The Eternal War against the Serpents

The defeat of the Naga and conquest of the South by the God-King marked the beginning of mortal civilization and the rise of the first kingdom. But though the serpents were driven back beyond the great river, their threat to the mortal realms was never completely broken. It is by the might of the God-King and his royal guard that the southern realms are being kept safe and their people are protected from being enslaved or devoured.

With the divine power of the God-King, no serpent armies have crossed the river in living memory, but in the jungles beyond the eternal war has never ceased. The sacred duty of protecting the realms of mortals from the snakes is given to the royal guard, masked soldiers of the greatest skill and might who hail exclusively from an ancient caste of warriors fanatically devoted to the service to the God-King. Regular soldiers are given the dreaded assignment of guarding the river and prevent the crossing of raiding parties that managed to slip by the royal guard engaging the main armies of the serpents in battle. Typically these consists of barbarian warriors from deeper within the jungles who have become thralls enslaved by the insidious magic of the snakes, but all people have heard stories of patrols that were ambushed by naga warriors and sorcerers and slain or devoured to the last man.

Soldiers of the God-King patrol the northern bank of the great river to prevent anyone but the royal guard from crossing, to prevent any snake cultists from revealing information about their enemies to their terrible masters. And no lone wanderers or stragglers are allowed to return, as the serpents use their dark magic to enslave the minds of prisoners and send them back as spies and agents to spread false rumors and trick the watchful guardians to become complacent and underestimate the threat of another naga army crossing the river to retake their ancient lands.

Since the day the God-King ascended to his reign over the people of the southern realms, he has led them into battle against the serpents and to victory.  And it is by his might alone and the valiant struggle of the eternal war that the lands of mortals are kept safe, and for the people of the south, this alone is proof enough of his divinity.

Setting Expectations

A pun. I’m so clever.

Apparently there are still people who protest vocally when someone mentions that System Matters. Even though it should be totally obvious that it really does. Having recently started to get into the rules and mechanics of Dragonbane, I’ve been considering running my next Kaendor campaign with this system. I’ve really been a lot into the West Marches style of wilderness exploration for the last six years or so, especially since I really started to understand the Classic Dungeon Crawling structure that all the mechanics of B/X are designed around. OSE is a great way to let new players take a look at the game without having them to try understand the attack roll mechanic (which I still don’t understand to this day), and Shadowdark has some interesting new ideas to bring to that table. And both are a shiny new, or at least contemporary thing that new players have interest in to give a try. But all of these have a big problem for me and that is that they are still D&D.

And D&D has some really odd and specific assumptions about the game world that are hard wired at the most fundamental level and you can’t really replace without changing the whole premise of the game, regardless of edition, retroclone, or hack. The big ones for me are the linear level progression and the magic system. (Alignment is also stupid, but that one is actually easy to remove.) The are the main reasons why Barbarians of Lemuria has always lingered at the edge of my vision (it’s a bit too simple), why I kept looking at every new fantasy adaptation of Blades in the Dark, and why I really wanted Forbidden Lands to somehow work for my needs (it’s a bit too complex).

While I’ve been jumping from game to game in the hope to finally find the game that I want for my fantasy campaigns for many years (and in the end still always ended up with versions of D&D), Dragonbane now seems to be the most promising system I’ve come across yet. Maybe it finally is the one. I’ve been thinking for the last week about how a Dragonbane campaign set in Kaendor might look like, because the West Marches and Classic Dungeon Crawling structures simply don’t work in a system without XP. This had me reexamine the very question of how to complete the sentence of “You play as an X who does Y” for such a campaign. And finding an answer for that that works with the mechanics of the game significantly changes several quite basic assumptions of the Kaendor setting.

There are three things that stand out for me as making Dragonbane a fundamentally different game from D&D derived systems that require quite different things from the game setting to work with it. The lack of XP to incentivize certain behaviors like searching for treasure or looking for fights, the lack of character levels that creates a mechanical hierarchy of all the NPCs and PCs, and the lack of a distinction between sorcery and priestly magic.

