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.

Forest Moon 2: Knights of the Frozen Throne

About a year ago I’ve sat down and wrote a list of elements that would evoke the atmosphere and style that was really at the heart of my inspiration for the Ancient Lands, which over the many years of working on it had regularly strayed off into other, more generic direction. Writing these ideas down as Project Forest Moon started probably the most productive phase of my whole work on the setting and in hindsight feels like a second moment of the settings inception. When I looked back at the original first outline I made, pretty much all the important elements were already there and the following five years were spend on toying around with various mechanics and researching background information on society and technology. Much of which ended up being discarded as irrelevant and uninteresting for campaigns. Figuring out what doesn’t work and why is a major and important learning experience, but It was only in the last year when I finally learned how much atmosphere is actually much more important than lots of methodical detail.

Project Forest Moon turned out to be an astonishing success for myself which lead me to declare the setting as basically complete three months ago. Well, at least so far as having reached the beta stage. And to focus my efforts on the final push to smoothen out the remaining rough edges I made another list with the elements that still are not as prominent as they should be and the ways I want to deal with them.

  • That’s no Planet. It’s a Moon! Forest Moon was really just a name referring to one of my major inspirations for the style of the setting. But the idea has grown on me and I totally like the idea of switching the primary moon of the Ancient Lands to be the larger companion of the system. It changes absolutely nothing for the people living in the Ancient Lands, but it adds a little bit to reinforce the notion of it being an alien work very much unlike Earth in many ways. And I also just love the oldschool pulpy vibe that you get from works like the Barsoom series and obviously Star Wars.
  • Points of Light: While it comes from the development process of the most controversial edition that was widely seen as a major step in the totally wrong direction for D&D, Points of Light is a very fascinating paradigm for desiging settings, that is actually extremely oldschool but had to my knowledge never been put into words that well. The whole, and really pretty simple idea, is that the campaign world is a mostly untamed world without any real centralized power or organization and overall generally hostile to the mortal races. They have carved out their small islands of relative safety and stability that are only loosely connected by barely maintained roads, but around them these small villages and towns are completely surrounded by monster infested wilderness.  I’ve been working under these assumptions from the very beginning, but I feel that I’ve continuously drifted back towards something more conventional. One way to accomplish this is to completely banish the idea of countries from the setting. Geographic areas are defined by having a consistent landscape, like a mountain range, island group, or wetland. But there are no more cultural regions that give the inhabitants some kind of shared identity. Now every island of mortal inhabitation is reduced to being its own unique entity.
  • No More Cities: As a consequence of the stronger Points of Light approach I am ditching the concept of city states. These have always been problematic for me as they are meant to not be visited by PCs but always ended up being the focus areas of the worldbuilding process. I will keep the handful that I have, but they are reconceptualized as strongholds of particularly powerful warlords. They are fortified towns under a single leader. No longer a common space for a regional aristocracy.
  • Level 0 World: One paradigm I’ve commited myself to some time ago is that every NPC that is not considered important enough to be given a name and individual personality is automatically a level 0 character with no class. NPCs that are fleshed out as individuals only get classes and levels if they have extraordinary fighting prowess or skills or possess magical powers. If their power and influence is purely social then they are still only level 0 NPCs, even if they are very high ranking individuals.
  • More Focus on Journeys: I already had boat travel on rivers and coasts on the list the last time but have not actually done much to make this a more prominent feature of the setting. With a setting like this, the trip between town and dungeon is not enough to cover the wilderness aspects of a campaign. The journey between towns should be an adventure in itself. This is one aspect where I have to put some more thoughts into mechanics and it’s less of a worldbuilding issue. However, the connections to the river and overland path network is one important element in the description of settlements. This also includes creating some more river monsters.
  • More really big Beasts: Part of the concept is that the wilderness is dangerous and terrifying. With a more open ended, site-based approach to adventures and the ability to retreat from encounters or avoid them, I think I can get away with populating the world with more beasts that will be too tough to fight head on for most parties. More dragons and rancors.
  • The Fey Folk: There are three races of humanoid fey in the Ancient Lands. Naga, shie, and racksha. The naga already have a very prominent role in many aspects of the setting, but the other two are still mostly concept that exist more or less in isolation and are not really connected to anything yet. The shie are the creators of the Tower Builder and Tree Weaver types of ruins, but the raksha are more of a character design than a setting element so far.
  • Rituals: The Ancient Lands is conceptualized as an animistic world but so far there is little specific about how this element can be included in actual play. The consultation of shamans and witches and the use of elaborate warding and divination rituals needs to become more fleshed out. Given that divinations in the Ancient World work by predicting the crossing of paths of people with intersecting or conflicting goals rather than stating predetermined outcomes, I see a lot of potential here.
  • Sites of Power: I need to put a lot more thought into magical glades and springs that work as powerful stationary magic items.
  • Druids as Monks rather than Templars: My idea of the Druids was as an organization of shamans that work together to fight the spread of demons and sorcery but I realized that this actually makes them not very interesting as NPCs. If they are the best at fighting sorcery, why would they have to work together with player characters? It’s basically the old Jedi Problem, where one character type is the hero by default and everyone else really only gets in the way and should try to stay out of harm. Instead I want to reconceptualize druids as scholars who have the knowledge to fight sorcery but require warriors to actually do the heavy lifting and clear a path for them.
  • No Lizardmen: I already had lizardmen scrapped once but got them back as part of the setting some time in the last year. But now I realize that all my cool ideas for a lizard race have already been incorporarted in jungle elves and the naga slaves serpentmen. While a neat idea, the lack of a decent concept means the setting will probably be better of for the time being. Not having mortal lizardmen actually frees up a spot for an idea I have for lizard spirit-ogres as a fourth race of the fey folk.

