Pelgrane News 1998-2000

The following news items and diary entries originally appeared on DyingEarth.com in 2000.

You can find the entries for 2001-2002 here.

You can find the entries for 2006-2009 here.

Editor’s note: A few of these news items were not categorized by month or year – I have done my best to approximate their chronology, and have marked them with a small sun symbol.

1998 to 1999

In early 1998 last year, we began discussions with Jack Vance’s agent in New York about the possibility of creating a game based on the Dying Earth Tales. In early June, we started a mail list for interested parties. What could such a game be like? Would it even be possible? We consulted RPG industry professionals, looked at the finest rules systems and adventures and established that such a game was possible given the treatment that Vance’s work deserves.

After long and drawn out negotiations, we established a price and gained extensive licensing rights. We were ready to commence work on the game. Next came the difficult task of deciding who should write the game. We decided at the outset that it should be more than one writer, as we soon discovered that everyone has their own interpretation of Vance’s tales and we didn’t want to impose a single vision.

See the press release for more details.

In December 1999 after perusing the CV´s of many admirable writers, we chose Robin D. Laws to be the senior designer. His name had been put forward very early on, and we were very pleased to get him. John Snead we chose to write the magic system, primarily because of some as-yet-unpublished material he sent us as a sample, but also because of his broad RPG experience and knowledge of effective rules for magic systems. Both these writers demonstrated their ability to add a light Vancian touch to their writing, without creating a pastische.

The novelist Peter Freeman sent samples of his work, and that was sufficient to persuade us that we should make room for him on the project writing flavour text and making other contributions.

10th October 1999

Allen Varney, a well known RPG writer, novelist and games writer volunteers his services; he little knows what we have in store for him.

20th December 1999

Allen sends through final Dying Earth logo and Pelgrane Press graphics – they are accepted.

2000

Integral Edition gathers pace. This ambitious project hopes to print all of Jack Vance’s work in sixty leather bound volumes.

The Dying Earth Gallery was added to the website.

10th January

Hilary Wade, an artist introduced to us by Peter Freeman produced some sample illustrations of creatures for us. They are deemed suitable and original.

24th January

Allen sends the first draft layout. This two-color affair captures the mood of the background very well. Can we afford two color though?

26th January

I spoke to Jack for an hour or so yesterday. He is a quietly spoken and thoughtful man. I found him very helpful and friendly and where he remembered details or concepts from the books, he enlarged upon them. He tries not to re-read work, as much of the earlier work he finds disappointing. He likes all his Dying Earth stories, although he refers to the ending of the Museum of Man as “slightly sophomoric”. His other least favourite DE story is the Grey and the Green. He emphasised that he like these stories. He has a great affection for Cugel (pronounced Coo-gul (Coo like a dove, gul as in prodigal.) and Rhialto. He would be happy for someone to fly to visit him, but unfortunately that’s not in the budget! A few snippets of our discussion follow. He let me know what was in his thoughts when he pictured the map (somewhere on the Earth, although I’m not saying where) He describeds Sandestins as “the executive performers of acts of magic.” People in the Dying Earth are not warlike en masse. There are dangerous areas, but war is a pastime for younger nations. He conjured a great image of archmagicians working on magical problems, likening it to a “a shed full of junk and old paperwork and a couple of old guys trying to build a lawnmower out of odds and ends. They experiment until they find something that works, then they perhaps write down the recipe. Mainly, they are using old knowledge, intuition and years of experience. It doesn’t really matter what the solution is.”

1st February

Robin produces his first draft of the basic engine. Amusing and well-written – the Robin D. Laws TM comes with a built in proof-reader and editor; no RPG company should be without one. This is distributed to the other developers and is greeted by virtual cries of admiration.

2nd February

Ralph Horsley supplied the illustration of the Deodand you see on our home page.

15th February

John Snead produces a very early draft of the magic rules.

Second conversation with Jack Vance. He answered some useful game-relevant questions. He suggested why bows and other projectile weapons are rare (magicians don’t like them), detailed the political structure (people are too difficult and egotistical to be ruled, magicians don’t like rulers) and described why the half-humans and humans hate each other (the usual human reasons.)

3rd March

Allen supplies us with another layout proposal, this time one color. Either layout would be suitable, although we’d like to be able to do two-color if we can.

