The Savage Frontier – Hexmap of the North

Probably my most commented post on this site has been the hexmap of the Savage Frontier that I made nine years ago. I’ve always been very happy with it, but with a recent interest of starting a new campaign in the region, I’ve been thinking that I could do a lot better now. And here it is.

(Updated to new version from September 2023.)

The map is directly based on the map from the 1st edition sourcebook FR6: The Savage Frontier, with some additional markers from the 2nd edition The North box. This map uses a 6-mile hex grid over the original AD&D maps. 3rd and 4th edition Forgotten Realms uses considerably altered maps, so distances won’t match exactly with any of those sources. 5th edition maps of the Sword Coast seem to have returned to the original AD&D map shapes but slightly scaled down. Treating the hexes as 5 miles across should get very close to matching the distances of 5th edition sources.

This map comes in three versions. The GM map, which includes all the map markers and labels; the player version, which includes only those places that would be commonly shown on maps the PCs would have access to; and a blank map without any markers or text.

The Savage Frontier – GM Map

The Savage Frontier – Player Map

The Savage Frontier – blank map

The idea behind the three versions is that GMs can easily make their own custom maps showing the area relevant to their campaign or adventure and only include the places that the PCs in their campaign would know about. To make your own custom version, simply open the GM map and the blank map in GIMP, Photoshop, or a similar image editing program, with the blank map covering up the GM map below. Then make the blank map on top partly transparent and simply use the select tool and delete key to make holes through which the labels and text you want are visible. Then set the opacity back to 100% and export the map as a new file. You can then crop the new map file to only the area that you need to make it easier to handle or print out, or do whatever you want with it. Or you can take the blank map and draw whatever icons and text that you want. I would share the original .xcf file, but it’s over 200 MB in size, which is rather impractical.

Use the way in whatever way you like. All I ask for is a link to this page with the original files if you post or upload it somewhere else.

I got a Mastodon

I know, it’s a mammoth. Shuddup.
@Yora

So with everyone cheering at Elon Musk for finally doing something good for the world by sparing no expenses to shred Twitter, there’s been some recent hubbub about Mastodon. Any many people pointing out that Mastodon isn’t just open-source twitter.

I’ve only really seen Twitter in the Alexandrian page and often thought it looks like it could be a really useful tool for sites like mine, but never considered using it. Because it’s Twitter. Just like I won’t touch Apple, Facebook, or Google. But a similar open-source tool from a nonprofit? And now people seem to have a significant interest in it?

Small RPG sites like this one aren’t the kind of thing that they were 10 years ago. There’s a lot fewer than there used to be, though with new ones still coming up regularly, and many of them only have new posts every month or two, unlike the nearly daily or even multiple daily posts that you see in the early years of many older sites. (Which isn’t necessarily a bad thing, because most of them say nothing of much relevance.) It also used to be that pretty much all sites were on blogspot, but now there’s also substantial numbers of wordpress sites hosted on private servers. And unlike blogspot, there is, for some reason, no widget that lets you show a list of the sites you follow sorted by most recent updates in the sidebar. Which makes following what others are writing on their sites more laborious, and also more difficult to find new sites. There is of course RPG Planet, which aggregates RSS feeds for sites that are signed up, but I don’t find it to be a perfect solution since it always shows you all the sites that are signed up, even the ones you really might not care for but update pretty frequently. And the first two sentences of a post typically don’t tell you much about what a post is actually about. Also, lots of blogspot sites only allow comments with a google-account, and other people have told me that I am by far not the only one who refuses to use one on principle.

I think Mastodon could be a useful tool to help reaching new audiences for sites like these. As it stands, it seems to me like a pretty closed system that you don’t really are aware of unless you already know about it. I still somehow get pretty frequent comments on my posts even though the only way to find my site is through the link in my Giant In the Playground and Enworld signatures and RPG Planet. (Also Dragonsfoot, but if you hang out there you’re already in the in-group.)

What I want to try out is to put up messages on Mastodon every time I have a new post on my site, with a link and a short summary of what the post is about. (Like Justin Alexander does on Twitter.) I think it would also be useful to share messages of “I just saw this post on another site and thought it’s interesting”. Putting such short posts here on this site would make the whole place look cluttered up and I want to keep what is posted here to meaningful articles that are still worth reading if people browse the site some years later. For simple shoutouts like that, something like Mastodon seems a much more fitting tool. And I can put my opinion out on posts by other people who don’t accept comments without some account or registration, even though the odds of them seeing it is probably pretty low.

