Research mathoms III

I’ve been noting what’s NOT in Burgs & Bailiffs Trinity : The poor pilgrim’s almanack, or, The handbook of pilgrimage and relic theft. But what’s in there? Here’s a screencap of the table of contents. It doesn’t list sidebars, but it does drill down to the section headings within the four main essays: On the road (which covers travel generally); Death, Burial & Grave Goods; Furta Sacra (all about relics and their theft); Into the catacombs (all about catacombs); Whither pilgrim? (a gazetteer of shrines, holy wells, tombs, and other pilgrimage destinations); and Relics & Clerics (which offers a revised clerical spell casting system and a completely different kind of cleric that is dedicated to pilgrimage). Click to embiggen.

toc-screenshot

 

Here’s one more mathom.

Beheaded martyrs

If you read much about martyrs, you will quickly notice that a large number of martyrs went through multiple executions before being really, sincerely martyred. They might be broiled, beaten, shot with arrows, crushed, hung, trampled by animals, or have any number of brutal treatments and still survive until they are finally beheaded. While we might be tempted to imagine the persecutors shouting “There can be only one!” scholars speculate that the beheadings are often later additions to the stories, because by the Middle Ages, only beheading was considered an appropriate execution for high-status individuals. For the saints to be killed by lesser — even common — means was incongruous with their status as God’s elect, so the hagiographies were amended to end with a more aesthetically pleasing (to the generally noble or high-ranking patrons of the scribes) death.

More fancifully, the trope of saints being beheaded also spawned another category of saints: celaphores. These were saints who are depicted — visually in icons and statues, or narratively in their hagiographies — as carrying their own severed heads. Celaphores are often said to have carried their severed heads to their burial places, in some cases preaching as they walked; most famously, St. Denis of Paris did this, but folklorists have counted more than a hundred cases. Apart from making memorable miracles and dramatizing the saint’s power over death, this behavior helps legitimize the final resting place of a saint, and discourages further translation.

 

 

 

Published in: on December 13, 2016 at 8:00 am  Comments (2)  
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Research mathoms II

Here are few more sidebars, etc., that didn’t make it into The poor pilgrim’s almanack, or, The handbook of pilgrimage and relic theft. (#shamelesscommerce) The illustrations here and in the other Research Mathoms post were not necessarily meant to be in it though — we used only black & white or greyscale images that were in the public domain or under CC license.

The incorruptibles 

Many saints were found to be “incorruptible” when exhumed. In a few cases this meant that the corpse remained largely untouched by decay for a very long time — perhaps perpetually. The bodies are often displayed under glass. But most incorruptible bodies eventually decay. The designation that a saint’s body was “incorruptible” required only that the corpse look fresh when first exhumed. Decay may set in almost immediately. The relics would be encased in reliquaries, or possibly chased in gold, or covered with wax to represent the appearance of the body when it was exhumed.

St. Cuthbert being exhumed and found incorrupt (image from Wikipedia) — 

Note that “incorrupt” is a relative term. Here’s an incorrupt saint, St. Zita. Not too bad for a 750 year old corpse.

Image result for incorrupt

***

Fantastic relics

In addition to the relics of saints and Biblical figures, some collections at shrines included unusual items such as Griffin’s claws, phoenix feathers, unicorn horns, and other parts of monsters — collected by pilgrims in foreign lands, sent as rare and valuable tributes, or even as trophies from the ordeals of saints. One church boasted that it had the tip of Lucifer’s tail, lost in a fight with a Syrian hermit. Some such objects were reputed to have their own occult power to heal, but most were simply exhibited along with the fine clothes, jewelry, and other valuables offered in honor of the saint.

Alicorns — the supposed horns of unicorns, most often in the form of narwhal horns or vessels carved from rhinoceros horns — were a highly valued item both because of their intrinsic worth (princes would pay up to 20 times their weight in gold for them, and a large narwhal horn could weight over 12 pounds) and for their supposed magical properties. St. Denis cathedral near Paris had a 7 foot long, 13 pound alicorn among its treasures; St. Mark’s in Venice had two alicorns, each about a meter long and supposedly looted from Constantinople in 1204, plus another of a later date that was two meters long; other impressive specimens were in cathedrals and churches at Milan, Raskeld, St. Paul’s in London, and Westminster Abbey. Alicorns were thought to cure or prevent poisoning and pestilential disease. Unscrupulous guardians might sell filings from the horns for quick cash, and there are records of alicorns being gilded or chased in silver to prevent this. Griffin claws — the horns of ibex or buffalo — were thought to neutralize poison too.