17th March

Peter Freeman, our sidebar author has finished “The Daybook of Geomalacus” to illuminate the embryonic magic system. An example:

At Azenomei, on the junction of the rivers Scaum and Xzan, word had come that the Arch-Mage Phaeton was seeking an apprentice. On my arrival the town was already full of bursting lights and all manner of reports, odours and fluxions as every jack-leg magician of the district attempted to display his skill, along with many lacking all reasonable pretension to command of the art. Phaeton himself was not present, and so I took myself to an arbour pleasantly shaded beneath a single great pall-willow and sipped yellow wine. I watched in quiet amusement as the various tyros and dabblers argued among themselves, none showing more than a fleeting ability, yet each more vociferous than the last in his claims. All but the most cloddish and ill-refined citizens seemed intent on the contest, even those conversant with but a dozen phases of the Laganetic cycle or possessed of erotic amulets of dubious efficacy.

Eventually Phaeton arrived, a personage of stately height and demeanour, whose sagacity was evident in the length of his beard. As the crowd began to press on him with claims and counter claims he responded with increasing distaste, until finally he was forced to evoke the Omnipotent Sphere in order to protect himself.

He immediately began to dismiss those ill-bred, lacking in adequate style or innate competence, along with singers of popular songs, lallators, groatmen, those unable to deflect the Spell of Internal Effervescence. At length only a half-dozen remained, all minor mages of greater or lesser worth. At that point I drained the last of my wine, rose and walked to the group, addressing Phaeton with a sweeping bow and ignoring the others. Phaeton returned my greeting with a cool glance, at which I, with a carefully judged flourish, evoked the Liberation of Warp, thus simultaneously impressing him and causing great inconvenience to my competitors. With a second flourish I produced from the folds of my robe that libram I had secured from the tomb of Yasbane the Obviator. Phaeton’s eyebrows, previously immobile, rose perhaps the half-breadth of a finger.
´You overcame the demon Orsadran?´
I responded with a modest inclination of my head.
´Your name?´
´Geomalacus, ´ I replied.
He gave a nod of acceptance, turned and began to stride from the square. I followed, keeping close behind him to avoid the malice of my disappointed rivals. Having gained my goal it seemed superfluous to comment on my agreement with Orsadran.

19th March

Hilary Wade, one of our artist has produced some amusing and characterful illustrations for the game’s Persuasion and Rebuff abilites. Here is an example of a Pelgrane unsuccesfully using its charm techniques on a very wary opponent.

21st March

The Dying Earth RPG play test begins.
Over 50 playtest teams have begun the two-month long process of testing the fledgling core rules for the game. We´ve included two Cugel-level test adventures, one by Robin Laws, the other by David Thomas. We are working on some higher-level example adventures. The play testers range from complete novices who are avid Vance fans, to highly experienced GM´s with no knowledge of the Dying Earth books at all.

April

Millennium to publish Tales Of The Dying Earth in the United Kingdom. All four of the original books are to be printed in one volume under the Fantasy Masterworks series. Fantasy Masterworks is a library of some of the greatest, most original, and most influential fantasy ever written. These are books which, along with Tolkien, Peake and others, shaped modern fantasy. The book, number four in the series, has the ISBN number 1-85798-994-5, is due for release in April 2000 and will cost £6.99. Pelgrane Press intend to sell the book from this website.

2nd June

As might be expected, the play test has taken a lot longer than expected – we are now on the second round of playtesting. Robin fixed a few play tester’s niggles and all the developers are hammering away at John Snead´s Rhiato-level rules to try to break them.

6th June

JS has incorporated some changes to reflect certain loopholes in the Rhialto-level rules that were discovered. They are now more robust. This includes a fix by Robin to the main rules section that caps abilities, preventing powerful characters from hosing everyone in sight with magic.

21st June

The highly-experienced Aaron Allston (industry credits include GURPS, D&D Cycolpedia, and three novels) begins work on the Quick Start rules. He adds some amusing flourishes to the examples he gives.

14th July

Ralph Horsley begins work on illustrating the DE source book.

20th July

David Thomas, who has already supplied us with two example adventures, posts an article to the Guild Companion about the progress of the game. Apart from some slights to Tolkien, it generates some positive comments. (The url is now dead, unfortunately.)