Though many groups reportedly have stopped using XP in their D&D 5th edition games and simply give PCs new levels when the GM thinks it appropriate, it’s still a fundamental aspect of the game, and one that is central and does a lot of heavy lifting in B/X. The promise that hauling treasures from dungeons will get the PCs XP on their return is what allows players to be proactive and take charge of the campaign. They know what their characters are after (treasure) and where it can be found (dungeons), and they have the tools to go and claim it. Go out gathering information on old ruins with potential treasures, pick one to get to, and decide which obstacles to challenge and which ones to avoid. If the game does not have a mechanic that ties character advancement to their treasure hauls, then players have no incentive to randomly check out any dungeon they become aware of and poke into every little crack and hole they find. This means the idea of adventurers as treasure hunters does not work, and with that dungeon crawl as a core campaign structure does not work either. Exploring dungeons can still be part of the game, but it would be to find one specific thing in the dungeon instead of exploring as much of it as possible. Anything that isn’t the Thing can be left behind, and after finding it the PCs can just leave.  A hunt is quite different from an exploration. And because of this, I think making the game focused on a story is probably mandatory. (What I think that could look like while having the players be in charge of the campaign will be a later post.)

It probably wasn’t originally intended when D&D was first designed as  pure dungeon crawling game, but having PCs advance in discrete levels which increase all their abilities at a somewhat linear rate, and having monsters defined similarly by their Hit Dice, created a hierarchical ladder of power for all the inhabitants of the game world. One that is inherently quantified through the game mechanics. Since all creatures in the game are meant to be a credible threat to PCs at some point in the game, newly made PCs start almost at the very bottom of the ladder, just a step above rats and goblins. And at some point it became commonly established that the character progression provided by the rules also applies for NPCs that inhabit the game world, and that there would be 15th level fighter and 17th level wizards out there who could single handedly take out entire armies by themselves. And logically these NPC heroes would be important powerful leaders of the game world whose deeds shape history. Logical and reasonable, but this means that new 1st level characters are nobodies. And 5th level characters are probably still nobodies who don’t appear on the radar of the great and mighty. This greatly limits the kind of stories you can tell in a newly started campaign, or you would have situations where the great heroes of the realm do nothing and wait for random nobodies to solve the great crisis, or the PCs grow to great power in a matter of weeks, though it took the great heroes decades to do so. There is of course always the option to just start a campaign at a higher level, but to many people like me, getting what is supposed to be an award for accomplishments for free feels unearned and takes the fun out of playing at higher levels and continuing to advance further. In a skill based game you cab of course count all the skill ranks of PCs and NPCs and put them in a sorted list (though Dragonbane NPCs only have two or three out of 30 skills listed in their stats). But a character with 16 in a dozen skills and just 5 in combat can still be hopelessly outmatched in a fight with a character with 14 ranks in combat. Different characters can have different skills rise at completely different rates. Having an NPC reach maximum ability in one area does not automatically raise all the other abilities as well. This feature means that a newly made PC can start with a 14 in a few important skills and quickly raise them to 16, and already be in the same league as the great masters in the respective field. While still being very far away from having reached maximum advancement. To me, this opens all kinds of doors to have PCs start the campaign as important heroes of fame who walk in the halls of kings without having to skip over a major part of the character progression.

The fact that Dragonbane has only a single magic system in which any character can learn access to the spells of the three magic schools has a huge impact on the presence of the supernatural in the Kaendor setting. My approach had long been that there are no clerics in Kaendor and while I had considered letting mages have access to healing spells, I eventually decides that priests are instead people with no magic power of their own, but can command the magic of sacred holy sites on which their temples are build. It’s a concept from the D&D Companion Rules that allows the nonhuman peoples to have priest magic in their towns without the ability to have cleric characters, by essentially giving an ordinary person access to a powerful magic item that is locked in place inside the town. It’s a cool concept, but when any PC can learn access to the Animism school and the healing spells, then the whole concept becomes redundant. It even means that any witch or sorcerer could learn healing spells and there’s nothing inherently divine about them. Which I think suits me quite well. But I still will have to fully reconsider the role of magic spells in society if I want to run Kaendor campaign with Dragonbane.

