Category Archives: worldbuilding

Spell-less Magic

Fantasy in recent decades seems to have a big thing for magic systems, and I believe partly becuse of the success of Brandon Sanderson. When I see people talk about magic systems it more often than not seems to revolve around different types of spells and the method of their casting. To the point that it seems to be taken for granted as a basic premise for any kind of magic to appear in fantasy.

This week I was exploring the idea of converting Apocalpyse World to a Sword & Sorcery game. All in all, it’s a system that strikes me as a really good match right out of the box with the one major thing that is missing from it being a set of rules for spellcasting. But it’s not like the game is completely free of magic. One default assumption of the setting of an Apocalypse World game is the existance of a Psychic Maelstrom, which is the source of seemingly supernatural effects and phenomenons, but whose actual nature and trait are deliberately left completely unspecified to organically take shape during play. There is a single ability that allows one of the classes to use magical power in a somewhat direct way, but it is again very vague and open ended and does not really fit the image of casting a spell.

And looking at older fantasy books, this is actually very much like magic used to be portrayed in fiction. The oldest example of a straight up spell slinger I can imagine is Tim the Enchanter, who can summon up fire without flint or tinder. Gandalf, Elric, or Kane, or any of the sorcerers in Conan’s stories don’t say magic words and have stuff shoting from their outstretched hands. Instead their “magic” mostly takes the form of knowing things and being in contact to powerful entities otherwise invisible to the perception of regular people.

The spell in its modern form appears to be primarily a game mechanic. One that was carried over from RPGs to videogames and from there seeped out into the wider field of fantasy in general. While I am a big fan of fantasy games, I’ve always had reservations about the gamification of non-game fiction. Even with games I prefer mechanics to be as invisible as possible and maintain a more organic feel in the in-game fiction. (Which is why I find Apocalypse World quite appealing and always had a problem with D&D magic.)

With the Ancient Lands, I’ve always felt more like making a “game of the book” rather than a “book of the game”, even with the vast majority of my work over the last year being on game stuff with no actual book anywhere near to sight. But these days I feel once again more drawn to writing fiction, with my game development having reached a point where there’s not really much left to do other than playing it. And even with all the worldbuilding advice for writers that adresses magic systems, I find the idea of a spell-less magic to be a lot more interesting.

Knights of the Old Republic: The Sith Empire Strikes Back

Knights of the Old Republic


Fifty years have passed since the returned Sith Lord Darth Revan has been destroyed for a second time in the Battle of Chandrilla, bringing an end to his seemingly unstoppable invasion of the GALACTIC REPUBLIC. With the death of their master, the surviving Sith forces were driven back to the Outer Rim.

Under the leadership of the mysterious SITH EMPRESS the Empire has been rebuilding its fleets and recovered its strength, slowly conquering many of the small independent systems in the Rim. Many fear the threat of a new great galactic war on the horizon.

Concerned by reports of recent activities in ruins of the Great Sith War, the Jedi Council has dispatched a group of its agents to the burned remains of the Jedi Enclave on the remote planet Dantooine.

  • 5000 BBY (1098 years ago) – Great Hyperspace War: The Sith Empire discovers the Galactic Republic and tries to invade corruscant but is defeated and almost entirely wiped out, but the Dark Lord Naga Sadow escapes with his followers to Yavin 4.
  • 3996 BBY (94 years ago) – Great Sith War: The Dark Jedi Exar Kun and Ulic Qel-Droma declare themselves the new Dark Lords of the Sith and attempt to conquer the Galactic Republic with the help of the Mandalorians.
  • 3976 BBY (74 years ago) – Mandalorian Wars: While the Sith had been defeated, many of the Mandalorians had survived and dispersed throughout the galaxy. Mandalore the Ultimate united them again as the Neo-Crusaders and started another war against the Galactic Republic, causing Revan to gather an army of Jedi against the will of the Jedi council.
  • 3958 BBY (56 years ago) – Jedi Civil War: Revan and Malak declare themselves Dark Lords of the Sith and create a second Sith Empire. Revan is defeated by the Jedi but Malak escapes.
  • 3955 BBY (53 years ago) – The Dark Wars: Darth Malak returns with a new fleet from the Unknown Regions to attack the Galactic Repubic. Revan kills him in the Battle of the Star Forge and then turns on the Republic Fleet, completely destroying it and killing Admiral Dodona and Master Tokare. Shortly after the disappearance of the Republic Fleet in the Unknown Regions a Sith force attacks the Jedi Enclave on Dantooine, wiping out most of the Jedi in the Outer Rim.
  • 3952 BBY (50 years ago): Revan is slain in the Battle of Chandrilla and the remains of his fleet flee to the Outer Rim. The Republic Fleet are in no shape to pursue and both sides decide to focus all their resources on strengthening the defensesof their worlds, for the time being.
  • 3902 BBY: Sith Desciples send by the new Dark Lord start poking around on Dantooine.

