One Page Cultures

Dealing with cultures in a campaign setting is always a tricky issue. There are a lot of good reasons to provide a good range of different cultures with unique and distinctive character instead of going with some kind of generic Standard Fantasy Setting. But at the same time there’s always the very real risk of excessive lore dumps that make the setting less accessible to newcomers. While Tekumel and Glorantha always looked quite intriguing to me, I was never able to get even a foot into the door, so to speak. There’s so much and I don’t know where to begin reading. My goal with releasing Ancient Lands material is not just for it to be read but also to be used in actual games. I don’t want to write fiction (at least with this undertaking) but to create RPG material. Good RPG material.

So when chosing a format to present the various cultures I have created for the setting, making it so that it’s accessible and useable are the key considerations. That means it has to be short. Or as Bryce tends to put it in regard to adventures “terse and evocative”. Short enough to make people willing to read it even when they have no investment in it yet, evocative enough that it makes them want to have it in their games, and providing the kind of information they need to actually use it effectively. So the format I am fiddling around with now is the One Page Culture. One page of text of text has to be enough to cover all the essential facts.

But what are the essential facts? By which I mean “necessary or highly useful to present the culture in an actual adventure”. When I read about cultures in RPG books or other fantasy world, there tends to be a lot of stuff that might be somewhat interesting to read as entertainment, but is almost impossible for the players to actually encounter except in the form of an infodump monolog. So the main consideration is: “What aspects of a culture will the players be interacting with?” Limiting the full length of the description to a single page is a means to ensure the whole thing doesn’t get bloated with descriptions of cooking and embroidery. These are the things I found to be the most relevant for GMs to run a game, in no particular order.

  1. Who are the important people? Probably the most important thing for players to know. When they get to a village or stronghold, who are the people they need to talk to if they need something. Who are the people who matter for things related to adventurers?
  2. What can they do for you? Once you know what kind of leader or official you need to talk to, what kind of assistance can you expect to get from them and what are the limits imposed on them by their society?
  3. Who are the troublesome people? In addition to people who could be of help to the players, there’s also those who could mean trouble to adventurers. Witches, inquisitors, doomsday preachers, and so on.
  4. What can they do to you? If the players have run ins with these people, what kind of threat are they likely to pose?
  5. What services are available? Different cultures may have different good that they are producing exclusively or have various restrictions on what may be sold or provided to outsiders.
  6. How do they fight? What type of armaments are used by warriors of the culture and what’s the common composition of a group of armed people? Do they rely on certain tactics or are there special rules who can be in charge of such a group. Where would warriors be found in an average settlement and in what numbers?
  7. What do settlements look like? While the specifics about different architectural styles are of little consequence, it can be quite useful to have a general idea of the common layout of a settlement for each culture. In some cultures the hall of the chief or the shrine may be in the center, while in others they may be found on a prominent hill at the far side of the main gate. Or the shrine may not be located within the settlement itself but some distance away from people’s homes.  Some cultures may have tall stone houses, others circular single-story farm house with thatched roofs, or underground burroews. It doesn’t have to be alaborate, but if you keep these things consistent the players might quite likely recognize the patterns.
  8. What are shrines and temples like? Since adventurers tend to have to deal with various supernatural poisons, diseases, and curses and may have other needs for divine aid, shrines and temples are going to be places that are quite likely to be visited on several occasions. Giving a brief description of how the culture builds its shrines, how priests look like, and what requirements and restrrictions are in place for assisting outsiders can be a great boon to making a culture appear distinctive. Deep theological concepts or religious celebrations are usually completely irrelevant in actual play.
  9. What animals are around? This item is important for the Ancient Lands in particular, but can be useful for describing cultures in general. If the animals found in settlements are not the typical European farm animals, then what kind of mundane or unusual critters are around instead? The Ancient Lands don’t have horses, cows, pigs, or dogs, but many similar roles are filled by various types of deer, goats, and large reptiles. A settlement of skeyn would have many ogets (large riding goats), while Takari elves of the Mahiri Jungles would use large caravans of huge drohas (hardrosaurs). This also applies to what beasts warriors would be riding into battle.