Return to Kaendor

Y’all all don’t what real Gamer ADHD is!

Yesterday I mentioned on Mastodon that I regular keep getting new ideas every few months for what could be really cool campaigns and then losing interest in the work after a few days or weeks, but that it seems like I always keep coming back to the same Sword & Sorcery inspired setting of nature spirits and dinosaurs on an alien forest planet. People asked if there’s any place where they could read more on that world, and there really isn’t anything I could direct people to at this moment. So this post is going to be that.

Kaendor is the current incarnation of a Sword & Sorcery style campaign setting heavily inspired by the worlds of Morrowind and Dark Sun, and the visuals of classic Star Wars and Conan the Barbarian, that I’ve been tinkering and experimenting with since at least back in 2009. I’ve run three separate campaigns in that world over the years, but there have been many drastic overhauls and changes to the geography, history, cultures, and monster populations that it’s become a completely different world from its original incarnation. But looking through my old material, the jumble of ideas and fragments seems to have gained the general shape of what is now the Kaendor setting in Summer 2016 when I wrote my Project Forest Moon concept. Reading it again now, it still feels like a perfect match for what I want to accomplish with the setting.

My previous campaigns were run playing Pathfinder, Astonishing Swordsmen & Sorcerers of Hyperborea, and while I wanted to run D&D Basic/Expert last time, there just wasn’t the audience for it and we ended up playing 5th edition. I had been very seriously considering Barbarians of Lemuria, Worlds Without Number, and Forbidden Lands as systems for future campaigns. But now with the considerable popularity gained by Old-School Essentials, which is reformated reprint of the B/X rules, I think it’s now much easier to get player for it. And it really is the system that Kaendor was always meant to be for.

Inspirations and References

  • A Princess of Mars
  • Albion (DOS game, 1995)
  • Bound by Flame
  • Conan the Barbarian
  • Dark Sun
  • Fire and Ice (by Bakshi and Frazetta)
  • Kenshi (PC game, 2018)
  • Morrowind
  • Nausicaa
  • Princess Mononoke
  • Record of Lodoss War
  • Return of the Jedi
  • Severance: Blade of Darkness
  • The Empire Strikes Back
  • Warcraft III: The Frozen Throne
  • X1: The Isle of Dread
  • X6: Quagmire!

Yes, this is all very 80s/early 90s. That stuff is on fire! ;)

The Environment

Kaendor is the smaller of a pair of binary planets around an orange dwarf star, the other one being a a blue gas dwarf (a type of planet now known to be common in the universe, but with no example in our solar system). With the stars lower gravitational pull on the planets, a year is slightly longer at 381 days, but with another large planet in place of a moon, months are considerably shorter at only 16 days. (Leading to two 8-days weeks per months.) With the gas planet casting a much larger shadow than a smaller moon, solar eclipses are much more common on Kaendor, and many places see one or two every year, which are typical occasions for many magical rituals.

Kaendor with the gas dwarf and its orange dwarf sun in the background. (Simulated with true scales and perspective in Universe Sandbox 2.)

The surface of Kaendor is about half land and ocean, with almost all but the higher mountain ranges being covered in an endless expanse of trees, giant mushrooms, and swamps. The dominant animals on land are reptiles and insects, with many species growing to enormous sizes. Instead of birds, the skies are home to many kinds of feathered flying reptiles. Mammals are somewhat uncommon, mostly resembling rodents of many shapes and sizes, but there are also many types of deer and goats. (There are no dogs, cats, horses, or bears)

The Peoples

The common Kaendorians are very similar to humans in nature and appearance, but they don’t have any particular resemblance to any specific peoples from Earth. Giants, serpentmen, and fishmen exist, but their numbers are a far cry from what they were tens of thousands of years ago and most people never see even one of them in their entire lives. Insect-like goblins are more common, but they mostly keep to themselves and only occasionally make short visits to other settlements to trade.

