Return to the Forest Moon

Looking proudly at the sandbox map I made over the last two weeks from first rough layout sketch to mostly finished version, I made the disappointed realization that I had once again prepared a D&D campaign. Despite my joy at having found a game in Dragonbane that is free of the underlying mechanical framework shared by all D&D versions and with a bit more substance than Barbarians of Lemuria, and writing a whole post about needing to approach sandbox preparation differently, I was still falling in the old established patterns that I’ve trained myself to adopt for the last ten years or so. Trying to fill the new sandbox with all my favorite D&D dungeons that I always wanted to use one day and taking a new shot at the old Forest of High Adventure concept surely didn’t help with that.

I feel a cleaner break is in order. To really approach a Dragonbane campaign with a fresh perspective on Kaendor.

Seven years ago, I wrote Project Forest Moon, a list of new design principles that I wanted to put at the center of the worldbuilding for a Sword & Sorcery wilderness setting. Which I still consider a huge success and my biggest breakthrough in really finding the right focus and tone for my following work. I think writing down a similar updated concept paper might be really quite useful for me now. When I think of new ideas how I can manifest the style I am aiming for in concrete setting elements, I often remember that I already did come up with something great a few years ago, but it somehow slipped from my mind at some point and I didn’t do anything with it. This post is a collection of many of these ideas for myself, to look up again when I’ll inevitably get lost in the weeds again.

From Nate Simpson’s Nonplayer.

Tone and Style: One thing that has always been core and center of all my worldbuildilg is that I wanted it to be a big forest setting from the very start. And it soon developed into a desire to give it somewhat of a pulpy lost world style. Influences have come and gone over the years, but I think a really good foundation for my own mental image as I further develop environments and cultural elements is “a Sword & Sorcery jungle world collaboration by Frank Frazetta and Moebius”. If they had painted and drawn such a world, how would I translate what I see into descriptions and scenes? Another huge influence I mention all the time is of course Morrowind, which really set the standard for me for fantasy settings that feel like different worlds than slightly rearranged versions of European folklore. And more recently, Kenshi has become a major influence on what I want to accomplish with the setting. While not actually a fantasy setting and very much a desert world, it’s such a fascinating example of small warlord societies on a desolate alien planet.

The Forest Moon: The term Forest Moon comes of course directly from Endor in Return of the Jedi. The visuals in that movie and The Empire Strikes Back have left a giant impact on my imagination since I saw them for the very first time. There are no sci-fi elements in Kaendor, but a lot of classic pulp art blended fantasy and space elements together with no clear separation, and the idea of Kaendor being an alien world around a huge gas planet really resonates with me to evoke that amazing pulp style. It means very little in practice since conditions on the moon are identical to Earth and nearly any fantasy world, but one way in which such a setup would logically manifest itself is in frequent and long-lasting eclipses. I did work out a complete 16-year cycle calendar with 24 months of 16 days and three leap years of 23 months, that also indicates likely eclipse days at some point. I think I need to make renewed efforts to incorporate this into the culture of the world. At least the eclipses that can happen multiple times per year should have some dramatic impact.

Permian Pangea: Dinosaurs are extremely cool. But they also kinda on the nose. Barbarians riding on dinosaurs can be great pulpy fun, but they don’t really evoke a sense of a plausible alien world. I found that a great solution to this is to instead populate the world with animals from the Permian and Paleocene periods directly preceding and following the dinosaurs. They are still very realistic animals, because they actually did exist, but are mostly unknown even to people who can name dozens of dinosaurs on pictures. They seem like they are made up to most people and a bit alien, but nothing exceptionally weird. I think I worked out the main predators and livestock animals for Kaendor years ago and still don’t feel like there’s any more work to be done. Just make frquent mention of drohas and krats as pack and farm animals in places that the players are coming through. I only need to stat them for Dragonbane, which is really quick and simple.

Human Civilization is new and small: I don’t really believe in the idea of lost golden ages and actually find the concept somewhat offensive. It’s the conservative moaning about a better past that never was, and a rejection of change as a matter of principle. But impressive ancient ruins are really cool, and post-apocalyptic anarchy can be a lot of fun. To eat my cake and still have it too, I very early came up with the idea that the past great empires that build monumental castles and made the magic treasures were otherwise actually really terrible and their disappearance a good thing for the world and its people. Kaendor is full of ruins and treasure hoards from the naga and shie who enslaved the early humans or drove them into the most remote regions of the wilderness. Now that they are mostly gone, humans can build civilizations of their own, but they are way too small to fill out the vast territories ruled by the elder peoples, and so numerous huge, empty ruins still cover what is now again wilderness. Still largely untouched and unexplored. Human civilization consists only of a handful of relatively minor city states, separated by vast stretches of wilderness full of terrible beasts.

