Wooly Mammoth went extinct about 1700 BC

Wooly Mammoth went extinct about 1700 BC

Using Radio Carbon Dating (which is interesting in itself) scientists have determined that the last Wooly Mammoths died about 1700 B.C.

They were a dwarfed species that lived on Wrangel Island which is in the Artic Sea in North Eastern Russia. Dwarfism is fairly typical for animals that get trapped on islands, so their size is nothing unexpected and does not make them a separate species. The island is now home to the largest population of Polar Bears in the world, and Arctic Wolves have started living there.

It’s generally thought that the bulk of the species died off 10,000 years ago during the Pleistocene era. The exact cause is unknown, but ironically over hunting by humans tends to be the number one theory, although warming after the last Ice Age certainly played a huge part.

What is really interesting is the range of these animals. Remains have been found in Siberia (given), Alaska (on St. Paul Island where they lived up until 3,750 BC), Spain and as far south in North America as present day Kentucky, where William Clark, of Lewis and Clark,collected some fossils in 1806.

But despite the known extinction dates, rumors of live Woolly Mammoths have persisted up until fairly recent times. There are several stories of lone hunters in Siberia, or Native American tribes in the far North having seen such animals in recent memory. Based on the number of intact carcasses found over the years, 34 in 1929 and now doubled since then, plus rumors of soft tissue being used as an emergency food source by small villages in the winter time, it’s very possible that the 1700 BC date is still incorrect.

As the DNA sequence for a Mammoth is the most complete of any extinct animal, it’s generally thought that it’ll be a trivial task to use that information to clone one. Due to it’s large size and the (relatively) easier task of getting intact DNA samples from Mammoth corpses, it’s believed that if some intact sperm cells can be recovered, an Indian elephant can be impregnated, bringing the Mammoth back to life.

Taking a Trip to Texas

Taking a Trip to Texas

As of Friday, April 9th, 2010 I shall be on the road to Langtry Texas for a family reunion of sorts. I’m not 100% sure of the family connection of most people attending will be, but I’m very much looking forward to the trip itself.

I’ve been on two long trips like this before, once from Portland through BC to Edmonton Calgary then back down around through Yellowstone and then to Vegas, Los Angeles, San Francisco, and home up I-5. The other trip was a straight shot from Fort Wayne Indiana to Portland.

This trip will be from Portland, east along I-84 all the way to Twin Falls, Idaho. I’ll head south towards to Salt Lake City, Utah and then cut south east through the mountains and Colorado. I’ll hit Albuquerque, New Mexico (being 100% sure to take that left turn,) then stop in Roswell New Mexico for a bit of UFO Tourism. Afterwards I’m taking another detour to San Antonio, Texas to visit the Alamo and “world famous” River Walk and most likely some famous Texas Barbecue. And hopefully at the end of a week, end up in Del Rio, Texas which is the nearest city of size near Langtry.

The return trip will head west to Phoenix, Arizona. At that point we’ll see how the weather is. I’ll either head north to Las Vegas from there, or go further west and pick of Los Angeles and travel the I-5 corridor again if there is too much snow around the Lake Tahoe area.

To keep costs down, the vehicle of choice is a 1984 Class A Winnebago. I just took it on a 100 mile short trip to get a feel for driving it, it’s got a new CB radio with access to the NOAA weather channels, and road maps of everywhere I need to be.

I’ll be camping at Truck Stops and Walmarts, or if desperate, actual real campgrounds.

Other points of interest I’m hoping to see are the ghost town of Lime Oregon, historic Union Oregon (I stayed in the restored hotel about ten years ago and enjoyed it a lot,) and if I’m not running too far behind, Arches National Park in Utah. Plus whatever other sites I might happen to see along the way. Hopefully I’ll be able to get lots of pictures and be able to upload them.

I’ll have my computer, and my list of RSS job feeds so I can keep job searching when I stop. In the off chance I do get a job interview and have to be back soon, I’ll be able to park the motor home, fly home to go to the interview then go back and continue my travels. Since I haven’t had an actual face to face interview in over two months, despite sending out at least a dozen resumes a week, I don’t see that being a problem though.

Overall, I’m excited about this adventure. I’ll really looking forward to it and hope to have a great time despite the roughly 4500 miles in two weeks I’ll be driving all together.

GM Help: RPG setting ideas

GM Help: RPG setting ideas

One of the strengths of the D20 systems is the wide range of settings it can be used in. Between Dungeons and Dragons, Modern, Future, Cyberpunk and the Past supplements just about any setting can be run fairly effectively. I’ve so far ran a Time Travel Fantasy game, a Steam Punk/Victorian Era game, and a near future high tech space game with this system. Here’s a list of some other settings that I think would make a great game.