Civilization on Kaendor is generally fairly small. While there are many large river valleys for civilizations to arise, there are few open plains, and clearing the ancient forests along the river banks is difficult and dangerous work with the massive scale of many old trees and the amounts of deadly animals and treacherous spirits. A few major cities exist near the coast, but mostly people live in small towns and surrounding villages scattered far and wide across the lands, in whatever small patches of farmable land can be found. The larger city states can establish some kind of centralized government over the surrounding towns and villages a few days’ ride out from their city walls, but most people are ruled over by local chiefs or tribal councils.

The technology level of Kaendor is mostly Bronze Age, with crudely made iron being only suitable for nails, cooking pots, arrowheads, and armor scales, but too fragile for weapons, tools, or chainmail. There are a few roads through the forests connecting the city states with nearby towns, but transportation of heavy goods is done almost entirely by boats over longer distances, or hauled by pack animals that can walk on narrow trails and step over roots or through mud. Wheels are only used for wheelbarrows or handcarts within towns and villages.

The Supernatural

This is an aspect of the setting that is still somewhat up in the air and I am currently undecided on how I want to nail down the specific rules for the future. In general term, all the natural forces in the environment are the actions of spirits. Most spirits of plants and stones are extremely simple beings that have no real consciousness, personality, or individual traits. They simply exist, maintaining the natural cycles of the environment through their passive influence. But the spirits of particularly ancient trees or large caves, and especially the spirits of whole forests, mountains, or island are very powerful entities that have a great awareness of everything that happens within their domains and the power to influence the environment directly to their will. However, the nature of these great spirits is completely different from that of mortals, and they perceive the world and understand events in drastically different terms. Their desires and choices lie well outside the comprehension of ordinary mortal minds and they generally have no concerns of any kind how their actions and changes to the environment affect individual people or even whole villages.

All settlements require a shaman who knows the local spirits and has at least a basic understanding of their goals and desires. The role of the shamans is to consult with the spirits to get permission to build new settlements or make any major changes to the environment and to plead with them for understanding about offenses or aid in times of hardship. They also perform the many rituals and sacrifices demanded by the spirits in return for their continued permission to settle, farm, hunt, and mine in their domains. The exact purpose of many rituals and what the spirits actually gain from them is a mystery even to many shamans, but they are not questioned as subservience to the spirits is an everyday part of life everywhere on Kaendor.

Magic that falls outside the domain of interactions with the spirits exists in the realm of sorcery and is closely tied to demons. Being part of the environment and regulating its natural processes, the power of the spirits is limited to guiding the many forces of nature, but it can not break its laws. It can control plants and the weather, accelerate healing or cause disease, or increase strength or cloud the minds of mortal creatures. Existing outside of nature and coming directly from the primordial chaos, demons are not bound to such limitations. Sorcery can do the impossible by rewriting the laws of nature and overturn the natural order, making it potentially extremely powerful. However, the natural world is extremely complex with everything influencing and affecting everything else, and seemingly minor changes that disrupt the natural order can have impossible to predict consequences with wide reaching scale. Sorcery is inherently corrupting, spreading decay and sickness in everything it touches. The effects of a single spell are typically very subtle, and over time the natural order will restore itself and the damage disappear. But the continuous use of demonic chaos magic has devastating effects on both sorcerers and the lairs in which they perform their spells and rituals. The transformation into ghouls is the first stage of the effects of continuous exposure to sorcerous spells or corrupted environment. At that point there is rarely any hope for victims of returning to their former selves, and the only paths ahead if the effects of sorcery persists are numerous forms of true undeath.

