Adventurers, Heroes, and the Endgame for high level PCs

“Excuse me, but why are we doing all of this again?”

One thing that has troubled me with fantasy adventure games for a very long time is the nebulous concept of adventurers, and how they could actually stand up to scrutiny in a fantasy setting that aims to be internally plausible and self-consistent. Something I’ve been writing about many times over the years. There have been precedents of fantasy protagonists who just wander around and happen to run into adventures long before the inception of D&D player characters. But books are a different medium than RPGs and concepts don’t generally copy over neatly between the two, especially when narrative structures are concerned.

The original RPG adventurers where people who risked live and limb to gain huge piles of treasure, because the campaigns where relatively simple and straightforward games of facing monsters and collecting treasures. The game was about the gameplay, not about creating a story that exists in a wider world outside of the current dungeon the PCs are in today. Of course, it expanded to be just that, and very quickly, but there was never a real serious overhaul of what kind of people adventurers actually are how they fit into the societies of their world. We go to fight monsters and loot dungeons because there are monsters and dungeons over there. And monsters exist to the fought, and dungeons to be raided. For the sake of gameplay, this isn’t generally questioned any further. Just do it and have fun.

But the idea of playing campaigns that are more about stories than gameplay has always had a huge appeal, and there are two main justifications, and I wouldn’t shy away from calling them excuses, for why adventurers go on these adventures they go on. The first is the plain old treasure hunter, tomb robber, or murderhobo. These characters just don’t bother with any logical explanation. Fighting is fun, getting stupidly rich is fun. But the risk that adventurers typically face in RPGs is ridiculously high, and adventuring just seems like a fast track to a horrible death. These characters make only questionable sense to begin with, but just don’t hold up at all for the wide variety of personalities players like to give their PCs. At the very end of this path lies the insanity of Shonen anime where 12 year kids end up with a happy childhood of friendship and the daily slaughter of dozens. The other common alternative are the knights in shining armor or superheroes. They do all the same things as the murderhobos, but they don’t do it for the riches. They do it out of compassion for the innocents. They are heroes; that’s what heroes do. It works as a justification for gameplay, but it also doesn’t work for stories with even a little bit of depth that aim for some amount of plausible believability.

What is needed to make the existence of adventurers plausible, is to create a concept of what adventurers actually are alongside with creating a setting in which they serve a believable function and role in society. The typical D&D solution, or you might call it the Forgotten Realms solution, is to treat adventurers as private security contractors and exterminators that deal with various trouble when the official authorities can’t be bothered right now. It’s considered a valid career choice, but don’t question how it’s so easy to get established in the business as complete newcomers when the typical contracts are stuff that the army can’t handle. It also stretches plausibility how in a world with absent official authority, roaming vagabonds get invited into communities to protect them. Yes, it worked in The Seven Samurai, but much of the three hour movie is about how unusual this is and the struggles of everyone involved to make it work. Great for a stand-alone story, but not something you want to deal with in every new village the party comes through. But there are other games where the role of PCs is tailored to a specific campaign concept and setting, like in Blades in the Dark or Band of Blades for example.

Now to finally get to some kind of point, I think I finally found some kind of concept for what kind of people player characters are and their place in society that integrates well into the kind of world that I want to create with Kaendor.

The primary vision behind Kaendor is a world dominated by wilderness and primordial powers, with small and isolated civilizations being scattered far and wide, in an environment that is constantly changing that swallows up city states just as fast as it creates them. It’s a world in a kind of perpetual apocalypse; a frontier without a heartland. One constant in this world is that there are always people looking for a new home to settle as the cities of their ancestors are swallowed by the forests and fall into the seas. As for any valley or island that becomes uninhabitable, another place opens up for farming somewhere else. But every time people leave their failing city states to begin a new life somewhere else, they are making a huge gamble. If the settlement of a new aspiring lord fails, there are often no second chances to try somewhere else. That’s where Heroes come in.

Heroes in the classical sense are not just people who did something brave, but special individuals who possess an inherent greatness. Always highly extraordinary individuals and even superhuman, and often actual demigods. Our own culture rejects such notions that some people are inherently elevated over others and destined for greatness, but in a fantastical setting drawing on elements from Antiquity and the Bronze Age, it’s a very important aspect of how those societies tick. In a fantasy adventure game, player characters are inherently special because the game is fundamentally leaning in their favor and their victory over almost all opposition they encounter pretty much a given. Working this gameplay element into the culture of the setting seems like a really fun idea. Dark Souls is a prime example of this, and it works out beautifully there, allowing you to get invested and believe in a world that exceptionally absurd as fantasy worlds go. In fantasy, you can get away with almost anything, as long as the the world as a hole makes sense in its own internal logic.