10 Random Things about the Ancient Lands

Things are rather busy at work these days with our main season having started (we sell garden plants so everything needs to be fully grown before the actual planting season starts) and even on the days when I don’t get back home late and tired I mostly spend my time doing other things than working on the Ancient Lands. While admittedly I’ve been writing more here recently than I have for quite a while, most of it is spur of the moment stuff that just pops into my mind minutes before I write it. And even most of that is more theory than specific content.

But I am always more creative in spring and summer (it’s adventuring season after all) and I got quite a number of ideas in my head that are almost finished content that is only in need of being nailed down and locked. Which I always do best when spelling it out in writing. So expect more stuff that is ready to take and use in games in the comming weeks. For now I am hopping on to an idea that someone suggested over two years ago and share ten randomly selected interesting details about the <em;”>Ancient Lands that make it a unique and distinctive setting:

  1. The Ancient City: Somewhere in the distant past there was a great city of sorcerers known as Sarhat (or Sahal) that rivaled all other realms in power and eldritch knowledge. Of all the legendary ruins in the Ancient Lands, this one is by far the most famous and most searched for, though almost nothing definitive is known about it. Many believe that the sorcerers of Sarhat were naga and that therefore it must be located somewhere in the Mahiri Jungles or Kemesh, but every so often the notes of slain naga sorcerers reveal that their hunts for the ancient city have got them no further than anyone else’s. Some treasure hunters and sages believe that the city actually lies somewhere in the Spiritworld or might even have moved far from its original location. Countless people have died or vanish on their search for Sarhat and among the common people there is a widespread doubt about what one might even find if the city could ever been reached. The search for the fabled city is widely regarded as an idiotic quest for fame without any hope of success or practical purpose, and leading people to Sarhat has become well established as the ultimate folly, both literally and figuratively.
  2. Verticality:Throughout the Ancient Lands and over the countless centuries of its existance, the builders of fortresses and castles have always shown a seemingly universal fascination with height. In a world covered in trees, reaching above the endless canopy and having an unlimited view to the horizon has become an ancient symbol of power. Castles are often build on top of rocky hills or take the form of massive towers, and some fortresses are carved into the sides of massive cliffs. Even in small villages with simple wooden palisades the highest point of the settlement is usually reserved for the chief’s hall or the village shrine.
  3. Truthspeaking: The future is always uncertain until it happens and there are no powers that could say for certain what it holds. Yet the actions and choices of both mortals and spirits are often very much predictable as long as one has sufficient knowledge of their motives and plans. Truthspeaking is the art of peering into the wyrd and observing the countless possibilities and paths that lie ahead of a person and finding the one that seems most likely. Truthspeaking is very accurate when it comes to predicting significant encounters that await a person in the near future if events have already been set into motion to send them and others down certain path. It can also predict how those other people will act according to their natures and motives and a warning of looming treachery can be of invaluable worth. However, while truthspeakers can predict a duel between two heroes before they even know about each other’s existence, they have no way to tell who will win if their skills are equal. And often it is tiny and seemingly insignificant details that decide the outcome of an encounter that even the most experienced truthspeakers can easily miss as being important.
  4. Serpentmen: The serpentmen are servants of the naga who are similar to elves in size and stature but with scaled skin, serpentine eyes, and almost featureless faces. They have never been encountered as anything other than soldiers or guards and seemingly always in the service of naga, which has many people believe that they have been created from elven slaves through alchemy or sorcery.
  5. Iron: While the raw materials for making iron are quite cheap and widely available, the process of refining them into a workable material and forging it into durable blades are much more complex and dificult than working with bronze. While iron pots and nails are common and its often used for making lamellar armor plates, iron blades are very rare and valuable. Even though they are no better than well made bronze blades (and often even less so), iron has the special property of harming spirits just as well as it does mortals. Pieces of iron can be used as wards against spirits and iron chains have the power to securely bind them and even prevent mortal witches from using their magic.*
  6. There are four moons in the sky: One large, one medium, and two small; one of which is moving very slowly in the sky in the opposite direction.
  7. The Old Gods aren’t gone: Nor are they sleeping. They are still around as they always have, since long before the gods of forests or beasts. They have only become almost invisible in this world since life took over the surface of the planet and established the familiar laws of nature. As one leaves behind these familar regions in the Spiritworld they can be found deep beneath the earth and among the stars that are still their domains.
  8. Time is irrelevant in the Spiritworld: While visiting mortals still experience time as they are used to it seems to have no real influence on the Spiritworld itself or its native beings. Castles can stand deserted in pristine conditions for many thousands of years or crumble into rubble within minutes after being abandoned. Some spirits sleep for eons or sit in silent contemplation for centuries without need for food or sleep. Fires burn without ever consuming their fuel and a single night may last for what seems to be months. The Spiritworld is a manifestation of the thoughts and emotions of the spirits and does not have to follow the patterns that govern life in the material world.
  9. Spears and Bows are the Hero Weapons: Swords and axes play a rather minor role in the warrior culture of the Ancient Lands. Since armor tends to be light and not highly sophisticated, reach and speed are the main things that keep warriors alive in battle. A properly armed warrior carries either a spear or a shield (or both if he has attendants to carry them) and short swords and axes are kept primarily as backup weapons or for use in tight spaces. When using one-handed weapons, the other hand always carries a shield if it’s in any way possible.**
  10. There are no horses or dogs: Also no bears, cows, or pigs. Horses and dogs are the two most significant animals in European culture as far as their role in hunting and warfare is conerned. Since I want to go with a style that is more Morrowind/Planescape/Kalimdor, these very familiar creatures are removed and replaced with more exotic creatures that are representative of the world’s unique ecology.

