As I outlined in my previous post, I really do like the general idea of hexmap travel through the wilderness, but also think that Sword & Sorcery adventures have their focus on the most exceptional events in the travels of their protagonists and don’t concern themselves with the regular day to day stuff, like the majority stetches of long distance journeys.
Reading up again on Chris Kutalik’s great introduction to Pointcrawls, I’ve been considering that system as an option, but couldn’t quite get myself to fully leave the hexmap behind. I don’t really need it for what I now plan to do with campaign I’m preparing, but it still just feels really right to have one, especially since I want to capture a bit of a retro-feel of how I perceived fantasy RPGs in the late 90s. (I’ve even been playing around with a neocities site as a compendium for world information and play reports.)
One thing that is easily done is to draw a Pointcrawl map on top of a hexmap. After which the hex grid basically becomes purely decorative and serves no more mechanical function. While that would provide the useful additional information as described in the page linked above and simplify things for me as GM, it would still not actually do anything to deal with the question of how to play out long distance travel in Sword & Sorcery campaigns. But it gave me the following idea.
The upper path is an example of regular pointcrawl notation laid over a hexmap grid. Going from the blue site to the read site means going through six hexes between them, costing six time intervals to travel through, and perhaps causing six rolls for random encounters.
The lower path shows the same situation, except that the markers for random encounter checks are placed only within two hexes of the blue and red sites.
The idea here is to only have the players actually play out travel on the solid path sections with random encounter rolls, supply consumption, and whatever else your game of choice might include. The dashed section of the path represents a time skip during which the world still turns and the sun rises and sets, and the PCs might even have some side adventure or another, that isn’t of particular relevance to their main tale. Events that didn’t result in meeting NPCs who make later reappearnces or in any of the PCs being meaningfully affected, and their supply situation will be about the same when they reach the other side. It’s only when they are getting close to the red site again and the path resumes being solid that the whole procedures of covering one segment of travel are being played out again. It still preserves some of the aspects of hexmap wilderness travel, but can greatly reduce the play time of long distance journeys as I am planning for. Any random encounters with NPCs or monsters will happen relatively close to a site where they can have some kinds of effect or connection to the inhabitants of that site. If the players encounter a group of bandits deep in the wilderness, nobody will care about what happed there in the towns they left or are headed to. But if the encounter happens within one or two travel segments from a town, people there might have had problems with the bandits in the recent past, or might be friends of them. The random encounter in the wilderness could very well be quite important to an adventure that happens at that particular site later.
For longer joureys between towns and famous big dungeons, there can also be squares for minor sites to break up thr long journey between the start and destination into multiple smaller adventures. These can also have their own random encounter check ponts near them.
I think this could be a quite interesting solution to having most of the aspects of hexmap travel and pointcrawls on a map that is at continent scale and doesn’t really try to map and describe its whole area at a 6 or 10-mile scale. You do lose a bit of it, like getting lost deep in the wilderness and running out water in the desert while one PC has to be carried. But in a Sword & Sorcery themed campaign, there probably isn’t even the time to spend much focus on these things, so I think it might be a pretty good trade.
I was planning to write this as presenting a concept that I have worked out, but the more I’ve been getting into it, the more it morphed into sharing a question I am pondering.
As I mentioned in previous posts, I’ve recently become very excited about Dragonbane, which very much matches all the things I was looking for in a game system for the last 8 years or so. I had settled on OSE as the next best thing, but Dragonbane looks like the Fantasy Heartbreaker that I would have made. And I’m now much more interested in launching a Dragonbane campaign in my Kaendor setting than running it as an OSE wilderness exploration campaign as I had planned while working on the regional map and the towns and ruins contained in it. Dragonbane is of course a different game than OSE, and does not have the underlying mechanical framework that makes classic dungeon crawling and wilderness exploration work. Without XP for treasure, or even a mechanic for XP, the typical incentive structure falls away, and resource management also works out rather differently. So a different approach to structuring the campaign is needed.
And of course when this question comes up, my first thought is always “Would this work well in a Sword & Sorcery style?” And I think with Dragonbane the answer is very much yes. If you do the presentation right, the default rules of Dragonbane should work effortlessly with almost any Sword & Sorcery setting.
The longer I’ve been playing RPGs, the more I’ve become convinced that sandbox campaigns are really the only way to play heroic adventure games. The ability to go to any place on the map, try anything, and negotiate with NPCs in any way you think makes sense because you have a GM right there who can have the world and it’s people react to the PCs in real time is the great promise of the RPG medium. The aspect that you can never get from any other. Any campaign that doesn’t put this front and center seems like a waste of amazing potential and a lack of understanding of the medium. RPGs are where you can make stories and experience them at the same time and there’s always more world outside of the current frame. I don’t want to accept anything less when playing an RPG.