My Plans for Aumaril and Wilderness Exploration Rules

People who’ve been following what I write for some time might know that I often come up with plans for grand ideas but rarely have anything finished to present later. Since I don’t have any money at stake with all this elfgame stuff, that’s fine. And it’s rare that I actually abandon anything I’ve been working on completely. Much of stuff that I create is tinkering with mechanics and concepts and it’s always a learning experience that helps me increase my understanding of the material. And nearly all of it kind of just goes into a drawer where I let it sit for some months or a few years while my attention is on other things, to get pulled out again at some later point to continue tinkering with it. So while it might be pretty early to make any kind of announcement yet for what I am currently working on and nothing might come out of during the next year or so, my current plans for a rules system and campaign setting are actually just a new phase of the same things I’ve been working on for nearly 10 years now. I am constantly getting better at it and feel like I am making great progress, but with increasing experience comes a better understanding of how far away the goal has actually been all along. It’s a bit like fusion power research, I guess.

With a lot of talk, confusion, and general uncertainty about the licensing situation of D&D type games in the last month, plenty of people have come out with the opinion that this is as good a time as there’s ever been to just go through with their ideas of what a perfect game system should look like and make it happen. Though in full self-awareness of how much interest and use such systems might actually see, the old term of fantasy heartbreakers immediately made it back into circulation. It’s not going to be the next Dungeons & Dragons or the next Pathfinder, and most likely not even the next Swords & Wizardry. This is something you do just for the fun of it and maybe to use for your own campaigns, and perhaps, if you’re lucky, it becomes popular enough that some people will take bits and pieces as house rules for their own campaigns. And in this mood and environment, why the hell not? I’ve been collecting quite some house rules myself over the years which I already put together as the Yora Rules, and there’s a number of things in B/X that I would personally have done very differently.

So I’m gonna do this!

There are actually three connected but separate things that I want to make:

  1. A revision of the classes and combat rules of B/X (like attack rolls and saving throws) mostly intended for my own personal use.
  2. A set of new rules and mechanics for a streamlined wilderness exploration system that makes wilderness travel and resource management simpler and faster, and a system for maintaining a fixed home base to serve as treasure vault, supply depot, and winter camp. I think this one actually has potential to be a successful (free) product.
  3. A campaign setting for my own next campaign in which I’ll use and playtest the new rules above.

At this stage, these are really more general plans for a playtest than specific plans for a product. These are plans to develop something, which depending on how things work out, could at a later point lead to releasing something.

OSRIC and OSE already set great examples for how you could replicate the structure of AD&D and B/X even with the OGL 1.0a, and with the new Creative Commons license for the SRD 5.1, I feel that all of this is both perfectly within both the letter and spirit of the law.

The Rules Revision

I started RPGs with D&D 3rd edition just when it came out and later played some Pathfinder for a while. It was fine back then because it was what I knew, but when I became curious about this oldschool roleplaying stuff I spend a while with Astonishing Swordsmen & Sorcerers of Hyperborea, as a more accessible way to get into the AD&D mechanic, but since I discovered the Basic/Expert rules eight years ago, I’ve been a huge fan of those rules ever since. That is, at least in general terms. I’ve never been able to actually understand the TSR system for making attack rolls and the saving throw categories seem quite nonsensical for someone who was first introduced to Fortitude, Reflex, and Will. That’s why I always only actually ran Basic Fantasy and Lamentation of the Flame Princess and more recently Old-School Essentials, which all let you make attack rolls like in the d20 system. But I’m also quite a fan of some changes made to the B/X rules by Stars Without Number and its various descendants.

In the big picture, these rules will still be B/X. But with the amount of house rules I already made and some other changes I think would be big improvements to the game, it just seems convenient to do a fully new writeup for everything that I can hand to players and also share publicly. Some of these changes seem quite radical as they throw away a presumed “balance” that Gygax and Moldvay created for different classes. But it’s by now pretty well known that there was no precise fine tuning and diligent play testing for the exact values in the tables, and they just made up numbers that looked right. (If anything does break, it will show up during play tests and can be fixed later.)