I didn’t post much this month so far because I was busy. With work on my Ancient Lands setting being pretty much complete but the launch of a new campaign still being a while off, I once again turned to my other hobbies for fun. Videogames from the early 2000s (being already old enough to prefer stuff from when I was 16-20 to new releases) and Star Wars.

And I always wanted to run a Knights of the Old Republic campaign, but never got around to it. And just having discovered the Apocalypse Engine games and also started replaying the KotOR game, I simply have to do this now! I am actually getting new inspirations for refining the Ancient Lands all the time these days and don’t expect to be able to stay away from it for long. But for the time being, expect a good amount of Star Wars material around here.

2,000 miles from edge to edge

When creating a “world map” for a fantasy setting, I generally find it rather pointless to actually make a map that shows the entire world. Most fantasy worlds aim to be late medieval to early modern in the kind of world they describe and in these time periods much of the Earth was yet unknown even to the people with the most complete maps that existed. Also, an Earth-sized planet is massive and there is no way you could ever actually visit all those places, no matter how many books you write or games you play. At the very most, what a setting can practically make use of, is a region that covers all the major climate zones and ecological environments.

While the distance from pole to pole is a bit over 20,000 km, the north to south length you need for a map that provides all the environments you could ever wish for is much shorter than that. I took some measurements on world maps and the numbers that showed up again and again were all in the range of 3,000 to 3,500 km. Or in fantasy units, 2,000 miles.

It is the distance that takes you from the northern coast of Africa to the northernmost extend of the Baltic Sea. It’s the distance from Russia across all of Mongolia and China to northern Vietnam. It’s from Hudson Bay in Canada to Cuba and from Alaska to Baja California. The distance from Rio de Janeiro to the Falkland Isles.

If you really want the full range of possible climates from the thickest tropical jungles to the permanently frozen artic tundra it’s more like 3,000 miles, but with 2,000 you are already on the pretty safe side in your ability to cover any landscapes you might want to put into your world.

Figuring out the Kaas

The kaas are one of the six mortal humanoid peoples that live in the Ancient Lands and were one of the very first things I created for the setting. It really started all with these two creature designs:

Human/Ferai Hybrid Form (Primal)

Charr (Guild Wars 2)

From a visual design perspective I think this is a really cool style for the look of a new fantasy race that fits into a Sword & Sorcery setting. But something that I have always been pushing back all these years is to really sit down and take the time to fully develop them into a full and distinct people and culture that will be recognizable to players. With the skeyn that wasn’t much of a problem and even though I came up with the yao and sui very late in the development they came together pretty much by themselves by relying on old archetypes that feel fitting.

But with kaas I mostly knew what I don’t want. I don’t want orcs, vikings, or klingons, or any of the many other iteration of this old stereotype and I also don’t want them to be the big silent guys who glower down on everyone else in mild contempt (that’s more the basis for the yao). Kaas are big and they are strong, and having a lion/bear motif making them at least somewhat more warlike than the other peoples just comes by itself. But I want them to be more “cheerful” and less psychopatic about killing or obsessed with honor. People that clearly are dangerous, but who could still be really fun to be around.