Nature Always Wins: People always seem to think of themselves as the masters over nature who have taken control over the world they live in. But that perception is simply the result of a limited perception. They see the changes to the environment within sight of their homes and think of history on the scale of decades and centuries. But on the global scale, and the cosmic scale, none of the works and accomplishments of mortals mean anything. Eventually, everything will be reclaimed by the wilderness and forgotten, leaving behind only a few mysterious traces that hint of something that came before. And even those will completely fade away eventually, when the mountains still stand and forests still grow.

Bronze Age Technology: Bronze age weapons and armor, and architecture and administration. Because it’s a cool style.

A World of Demons: Unlike many other fantasy worlds, Kaendor has a clear separation of the natural and supernatural. Creatures are either ordinary animals, even if huge and deadly, or they are supernatural monsters. For many people, the common term for the later beings is demons. They don’t come from some other dimension or realm and are creatures of flesh and blood that are born, need to eat, and can be killed. But they do have magical powers and age very differently, if at all. Another class of creatures does exist that are pure spirits without physical form that come from another world, and they are typically referred to as demons as well, but they are actually a completely different type of beings.

A World of Heroes: Just as there is a clear difference between ordinary animals and monsters, there is a clear distinction between heroes and ordinary people. Like monsters, heroes are in some way connected to the supernatural. There are countless different beliefs of what makes a person a hero, from being blessed by the gods or chosen by fate, to circumstances of birth and the heroism of ancestors, or that it is something that can be attained through devotion to the divine or a form of enlightenment. None of these might be true, or all of them might. What is clear is that all heroes are destined for greatness, be it for good or for ill. And it usually does not take long for people to recognize heroes for what they are. All PCs and mages are always heroes, as are many kings, chiefs, and warlords. Rulership is often inherited in the lands of Kaendor, but close relatives who show the traits of a hero are almost always seen as more legitimate successors than those who do not. (In Dragonbane game terms, all PCs and all NPCs who have Willpower Points are heroes.)

Sorcery is corrupting: Magic is a power that does not come from the natural world but from outside of it. It is not inherently evil or destructive, but it is not bound to respect the natural laws that govern and sustain all living things. In the presence of poorly controlled magical energies, living things become corrupted and warped from the inside out until they become sickly and twisted and eventually die, or continue to exists in a state between life and death, sustained by the very magical forces that are destroying them. Even rocks and metals can become brittle and crumble after long exposure to extreme corruption. The spells most commonly known and taught by most mages are the result of many centuries of careful study and research and dangerous and costly experimentation to minimize any unintended corrupting effects on their surroundings and nearby creatures. But those with the ambition to explore and discover new and greater magical powers rarely take the caution to have the care and patience to keep their work from corrupting their surroundings and themselves. Making ambitious sorcerers seen as very dangerous and rightly feared.

Everything is a Cult: In the lands of Kaendor, every gathering of people with a common purpose prays to one or several gods to protect them and bless their efforts. In some places, all groups, factions, and organizations might pray to the same god worshiped in the local temple, while in others there might be dozens of different gods and spirits, which might be so obscure that barely anyone outside the group has ever heard of them. But every group has some kind of altar in their main gathering place, and members show their status as initiates with talismans displaying the symbols of their cult.

Gods are not People: I have still not yet fully decided on the actual nature of gods in Kaendor, but while they might be depicted as such in iconography, they are definitely not people or even individuals. They are more like divine forces or powers that are believed to have a real influence on the world and who can be influenced through worship and rituals, but they are not beings with a defined shape or who exists in precise locations, and won’t directly communicate to mortal creatures through words. Ultimately, priests with magical powers are mages who have studied and mastered spells just like sorcerers do, but who pursue the advancement of their magical skills within the teachings and philosophies of their faith.

FHA Advanced and Improved Map

I hadn’t been quite happy with how the first draft of the map for the Forest of High Adventure campaign came out and so I did some big revisions to it that still mostly stuck to the original sketches.

It’s still a 10-mile hex map, but the area it covers has now been reduced to one quarter the original size. This is still a very sizable area about the size of Northern Germany, but I feel that the density of major settlements feels now much more plausible at this smaller scale. It’s still a 300 mile journey up the river from the coast to the northwestern mountains. Going there and back again could easily turn into a two month expedition. It’s not Lewis and Clarke scale, but actually still a really major undertaking when you think of it.

The black dungeon markers now look much more dense as well. This sandbox feels packed. There’s a pretty empty region on the eastern side of the coast, but that area is supposed to be the region that’s been somewhat settled by civilization, so there’s not being a whole lot of exploration adventures to be done there doesn’t seem like a problem.

And so far this really is just the big impressive ruins and cave systems with a backstory. I have not even added any regular small monster lairs yet. With so much stuff going on, I feel I’m probably not even going to need to skip over the middle part of long journeys. One random encounter check for every hex of travel still shouldn’t result in an overwhelming amount of encounters when traveling between any two hexes.