2nd August

The artist Greg Staples (Dragon magazine, Green Lantern, 2000AD) has agreed to do the front cover of the DE RPG. His work really has the atmosphere and professionalism we are looking for. The initial idea:

“Cugel stands on Shanglestone Strand with the sun setting in the background. (Possibly, across the sky or in the clouds is an image of the face of the laughing Iocounu) Cugel is shaking his fist at the sky an cursing I´s name. The Agent of Far Despatch (a winged demon) can be seen as a silhouette in the sky. The friendly glow of Twango´s manse is visible further up the beach, but strange white shapes are can be made out dimly in the woods. Perhaps the distant glimmering of the light of Saskervoy can be seen.”

8th August

Jim Webster, a massive contributor to the Dying Earth mail list, and adventure writer, foolishly gives his consent to editing a quarterly magazine devoted to the Dying Earth. He starts soliciting articles.

9th September

We have had more rules revisions and typo corrections in the main rules and an initial layout for the DE Quick Start rules. David Thomas is combining Jim Webster´s, Steve Dempsey´s and his own work into the Scaum Valley Gazetteer, to be our first supplement. It will be aimed primarily at Cugel-level characters. We are using a CC2 map created by Peter Freeman as the basis of the river course.

15th September

More revisions to the magic rules covering area of effect spells and spell wallops (very powerful magicians against weak defense)

18th September

The Origin of Species, which began as a flip remark on the mail list, and became an amusing Vancian digression, draws to an end. Jim Webster, a major participant posts a listing of proper names, included here. It is full of sources of pedantry, personages and adventure seeds. It can be downloaded from here.

21st September

Aaron Rosenberg agrees to put some polish on the magic chapter. It´s over 41,000 words – we were expecting around 25,000, so some chopping is needed.

28th September

Allen posts an attractive first chapter layout in PDF format with rough illos. This is a two-color version. It’s looking less likely that we can do this. Ralph has excelled himself with headers and footers such as this:

Ombalique

3rd October

I attempt to get printer quotes. Following James Wallis´ advice, I contact a number of printers, and learn strange printer terms, such as offset, coated, lpi, 2/2, smyth sewn and bizzare American paper weights measured in pounds (instead of good old simple gsm)
Can we afford two colors? Hardback? Nice paper?

5th October

Phil Master (GURPS Diskworld, etc.) agrees to write a few thousand words for a project initiated by Robin – “Cugel´s Compendium of Indispensable Advantages” These contain tweaks – an example of which follows:

“Is That Your Spear, or Do You Hide Behind it from Small Children?”
Situation: You are confronted by one or more opponents, and physical violence is clearly unavoidable. You are confident enough of your chances, but would feel better if you could be sure that your opponents would remain innocent of much tactical subtlety.

Description: You a fix your leading opponent with a glance, and issue a remark of brutal contempt. Hopefully, this provokes him to anger, which the wise warrior avoids.

Benefit: For the expenditure of 1 Persuasion (Forthright) point, you may engage your intended victim in a contest of Persuade against Rebuff, with no rerolls permitted on either side. If you win the contest, your opponent is enraged, and will charge you at maximum speed. If he has Ferocity as a style of attack (preferred or secondary), he must use it; otherwise, he suffers a levy of 2 to all his defense rolls for the first three attacks you make. You would be well advised to win the ensuing combat, as you are unlikely ever to make a friend of this person.”

6th October

Allen Varney sends through the laid-out Quick Start rules. Greg Staples cover art arrives. It is a striking an attractive image, with only one fault, Greg has added two moons! In the Dying Earth, the moon has long since departed (some say in the Great Tumble). I send the art back to Greg.

10th October

Jim sends through some articles for the as-yet-unnamed magazine, some 14,600 words. Jim a gregarious and amenable character compensates for his total lack of layout ability by finding an experienced designer and zoologist, Sarah Wroot. She agrees to set the magazine.

11th October

Greg’s final artwork for the front cover is scanned and finished. Here’s a glimpse:

17th October

The Scaum Valley Gazetteer cover is underway. We asked all the contributors to make suggestions (artwork by committee, I suppose) This is what Greg Staples had to work with:

Ideas:

The Valley of Graven Tombs, with a barge and an exhumation. The Sun should probably be present in the picture.

The barger could be something like a big, over-ornate punt, with a little cabin aft (like the tent things that workmen hide under) and stuff (retrieved items, say) being loaded on board. Dying Earth fashions are wild and frequently bizarre; strange hats and costumes.

A deodand ready to pounce would be good, but might be a bit too busy, or even a deodand on a chain.