The Ancient Builders

Ruins play obviously a great part in the Ancient Lands and someone has to have build them in the first place. While I don’t want to have a generic post-apocalyptic world I decided to keep things simple and focused and have the majority of ruins be from an ancient time and build by fey races instead of being build by past humanoid civilizations. Ruined castles can have signs of past inhabitation by people, but people-build ruins are going to be almost all abandoned villages. Mortals just don’t have the ability to build castles like spirits can, and never did. It’s not that mortals lost knowledge and abilities they had in the past, but simply that spirits are just much more powerful in every way. Fortunately for mortals, most fey castles have long been abandoned and only few of them are currently inhabited. The fey races are not particularly attached to stability and leave lots of stuff behind when they are done with them, but these tend to remain around for a very long time after that and over thousands of years those abandoned castles add up.

Naga

Of all the old builders, the naga are the ones that still have a strong presence on the material world and inhabit and maintain many of their ancient castles, particularly in the southern lands. Around the Inner Sea and the northern lands these are all long abandoned, though. Naga ruins often consists of steep, tower-like ziggurats surrounded by smaller buildings with flat stone roofa that housed vast numbers of elven slaves. They can easily be identified by their lack of stairs, with levels being connected by ramps. They are also generally found near coasts.

Tower Builders

The tower builders were a civilization of shie that built a large number of citadels throughout the northern parts of the Ancient Lands. All their castles have a square base and smooth walls that slighty narrow inwards until reaching a flat top. These towers are build from huge stone blocks that are very accurately fitted together and each have a completely unique shape. Inside, the ceilings are held up by massive supports that start close to the walls and lean sharply inwards to form a kind of trapezoid arch and provide a lot of cover and hiding spaces.

Rock Carvers

Ruins of the Rock Carvers are mostly found in the area of the Inner Sea, particularly the Akai and Tavir Mountains, but also in various places in the steep rocky cliffs on the coast. Rock Carver ruins are often seemingly low and bulky constructions compared to the other styles of castles, but are mostly located underground, which hides their frequently massive proportions. Often the only parts visible above ground are a steep and extremely thick wall and an only slightly higher citadel that guard the main entrance to the rest of the stronghold. Often these have very few windows that are barely more than arrow slits, but castles in well defensible locations high up in the mountains sometimes have large numbers of great balconies and tarraces overlooking the landscape below. Smaller ruins are often completely invisible from the outside and appear only as easy to miss caves that reveal themselves to be spectacular underground castles. While the working of walls and tunnels is always extremely precise and without any irregularities, many ruins include large natural caverns that have remained entirely unworked and kept in their magnificent natural form.