  • Attack rolls and Armor Class as in d20-system games.
  • Saving throws are Physical, Mental, Evasion, and Magic.
  • All classes advance at the same XP scores as fighters.
  • Attack bonuses and saving throws increase linearly with levels.
  • No restrictions on weapons and armor.
  • Spellcasting is restricted by encumbrance instead of armor.
  • Spells are not lost after casting. (Though still limited in uses per day.)
  • Encumbrance based on number of items instead of weights.
  • Ability checks are rolled with 2d6 against a target number based on the ability score.
  • In dungeons, 1 turn covers exploration of “1 area” instead of a distance of corridor.
  • Encumbrance increases the requirement for rest turns instead of reducing exploration speed.
The Wilderness Exploration Game

While the rules for character advancement, combat, and dungeon exploration in the Basic rules are already pretty nice as a rules light version of D&D, it’s really the Exploration rules that always keep me coming back to this game. I remember when West Marches by Ben Robbins was first making its rounds and it always seemed like a really cool approach to set up a sandbox campaign. I later was greatly inspired by Joseph Manola’s The long haul: time and distance in D&D about approaching adventures as months-long expeditions into the unknown, interrupted by spending months cooped up in winter camp. More recently, I’ve read Gus L’s series on Classic Dungeon Crawls that emphasizes the survival game aspect as being essential to making the exploration of dungeons an engaging mode of play, and the whole time I was thinking “Yes, but what if we apply all of this to the outdoors?!”

I feel the wilderness has always been overshadowed by dungeons and by city adventures, but my own mental images of amazing fantasy worlds are filled with trees and mountains from horizon to horizon. And pondering on the ideas of the three wise men above, I’ve become convinced that there can be absolutely fantastic campaigns in which the wandering around in the wilderness can be the main attraction, rather than just the connecting transition space between different adventure sites. To make such a campaign work, there needs to be a clear campaign structure, as well as a set of easy to use tools for the GM to make it happen.

As campaign structure goes, the concept very much follows the West Marches and the original Basic rules: The game begins with 1st level PCs in a small frontier town that is relatively close to several ruins and caves that are home to various creatures and hiding ancient treasures. At first adventures are relatively short, with the travel to the sites being quick and probably uneventful and dungeons being fairly small, and all the PCs being back in the town after 3 to 5 hours where they get XP for all the treasures they recovered. Dungeons with more dangerous creatures and greater treasures tend to be farther away from the town and descend into greater depth, leading to increasingly longer adventures that eventually won’t be able to be played in a single go.

At this point it becomes strongly encouraged for the players to have more than a single character to deal with scheduling. If players A, B, C, and D go on a longer adventure with characters A(1), B(1), C(1), and D(1), the adventure can’t continue until all four players can come together at the same time with the GM again. If player C can only play every second week (maybe), but players A, B, and D want to play more often, they can go on another adventures with their character A(2), B(2), and D(2), and maybe also take along two other players with their characters E(1) and F(1)? If the campaign is about uncovering the secrets and mysteries of the wilderness instead of the personal stories of individual PCs, this way of playing multiple PCs is perfectly viable and it increased scheduling flexibility immensely. It also makes long healing times and characters working for weeks or months on creating magic items and similar things more viable. Just because one character is out of action for the game doesn’t mean all the other PCs have to sit around and fiddle their thumbs while they are waiting.

The Expert rules recommend that characters should start going on longer journeys deep into the wilderness and away from civilization around 4th level, which I think remains a good guideline. But I also think that this is actually the perfect time for PCs to start establishing their own stronghold. Not as barons ruling over their respective towns and villages (which isn’t really much of a group activity anyway), but to have a new forward base camp for their exploration deeper into the wilderness. It’s a place where they can stash their newly found treasures in their vault (and get XP for said treasures), have a supply depot with food reserves for months, can set up fully stocked shops for armorers and alchemists, and a garrison for the hired mercenaries who guard the vault and stay with the pack animals and supplies while they go down into dungeons to explore. It can also serve as their winter camp when the whether makes campaigning nearly impossible for several months of the year.