Torchwood – United States

A new rift has opened up in whatever major city you’re most familiar with. Captain Jack is in town to check it out and see how big it is. Unfortunately he finds that it needs a 24/7 team to watch over it. This is where the PCs come in, they can either be drafted or coerced by Captain Jack, or be members of a secret military organization or even private company dedicated to such things. This could be a Bureau-13 type setting with aliens, time-travel, and unexplained monsters, along with the very occasional siting of the good Doctor. Having this be over seas from the main part of Torchwood gives the characters the ability to get some occasional help or specialized equipment when needed, but not be totally dependent on them.

Roadmarks

Based on the book of the same name by Roger Zelazny, Roadmarks is the story of a couple who travel a road through time. Characters can be police from some where in the future tasked with patrolling the road. Or they could be hapless travelers from any era who turned off on the wrong road and ended up here. Perhaps they’re looking to just get back, or possibly they’re trying to make a profit off the road by (illegally) running artifacts from the past to the future. Or possibly providing modern guns to participants in ancient wars.

Space 1899

This was a game system from the 1980’s that had a great background, but wasn’t too popular for some reason. The discovery of liftwood allows the building of ships capable of space flight. This fueled further colonization of not only Earth, but Mars which was essentially a Colonial-era Africa in Victorian times. Using the D20 Past rules, some various D20 Steam Punk settings, and a bit of research into Victorian eras a great game could be built.

Zompocalypse

Zombies have risen, and are eating brains. Use D20 Modern and a basic Zombie template. The Zombie outbreak could be a localized event or a world wide event. This would be a great setting to play boringly “normal” characters who have been trust into an extraordinary  situation. The area of conflict can be an entire town, or an office building, mall or school. Characters have to use makeshift weapons and depend on whatever supplies they can find. This could be a one off game, or an entire campaign as the PCs explore and father clues to find out how the got Zombies started.

As can be seen, most any setting can easily be created in the D20 system. So go take advantage of it! And have fun!

Locations: Garnoc’s Gloves

Locations: Garnoc’s Gloves

Garnoc is one of Trizol’s premier gloves makers. His shop is located in the city of Newhaven Crossing. His clientele are mostly nobles and rich military officers. He has experience in making a wide variety of leathers into functional and good looking gloves.

Garnoc himself is getting on in age and currently has two apprentices working for him, twin brothers named Markoos and Harkoos. These apprentices stand to jointly inherit the shop when he dies. Although both are very skilled and handle the bulk of the orders coming through the shop, Garnoc has not yet sponsored them to the Guild.

The shop is on the corner of Dragon’s Rest and an unnamed alleyway. It’s a small two story affair that is well kept up. In the back it shares a common area with several other shops and houses. It also shares a dirty stable with the inn next door, although Garnoc does not have any animals at this time.

When entering from the front door, gloves are neatly arranged on shelves. They are sorted by material, size and color. Each pair is left unfinished so that they can be custom fitted to the customer. A glass case against one the interior wall also serves as a sales counter. Displayed inside are some of the more exotic materials, including a set made from black dragon leather. All gloves are masterwork in quality but confer no other game stats unless created to do so by another NPC or PC at DM’s discretion. Prices range from 7gp for basic leather riding gloves to 600gp for the black dragon ones.

A door way covered with a simple curtain separates the front from the workshop in back. It is about twice the size of the front showroom, about fifteen by thirty feet. Bolts of leathers of all types are neatly shelved (about 6000gp worth) along one long wall. A work bench lines the other side. All tools are in their place and the only scraps are from projects currently in progress. At the far end is a small stove for heat. Closest to the door is a comfortable chair for clients to sit in while their hands are measured for custom orders.

Small stairs near the stove lead to the upstairs. It has been divided into four rooms. The twins share one, Garnoc has another and the other two are full of miscellaneous household supplies and broken tools from the shop below.  Garnoc has about three hundred gold hidden in his room (search 15) in various sized coins. It is protected by a magic trap (disable device 25) that freezes (DC:30 save) any would-by thieves.

Garnoc is about 65 years old. He has a full head of greying hair but walks with a slight stoop. He is always immaculately dressed in one of six nice suits that he owns. All are several generations out of style. Over this he wears a leather apron when working in the shop.

Stats: male human commoner; CR 3; HD 3d4+3; hp 11; Init +0; Spd 30 ft; AC 10, touch 10, flat-footed 10 BAB +1;  (1d10+3/x3); AL LG; SV Fort +2, Ref +1, Will +0; Str 8(-1), Dex 10(+0), Con 12(+1), Int 11(+0), Wis 9(-1), Cha 14(+2).