I think this last weekend I really made some big progress again by putting together a list with various existing characters from fiction that I could also really well imagine as kaas characters in the Ancient Lands. The resulting list is this one, which I hope will make some people as enthusiastic about having them in a campaign as I am.

Naked Snake (Metal Gear Solid 3)

Cerys (The Witcher 3)

Sylvar (Tales of the Jedi)

Canderous (Knights of the Old Republic)

Goliath (Gargoyles)

Dax (Star Trek: DS9)

Eve and Wrex (Mass Effect)

These two cool dudes (Halo 2)

These entertaining lunatics (Bound by Flame)

If you know only half of them, I think you should agree that these guys should be a blast to have in the party. One specific trait I have decided on for the kaas, which I think makes a great base to build their cultural identity on, is that violence is usually not their first choice of a solution to deal with a problem. But generally it’s their second choice if the first one didn’t work. They also need some more calming elements to balance them, but I think I am definitly on the right track with these guys now.


Raise Animated Dead

Resurrection of dead characters is a difficult topic when it comes to fantasy in general and to RPGs in specific. To make it short, I am not a fan of death being an effect on a PC that can be removed with the casting of a spell. Once a character in the party has access to this spell, players can mostly expect their characters to live forever. As long as the cleric survies the battle, everyone is probably going to be fine. If the time limits are generous, then it becomes mostly a matter of having the money and transporting the body to a high level NPC, which can become an available option much earlier in the game. This significantly changes the game and doesn’t really line up with pretty much any fantasy fiction. It just doesn’t seem right for my prefered style of Sword & Sorcery and so I created the aspect of life and death in the Ancient Lands around the assumption that resurrection is impossible. There is no soul separated from the body and once the life has been extinguished it is forever gone. Nothing there to bring back into the world of the living.

However, resurrected NPCs can be pretty cool when used sparingly. The undead sorcerer. The returned hero of old. The helpful ghost. I don’t really want to have these completely banished from my campaign.

One possible solution, that I think could be quite fun, is to make it possible to return a body back to life but the resulting creature ends up being somewhat odd. It looks like the person and has the memories of the person, but ultimately it’s something different. A magical construct. For antagonistic NPCs this is good enough. They can still be villains without any special limitations. For helpful NPCs this would still allow them to perform some kind of task that benefits the PCs, but they can’t really return back to their old life. Of course, you can get endlessly philosophical about the question whether a being with the same appearance and memories would be the same person or an artificial fake, or perhaps a separate but still fully human twin. I think usually they would be, but I believe it should be possible to come up with ideas to make them sufficiently similar but different that they would not be welcomed back into their old lives. That’s another step to be figured out later.

But regardless of how the world reacts to such resurrected characters, the players might and will quite possibly have very different oppinions. Players might have no problem with playing a character who has all the traits of their old one but has only philosophically changed. To make it effective, resurrected PCs should be unappealling to play on a continous base. One quick and easy solution would be to make it impossible for them to gain any more XP. This might make it appealing to have the character complete his last quest for dramatic reasons while not really offering much incentive to keep going after that. Another nice limitation that might help in making the characters unnatural nature apparent would be to not make this return to life permanent. Maybe it lasts only a month or a year after the character is gone for good or it takes continual magical rituals to preserve this temporary return to the world of the living.

The Social Conflict of the Ancient Lands

Working on the Ancient Lands is always also a great process of learning for me. Even though it took me six years to get to this point, during which comperatively little content has been created, it doesn’t feel like wasted time as I don’t think I had anywhere close to the skill needed to make the world that I am refining now. But I still spot mistakes that were made and that hold considerable room for improvement.