*I really like this one from a mechanical perspective. It’s a simple replacement of the common silver weapons and makes the imprisonment of spellcasters very easy without convoluted magical prison setups. All while reviving the old image of iron having power over spirits.
** This is partly “historical accuracy” but primarily a desire to see these weapons of ancient mythological figures back in their deserved spots. The reach advantage of spears can simply be represented as a +1 bonus to Armor Class, as in practice it makes it harder for an opponent to get close enough to attempt a strike at the body.

Adventures for Fun and Profit

But let’s forget about the profit for now.

Noism started an interesting debate with two posts about a seemingly overarching theme of bleakness in modern oldschool RPG releases and discussion. And I think it’s an accurate observation. The majority of content that is getting major exposure these days is pretty dark. But I think the main reason for this lies in the popularity of the works of James Raggi and Zak S., whose personal styles simply are bleak and grotesque. You could easily count Patrick Stuart as also having ascended into this exclusive group. Together they and their works easily tower over everyone else combined. This of course creates the perception that oldschool gaming is dominated by dark and bleak content. And when it comes to commercially produced publications this is actually the case. But I believe these great adventures are popular primarily because they are really good, not because they have bleak tones and dark themes. It probably is mostly a coincidence that the most successful creators are sharing such similar artistic styles.

That being said, it’s still a valid question to ask how we all could produce content that is just as good but taking a more positive outlook on things? Having bleak adventures dominate is indeed kind of a problem, in that it is quite easy to get caught up in the enthusiasm that is surrounding their reception. Deep Carbon Observatory is awesome and makes me excited to make something just as awesome with my own ideas. But at least for me it’s always very easy to fall into the trap of falsely assuming that something similarly great would also be similarly structured. It takes me conscious effort to say “This is not what you wanted to do. You had a different idea that is also awesome and your own.” So I find it very worthwhile to encourage a discussion about what other shapes great oldschool adventures can take and to get people to put more of those out there so that we have a broader perspective on what we can be doing that builds on our own passions and develops into our own personal style.

The original question that started this was “can RPGs be cheery?” I am not a native speaker but this doesn’t seem like a word that I could align with fantasy adventure RPGs. Cheerfulness seems to be in conflict with …well, conflict. As I see it, every adventure needs conflict. Without conflcit there’s no treat and therefore no tension. Maybe you can have RPGs that are cheery, but I don’t see it working for games of the fantasy adventure type. However, what these games do have the capability of is FUN!

To me, the absolute holy grail of a perfectly executed adventure is Raiders of the Lost Arc. It has violence and pain, a terrible threat, and the most evil of evil villains: Nazis! Is it in any way cheery? No, I really wouldn’t say so. But is it a bleak movie or a pessimistic one? I’d say far from it. It’s exciting and wondrous and Indiana Jones is a hero who has no pretentions of glory but is good without a trace of doubt. And it really is fun.