There were also an array highly unusual items with supposed supernatural origins in various church collections. A ray from the star of Bethlehem, objects given to saints by angels ranging from clothing to clocks, body parts from angels, the foreskin of Jesus (as well as many other unlikely mementos of his infancy and childhood), feathers (!) from the Holy Spirit, and even fire from the Burning Bush were all inventoried in various collections.

 

Corpse Roads and Lych Gates

The local parish church held funeral rites and everyone who could afford the fees would prefer to be buried in the parish graveyard. However as small villages sprang up further and further away from the central parish church, it became necessary to establish roads leading from the villages to the church. These roads would be used solely for transporting the dead for burial, as the presence of a corpse was unlucky at best and potentially dangerous at worst. Moreover the ghosts of the dead were thought to wander the corpse road for as long as the soul was in purgatory — potentially many years. For these reasons the corpse road was always laid out in unwanted and otherwise untraveled land. The corpse road was also kept as straight as possible, even if it meant cutting through difficult terrain or crossing streams, because it was thought the ghosts traveled only in straight lines, and no-one wanted the ghosts to wander off the road. Corpse roads always led to a Lych Gate, the gate to the burial yard (“lych” meaning body or corpse).

Lych Gate at St. Mary’s, Wendover (image from Wikimedia Commons)

Published in: on December 9, 2016 at 8:45 am  Leave a Comment  
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Research mathoms I

Burgs & Bailiffs Trinity comes in at 128 pages. I wrote a fair amount more that did not make it in to the final version, because of space limitations (essays too long to be sidebars or boxed text and too short to be appendices), because they didn’t quite fit in the flow of the work or ramble a bit off topic, and in one case because a table was far too complex to fix in the page layout. Maybe some day an expanded edition will be possible (and I’d probably add some revised bits from Burgs & Bailiffs 1 and 2). But in the meantime I’ll post some research mathoms here on the blog: tidbits too good to leave on the cutting room floor. (The last one I thought made it in, so my apologies if anyone was thrown by the December 6 post. Having looked at the final draft I can confirm that it DOES detail fun stuff like the saint whose miracles include striking down his own family and making a pope crap out his intestines, the “code” used by funeral bells, and more. But here are some mathoms:

Jinn shrines

There are a number of sites in the Moslem world where the jinn are appealed to for intercessions. Illnesses, especially mental illnesses, are often attributed to evil jinn, and supplicants visit sacred places where the jinn congregate. In Baduan, India, for example, the shrines of several sufi mystics are visited for this purpose because the king of the jinn is said to hold court in a nearby banyan tree. Those suffering from mental illness are brought by their relatives, who make offerings to the jinn and hope to elicit their mercy. As unorthodox as this sounds, the jinn are thought to have mostly converted to Islam in Muhammad’s time, so there is nothing heretical about appeal to them.

(See Sadakat Kadri’s Heaven On Earth: A Journey Through Shari’a Law from the Deserts of Ancient Arabia to the Streets of the Modern Muslim World. Farrar, Strauss, & Giraux, 2013. The introduction describes the author’s visit to such a shrine in Baduan and the place of jinn in shari’a law. Mostly excerpted here)

Animal catacombs

The Egyptians rather famously mummified various animals and placed them in human tombs. However perhaps less well-known are the animal catacombs under certain temples. One temple at Saqqara has a so-called “Sacred Animal Necropolis” with separate catacombs for falcons, cows, ibis, dogs, and baboons. The baboon catacomb has three levels with hundreds of mummies of olive baboons and Barbary macaques. These primates were raised at, and kept in, the temple for their entire lives. Similarly the falcons and cows were kept at cult sites for ritual purposes. The cults eventually abandoned the site some time under Roman occupation. The “Dog catacombs” — sacred to Anubis — include burials of foxes, jackals, cats, and mongooses.

Who stole Santa Claus? 