(The deodand is largely human in appearance. It stands seven feet tall and is extremely broad-shouldered. Its skin is pitch-black in color, offering a dramatic contrast with its large, dripping fangs, which may be yellowed or gleaming white. The surface of a deodand’s skin is well-oiled, reflecting light and highlighting the extraordinary definition of its musculature. It might be considered quite beautiful, were it not for its cruelly bestial facial features and aforementioned incisors.
Deodands eat flesh, craving that of mankind most of all. They speak our language and are often skillful, if wheedling, negotiators. They may pretend that they devour humans only reluctantly, as if driven by uncontrollable instinct. They dwell in forests and jungles. Sometimes they are sighted singly, sometimes in small packs.
If faced with some impediment to the immediate dispatch of human prey, the deodand will plead, bargain, cajole, imprecate, and sweet-talk, seeking to persuade his interlocutor into removing the barriers which stand between them.)

Comments from the writers:

Somehow the picture should look placid without anyone making any real effort, even the barge should drift.

The Valley is natural, with natural tombs on the north side, but artificial on the south.

My mental picture of the Valley. The Scaum runs basically East to West so the sun should be to the south side of the river. Travelling down stream you have the sun on your left hand side. The south side of the valley is the one with the artifical accretion of tombs , the North side is the natural hill side,.probably running up to a plateau which will inevitably be forested. On the north bank there is a village which provides the homes etc of those who work among the vines. Near the river where streamlets draining the plateau run down the north face they have eroded some graves and have washed the contents down onto the river margin forming the “bone fields” where the locals grow some grain for their own consumption.

The valley is long, so you needn’t pick out all these features. Many of the tombs are covered in ancient grape vines which yield a harvest of fine wines.

This is what Greg came back with first as a rough idea:

Scaum Valley cover

We mentioned a few coloration problems, and he came back with this:

Scaum Valley cover - final

The final cover is now at the A3 scanning bureau, so we can’t show it to you. But my, is it impressive!

18th October

A discussion over the name of the magazine continues. I shortlist three:

The Primer of Practical Magic AKA the Primer (mentioned in Rhialto)
The Excellent Prismatic Spray
The Compendium of Universal Knowledge (Duke Orbal’s exposition)

After debate, I choose the latter.

19th October

I change my mind; The Excellent Prismatic Spray it is.

20th October

Printer quotes come in. We take the rather brave step of using a Thai printer; the quality of their samples is excellent, and their pricing is such that we can do hardback (although not two colours) Their salesman seems to be knowledgeable and cooperative. (Please don’t quote this paragraph if it all goes wrong!)

21st October

Ralph has spent a week doing additional artwork for the magazine and some extras for the main rule book. His usual high quality is in evidence.

Ossip Wax

7th November

Tor Books to publish United States omnibus edition. The book is expected to be released in November 2000.

The Scaum Valley Gazetteer reaches 92,069 words. David Thomas chases his contributors with a danny-stick to ensure prompt completion of their contributions. Words derived from Dutch, French and other inappropriate foreign languages are banned. The Dying Earth master map is in CC2 form, and we have made some adjustments to it to reflect certain inconsistencies between different writers´ versions.

10th November

Sarah Wroot sends us the first version of her layout for The Excellent Prismatic Spray (XPS). It has a suitably classical style. Allen Varney, with Aaron Rosenberg has cut down extraneous material and re-worded the magic chapters to bring them down to 25000 words. I read through and can´t find anything missing. An amazing job. With a few minor changes, John Snead expresses his satisfaction at the new version.

15th November

Allen Varney´s front cover draft comes through. Eye-catching.

21st November

Quick Start rules are printed! The Excellent Prismatic Spray is at the printers! Hooray! Sorry about the exclamation marks.

25th November

Pelgrane Press launches the Quick Start Rules and The Excellent Prismatic Spray at Dragonmeet 2000. We sold lots of copies of the Dying Earth Tales, even more copies of The Quick Start Rules, and some magazines. We generated a good buzz. Steve Dempsey demonstrated the game to an entirely unfamiliar audience. Most of the playtesters enjoyed the game to the extent that they would purchase the rules.

Playtesters

December

☀ XPS 1 now available to download.


The Dying Earth — and its rules-lighter version the Revivification Folio — take you into the world of master fantasist Jack Vance, where a flashing sword is less important than nimble wits, persuasive words,and a fine sense of fashion. Survive by your cunning, search for lost lore, or command the omnipotent but quarrelsome sandestins. Purchase The Dying Earth or the Revivification Folio in print and PDF at the Pelgrane Shop.

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