The identity of the Rock Carvers is a complete mystery to everyone but they have often left behind many enchanted stones and gems.

Tree Weavers

The Tree Weavers were another group of shie who created numerous castles and palaces in the Ancient Lands. Their ruins are widely regarded as the most magnificent ones and appear to have been grown from gargantuan petrified trees and living rock rather than build by masons. Except for floors and stairs, which are covered in tiles of polished marble, there are no flat surfaces or straight angles to be found anywhere in these ruins, with all walls slightly bulging outwards and all ceilings being domed. Many ruins consist of tall towers that often have smaller side towers branching off from them in seemingly impossible angles like enormous stone trees. Other buildings have large marble roofs made from a single piece that look like the shells of colossals turtles.

Tree Weaver ruins are often home to a great amount of plant life, much of it being dangerous and even deadly to people getting too close.

Glass Makers

Ruins of the Glass Makers are the most mysterious ones and widely regarded to be by far the oldest. Many even believe that they were build by spirits that have long retreated into the eternal dark of the Underworld. Ruins of this type are made or a very hard dark material that greatly resembles glass an comes in various hues. Surfaces require a great deal of force to damage and tend to merely chip rather than fracturing. Rumor has it that at least in some ruins such damages slowly heal over the course of decades and centuries but they are so infrequently visited that nobody has ever really seen it happening so far.
The architecture of these steuctures, if it can even be called that, tends to be highly bizarre and often seems to serve no discernable purpose. However, they all share in common that they contain large underground sections of which generally much less information is available.

Glass ruins often have areas of high corruption and are sometimes haunted by trapped demons. Sorcerous relics can often be found in them and they are highly sought after by naga and sorcerers.

Eldritch Lore: Elementals

Air Elemental by javi-ure

A while back I’ve seen someone describe elementals in Dungeons & Dragons as fundamentally boring. I think they are really cool, but what is it that they rally have going for themselves? When you look at their description in the Monster Manuals and Expert Sets, really all that you get is a description of how they look and their abilities in combat. And that’s really everything there is about them. What little there is about their role in the wider world makes them appear more like mindless temporary golems controlled by wizards than actual nature spirits. I have to agree. Elementals in Dungeons & Dragons are super lame.

Yeah, well… I’m gonna go build my own fantasy setting. With blackjack and cool elementals!

Elementals

Earth Elemental by javi-ure

Elementals are the oldest and most numerous of the spirits inhabiting the Spiritworld. Even more so than the spirits of trees and animals, they are the spirits of the land, sea, rivers, and sky themselves. They have no shape or form of their own, but wherever the elements are present there are also elemental spirits inhabiting them in the Spiritworld.  Whenever they have a need to interact with the physical world around them they can manifest a body shaped from their element. Weapons can not damage water and fire and even when rock is crushed an earth elemental can maintain a body made from rubble. The only ways to deal any harm to an elemental spirit are magic and the elements themselves. Dousing fire with water or turning water into steam with extreme heat can overwhelm the power of an elemental spirit, causing it to lose its hold over its physical form and disappearing back into the environment to recover its strength. Like all spirits, elementals are hurt by iron as well, but bronze, wood, and stone have no effect on them whatsoever.

Fire Elemental by javi-ure

Elementals don’t have any needs as living creatures would understand them or even desires like the shie, naga, and raksha. They are eternal beings as old as the world itself, who will probably continue to exist until the end of time, long after all people, beasts, and other nature spirits will be gone. Yet they are not mindless forces of nature, nor completely devoid of emotions. The main priority pursued by elementals is to be left in peace. The one thing that drives them into furious rage are disturbances of their comfortable quiet. However what costitutes a disturbance to these enigmatic beings is never clear to tell. The presence of beasts large and small is a constant and regular occurence throughout all the world and most of the time elementals make no distinguishment between people and animals. The affairs of mortals are of no relevance to them and so they are generally ignored by elementals. However, their apparent peacefulness can very quickly turn into determined agression by causing a commotion in their vicinity or merely getting to close for their comfort.