But what does a sandbox campaign even mean in regards to the Sword & Sorcery genre?
One major, and perhaps defining, element of Sword & Sorcery is that it’s a storytelling style that isn’t about an ongoing continuity and overarching narrative arcs where everything exists to build up to one big final conclusion that resolves everything. Instead of a heroes entire journey from beginning to conclusion, Sword & Sorcery storytelling is much more like a highlight reel of the most dramatic and fantastic moments in the lives of the protagonists. How their journey actually started is not really that important, and how it all gets resolved eventually even less. We’re here for the cool parts.
Because of this, I think that having a whole Sword & Sorcery sandbox campaign as a single continuity that tracks the events of the PCs lives day by day might not really be that appropriate. “On day 183 the party rested in town. On day 184 the party had one random encounter with bandits on the road and traveled 24 miles. On day 185 the party had no random encounters and traveled 30 miles.” No, that really doesn’t seem right. The same goes for equipment and money. You really don’t have to keep track of how much money precisely the PCs have at any given point and whether they might be 12 gold pieces short for buying a new suit of plate armor after the old one got destroyed.
However, when you play a campaign purely as a series of one-shot adventures with the same characters, then you lose out on one of the great aspects of a sandbox campaign. Making long term enemies and allies and getting to live with the consequences of your actions. I think choices always become so much more interesting when you have consider how they might impact situations that the characters will encounter much later. We don’t generally see that much in Sword & Sorcery fiction, but old enemies coming back to take another shot at you really cool in a game. Especially when you know that these are enemies that you made even though you had other options available to you at that time.
I also really like the aspect of travel on a hex map of the players being free to chart any course through the wilderness with the possibility of evading encounters with dangerous enemies because of good planning on their part, or running into difficult situations because they were trying to avoid something else. But if you go hex map, then you really need to track the miles traveled every day and the food and other supplies running out and being resupplied through interactions with the environment. My thinking on this situation is that the most interesting choices are the likes of “Do we try to sneak over the pass through the mountains guarded by the villain’s soldiers or do we try to take a detour through the Spider Woods?” Soldiers or spiders? Which hexes through the Spider Woods specifically and the speed at which to travel won’t really make that much of a big difference compared to the initial decision. So I guess that perhaps the old Pointcrawl approach might be the best option here. The pointcrawl adventures by Chris Kutalik are set up quite similar to outdoor dungeons, being a large space to explore, with the implication that players likely might try to check out every point. But the principles should work just as well for tracking long distance travel between more detailed sub-regions and offering a great range of possible paths that the players can take to move between them. This system for travel should keep the most interesting and impactful choices for the players as part of the game, but it greatly compresses the majority of the total journey.
As I said at the start, all of this turned out as mostly just sharing what is currently on my mind about the subject, rather than any real system or plan. But maybe something interesting to think about for others as well.
In much of fantasy, particularly RPGs and videogames, both hero and monsters are very generic terms, typically applied to any protagonists and fictional creatures. But historically, in ancient myths and medieval tales, the concepts of a “Hero” or a “Monster” have much more specific meanings that give them a greatly heightened significance on a metaphysical scale. Heroes and monsters are not merely exceptional people or creatures, but typically unique individuals that exist outside the common rules of the natural world. They are supernatural beings that break the rules of ordinary life.
Conan the Cimmerian fighting the ape-beast Thak in the mansion of the Red Priest Nabonidus.
While I was looking at the spells available to mages in Dragonbane and how their existence would impact the worldbuilding of a campaign, one spell in particular that stood out to me was Resurrection. It is of course a very powerful ability to raise the dead, but under the rules of Dragonbane, an animism mage focusing on healing powers could get access to it very quickly after just two advances in the Animism skill. And there are no limits on who can be resurrected other than the time that has passed since the target has died. To counter this potency, each casting of Resurrection permanently reduces the Willpower attribute of the mage, which can not be recovered. If we take the rules of the game as they are written as the internal logic by which the campaign world operates, then any mages with healing spells find themselves in the situation where they could save any 8 to 16 people brought to them from death by sacrificing their own mind. How would they even make the choices which people to bring back to life and to which ones they refuse this service to? And even if a player playing a mage with this spell comes to a decision, this would be a philosophical problem with gigantic implications for the worldbuilding of any Dragonbane campaign. Which I am pretty sure the writer of this spell had no intention to be relevant. There are surely many ways to work around that, but something that came to my mind is that perhaps the Resurrection spell does not work on most ordinary people and can only be used to resurrect a small number of exceptional individuals.