In the Middle Ages, Saint Nicholas of Bari (now known more popularly in the English-speaking world as Santa Claus or Father Christmas) was revered by sailors in particular because he once calmed a storm at sea while on a voyage to the Holy Land. The 4th century holy man and bishop lived and was buried in Myra, Lycia (which later would become part of Turkey). His tomb became a popular pilgrimage site. In 1087, after the Turkish conquest of Anatolia, Italian sailors and merchants from Bari rescued one half of his skeleton (despite the resistance of Orthodox monks at his shrine), ostensibly because of fears that the Turks would interfere with pilgrims or desecrate the shrine. During the first crusade, a party of Venetians rescued the other half of his skeleton and set up another, competing shrine in Venice. But the relics at Bari continue to excrete myron as they did at Myra, while those in Venice do not. The faithful would attribute this to St. Nicholas’ desire to be in Bari, while skeptics and Venetians might point out that the myron is actually water, exuding from the marble of the tomb which is, in all fairness, below sea level.

Some of St. Nicholas’ bones in Antayla, Turkey (from Wikimedia Commons)

Published in: on December 7, 2016 at 3:09 pm  Leave a Comment  
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The poor pilgrim’s almanack

Inline images 1

To no fanfare, my first game book — Burgs & Bailiffs Trinity : The poor pilgrim’s almanack, or The handbook of pilgrimage and relic theft —  has become available via The Lost Pages! So you can get it now in PDF, or pre-order the printed version and get the PDF along with it.

Paolo Greco, proprietor of the Lost Pages, did a bang-up job laying out the text, which was sort of complicated because the original manuscript had dozens of footnotes and sidebars, as well as some really big tables. Not everything could make it into the final product, so once I see the final product myself I’ll post some of that material here. I’m thinking of some of it as “research mathoms” — stuff I found or created that’s too good to throw away entirely but which didn’t fit in well enough to keep, either in terms of flow or formatting, like the giant table of carrying and pulling capacities for animals ranging from rats to elephants (if you need to know how much a goat can carry, how heavy different types of camels are, or how much traction a moose can pull with, it was in there!). So watch this space for research mathoms…

I eventually envisioned this as a sort of source book like the ones Steve Jackson has been producing for GURPS — chapters of informative text that is as well-researched as I could manage with gameable material (rules). I tried to keep it as system-neutral as possible, but really it’s meant for the, ahem, World’s Most Popular Fantasy Roleplaying Game, in the B/X or first Advanced edition. Thus the sidebars, dozens of brief “adventure seeds” like the GURPS sourcebooks, and so on. I’m not an historian by training but I do read a lot, and did my research at one of the largest public research libraries in the US, where I was also working.

I’m not sure what else to say about this, and as I’m on my lunch break now I don’t have time to get long-winded anyway, but for what it’s worth here’s an excerpt from my foreword, which really explains the project:

Although I’ve always been a big fan of Dungeons & Dragons, another game has long haunted me: Fantasy Wargaming, by Bruce Galloway (and others). That infamous rule book has haunted me because of its unfulfilled promise — the idea of an historical, logical setting for adventures like those in D&D. In part FW failed to fulfill its promise because it was a haphazardly presented system of rules, and frankly the rules seemed unnecessarily complicated. But the real failure was that the game focused strictly on recreating medieval legends and sagas, which while interesting, were too esoteric for someone used to simple generic fantasy to get a handle on. My forays into running FW were pretty disastrous — I subjected my players to retreads of Viking sagas and Beowulf, which were OK for what they were but did not deliver the exploration and adventure we expected from a fantasy game. What I didn’t know then was that all the elements of dungeoneering could be realized in an historical setting. There really were adventurers who entered subterranean mazes, seeking treasure and braving dangers (real and imagined). They could be rogues, warriors, holy men, or magicians, just like in D&D. They might be seeking gold and gems, but they might just as well be seeking items with supernatural powers: the relics of saints. To find these underground complexes — catacombs — the adventurers would undertake long, perilous journeys: pilgrimages.

While this supplement could be used simply to rationalize dungeoneering in historical or pseudo-historical campaigns, the medieval superstitions and practices detailed here should also inspire new and interesting adventures, over land, at sea, and in town and city. Pilgrimages to shrines and other holy sites, whether for secular or sacred purposes, invite all manner of encounters and obstacles that will create exciting adventures. Lastly, the veneration of shrines and relics suggests a new conception of divine magic and clerics: the pilgrim miracle-worker. Paolo and I are excited by the idea of clerical magic which is grounded in historical beliefs, completely different from the usual wizardry and spell-casting that games use for secular magic-users, and which provides a justification for adventuring holy men and women. We hope that you will find ideas you can adopt in your own games, whether you follow the historical precedents herein or reskin them for your fantasy world.