Skills and Feats: HIDE+0, SPOT+2(3), LISTEN-1, MOVE SILENTLY+0, climb+6(4), craft(leatherworking)+6(6), appraise+4(2), use rope+3(3).

Markoos and Harkoos are identical twins. Both are dark haired, about five and a half feet tall. Their age is somewhere between fourteen and seventeen, but they’re not sure. Their parents were killed by bandits and the twins found themselves in a strange city with no support. Even Garnoc is not sure why he took them in, but they have proven to be well worth his trouble. He looks upon them as the sons he never had and is extremely proud of them, although does not show it, merely commenting upon their skills and efficiency.

Twins stats: Human Male, Com1; CR 1; HD 1d4+1; hp 5; Init +0; Spd 30 ft; AC 10, touch 10, flat-footed 10 BAB +0; Melee club +3 (1d6+2); AL LG; SV Fort +1, Ref +0, Will -2; Str 14(+2), Dex 10(+0), Con 13(+1), Int 12(+1), Wis 7(-2), Cha 16(+3).
Skills and Feats: HIDE+0, SPOT-2, LISTEN-2, MOVE SILENTLY+0, craft(Leatherworking)+6(4), escape artist+2(2), heal+1(4),  swim+4(2); simple weapon proficiency(club), track.

Adventure seeds:

  • Garnoc had a falling out with the guild sometime ago. Due to his skills and Noble patronage it has not affected his business much, but with his increasing age and closing retirement the Guild is looking to change that.
  • The twins recognizes one of the bandits who killed their parents in a nearby tavern. The man has recently moved into the city, reformed his ways and taken up an honest trade. But the twins want revenge for what he did.
  • A single glove was found at the scene of a horrific crime. It is clearly one of Garnoc’s creations. The problem is he never sold that pair. Or perhaps he simply does not remember who he sold them too.
  • The night before Garnoc is set to sponsor the twins to the Guild, he dies. Some of the more jealous Guild members see this as an opportunity to take over the profitable and reputable shop. Markoos and Harkoos are distraught over this news and vow to fight however they can, but being merely apprentices, they have no standing in the Guild.
  • A mysterious woman brings in an a piece of extremely rare leather and asks for a pair of gloves. She does not give a name, but leaves an address in the Mage’s district to deliver them too. That night the shop is broken into and only that piece of leather is stolen. The Constable reports that magic, rather then thief skills were used.

Locations: Newhaven Crossing

Locations: Newhaven Crossing

Newhaven Crossing is one of the fabled twelve ring cities arranged on the Great Plains around Mar Gullend Dek – the giant haunted castle carved out of a Mountain. Each of the ring cities was originally a remote fortress to protect the castle. In the past two thousand years they have grown to be great cities themselves. Five of the cities are dedicated through ancient peace treaties and pacts to one of the major races, Halflings, Goblin kind, Elven, Dwarven and Centaur. The rest are primarily human, but are accustomed to members of other races.

Newhaven Crossing is the most North Eastern of the Twelve Ring Cities. Situated on the coast at the Wineworm River it has become an important trade route up and down the coast, and across the sea. It has a large undercity with connections to the Underworld. It’s primary import is Wine from the Arabel area, (the most North Eastern of the Ring Cities,) along the Wineworm river. It’s major export is fish, along with timber from the Northern Forest. It is rumored that anything can be found and bought – or sold some where in Newhaven Crossing though.

The core of the city surrounds the old fort, which has been renovated and upgraded many times. There are about five thousand troops stationed in the fort at all times. Another five thousand patrol and maintain small forts in an area to the north that covers 100,000 square miles. To the south of the fort is the dock area, where there is room for up to 100 ships at a time. Ten naval ships are stationed there to keep the peace, enforce rules, and stop the occasional Northern pirates that may end up this far south.

Newhaven Crossing is home to the Handmaidens of the Lady Helena. The Handmaidens are a love cult who maintains houses of “worship” (brothels) in most any city with more then 500 citizens. In addition they take in female orphans and maintain highly regarded schools for young ladies both low born and high born. Handmaidens have a high marriage rate as they are constantly sought after for thier intelligence, and their knowledge of business, politics and many other areas. The most promising students are sent to the Acadamy of Learning in Newhaven Crossing. The school is limited to 500 students total, and entrance to the school must be sponsored by a high priestess at one of the houses. Characters can become a Handmaiden, but they need to have a 15+ Charisma, 16+ Intelligence, at least three knowledge skills and be Female.

Other deities with temples in the town include The Brothers of Talric and Nanreen – The Goddess of Merchants.

Other Locations
Garnoc’s Gloves