While originality is overrated, I made some decisions early on about what fantasy stereotyps I don’t want in my setting because they are already everywhere (at least in the fantasy I was reading and playing back then): No Dark Lord, no demonic invasion, no lost golden age, no diminishing magic, and no default good PCs who kill default evil antagonists for no other reason than charity or to safe the world/kingdom. And I still really like those and mostly stick to them. Instead I came up with the idea that PCs are clan warriors who protect their village by fighting of monsters. But what first was a solution, and not a very well thought out one, gradually morphed in my head into a mandatory requirement. Not only do I now regard it as a dead end, it also made my pretty much completely ignore aspects of the setting that are actually pretty important. A major one of these is social conflicts and the main factions involved in it.

One thing I like so much about the Knights of the Old Republic series is their web of factions. In the Star Wars movies the Jedi and Sith are both actually really bland, but in KotOR they are more multi-faceted and you also get the Mandalorians as a third faction. And you don’t have that tunnel vision on the Skywalkers, which makes it all a lot more interesting. I know I want some of that. Other great examples of factions are the Dragon Age and Mass Effect games, which really have them in the center of worldbuilding rather than the main stories, which serve more as framing devices to see the factions clashing.

I think that great conflicts are those that arise from specific circumstances unique to the world. Like the dark side of the Force in Star Wars, demonic possession in Dragon Age, or Defiling in Dark Sun. This results in conflicts that couldn’t take place in any other world as well and creates a real reason to play in this specific world rather than any of the dozens that are already around. If you want people to get invested in your setting, it needs to offer something that existing settings don’t. Again, you don’t need to be original in every element of the setting (which probably wouldn’t even work) but at the very least have one new thing, or new combination of existing things.

In the Ancient Lands, this original element is a natural world that is too powerful to be subjugated and makes large scale civilization impossible. Civilizations always stay small and are short lived, as agriculture is only sustainable with the blessing of the gods of the land. As there a few spirits that have both the power and inclination to create such havens where crops and herds are relatively safe from wild animals and the the severe elements, settlements always remain fractured and populations are unable to expand. How people are dealing with this situation is the basis for my current approach to the four main factions. Previously I had treated the factions as relatively small organizations, but I think the following ideas probably work best when almost all settlements can be associated with one of these factions, even if they have no unified hierarchies.

Druids are the mainstream group of shamans who serve as intermediaries between farming villages and the spirits of the land on which they live and work. (No longer the sorcerer hunters I treated them as previously.) In druid philosophy the current state of the world is the natural way of things and trying to fight nature can lead to no good and will always lead to premature destruction. Instead, the only way to find a life of peace and relative safety is to learn and understand the laws that govern nature and use them to your advantage instead of trying to work against them. In this regard druids are deeply conservative. This life is close to as good as it gets and any troubles are either the result of trying to defy nature or inevitable facts of the ways of the world. Accepting the limits of what mortal peoples can achive in a world in which they are not the masters and focusing on avoiding unnecessary clashes with the wilds and their spirits is the only way to a content life.

The Sakaya are a cult that accepts the dominance of natur and the greater power of spirits and gods, but rejects them as masters over their lives. Sakaya do not worship the spirits and turn for them for guidance and protection and instead draw their strength from relying on the cooperation with other people. Nominally they are a unified society of equals, though in recent decades the warrior companies on the coasts have increasingly reduced ties to the monasteries in the mountains. Sakaya will make bargains with spirits and occasionally agree to paying regular tribute, but they offer no devotions to them. Their strength comes from winthin themselves and their mutual cooperation to overcome the hardships of life. Striving for excelence in one’s skills and sharing resources for the greater good is the best way to support the community and create a peaceful life for oneself.

Wilders are generally small and remote settlements that share the belief with the druids that mortal efforts can not overcome the indomitable forces of the natural world. But they refuse to remain content with lives of hardship and permanent struggle and instead seek solace in an even greater power. Wilder cults worship the primordial gods of the earth and the sea that still rule these vast realms below the surface world as they have done since the beginning of time. Druids regard this as a worship of demons and the calling of powers into the world whose corrupting influence can only lead to disaster and suffering. In the eyes of most people, wilders are little different from sorcerers in the threat they pose to the rest of the world.