Published in: on November 30, 2016 at 12:56 pm  Leave a Comment  
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Coming soon…

Inline images 1

Published in: on November 17, 2016 at 7:38 pm  Comments (3)  
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2016 One page dungeon contest winners announced!

And I’m literally one of them!

Well, literally in the popular usage that means not literally at all but almost, figuratively, maybe metaphorically.

What I’m saying is that I am not winner winner, but I did place in the “Penultimate Winners Circle,” and that’s pretty damn flattering, considering the caliber of the other entries.

Congratulations to the real winners, and to the penultimate winners, and a big thank you to everyone who entered and provided more free resources for game masters everywhere.

My entry, Bridge of Dread, is downloadable at the OPD site (“Submission archive”) and directly from my site here.

Published in: on June 5, 2016 at 9:51 am  Comments (2)  
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INT(RND(1)*20)+1

So, CRPGs. I guess I really missed the boat on these. Way back in the day I vaguely recall seeing a D&Dish game on a friend’s TRS80, and year or two later my brother & I got a Commodore 64, which meant Telengard (an effectively unbeatable game with no real ‘end’), various text-based games like Zork (I think we only ever beat Zork I), and then Ultima III,which is really the standard against which I’d always measure CRPGs. I’d have to admit that the Bard’s Tale was a little better, but Ultima IV and V were the best. From what I recall though we never actually beat IV (we had a pirated copy which lacked a whole town of clues, and a critical PC), or V (either the C64 broke down or we found better uses for the time, I guess). Somewhere in between we tried out Temple of Apshai (not great), several others I can’t remember the names of, and my favorite, Phantasie III which let you assemble a party of humanoids, if you wanted. My brother was a little more into CRPGs, probably because we rarely had a decent DM other than him for real RPGs and they were his only outlet for playing until college. So he played the early AD&D games (Pool of Radiance, and others) as well as the CRPG version of Der Schwarze Auge. In college I played only tabletop games, but by grad school I needed a computer, and might have tried CRPGs except that Doom and Doom II happened. My only dalliance with CRPGs after that was Nahlakh, which was a throwback to the Ultimas and a great deal of fun, but somehow I never finished that one either. I think there might have been a bug in the game — it was shareware in an era where if you wanted to get a manual you had to send the programmer a check, which I eventually did, but I never made it any further. I also tried a few games that were pretty similar to old Commodore games but with better graphics — Dungeonmaster (which was pretty boring), Might & Magic : Darkside of Xeen, and first person dungeon crawl that was explicitly based on AD&D but I forget the title. After that, my only forays into CRPGs were Diablo and Diablo 2, which were basically graphics-intensive throwbacks, but the network games were pretty fun. Oh, and Dungeon Robber, which has some clever ideas but is an endless loot & scoot time sink.

Handy summary chart follows. First comment to explain the title of this post wins buku brownies points.

CRPG Pros Cons
Telengard Simple gameplay, funny narration, tons of randomness to tricks and monsters Repetitive with no endgame, so you need to create your own metagames (how deep can I get without resting, how much treasure can get in 15 minutes, etc.)
Ultima III Interesting quest with lots to explore and lots of choices for making up a party; ability to ‘go rogue’ and loot towns Many of the character choices are underpowered and you’re better off with a stereotypical party
Phantasie III 15 playable races, and fairly cool turn-based combat system Silly pun names (J.R. Trollkin)
Nahlakh Still available!; lots of races and classes; skills increase with use; dozens of weapons Possibly fatal bug involving a tomb
Autoduel It’s frikkin’ Car Wars! And set in the part of the country I grew up in! There are missions but the endgame was kind of underwhelming
The Bard’s Tale (1, 2, maybe 3?) Challenging, unique setting in the first game (a city overrun with monsters), includes half-orcs None that I can think of
Might & Magic: Darkside of Xeen Relatively short Basically a Bard’s Tale rip-off

 

 

Published in: on May 1, 2016 at 9:37 pm  Comments (6)  

Good news!

Congress has been so effective at getting things done and solving problems that they can focus on telling librarians how to do their jobs!

