Tournament Opponent Table
01-10% Two Levels Below the Character.
11-25% One Level Below the Character.
26-75% Equal Level with the Character.
76-90% One Level Above the Character.
91-00% Two Levels Above the Character.

Champion Tournament Opponent Table
01-50% Equal Level with the Character.
51-70% One Level Above the Character.
71-85% Two Levels Above the Character.
86-95% Three Levels Above the Character.
96-00% Four Levels Above the Character.

Noble Valor Tournaments: "Champion of The Marches" Tournament Circuit
The series of tournaments belonging to the Champion of The Marches Tournament Circuit are typically referred to as "Noble Valor" tournaments, as they are part of a general theme. The "Champion of The Marches" tournament circuit is composed of the Northern Marches Tournament, Southern Marches Tournament, Eastern Marches Tournament, and the Western Marches Tournament. The tournament circuit series culminates with the "Champion of The Marches" tournament, wherein the greatest knights from the lower four tournaments in the series gather together for the great tournament to determine the greatest "Champion of The Marches".

Northern Marches Tournament: (Top three knights go on to Champion of Marches Tournament).
Southern Marches Tournament: (Top three knights go on to Champion of Marches Tournament).
Eastern Marches Tournament: (Top three knights go on to Champion of Marches Tournament).
Western Marches Tournament: (Top three knights go on to Champion of Marches Tournament).
Champion of The Marches Tournament: (Top twelve knights of the circuit compete against each other; The top three knights go on to Champion of The Realm Tournament).

Noble Wisdom Tournaments: "Champion of Seasons" Tournament Circuit
The series of tournaments belonging to the Champion of Seasons Tournament Circuit are typically referred to as "Noble Wisdom" tournaments, as they are part of a general theme. The "Champion of Seasons" tournament circuit is composed of the Spring Festival Tournament, Summer Fires Tournament, Autumn Feast Tournament, and the Winter Procession Tournament. The tournament circuit series culminates with the "Champion of Seasons" tournament, wherein the greatest knights from the lower four tournaments in the series gather together for the great tournament to determine the greatest "Champion of Seasons".

Spring Festival Tournament: (Top three knights go on to Champion of Seasons Tournament).
Summer Fires Tournament: (Top three knights go on to Champion of Seasons Tournament).
Autumn Feast Tournament: (Top three knights go on to Champion of Seasons Tournament).
Winter Procession Tournament: (Top three knights go on to Champion of Seasons Tournament).

Champion of Seasons Tournament: (Top twelve knights of the circuit compete against each other; The top three knights go on to Champion of The Realm Tournament).

Noble Honor Tournaments: "Champion of The Glorious Kingdom" Tournament Circuit
The series of tournaments belonging to the Champion of The Glorious Kingdom Tournament Circuit are typically referred to as "Noble Honor" tournaments, as they are part of a general theme. The "Champion of The Glorious Kingdom" tournament circuit is composed of the Tournament of the Radiant Dawn, Tournament of Virtuous Hope, Tournament of Eternal Love, and the Tournament of Righteous Brethren. The tournament circuit series culminates with the "Champion of The Glorious Kingdom" tournament, wherein the greatest knights from the lower four tournaments in the series gather together for the great tournament to determine the greatest champion of the circuit.

Tournament of The Radiant Dawn: (Top three knights go on to Champion of The Glorious Kingdom Tournament).
Tournament of Virtuous Hope: (Top three knights go on to Champion of The Glorious Kingdom Tournament).
Tournament of Eternal Love: (Top three knights go on to Champion of The Glorious Kingdom Tournament).
Tournament of Righteous Brethren: (Top three knights go on to Champion of The Glorious Kingdom Tournament).

Champion of The Glorious Kingdom: (Top twelve knights of the circuit compete against each other; The top three knights go on to Champion of The Realm Tournament).

Noble Faith Tournaments: "Champion of Chivalry" Tournament Circuit
The "Noble Faith" tournaments are part of a unified theme of chivalry, and form the "Champion of Chivalry" Tournament Circuit. The Champion of Chivalry circuit is composed of the following tournaments: Champion of Bravery; Champion of Charity; Champion of Defense; Champion of Justice; Champion of Loyalty; and Champion of Piety tournaments. The series of chivalry-themed tournaments culminate in the Champion of Chivalry tournament, wherein the greatest knights from the lower seven tournaments within the series compete to determine the greatest Champion of Chivalry.

Champion of Bravery Tournament: (Top six knights go on to Champion of Chivalry Tournament).
Champion of Charity Tournament: (Top three knights go on to Champion of Chivalry Tournament).
Champion of Courtesy Tournament: (Top three knights go on to Champion of Chivalry Tournament)
Champion of Defense Tournament: (Top three knights go on to Champion of Chivalry Tournament)
Champion of Justice Tournament: (Top three knights go on to Champion of Chivalry Tournament)
Champion of Loyalty Tournament: (Top three knights go on to Champion of Chivalry Tournament)
Champion of Piety Tournament: (Top three knights go on to Champion of Chivalry Tournament)

Champion of Chivalry Tournament: (Top twenty-four knights of the circuit compete against each other; The top three knights go on to Champion of The Realm Tournament).

THE FINAL CHALLENGE
The greatest knights from the lower four champion tournaments are allowed to enter the greatest tournament of the entire year--the Champion of The Realm Tournament. This tournament is traditionally hosted in the capital city of the realm, as enjoys a long and glorious tradition. The most glorious tournament features the finest entertainment, joyous celebrations, noble ceremonies, and fantastic spectacles of any tournament of the year. The greatest and most glorious and prestigious tournament of the year is attended by tens of thousands of people from across the land, often gathered together in their best attire and costume, enjoying the realm's most glorious tournament alongside the land's greatest nobles, finest knights, and fine merchants from near and far, bringing together the finest in goods, food, drink, and entertainments.

Champion of The Realm Tournament: (Top three knights from each of the four previous tournament circuits compete against each other; The greatest knight of them all is awarded the title of Champion of The Realm).

Monday, January 25, 2010

The Tudors Showtime Series

Greetings!

"The Tudors"--a dramatic series from Showtime is quite interesting, addictive, and entertaining. The series offers lush cinematography, costumes, and setting detail. The characterizations are intriguing, watching King Henry develop increasing megalomania as he gains absolute power; while Queen Anne Bolin, while initially seeming to be intelligent, alluring, and graceful--as well as attractive--she increasingly becomes, or it reveals itself--that she really isn't that bright; she is adolescent and immature in her emotions and ideals, as well as petty, capricious, conniving, jealous, and petulant. Many more dramatic characters appear, and the show is a good window into various political and religious issues which can face a kingdom, and, for a D&D game as well, the various court dynamics, intrigues and romances that can make things difficult, interesting, and challenging for any character in such a royal court environment.

Great stuff!

I highly recommend the series to everyone.

Semper Fidelis,

SHARK

Sunday, January 24, 2010

Book Review: The History of the Ancient World

Greetings!

I have been reading "The History of the Ancient World" by Susan Wise Bauer.
The book covers various aspects of the ancient world, from Rome to China. I will expand this review later on. So far, the book is quite interesting, and well-written.

Semper Fidelis,

SHARK

Saturday, January 23, 2010

Book Review: Cities

Greetings!

I've been reading the book, Cities, by John Reader lately. It's a very interesting book, full of all kinds of interesting details about how cities are formed, and why, as well as the different challenges and solutions they arrive at and develop, through the centuries. Fascinating stuff! I will expand this review more fully tomorrow.

Cities, John Reader; 2004, Atlantic Monthly Press, New York. 358 pages.

Semper Fidelis,

SHARK