Which brings us back to Heroes. At the most basic level, classical heroes of myth are larger than life individuals who have an exceptional impact on their society and regional history. Quite often their exceptional cunning and wisdom and their superhuman fighting skills and resilience are attributed to a divine heritage, being the children or grandchildren of gods. They are not just brave or lucky or unusually well talented and trained, there is something about their inherent nature that is supernatural. This supernatural quality could be what is necessary for the Resurrection spell to work in a Dragonbane campaign. It can work of course on all PCs, but also on powerful priests and sorcerers and even kings and famous knights. And as it happens, there already is a mechanical element in the Dragonbane rules that establishes such a difference between minion and boss NPCs. Willpower Points are something that only PCs and boss NPCs have, but minion NPCs don’t.
Similarly, not every creature in Dragonbane is a monster. A dragon, manticore, or giant is a monster, while orcs, goblins, skeletons explicitly have the Non-Monster trait. The rules for monsters are quite different from those of non-monster creatures and ordinary animals. They never have to make attack rolls and can not be parried, so any PCs attacked by a monster have to either use their action for the round to attempt to dodge or automatically take damage. Monsters also typically have several actions per round, a table with several different special attacks that usually has at least one fear effect, and players can not use the Persuade skill on them. Monsters are clearly something very different from large and ferocious animals.
I really like this approach to super-human people and supernatural monsters to create a stronger feel of Sword & Sorcery in a campaign. It encourages to use “Monsters” more sparingly and have each of them be at least a major setpiece of the adventures they appear in, rather than as a simple way to avoid too much repetitiveness in long stretches of repeated fights. Dragonbane is not a system meant for classic dungeon crawls like B/X, where going from room to room to deal with a new threat behind every door and corner is the name of the game. I’m really looking forward to see how this will play out in practice and how it will impact the feel and presentation of Kaendor.
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.
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.
Yesterday I mentioned on Mastodon that I regular keep getting new ideas every few months for what could be really cool campaigns and then losing interest in the work after a few days or weeks, but that it seems like I always keep coming back to the same Sword & Sorcery inspired setting of nature spirits and dinosaurs on an alien forest planet. People asked if there’s any place where they could read more on that world, and there really isn’t anything I could direct people to at this moment. So this post is going to be that.
Kaendor is the current incarnation of a Sword & Sorcery style campaign setting heavily inspired by the worlds of Morrowind and Dark Sun, and the visuals of classic Star Wars and Conan the Barbarian, that I’ve been tinkering and experimenting with since at least back in 2009. I’ve run three separate campaigns in that world over the years, but there have been many drastic overhauls and changes to the geography, history, cultures, and monster populations that it’s become a completely different world from its original incarnation. But looking through my old material, the jumble of ideas and fragments seems to have gained the general shape of what is now the Kaendor setting in Summer 2016 when I wrote my Project Forest Moon concept. Reading it again now, it still feels like a perfect match for what I want to accomplish with the setting.
My previous campaigns were run playing Pathfinder, Astonishing Swordsmen & Sorcerers of Hyperborea, and while I wanted to run D&D Basic/Expert last time, there just wasn’t the audience for it and we ended up playing 5th edition. I had been very seriously considering Barbarians of Lemuria, Worlds Without Number, and Forbidden Lands as systems for future campaigns. But now with the considerable popularity gained by Old-School Essentials, which is reformated reprint of the B/X rules, I think it’s now much easier to get player for it. And it really is the system that Kaendor was always meant to be for.
Inspirations and References
A Princess of Mars
Albion (DOS game, 1995)
Bound by Flame
Conan the Barbarian
Dark Sun
Fire and Ice (by Bakshi and Frazetta)
Kenshi (PC game, 2018)
Morrowind
Nausicaa
Princess Mononoke
Record of Lodoss War
Return of the Jedi
Severance: Blade of Darkness
The Empire Strikes Back
Warcraft III: The Frozen Throne
X1: The Isle of Dread
X6: Quagmire!
Yes, this is all very 80s/early 90s. That stuff is on fire! ;)
The Environment
Kaendor is the smaller of a pair of binary planets around an orange dwarf star, the other one being a a blue gas dwarf (a type of planet now known to be common in the universe, but with no example in our solar system). With the stars lower gravitational pull on the planets, a year is slightly longer at 381 days, but with another large planet in place of a moon, months are considerably shorter at only 16 days. (Leading to two 8-days weeks per months.) With the gas planet casting a much larger shadow than a smaller moon, solar eclipses are much more common on Kaendor, and many places see one or two every year, which are typical occasions for many magical rituals.