So when the Library of Congress Policy & Standards Division decided that “Illegal aliens” was not a useful and objective term for use in subject headings (with good reason), Repugnant congressmen raced to compose a bill that would undo their deliberations. For some reason every other PSD decision made that week was fine, but this one change demands action from our normally sessile representatives.

What next, a Senate hearing to investigate subversive call numbers? (“Why is Islam listed before Christianity? Why is the Bible filed under BS?“) A Supreme Court ruling on permissible story time books? Maybe we need a congressional oversight of reference librarians to make sure every question is screened by the Heritage Foundation.

FFS, man.

Published in: on April 13, 2016 at 3:28 pm  Comments (8)  
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One page dungeon 2016

I very rarely get a jump on the One Page Dungeon contest and finish an entry more than a couple of days before the deadline, but this year I have so many other things I ought to be focusing on that I found a nice relief taking a few hours over the weekend to pull an entry together. I am, as my previous OPDs demonstrate, pretty bad at drawing decent maps, so this year I found a public domain image to annotate. Writing it up went surprisingly fast. I am not expecting to win anything with this one, since the level of competition has really gotten steep in the OPD contest (maybe it’s time to introduce a master’s class or something so people who’ve won in the past aren’t competing with newbies?). Still, I enjoy the challenge of creating a usable adventure that fits on one page, and I think my “dungeon” is  something that hasn’t been done before. So apart from the execution, I think I have pretty good entry.🙂

The principal inspirations for the design are two things: one, the concept of the “Bridge of dread” mentioned in Lyke Wake Dirge, and two, the surprisingly developed and fortified bridges of the middle ages (old London Bridge, a sketch of which I used for my “map,” being an extreme example). Bridges had defenses like gate houses and towers, and being high-traffic spots attracted peddlers and shopkeepers. Because upkeep for them was expensive and not provided by the crown, some collected tolls (or tribute or bribes, if occupied by bandits) and some even had attractions like shrines and chapels, the offerings gathered at them helping pay for upkeep as well. The folks who earned a living via bridge traffic, officials who were responsible for it, and merchants even built their homes on the bridges, creating miniature cities. It’s not such a wonder that old London Bridge eventually fell down.

Below is the original sketch (after a 1616 engraving by Claes Van Visscher) I used for my OPD, taken from a nineteenth century book scanned by the New York Public library for the Internet Archive.

bridge-ill-onlyI also cribbed an image from Wikimedia Commons, for a close up of one spot.

I’ll post the finished PDF in my files area once the contest is closed.

**************************************

Bonus: viewing the text of this book at Project Gutenberg, I saw a transcription of the “advertisement” page for other books in the series, and one that jumped out at me was “Famous frosts and frost friars”. I was intrigued by the idea of a “Frost Friar” (which evokes Bellairs’ “The face in the frost”) but sadly it was just a typo, and the book is about frost FAIRS — festivals held when a river ices over.

Frost Friar

HD: 4; AC: leather; MV: 12” walking, 24” on ice; attacks: by weapon or special; SV: Cleric 4

Frost friars are evil spirits that emerge from the depths of the earth in or around winter. They look like mendicant friars, except that their skin is pallid white and their clothes are dusted with ice. They gather at rivers (the number appearing will depend on the river, generally d6 per 20’ breadth) and freeze it over, interrupting commerce and travel, and often inspiring the local populace to hold “frost fairs,” taking advantage of the unusual conditions. However their goal is to lure unsuspecting mortals onto thin ice, for those who die of exposure or drowning in icy waters become their slaves of the frost friars in the underworld. Frost friars can cast cold and ice-related spells (or reversed fire-related spells) as if they were 5th level magic users. They often hoard the valuables of their victims in caches buried in river banks.

Published in: on March 1, 2016 at 8:00 pm  Leave a Comment  
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Sumpters and mounts: a little data

My big on-again-off-again project is getting a little closer to being finished, at least in terms of writing, but layout will take a while and is out of my hands. In the meantime I have been filling in some gaps, and pulling at some threads where I thought I was finished.

One area I was bothered about is nailing down some numbers for how much a pack animal (sumpter) can carry and how much a riding animal can carry (the live weight of a rider being somewhat less burdensome than the dead weight of a pack load) and how much a draft animal can pull in a wheeled cart or sled.