Sorcerers are witches who deny that the laws of the natural and spiritual world are unshakeable and refuse to accept that mortals can never be more than they are. They have turned to sorcery as a source of magic that is not bound to the natural laws and has the powers of primordial chaos to reshape reality itself. Sorcerers regard wilders as superstitious cults that have no understanding of the powers that they worship. The primordial gods of the deeps are simply spirits whose powers are open to mortals just as well. Sorcerers are very rare, perhaps numbering only a few hundreds in the whole world. But their attempts to reshape the world around them to their whims makes them an extremely dangerous threat in the eyes of all the other groups. Even sorcerers who seem like kind people and mean no harm to anyone warp and corrupt the world around them and leave behind areas of toxic blight in their wakes. They are all seen as madmen who risk dooming the world forever.

None of the groups are outright good or evil. Sorcerers are always destructive and wilders regularly play with very dangerous forces, but this does not mean that players can simply kill all of them and be done with it. Wilders often live in whole villages and while they may be particularly odd people they do not always directly threaten anyone else. Druids seem predestined to be good guys, but of all the groups they are the least flexible and tollerant. In their eyes the other groups are only making things worse for everyone and the Sakaya are foolishly risking their own survival at best. The monastic Sakaya are probably the ones least interested in confronting others but can be particularly stubborn against cooperating with demands that have them submit to spirits. The warrior Sakaya on the other hand are clear troublemakers, constantly looking for opportunities to improve and display their martial skills. This puts them in conflict with pretty much everyone, regardless of ideology. A sixth major group would be the naga sorcerers, who are very much like mortal sorcerers but regard all of those as inferior ursupers of their races ancient powers. Naga sorcerers never cooperate with mortal sorcerers and only tolerate them as personal thralls who are deliberately kept at a weaker power.

Calendar of the Ancient Lands

Yesterday I wrote about the gas dwarf companion of the forest planet on which the Ancient Lands are located. Today I am adding to that with the calendar that people of the region use to track time based on those astronomical observations. Since the gas dwarf is such a huge presence in sky and months are relatively short, the sun has relatively little symbolic significance in the setting so far, and the main use of the calendar is to track the phases of the moon, I am going with a lunar calendar instead of a solar calendar. Lunar calendars are a bit more complicated to use for long term record keeping than solar calendars, but as this is pretty much not a factor for the Ancient Lands, a lunar calendar is much more convenient.

  • A month has 16 days and begins on the first sunset after the new moon.
  • Nights of the full moon always fall on the night after the 8th day of the month.
  • A solar year has 381 days from one winter solstice to the next winter solstice.
  • A calendar year has 384 days, and each new year begins on the first sunset after the first new moon since the winter solstice.
  • Because the solar year is three days shorter than the calendar year, every 16th calendar year has only 23 months and ends on the day of the winter solstice.
  • In reality there would have to be occasional leap days as orbits are never perfectly synchronized in nature, but since for the purposes of an RPG time is measured in month and not in centuries, these are simply ignored for convenience.

In addition, solar eclipses are fairly regular things.

  • Solar eclipses only happen during new moons, so they always fall on the last day of the month (the 16th).
  • Because of axial tilt, eclipses only happen during spring and fall, never in summer or winter. This means the 4th to 7th and the 16th to 19th month.
  • This means the possible dates for a solar eclipse are 16.04., 16.05., 16.06., 16.07., and 16.16., 16.17., 16.18., 16.19. There is a 50% chance that it happens during daytime for any place in the world.
  • Since the apparent diameter of the gas dwarf is 8 times greater than that of the sun, eclipses will almost always be total. They last between 10 and 30 minutes (1d3 turns).

That’s no Moon

It’s a gas dwarf.