I do enjoy a certain gloominess in my favorite games and movies, but I would say that those are all cases in which the mood isn’t bleak but rather somber. To me the big difference lies in the outlook forward. In bleak settings there is a universal certainty that the actions of the protagonists won’t be making and difference for the better. Things might even end up being worse despite their best efforts. Things are bad and are only going to be worse. Adventures in such environments can be fascinating and entertaining, but unless everyone is set to go down in a blaze of glory, it’s not going to be fun. (Early Warhammer 40k always seems hilarious to me.)

But dark elements or periods of gloom do not have to drag everything into bleakness. As with Indiana Jones you can still have an overall very positive outlook, simply by giving the players confidence that their efforts will make things better. Things will look up in the future because the heroes took great risks and paid great personal costs. if the players walk away with a confidence that it all had been worth it, then even an adventure full of darkness can have an overall positive outlook. A great example for such a tale would be Princess Mononoke. That movie gets outright terrifiying as shit goes to hell, but even then the hero keeps pushing forward because he knows that he can make the future much better than it’s currently looking to be.

I don’t think I’ve consciously been thinking about it this way, but I believe that my Ancient Lands setting is at its core a world meant to be about the struggle for making things better. The setting is build around the concept of treasure hunting, but not about gold fever and the suffering it brings to everyone involved, but again much more of the Indiana Jones type. The main motivation for PCs is the excitement of discovering magical wonders that people back home would never have dreamed of. To reach them, great threats have to be overcome and there is fierce competition from highly dangerous and unsavory people who might use such discoveries to harm. You can easily have the PCs encountering great dangers and dealing with serious threats, but overall I find it an approach that lends itself very much to having a lot of fun while doing so,

As I see it, the world is not so much “Points of Light surrounded by a vast sea of darkness”, but rather islands of the familiar surrounded by oceans of the unknown. When it comes to designing settings and adventures it’s really very much the same approach, but the dangerous unknown doesn’t have to be dark. Even if it’s just unfamiliar you can still have high tension adventures without any need for bleak darkness.

Am I done?

Certainly feels like I am done. Despite saying just a few weeks ago that I felt I barely had made any real progress over the last six years of working on the Ancient Lands, I think that I now have all the pieces togther. Not ready for a publication by any stretch, but you could say the setting has reached the beta stage, where it’s completely playable.

Some monsters still need proper names and a handful still needs their stats written down, but I got a 100 entries bestiary. The gods still need naming, but I have them all together and religion properly worked out. The four character classes are all ready to play and the magic system is complete. I got all the races and an outline for the culture, and good sounding names for almost all of them. The map is an ungly sketch but it has all the countries that I want to include.

 

This thing can be played.

This week I was reading through the older posts I’ve written here about the Ancient Lands in more detail, and while it is true that almost all major elements of the setting where already in place in early 2011, the vast majority of them had a sometimes quite significantly different shape and appearance back then. Based on what I’ve been writing about the process, the setting really grew into the world I want it to be in the last 8 months. Many things I now consider crucial to the theme and style of the setting I wrote about only last summer. Looking back a full year before now, there’s still a lot of stuff that now seems completely out of place to me. Deserts, empires, trade networks, criminal organizations, humans! What was I thinking?!

I think a big tipping point was writing the Project Forest Moon post. This was when all the ideas and things I liked really became one coherent concept. That’s when it clicked and I realized which of my many inpirations I really want to set the overall tone for the world. Endor, Morrowind, Kalimdor, and Planescape (Beastlands and Pandemonium). I want the Ancient Lands to feel like those, and everything that doesn’t have anything to do with bringing that style to life can go. No empire, even when it’s lizardmen. No deserts, no steppes, no tundra. Certainly no criminal organizations, multinational mining consortiums, or national borders. But as I now recently realized, also no stone age hunters. In my quest for making a more solid tribal society and animisitc religions in a largely unsettled world I regularly kept forgetting that it’s still supposed to be a Bronze Age level setting. But now it finally all looks right.