I figured there must be a formula, so I enlisted my brother, who is both an engineer and more knowledgeable about the size and strength of animals than probably anyone, for some help with this. He had already looked into horses, and found some great sources, but I thought I’d like to include more exotic animals that people have used for sumpters, draft animals, or mounts.

Das Reitschwein. Image presumably out of copyright. Source: http://onyourownadventures.com/hunttalk/showthread.php?t=264040

Well, maybe not EVERY animal…but certainly more than just the usual horses and mules. He found a study on agricultural uses of animals and the article included a table of the recommended pack-loads for various animals from (water) buffalo to yaks! Apart from wanting to have some details on the usual animals you find in medieval settings, I thought it might be useful to extrapolate the ratio of an animal’s mass to the load it can reasonably carry or pull.

The draft numbers are incredibly complicated because you really ought to figure in the type of conveyance and its weight, the wheels, the road, and so on — apparently teams of animals lose significant efficiency too. I will probably just have to give round numbers for “a wheeled cart, on a packed dirt road,” “a wheeled cart off road,” and a “a sled on snow,” and just fudge something where I assume the conveyance is around ½  of the weight of the load for carts and ¼ for sleds — so to convey 1000 pounds of stuff, you need a cart of 500 pounds or a sled of 250 pounds. Instead of putting that in the charts, I’ll just give estimates of how many animals of a given type is needed to pull a given load, and how many carts, wagons, or sled you need to have to do it, because my aim is just to have some information useful for planning long journeys in a medieval world. “I want to take three tons of goods from Paris to Rome. How many pack mules would I need, or how many oxen and carts?” The relative speed of each mode would also be a factor. But because one player in our group has repeatedly economized on mounts by riding an ox, and other PCs have been unusually large and unlikely to be able to ride a horse, it seemed worthwhile to figure out how heavy a rider each type of animal can bear.

Once I had a bunch of numbers, I started plugging them into a spreadsheet to see what patterns emerge. My brother had warned me that the ratio for horses would not apply across the board — generally speaking, the larger the animal, the lower the ratio of load:mass. But the animal’s build is also a factor, and camels, though bigger than horses in mass, carry a greater load both absolutely and proportionally.

Now my brother might be able to use calculus or some other dark art to come up with an accurate formula to cover how increasing mass lowers the ratio, but that is a convenient place for me to throw up my hands and say, well we have dragons in the game, let’s ignore that reality of physics too.

So, without further ado, I have a very crude ratio that works for various animal types. Bear in mind these are not the absolute maximums the animal can carry; they are the maximum safe loads for travel. For a short time you can certainly overload an animal with no long-term harm, but exceeding these loads on a journey will lame or even kill a sumpter or mount. Much more complete data, including rates of travel for various species and guidelines on average mass for them will be in the book. All loads are expressed as multiples of the animal’s mass. For example a rider load of .25 means the animal can carry a rider & gear of up to .25 x its mass (or ¼ or its mass)

Type of animal working load max load rider load
Horse, buffalo .12 .16 .2
Ox, elephant .16 .2 .25
Flightless bird .18 .25 .3
Canine .2 .4 .5?
Yaks, Yak hybrids .25 .3 .3
Camel, llama, reindeer .3 .4 .5

The reader will notice that horses don’t seem to be very strong, relatively speaking. They aren’t. But they combine the critical advantages of being obedient, large, and fast, making them very good choices for general use as well as mounts for warfare. (Camels are much less tractable; oxen and yaks are slow; canines and ostriches are too small to carry humans any significant distance; etc.) Some animals like oxen and yaks have shorter work-days than horses as well, needing more time to graze and/or ruminate.

Anyway these numbers should get you started. How much can a 1000 kg giant ram carry? I’d compare it to a buffalo, and say a rider of 200 kg, or a load of 160 kg. (In fact I do have some stats for goats and sheep — which are used in some mountainous areas like Nepal — but they are close to horse/buffalo range. My book will have the exact numbers too.)

The rider weight for the canines seems improbable to me, but pack dogs do carry a heck of a lot, relative to their weight. It might be more reasonable use .4 for riders on oversized dogs, wargs, etc., if you like.

*I couldn’t find any data for pigs, but a 250 kg hog is routinely ridden  by an elderly man in China, so I’m guessing a pig type animal can carry a rider of at least .2 its mass.

Published in: on February 29, 2016 at 8:56 pm  Comments (4)  
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