This new stronghold not only serves as an alternative for the starting town for launching new adventures deeper into the wilderness, it also functions as a generator for new adventures. Ben Robins recommends that the PCs should be the only adventurers exploring the West Marches, but the players don’t have to be the only people establishing a new outpost on the very edges of civilization. There can also be the keeps of aspiring new barons, mining camps, bandit camps, and of course endless hidden lairs of evil cults. Not to mention monsters like giants and dragons making their homes in the area. All of which could have a problem with the PCs setting up a new base near their own turf. Or potentially become allies to share resources and information, and aid each other in times of attacks.

The critical importance of random encounter in dungeon explorations is well enough known, but the same mechanic can also do an incredible amount of heavy lifting when it comes to the wilderness. Nearly everything that can be encountered in the wilds or on the road is either going somewhere or coming from somewhere. After the encounter has played out, there’s usually an option for the players to either follow the creatures to where they are going, or to follow their trail to where they came from. This is a fantastic opportunity to introduce new sites to the sandbox. People probably have noticed that the numbers of creatures encountered in the wilderness often goes into the dozens, and in the case of some lairs even in the hundreds. These numbers are not for a group of four PCs being suddenly ambushed by an entire army on the march. These are numbers for populating keeps, camps, and lairs. These groups are what you find when you follow the wandering groups of monsters back to their homes. And they don’t have to be hostile. The same reaction rolls for random encounters in dungeons can be used when approaching a stronghold in the wilderness. Which I think has the potential as an amazing tool to create a wilderness area that is a living space where players can discover the unexpected and the GM has fantastic opportunities for very freeform and improvisational play.

As I mentioned, a campaign like this also needs tools. The following are mechanics that I’ve already dabbled with to make running such adventures easier. Some of which overlap with the changes to the basic game mechanics mentioned in the previous section. Most of these are things that the Expert rules already cover, but I feel they are clunky and inconvenient to use. All of it can be done better without dramatically changing the outcomes.

  • Item-based encumbrance.
  • Simple rules for water and food rations.
  • Mechanical consequences for lack of food and water.
  • Rules for disease(?)
  • More robust rules for hunting and foraging.
  • Travel speeds that map exactly to 6-mile hexes with no half hexes or third hexes traveled per day.
  • Simple rules for river travel speed.
  • Rules for tracking.
  • Wilderness exploration turns analogous to Dungeon exploration turns.
  • Stronghold and lair generator tables.
Aumaril

The final piece for my upcoming campaign during which all these ideas for new rules and mechanics will be playtested is the setting. I like the sound of Aumaril, and I checked that it isn’t already used by something else. And it’s different enough from Arduin and Amalur to not seem like a knockoff.

Aumaril is a world dominated by severe weather and many volcanoes. Volcanic activity covers the sky in ash every few decades that can cause brutal winters and ruin harvests, but on some occasions have tipped the climate to a point of causing ice ages that can range from centuries to tens of thousands of years. The world only emerged from four thousand years of winter fairly recently, which destroyed the civilization of the fey, reduced the kingdoms of the giants to barbarism, and diminished the empires of the serpentmen to a shadow of their former greatness. As the ice retreated and forest returned to the northern lands, mortal barbarians migrated from the south to make them their home. In recent generations, these first mortal empires have fallen into chaos and decay, and many people are fleeing deeper into the wilderness to try their luck among the abandoned ruins of the fey and giants, and things much more older than even the ancients.

While civilization is centered around three old empires that have seen much better days, and could be interesting places for adventures in their own right, these are not the actual setting where the planned campaign takes place. The adventures of the PCs cover the vast wilderness of forests and mountains that still cover most of the world and remain largely unexplored, but have many ancient ruins from the previous age and civilizations that have long since disappeared. I am an unashamed fan of the 70s and 80s Sword & Sorcery style that gratuitously blends together traditional medieval fantasy elements with weird and alien environments from science fiction or prehistoric Earth. Mushroom forests, dinosaurs, and giant insects are totally my jam, as are evil sorcerers in giant black towers covered in skulls. Which I think has never been executed better (at least stylistically) than in Morrowind. I’m not leaning as much towards the camp or melodramatic, but I still think this is a really cool aesthetic that can be just as well suited for more down to earth fantasy adventures.