I think there is potential to boost the sphere of small private RPG sites with Mastodon, if it can get sufficient momentum. Quite possible that two months from now, everyone has forgotten about it again already, but this sudden surge in interest because of Twitter might be an opportunity.

This is why I have now made a Mastodon account where people can get updates about new posts on Spriggan’s Den. And why I want to encourage other site owners to also give it a try, as well as readers. Maybe this could be a new boost in interactions, which can also be conductive to more ideas worth writing about. And unlike Google+, there’s no significant risk that the service will be shut down in a year or two. :p

Wizards of the Coast are shitheads!

I was thinking about an appropriate title for this post, but since I am hosting this site on my own rented web space in Germany, I can call it what it is.

Anyone who’s been following WotC’s history of social sensitivity and awareness to any degree knows that it’s always been an embarrassing shitshow. I am giving them the benefit of the doubt and assume they are just totally oblivious of what they do and have no conception that there might be anything wrong about it.

I usually don’t bother getting involved with these things about who use this or that insensitive or loaded word and all the drama around it, but this takes the cake.

For the annual marketing event of queer pride month, WotC is releasing queer themed downloads to show their proud support of queers. Content that is region locked. So as to not offend foreign markets where they would like to continue doing business without impact to their profits.

You fucking shitheads!

I’ve never been involved in any of this queer pride stuff, but the whole supposed idea behind queer pride month is to stand up against discrimination. And they bow down to kiss the feet of those who are discriminating.

I just don’t have words. Scummy comes to mind, but that’s not even in the right ballpark. That’s more like Nestle making selfies handing out a bottle of their own branded water to people dying of thirst. Or the NRA trying to console the relatives of shooting victims by handing out free guns so they can feel safer now. Though the later sounds like something that they probably do.

But Wizards of the Coast are fucking shitheads. I don’t see them anyone getting fired tomorrow over this stunt.

The Cold Lands of the Unapproachable East

I know I shouldn’t…

So many campaign ideas, so little time. Actually, I have lots of time, I just like tinkering with new ideas so much I rarely really commit to seeing them through.

Back in November, I had taken the time to sit down and actually fully read through the original 1st edition Campaign Set for Forgotten Realms. And I found the world presented in it to really be much more inspiring and exciting in how it provides hooks for the GM to work with, in contrast to the bloated mess of pastoral quaintness and cartoony heroics it balooned into over the years and decades that followed. The first edition Campaign Set and sourcebook are really quite sparse on specific details, but that’s precisely what makes them useful tools for a GM to create a campaign, rather than big piles of homework you have to read and memorize to run your campaign correctly. Back then I was tinkering with some ideas to run another campaign in the Savage Frontier of the northern Sword Coast, but when it came to actually creating adventure content for players to play with, I found it somewhat lacking in actual stuff to do. All the stuff that I thought was really cool about the area seemed like it would be good for higher level parties, but I couldn’t really think about anything interesting to for a group of fresh explorers coming into the area for the first time, and so lost interest in the idea pretty quickly.

But reading the entire Campaign Set did also get me interested again in the Northeast region of Faerûn. And of all the campaign sourcebooks I ever had, the Unapproachable East for 3rd edition is a strong contender for my favorite sourcebook ever. I’ve loved it since I first got it when it came out, and it’s one of the few books I’ve kept around the entire time since getting rid of the big pile of D&D crap I had gathered over the years. But I never actually got around to use it and run any adventures in that part of the Forgotten Realms. Preparing myself for the worst, I checked the inside cover today. This book came out in 2003! I’ve never got around to use this setting in 19 years. I mean, I still got decades of campaigns ahead of me, but it’s really getting time to finally do this!

The area I am eying covers the regions called the Unapproachable East, the Cold Lands, and the Bloodstone Lands in various sources from different editions. There are Aglarond, Damara, the Great Vale, Impiltur, Narfell, Rashemen, Thay, and Thesk. There are good reasons why one could also include Vaasa and the Vast as being in this part of the world, but I think they are much more culturally oriented towards the Moonsea and Sembia and you have to make the cut somewhere.