Water Elemental by javi-ure

While elementals usually don’t talk to other creatures they are capable of speech, speaking in the languages of spirits of the earth, water, and sky. They simply lack any desire to communicate with other beings. But when approached with care by a shaman they can be drawn into a conversation and reveal themselves to be quite intelligent creatures of great wisdom, though much of it has little meaning to the short lives of mortal beings. When interacting with people, elementals often take a vaguely humanoid shape but they can also assume forms resembling various great beasts or simply appear as rolling clouds or bulges of water. The minds of elementals are nearly as alien as those of the ancients that predate the formation of the world, but being a fundamental part of the natural world their presence has none of their warping and corrupting effects on the land and creatures around them.

Lesser Elemental

XP: 500
No. Appearing: 1 (1)
Armor: 19
Move: 120′
Air: Fly 240′
Earth: Climb 60′
Fire: Fly 120′
Water: Swim 180′
Hit Dice: 6 (27 hp)
Attack: Slam 1d6
Earth: Slam 1d8
Fire: Slam 1d6 fire
Saving Throws
Paralysis: 12
Poison: 10
Breath: 13
Device: 11
Magic: 14
Morale: 10
Special: No damage from bronze, wood, and stone weapons and natural attacks. Full damage from iron weapons. Half damage from cold, fire, and lightning.
Fire: No damage from fire, normal damage from cold.

Greater Elemental

XP: 1,200
No. Appearing: 1 (1)
Armor: 21
Move: 120′
Air: Fly 240′
Earth: Climb 60′
Fire: Fly 120′
Water: Swim 180′
Hit Dice: 8 (36 hp)
Attack: Slam 1d8
Earth: Slam 2d6
Fire: Slam 1d8 fire
Saving Throws
Paralysis: 10
Poison: 8
Breath: 11
Device: 9
Magic: 12
Morale: 10
Special: No damage from bronze, wood, and stone weapons and natural attacks. Full damage from iron weapons. Half damage from cold, fire, and lightning.
Fire: No damage from fire, normal damage from cold.

Elder Elemental

XP: 1,900
No. Appearing: 1 (1)
Armor: 23
Move: 120′
Air: Fly 240′
Earth: Climb 60′
Fire: Fly 120′
Water: Swim 180′
Hit Dice: 12 (54 hp)
Attack: Slam 2d6
Earth: Slam 2d8
Fire: Slam 2d6 fire
Saving Throws
Paralysis: 8
Poison: 6
Breath: 9
Device: 7
Magic: 10
Morale: 10
Special: No damage from bronze, wood, and stone weapons and natural attacks. Full damage from iron weapons. Half damage from cold, fire, and lightning.
Fire: No damage from fire, normal damage from cold.

I search the body

Some things that can be randomly found on killed or captured NPCs in the Ancient Lands. It’s a great tool for showing the players about the setting instead of telling them, which I think first appeared in Vornheim by He Who Must Not Be Named. Since I believe no kittens were killed in the development of this idea, I have no problems with using it. It’s a great tool that every setting that wants to be more than generic should use.

  • Bag with silver scraps (worth 1d4 x 10 sp)
  • Bag with silver coins (worth 1d6 x 10 sp)
  • Bag with gold nuggets (worth 1d10 x 10 sp)
  • Small gold idol (worth 1d10 x 10 sp)
  • Small carved ivory idol
  • Small carved wooden idol
  • Small clay idol
  • Iron dagger (deals full damage to spirits)
  • Obsidian knife (deals full damage to spirits, breaks when rolling a 1 against an armored foe)
  • Iron tipped arrows (1d10)
  • Obsidian tipped arrows (1d10)
  • A map showing the location of a site in the wilderness (random monster lair or a prepared full size dungeon)
  • Glas jar with glowing slugs (light as a candle, slugs live for 10 days if fed leaves)
  • Crystal that glows like a candle for three hours after lying in a campfire for one hour
  • Pouch with iron nails (1d10)
  • Pouch with opium
  • Pouch with salt
  • Herbal potion (heals 1d4 points of damage)
  • Herbal potion (+2 to all saving throws and Constitution checks against exhaustion)
  • Herbal potion (+1 to attack and damage, -2 penalty to AC)
  • Vial with water from a healing spring (heals 1d6+1 points of damage when drunk or negates 1 level lost from energy drain when worn as an amulet and then rendered inert)