I never made any secrets about how much I love the worldbuilding of Morrowind. (It’s gameplay is a different matter.) And I never let an opportunity pass by to tell everyone how much I love Star Wars. I also liked the world of the old videogame Albion and the whole old Planetary Romance genre in general. When I wrote down my Project Forest Moon concept paper to spice up the Ancient Lands with more mythic and puply atmosphere, that title was just a name referencing the visual style of Endor in The Return of the Jedi. But that phrase stuck with me until I recently decided to have the Ancient Lands be set on an actual moon. I know a fair bit about astronomy and while I think scientific accuracy is vastly overrated in fantasy worldbuilding, I think no creator likes to create stuff they know to be wrong within the rules of their fictional world. So I sat down to figure out a configuration that is at least somewhat plausible if you’re not getting too specific about the exact numbers involved. Or in other words, I feel pretty confident that planets like this can exist if you just find the right numbers for masses and distances to keep everything in semi-stable balance.

Having an Earth-sized moon orbiting a gas giant (like the Rebel base on Yavin 4 in Star Wars) would have all kinds of “interesting” effects that would make any kind of Earth-like environment on it vastly implausible. And you’d also end up with all kinds of funkiness regarding day length and daily solar eclipses lasting for hours. To keep things much simpler and more familiar, I chose to make the big ball in the sky a gas dwarf instead.

So what is a gas dwarf?

Gas dwarves are the most recently discovered type of planet that exists in other star system, which look very much like gas giants but are much smaller than those. In their center is a solid rocky core like a common terrestial planet which is then surrounded by a massive atmosphere of hydrogen and helium. Planets like Earth or Venus have not enough gravity to hold on to these very light gases in significant quantities, but if you go just a little bigger in size gravity is strong enough to keep these huge balls of gas together. The total mass of gas dwarves is between 1.7 and 4 times the mass of the Earth and it appears that they are one of the most common types of planets in the universe. It’s just a random oddity of the solar system that we ended up not having any of these. Being so much smaller than a gas giant the gravitational effects and its magnetic field would be much smaller than what you have in a behemoth like Jupiter or even Neptune.

I recently got myself Universe Sandbox 2, which I’ve been fascinated about for a very long time, and made a quick simulation of what it might look like if you take Earth and switch the Moon for smallish gas dwarf. I started by taking Neptune and changing its mass to 2 Earth masses. The program then did the recalculation of it’s actual size automatically. As expected, two bodies of such similar size would actually form a binary planet, both orbiting about a point between them instead of one going around the other, with the world if the Ancient Lands not being actually a moon. But it’s close enough. The screenshot at the top of this post is taken directly from the simulation I made with everything being at actual scale, with the gas giant being the same distance away from Earth as the Moon. But it’s a lot bigger and the little black dot next to the bigger blue ball is what the Moon would look like from this perspective. At 8.5 times the radius of the moon the gas dwarf would take up an area in the sky 72 times bigger. Hydrogen clouds would also reflect light much better than moon rocks, so the light of a full moon would likely be hundreds of times brighter than what we get here on Earth. However, human eyes are actually really amazing at automatically adjusting to light levels to give the brain the appearance that everything is normally lit. We did measurements of light levels in greenhouses in school and rooms that seem to be evenly lit actually get several times the amount of light close the sun facing windows than at the opposite side. Sunlight is obviously brighter than the light of a full moon, but human eyes adjust so well that you probably wouldn not have suspected that it is actually 400.000 times brighter. So even with a full moon being 400 times brighter than on Earth, the nights wouldn’t actually look much brighter to the eyes of people.

This is the Earth and the gas dwarf seen side on at actual scale. This shows the actual relative sizes and distances of the two bodies.

Tidal effects would obviously be much more severe as those caused by the Moon. However in practice, the actual rise and fall of the water is influenced much more significantly by the shape of coastlines than the gravitational pull of the moon. While there would be some bays experiencing absolutely astonishing tides, it should not be too dramatic for most coasts to completely change life near the sea. The time between high tide and low tide remains roughly 6 hours since the day is 24 hours in length. The orbital speed of the gas dwarf is marginal compared to the rotation of the forest planet.