Sural for Dragonbane

Monsters and animals in Dragonbane are pretty simple. They only have five stats and maybe three skills, and they are all numbers that you assign independently at any value you think seems appropriate. There’s a good piece of wisdom that’s been around for a while that says that almost any custom monster you’ll ever want to stat will be adequately represented by the default stats for a bear, wolf, or giant spider. Nearly every fantasy RPG has these three and they work well enough as stand-ins for most medium or large predator and giant insect. Maybe adjust hit points and armor a bit, but in practice players probably won’t even notice that difference.

However, occasionally, you have a creature that takes a bit more tinkering than that. The sural from Kaendor doesn’t resemble any of these three. But even in such a case, you usually can get pretty far with just combining parts of existing creatures. The Dragonbane rulebook only has 15 creatures and none of them are either aquatic or snakes. But there’s also an adventure book in the set, which does have a few adventure specific creatures as well. And the White Death is just what I need.

The sural is a large eel-like creature that lives in many swamps and partially flooded caves. While it does feed on fish, its main prey are mammals and birds that come to the water to drink, which it grabs with its jaws and then drags into the water to drown.

  • Ferocity: 1
  • Size: Large
  • Movement: 16 (in water)
  • Armor:
  • HP: 16
Monster Attacks (1d6 or pick one)
  • 1-2: Tail Swipe! The sural swipes its tail at a player character within 10 meters. The attack inflicts 2D6 bludgeoning damage and knocks the victim down.
  • 3-4: Ferocious Bite! The sural bites a player character with its strong jaws. The attack inflicts 2D8 slashing damage.
  • 5-6 Drowning! The sural pulls a player character into the deep and the  victim immediately begins to drown. The player character cannot move or perform actions that require body movement, except trying to break free, which takes a STR roll. Others can help.

Monsters in Dragonbane are different from animals and NPCs. They automatically hit with their attacks unless a player decides to make a Dodge check. (They can not be parried.) They can see in the dark, are immune to poison, fear, and some spells, can not be shoved or grappled, and automatically resist the Persuasion skill. They are very much considered to be unnatural creatures.

While I guess surals could be treated as ordinary animals, I think that encounters with them should be memorable scenes in dramatic environments of heroic scope. Making them monsters with everything that comes with it seems appropriate. However, since they are meant to be encountered in small groups and not supposed to be the big monster of the week for an adventure, I decided to only give them a single turn every round (Ferocity: 1), instead of the multiple turns that most monsters get. And while being scaled, creatures like minotaurs and giant spiders don’t have any armor either, so surals can go without them as well.

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.

Campaigns I’d like to run one day

  • Old-School Essentials Sword & Sorcery West Marches campaign set in Kaendor, exploring the ancient ruins of the northern forests which have only recently begun to being settled by groups of people fleeing the reach of the sorcerer kings in the south.
  • Iridium Moons: Coriolis homebrew Space Opera campaign about two merchant cartels fighting over who is going to have a monopoly on trade after the last large mining company pulls out of the sector, and their attempts to make the many small independent mines completely economically dependent on them.
  • Shadows of the Sith Empire: A Star Wars d6 campaign set after the Dark Side ending of Knights of the Old Republic, in which a new Sith Empress controls a quarter of the Old Republic’s systems and is sending her agents out to search for lost ancient Sith texts that hold the secret of how Marka Ragnos and his predecessors managed to hold their empire together and how she might prevent her own apprentices from inevitably turning against her.
  • The Outer Rim: A Star Wars d6 campaign set right after the destruction of the Death Star at the height of the Empire’s power. The party consists of former senatorial aides and guards and imperial officers who have fled to hide in the Outer Rim among the smugglers, scoundrels, and gamblers to escape the purges in the core worlds. Meanwhile the new Moff of Enarc has decided to establish order in the space between Sullust and Tatooine by putting an end to the fighting over spice smuggling between the Hutts and Black Sun. Imperial crackdowns and increased fighting between the two syndicates to be the one that gets to keep the region for itself only increases the chaos and raises sympathy for a rebellion against the empire.
  • The Heart of Darkness: Dungeons & Dragons Planescape campaign that focuses on the rarely visited planes Beastlands, Ysgard, Pandemonium, Carceri, and Gehenna and revolving around an arcanaloth, a rogue asura with an army of Fated, the Revolutionary League, and the Doomguard trying to gain control over a terrible artifact of entropy.
  • Murky Waters: A Mutant: Year Zero campaign set in the islands that are left of Denmark, Northern Germany, Northern Poland, and Southern Sweden after an 80m sea level rise. The mainland is completely uninhabitable by clouds of deadly fungus spores, but the salt of sea water keeps the fungus from taking hold on small islands in the stormy sea.
  • Sankt Pauli bei Nacht: Vampire campaign set in Hamburg, with a brewing conflict between old Ventrue shipping magnates and Bruja activists over which neighborhoods are their rightful territory as gentrification changes the social environment. With Malkavians claiming the rowdy entertainment district in the harbor, and a gang of Nosferatu the subway systems. And going all the way back to the concepts of the first edition, it’s actually going to be personal horror.