Kaendor with the gas dwarf and its orange dwarf sun in the background. (Simulated with true scales and perspective in Universe Sandbox 2.)
The surface of Kaendor is about half land and ocean, with almost all but the higher mountain ranges being covered in an endless expanse of trees, giant mushrooms, and swamps. The dominant animals on land are reptiles and insects, with many species growing to enormous sizes. Instead of birds, the skies are home to many kinds of feathered flying reptiles. Mammals are somewhat uncommon, mostly resembling rodents of many shapes and sizes, but there are also many types of deer and goats. (There are no dogs, cats, horses, or bears)
The Peoples
The common Kaendorians are very similar to humans in nature and appearance, but they don’t have any particular resemblance to any specific peoples from Earth. Giants, serpentmen, and fishmen exist, but their numbers are a far cry from what they were tens of thousands of years ago and most people never see even one of them in their entire lives. Insect-like goblins are more common, but they mostly keep to themselves and only occasionally make short visits to other settlements to trade.
Civilization on Kaendor is generally fairly small. While there are many large river valleys for civilizations to arise, there are few open plains, and clearing the ancient forests along the river banks is difficult and dangerous work with the massive scale of many old trees and the amounts of deadly animals and treacherous spirits. A few major cities exist near the coast, but mostly people live in small towns and surrounding villages scattered far and wide across the lands, in whatever small patches of farmable land can be found. The larger city states can establish some kind of centralized government over the surrounding towns and villages a few days’ ride out from their city walls, but most people are ruled over by local chiefs or tribal councils.
The technology level of Kaendor is mostly Bronze Age, with crudely made iron being only suitable for nails, cooking pots, arrowheads, and armor scales, but too fragile for weapons, tools, or chainmail. There are a few roads through the forests connecting the city states with nearby towns, but transportation of heavy goods is done almost entirely by boats over longer distances, or hauled by pack animals that can walk on narrow trails and step over roots or through mud. Wheels are only used for wheelbarrows or handcarts within towns and villages.
The Supernatural
This is an aspect of the setting that is still somewhat up in the air and I am currently undecided on how I want to nail down the specific rules for the future. In general term, all the natural forces in the environment are the actions of spirits. Most spirits of plants and stones are extremely simple beings that have no real consciousness, personality, or individual traits. They simply exist, maintaining the natural cycles of the environment through their passive influence. But the spirits of particularly ancient trees or large caves, and especially the spirits of whole forests, mountains, or island are very powerful entities that have a great awareness of everything that happens within their domains and the power to influence the environment directly to their will. However, the nature of these great spirits is completely different from that of mortals, and they perceive the world and understand events in drastically different terms. Their desires and choices lie well outside the comprehension of ordinary mortal minds and they generally have no concerns of any kind how their actions and changes to the environment affect individual people or even whole villages.
All settlements require a shaman who knows the local spirits and has at least a basic understanding of their goals and desires. The role of the shamans is to consult with the spirits to get permission to build new settlements or make any major changes to the environment and to plead with them for understanding about offenses or aid in times of hardship. They also perform the many rituals and sacrifices demanded by the spirits in return for their continued permission to settle, farm, hunt, and mine in their domains. The exact purpose of many rituals and what the spirits actually gain from them is a mystery even to many shamans, but they are not questioned as subservience to the spirits is an everyday part of life everywhere on Kaendor.
Magic that falls outside the domain of interactions with the spirits exists in the realm of sorcery and is closely tied to demons. Being part of the environment and regulating its natural processes, the power of the spirits is limited to guiding the many forces of nature, but it can not break its laws. It can control plants and the weather, accelerate healing or cause disease, or increase strength or cloud the minds of mortal creatures. Existing outside of nature and coming directly from the primordial chaos, demons are not bound to such limitations. Sorcery can do the impossible by rewriting the laws of nature and overturn the natural order, making it potentially extremely powerful. However, the natural world is extremely complex with everything influencing and affecting everything else, and seemingly minor changes that disrupt the natural order can have impossible to predict consequences with wide reaching scale. Sorcery is inherently corrupting, spreading decay and sickness in everything it touches. The effects of a single spell are typically very subtle, and over time the natural order will restore itself and the damage disappear. But the continuous use of demonic chaos magic has devastating effects on both sorcerers and the lairs in which they perform their spells and rituals. The transformation into ghouls is the first stage of the effects of continuous exposure to sorcerous spells or corrupted environment. At that point there is rarely any hope for victims of returning to their former selves, and the only paths ahead if the effects of sorcery persists are numerous forms of true undeath.