Sadly, one thing that Universe Sandbox can not simulate is tidal locking. Tidal locking is when a smaller body slows down its rotation to the point where it matches its orbit around the larger body, causing it to always show the same side to the larger body, while the larger body would remain stationary in the sky of the smaller one. I think this is boring and want my wandering gas moon, which is why I gave it such a low mass to reduce this effect. In reality, the effects that cause tidal locking are working on every smaller body orbiting a larger one. The only question is how long it will take for the rotation to slow down before a true lock is reached. For the Earth and the Sun, tidal locking actually takes longer to reach than the Sun is going to live. One number I’ve found is that the Earth actually had days of only 6 hours when it first formed. So the fate of my world is sealed and it will eventually tidally lock to the gas dwarf. But the gas dwarf has only twice the mass of the forest planet while in comparison the Earth has 80 times the mass of the Moon. So I see it as completely plausible that a after three billion years the forest planet still has a nice 24 hour day and is a very far way from getting locked and the gas giant keeps moving in the sky.

Another interesting number is the length of a month. That is time from one full moon to the next full moon. In this particular configuration of masses and distances that I uses this turned out to be almost exatly 16 days. That would be 4 days from new moon to half moon and from half moon to full moon, and the same back of course. 16 is a very attractive number, being a square of an even number, so I keep that for the days in a month. For the number of months in a year, 24 would also be a very attractive number, being a multiple of 12. If a month where exactly 16.0 days and a year exactly 24.0 months, it would lead to a year of 384 days. Very close to what we think of when we are talking about “a year” as a unit of time. But such a perfect synchronisation would seem vastly implausible to me, so in the tradition of the Japanese aesthetic of wabi-sabi I am setting the length of the year at roughly 381 days, with the occasional leap day now and then. And sometimes a year happens to have only 15 months. Since I am lazy with such things and calendars show up rarely in practice in campaign, I’m not making any names for months or days of the week. It’s simply the first day of the eleventh month. With each month beginning at the new moon.

Another cool subject is solar eclipses. Because with a diameter 8 times larger than the Moon, the gas dwarf has a really easy time completely covering up the sun. In reality the Moon passes between the Earth and the Sun once every month during the new moon. However in most months it will pass actually above or below the sun in the sky since all orbits are not perfectly flat. How often you get solar eclipses depends on the tilt of the orbit, the size of the moon compared to the sun, and the length of a month, but they will be most common during spring and fall. There are 16 opportunities for an eclipse every year and a 50% chance for any place on the planet to be on the sun facing side when it happens, resulting in a total maximum of 8 if the orbits where perfectly flat. I really don’t want to worry about the exact math of this, so I am just arbitrarily setting the number of total eclipses a place experiences in a year at 1 or 2. However, I am pretty sure there is an orbital tilt that would lead to this result. I just don’t want to calculate that number as it will never come up in a game. On Earth a solar eclipse can last up to eight minutes. With the gas giant being eight times wider but it going around the planet at double the speed, this gives us eclipses of up to 30 minutes. So to streamline the numbers for practical use, a total eclipse lasts for 10 to 30 minutes.

So that’s the sky and the resulting calendar in the Ancient Lands. I actually tried to simulate each of the two planets having a small moon of their own, adding Deimos and Phobos to the system. When I ran the simulation, the Earth immediately flung its moon on a course to the sun while the gas dwarf threw its moon straight at Earth, leaving a huge crater lake in Morocco. I am pretty sure it should be possible to have two minor moons in the sky as well, but I am not going to include these into the simulation. They are just there in the sky looking pretty and not having any noticable effect on the planet below.

Dark Sun Sandbox

No, this is not a pun.

I wrote about sandboxes and taking the idea of default goals from megadungeons on monday, and how it finally made sandbox campaigns click for me.

And it finally made me understand how I would properly run a Dark Sun campaign. A sandbox is a perfect match for it. One issue with the setting as described is that all the interesting possible oponents are fabulously powerful. If you want to engage in the current public affairs of Athas, you’re facing immortal sorcerer kings with limitless resources and whole armies of seriously dangerous minions. Yet doing regular bandit killing and caravan guarding would be just way too bland for a setting like this. Even being an ordinary adventurer looking for gold in dungeons would be kinda meh.