There’s still a good amount of things to be done. The first priority being the creation of a sandbox for my next campaign that I’ll hopefully be starting before the summer. The setting I have created now is a set of rules, monsters, cultures, and general geographic overview. Creating adventures for it is another step entirely. The other thing I want to do is to actually get all the ideas that mostly exist in my head and on some indecipherable notes into a coherent text that can be shared and used by others. I am still not putting any hope in any kind of commercial success with this setting, but I definitely want to release it to the public. Over the many years of working on the Ancient Lands I’ve been getting a considerable number of comments and also messages from people simply wanting to tell me that they really like my ideas and would love to play in such a campaign. And that’s really all the confirmation I need that this isn’t a completely pointless undertaking. Even if nobody else ever runs an Ancient Lands campaign, it can still be a useful sourcebook for material or at the very least a source of inspiration for GMs wanting to start making their own settings.

Amulet of Life Protection

I love wraiths. I also love wights. I love how their attacks can permanently cripple their victims who can get away with their lives. While this is all cool when dealing with one such creature in a campaign once or twice, this does cause a major problem if you want to use them frequently in large numbers. Thematically, energy drain is a nice threat, but it’s not actualy that interesting or fun if there isn’t really anything the players can do about it other than “don’t get hit”. Always running away and using only arrows and spells isn’t tactical fun. It’s just annoying.

Given how the XP requirements for gaining levels work in B/X, I consider level loss to not be terribly bad as a mechanic. Since the required XP for each new level are doubled, you will very quickly catch up to your companions who didn’t get drained while at the same time always lagging behind just a little bit. I just wish it could be more interesting instead of something that just happens to you more or less at random.

The Companion Set introduced the spell restore, that can heal the lost levels but requires a 17th level cleric. Which don’t exist in the Ancient Lands. It also does not add anything tactically and makes energy drain less of a threat and even more of an annoyance. There is also a new magic item called the ring of life protection, which is a ring of protection +1 that can negate a total of 1-6 level losses. That’s a start, but throughout a longer campaign with many PCs, you’d be needing a lot of these things and end up with a sack full of rings of protection.

Way back in my first Ancient Lands campaign I was trying out the Taint mechanic, which I think was from the 3rd edition Unearthed Arcana. It drained a character’s Constitution and Wisdom instead of levels (which I now think was needless redundancy) and had more complex rules, but was a very similar concept that filled the same role from a narrative and worldbuilding perspective. Now I just use energy drains with a saving throw for going into demonically corrupted places for long periods of time. The cool thing about Taint was that it came with a more mundane counter than magic items. If you’re carrying pieces of jade on your body they will absorb the corruption and keep you safe until they reach their limit and crumble. But carrying more Jade didn’t mean that you were better protected, since at some point it just acted like a magnet for corruption and burned out even faster. I think that last detail made things actually too fiddly (this being 3rd edition after all), but it holds the general idea that I think can make energy drain a much more fun game effect.

Amulet of Life Protection

This simple amulet is made from special minerals, branches, herbs horns, feathers, or vials of magical water, often tied to a cord to hang around the neck. It is relatively simple to make with the right ingredients and does not require and actual enchantments.

The amulet can absorb and negate the corruption of demons and sorcery. When a character is hit by an energy drain attack or other level draining effect it automatically negates the level loss. The player has to roll 1d6 (or 1d4 or 1d8, based on the quality of the amulet) and on the roll of a 1 the amulet crumbles and loses its power. If a saving throw is allowed a roll still has to be made, regardless of whether the saving throw might have succeeded or failed. When a character is wearing or carrying multiple amulets at the same time, a roll has to be made for each one individually. Amulets left unattended in areas where a creature would be exposed to regular energy drain effects also have to make a roll against disintegration at each interval.

I think this should make fights against wights and wraith much more interesting. You still want to avoid getting hit, but even if you do get hit multiple times you still might make it through unharmed (other than hit point damage). But you can never know in advance how long your protection will last. As the amulets are easy and inexpensive to make you can always stock up on them before going into haunted places and demonic lairs. But carrying multiple ones doesn’t mean that you can be sure to not run out either.