One thing that really excites me about this setting is that it’s being populated by various intelligent creatures that have been created for D&D pretty long times ago, but never really seen much breakout success or prominent appearances. In addition to the very human-like Aumarilians, who are greatly inspired by various cultures from the Hyborean Age and the Elder Scrolls, the other major peoples are chitines, derro, fey’ri, grimlocks, locathah, quaggoths, raptorans, and stone giants. Goliaths seem to have become quite popular in 5th edition, and of course yuan-ti have always been famous.

This part of my great creation probably won’t see any kind of proper release as some kind of book, but I guess I’m probably going to share various bits and pieces about it here as the actual campaign develops.

A short history of the world

In the ancient days, long before any mortal memories or records, the world was home to strange civilizations of mysterious inhuman elder beings. They may have ruled over the surface lands for many hundreds of thousands of years and raised great cities and empires, but nothing of them remains. Some 10,000 years ago, great glaciers moved south and buried the land to the shores of the sea under miles of ice and snow, anihilating everything in their path and grinding it into dust.

After several thousands of years, the age of ice and snow came to an end, with the glaciers retreating and the barren rubble slowly turning into new forests. As life returned to the northern lands, so expanded the reach of the serpentmen, who claimed much of them for their ascending empire. For over 2,000 years the serpentmen empire span across the lands on both sides of the sea, but even their time eventually came to an end.

Dark haired barbarians from the east settled on the borders of the empire, and as they saw the power and reach of the serpentmen decline with every generation, they eventually invaded the northernmost provinces, creating a mighty kingdom around the Great Lake. As the serpents retreated further and further south towards the coast, the power of the Lake Kingdom grew, and it became home to many great sorcerers. Though like the serpents before them, their time of greatness and power wouldn’t last forever, and their great cities and towers were abandoned and fell into ruins. The remaining people eventually mixed with other barbarians in the great Woodlands to the west and the mountains in the east, becoming the barbarian tribes of the Witchfens and the Plains.

Though the empire of the serpentmen had survived the rivals that had driven them from the northern provinces, they had lost much of the great power they onces possessed. So when new barbaric peoples appear on their borders, led by four powerful sorcerers who had united the tribes under them, the serpents stood little chance to resist them, though the wars of conquest ranged for many decades. The invaders conquered all of the great Grasslands and much of the coastal lands north of the sea, driving the empire from the north.

Greatly weakened by the decades of fighting a losing war, the serpentmen eventually suffered a great revolt by their mortal slaves in the provinces most directly affected by the fighting, which ultimately led to the creation of the new kingdom of tbe Southlands.

With the hated serpents now no longer on their borders, the sorcerer lords turned towards securing their own hold over the lands they had conquered, and soon came to be elevated to be worshiped as living god kings. They also became each others greatest enemies, competing over the most valuable farm and graze lands along the large rivers that run through the great valley of the Grasslands.

After the death of one of the god kings and the conquest of his land, and the usurpation of another by his closest lieutenant, the three remaining realms have been at war with each other every few decades. The increasing taxes, endless conscription of soldiers, and ruthless pursuit of dissenters by the templars during these wars have frequently driven farmers and deserting soldiers to flee into the densely forested hills that surround the Grasslands on the west and east. The mixing of the refugees with the local barbarian tribes has led to new unique societies that follow their own rules and customs.

Over the last ten years, the fighting between the god kings has become excessively fierce and destructive, causing peasants, merchants, and even some nobles who have fallen out of favor to flee into the wilderness in numbers rarely seen before. Instead of integrating with the people who have lived in the hills and valleys for many generations and adopting their customs, the recent newcomers outnumber the native villagers in many places or even set up entire new towns of their own.