Two thousand years ago, most of this area except for Aglarond and most of Thay made up the territory of the ancient Demonbinders of Narfell. To the East lay the lands of their great rivals of Raumathar, and after centuries of war the to civilizations completely destroyed each other with their dark sorcerous magic. Civilization never really returned to these lands in the centuries that followed and nearly all major settlements in this part of the world are found on the shores of the Sea of Fallen Stars and southern Thay.

Based on the map and the description of the peoples, I interpret this region as being stongly influenced by Southeast Europe around the Black Sea and Caspian Sea and the Carpathian and Caucasus Mountains. The Rashemi are a vague blend of Norse and Slavic influences, which actually does resemble the Rus who lived along the Dneipr in the Middle Ages. And the Nar tribes in the very north have some resemblance to Tartars. And the Endless Wastes to the east of the region are an explicit stand-in for the Eurasian Steppe, at one point having a big Mongol Horde adventure based around it. Staying with these cultural and geographic influences, I think it would be interesting to base the Great Dale on Lithuania, and the port cities of Impiltur or German merchant settlements on the Baltic Sea. The big elephant in the room is of course Thay. I think the best source for influences for Thay would actually be Persia, but I don’t really want to have a campaign in which the single Iranian nation is the evil empire threatening all their European neighbors. But instead I think it could be really cool to present Thay as an evil magocratic version of Byzantium. Not quite 100% sure how that would look like, but I think it sounds really quite fun.

The main media influence that pops to my mind when imagining this setting is The 13th Warrior. And you can never go wrong with this one! It is the most pure essence of oldschool D&D you’ll ever see on film. I also imagine it in ways very similar to my mental image of most of the Elric stories I’ve read, but I think they are pretty sparse on environment descriptions so other people might be imagining something very different. While I was looking at the cropped out map above for a long while, I was starting to see the vague outlines of Skyrim. Which I think actually fits perfectly as a reference point. I can absolutely see Whiterun as Thesk and Falkreath as the Great Vale. Solitude would work as a city in Impiltur and Riften as Telflamm. Wight infested Nord tombs would be perfect as the graves of Nar sorcerers, with Dragon Priests taking the role of undead Nar demonbinders. Oh, and the Companions are totally a Rashemi berserker lodge. And Red Wizards are like Thalmor, just saying.

To sum it up, my interpretation of this setting is The 13th Warrior in Skyrim on the Dneipr.

Even though I don’t want to set up this campaign as an oldschool hexcrawl, I also really don’t want to go back to the dark days of writing the players a big epic fantasy novel to act out. It still has to be a sandbox. While I was somewhat lost regarding what a new party of low level PCs could be doing in The Savage Frontier, I think this part of the Realms actually has some really good potential as a setting for just roaming around and exploring while having run-ins with the locals along the way. I wasn’t really sure what to do with ruins of ancient Illefarn in the great river valleys of the North that have been farmland for thousands of years. But the East comes across to me as a region that is much more remote and drastically less populated. Once you leave the coastal port cities behind, you’re out in the wilderness. And once you step off the few big trade roads, there’s no telling what you might run into. Even though they are long gone, the remains of ancient Narfell looms over everything. The source material conveniently describes a typical Nar ruin as small squat fortifications on the surface with massive labyrinths of underground tunnels beneath them, many of which still hold captured demons. With a great land that was never really resettled, these are perfect for extensive dungeon exploration. And as I mentioned above, old tombs of Nar sorcerers also fit in very well. In addition to that, there’s lots of marshes and swamps (though not shown on the map) and dark forests for hags and mysterious druids.