But as a sandbox it all makes so much more sense. The default action in a Dark Sun campaign is “don’t die”. When you’re in a city, then the templars of the sorcerer-kings are everywhere and looking to kill or enslave you for the slightest reason. If you’re not in a city, then it’s a constant fight to not be killed by the desert. Sitting around idle is never an option, you are always facing a threat. If you don’t have any specific goal for now, then simply staying alive and free will always keep you occupied. It’s a world that really comes to life through random encounters. Random encounters are not the hand GM nuding the players to do certain things. They are the setting itself being hostile to the players, which really is one of the big selling points of Dark Sun as a setting.

And going on more specific adventures with a defined goal can always be treated as a means to accomplishing the default goal of staying alive. Helping others is not something you do out of kindness, but because they will give you resources and assistance in return, which then can help you to survive the deserts and stay ahead of the templars for a little longer. And in the long term, the players can make allies and gain the friendship of slave tribes or bands of elves, or can call in a debt from thri-kreen. Or even somehow get the gratitude of a clan of halflings. Lunatic canibal halflings who live in the one forest in a desert world that everybody else stays way clear of. As they grow in personal power and gain allies, players can eventually get into a position where they can mean actual trouble for any of the sorcerer-kings. Whichever one of them the players decide to hate the most.

The Tyr Region is perfect for a sandbox, and not just because it’s full of sand. However, given that the setting was created for AD&D 2nd edition and that the really cool concept was quickly turned into garbage by a heavy handed metaplot that had NPCs do all the things that would have been cool for players to do, I very much doubt that this was the intention. But that’s clearly how I would run it.

Idea Looting: John Carter

Yesterday I was watching John Carter again and it really is a corny B-movie with an awful script and badly acted protagonists. But that’s the case with pretty much all fantasy movies except for Star Wars and Lord of the Rings (which often are corny blockbusters with an awful script and badly acted protagonists). And while I think that it could be argued that it’s a bad movie, it certainly is a really nice looking movie with a lot of cool ideas. Basically the ideas that are taken directly from A Princess of Mars and are not new additions for the movie. You know, the ideasĀ  that Star Wars ripped off to huge success.

And some of them I think I really want to grab myself:

White Apes kick ass! They eat puny rancors for breakfast.

That Petrified Giant Tree Thingy Shrine. The only problem I have with this design for a dungeon is that it’s not nearly big enough in the movie. It needs to be ten times bigger and then it totally has to be an adventure site for my campaign.

Helium looks awesome. It just needs a thick forest in the canyon below the cliff and can go straight into the Ancient Lands. (As a Tree Weaver castle, I would say.)

Those meddling sorcerers. Don’t really have a clue how, but I like the idea. And I really like that their powers are mostly illusions and mind control but that they absolutely suck when having to fight themselves, which makes them much more interesting as actual antagonists. big open question is what they would try to accomplish in the Ancient Lands.

And since we’re at them, the Warhoon tribe is really gnarly looking. I said I need some better ideas for the raksha. I think this could be it.

Not appearing in the movie, but I really like this design for Banths. I think this is what I’ll make my arags look like instead. (My original inspiration were varren from Mass Effect, which really look remarkably similar to this, just more fishy.)

Here I am still really conflicted. Airships are totally awesome! But I feel like they would be a huge change to the setting as a whole. The concept for the world is one of wilderness adventures in a somewhat more primitive world and having the ability to fly over the forests instead of slowly crawling through the underbrush and paddling along rivers would be a drastic departure from that.

But they are really, really cool.

And they would not actually be a radically new idea for B/X-BECMI. Elves and Halflings have been given the ability to make airships very much like these in the Companion Set way back in 1983.

And it’s really, really cool…

I guess what would be needed is to make these things incredibly rare and put some severe limitations on how far and long they can fly before requiring a stop to resupply. But I guess that’s worth a whole post in itself.