One thing that I noticed in the 1st edtion Campaign Set is how greatly focused on just humans Forgotten Realms originally was. In the East this is even more the case. Except for Aglarond, there’s never been any elven civilzations in this part of the world. There are a few small dwarf kingdoms in the Earthspur Mountains on the very western edge of the area that I defined, but that’s basically it. There is a population of half-elves deep in the forests of Aglarond that is culturally separate from the human cities on the coast, and there is mention of a few halflings having migrated to the port cities of Impiltur, but that’s the extend of nonhuman peoples in the area. The only exception being several tribes of gnolls who have been serving as mercenaries in the armies of Thay for many generations. There’s not even really mentions of orcs, except for some settled down Zhentarim mercenaries that arrived later in the official timeline (that I am ignoring). While I generally like the idea, having at least some nonhuman people to clash with is always a nice change. Not much mentioned in the sources, but a perfect fit in my opinion are ogers, trolls, and giants. A land of cold plains seems like just the place where you would find fog giants, my favorite kind of giant that I actually never had an opportunity to use. The Sea of Fallen Stars is well known as being home to Sahuagin. I’ve never really seen anything noteworthy done with them, so I think they would be really cool to use as enemies in adventures on the coast. I guess you can never go wrong with goblins either. You can always believe that they are around somewhere without ever deserving explicit mention. Since any kind of reptile people would feel out of place, and chitines are culturally connected to drow, which I really don’t want to have in this campaign, I was thinking of what other kind of cool pulpy humanoids might work here. And I think bullywugs could actually make for really cool main monstrous humanoids in this setting. Not quite as popular and famous as snake-men, ape-man, and mushroom-men, but frog-men are still classic pulp monsters. You just have to present them right. I think in more recent material, bullywugs have often been interpreted as particularly goofy looking goblins. But in their earlier incarnations they had stats basically matching orcs. Frog-orcs who are hiding in the swampy waters and attack with big mouths full of spiky teetch feel like awesome humanoid enemies to me.

Midnight is coming back

I was thinking about some kind of pun for the title, but couldn’t come up with even a stupid one.

Back in the days of the avalance of d20 books based on the D&D 3rd edition, the Midnight campaign setting stood out well above everything else in quality. Though that didn’t seem to make it any more popular. It actually had a number of books with outstanding high production values. I think the only other thing in the same league was the second edition of the Conan d20 game, but that really was just the d20 system with a complete replacement of all content. Midnight on the other hand was still a D&D campaign setting.

And I remember anytime it was brought up in conversations, there was immediately a couple of people agreeing that it was a really cool that would be great to play in. I’m not quite sure when it became the common catchphrase for the game, but it could practically use “If Sauron had won” as its tag line. Everyone who reads about it seems to get this same impression of it.

It’s a pretty generic fantasy world, but somehow the god of evil was cast out of the realm of the gods, with the unforseen consequence that the worlds of the gods and mortals were forever separated. Leaving the god of evil with no real opposition in leading his armies of orcs to a conquest of the mortal lands. Most of the known world is now under the tyrannical occupation of the orc priests, with only the elven forest and a few other places still holding off the siege. There is no real hope that the dark gods forces could ever be driven back.

And apparently, the setting is now being relaunched. The announcement seems to have been a while back, but I only heard about it now. Talk is not about a 5th edition campaign setting but about a Midnight RPG based on 5th edition. I remember the original setting not having any clerics and paladins, since there are no gods, and a special cleric variant for priests of the dark god. Druids and rangers might also have been restricted, and I remember there being a special new spellcasting class that takes their role with a more limited access to magic. So my uninformed guess would be that the new setting is getting it’s own Rulebook that will likely still be pretty much 5th edition, but with all the setting-specifc changes to classes, magic, and races, and new feats already baked in. With it being sold as a game rather than a setting, I also expect it to stick with the original races and not include for example dragonborn and tieflings. Though warlocks would fit perfectly into it. While I doubt there will be a great market for people who want Midnight but don’t have the D&D rulebooks already, having everything in one tome with all the additions and the unavailable stuff removed seemd very useful. That would be at least what I am expecting.

The sad thing about Midnight was that it didn’t really take of back in the day like a good number of people thought it deserved. I thought it looked really cool, but never had a campaign planned myself either. But I feel like this might actually have a decent chance to get some moderate success. I think the kind of product that was being made back then would be pretty popular now. Something like the success of Adventures in Middle-Earth seems quite achievable to me. I might even want to take this one out for a small scale campaign if it turns out well. Unless the press comes out very poorly for it, I will most likely at least get and read it. While 5th edition turned out not to be a suitable game for my setting, I’m not inherently supposed to using it for a campaign it’s suited for. And Midnight should fit it just fine.