As I was saying, the special socio-environmental conditions of Kaendor create a constant demand for special people capable of extraordinary greatness to perpetuate the cycle of migrating populations and rising and falling city states. That is the social niche I see for the institution of adventurers. Adventuring is an occupation that serves to create individuals capable of being the leaders of the following generations by giving them experience about the many natural and supernatural dangers of the wilderness and testing their resilience and capacity to lead. It is to these heroes who have proven themselves and earned a reputation that has carried their names far and wide that people will look up to when they are forced from the crumbling cities that have been their homes for generations.

Not every player character has to have this lofty goal of one day raising a stronghold that will grow into a great and wondrous city. But even if only a tenth of them are pursuing this dream, it creates a society that values the kind of people who venture into the wild to face the monsters that threaten civilization, scout out potential areas for new strongholds, and recover abandoned resources and lost magic from fallen cities of the past. And it often takes more than just a single Hero to establish and defend a new strongholds. Hero kings depend on an entourage of other exceptional people to serve as their champions, providing other opportunities for those who fought besides them.

Now this is all sounding an awful lot like the classic D&D endgame of establishing a stronghold and running a domain. Which has been covered to some extend throughout various editions, but by all accounts only very rarely became part of actual play. Instead, it was much more common that ascending the throne meant effectively retiring the character from play. And in campaigns where players could have several characters of different levels (because sometimes you want to do stuff that requires a PC to be locked up in a lab for months), having one character retire while the others continue their adventures wouldn’t really be that strange. And I think making this an explicit assumption for a campaign concept might actually be a really nice idea. Domain management is a weird thing that just doesn’t really fit with the rest of fantasy adventure games. These games are group games, while running a domain is a solitary occupation, and the stuff you’d be doing would be completely different from the stuff you’d be doing up to that point. And if you really wanted to play a game like this, it should be about this stuff from the start, not at the end after you spend months doing something completely different.

Instead, introducing a campaign as being about adventurers who struggle to earn themselves a place among the hero-kings of the setting, with the possible establishing of a stronghold and settlement constituting and ultimate conclusion seems like a very interesting and compelling way to approach a game. And like the cool chap in the picture above, the actual ruling and administrating of the domain would constitute the epilogue. Yes, in three of the original stories Conan is a king. But he doesn’t do any ruling in any of them, and leads an army into battle only once. At the end of the campaign, you could have a final adventure of having to defend the new throne of one of the PCs against a rival as the final test, but after that, the campaign would be concluded.

Now one oddity about old D&D is that that the establishing of a domain was generally limited  to characters of at last 9th level. Which seems rather arbitrary, as anyone who clears out a castle and has the money to hire guard could do so regardless of character level. But if you assume it’s meant to be the conclusion of a character’s career, then the whole thing makes a lot more sense. I decided a long time ago that in Kaendor, all mortals are limited to 10th level, so that magic spells cap out at 5th level and everything beyond that being the powers of the gods. The thing with maximum levels in games where much of the motivation comes from advancing to a higher level is what do you do when you actually reach the last level? By the point you reach it, there’s nothing really left to do with it. I quite like the idea that at the point characters reach 10th level, their goal changes from advancing in power claiming their domain. To have a whole final adventure in which the 10th level characters fight for their stronghold and no longer gain XP.

My thoughts on this might be changing in the future, as they always do. But as of now, this is so far the concept for the role and identity of adventurers that I liked the most.

The Realms, Spirits, and Magic

While working on barbarian wilderness settings, I’ve always been swinging back and forth between trying to create a world that is pure wilderness with civilization being something that is only heard but never seen, and city states trying to keep the encroaching Chaos of the wilderness at bay. I have a tendency to just run with whatever has caught my fancy at the moment and losing sight of the bigger picture. I feel that for the last months, I’ve been focusing far too much on the politics and hierarchies of the big cities and drifting away from an actual wilderness setting. But one aspect in particular I found to have neglected the worst is the magical and mystical element of a true primordial wilderness. To that end, I’ve picked up playing some more Dark Souls 3 again, which is just soaked into all that mythic stuff without being an Epic story of great rulers and grand battles. I’ve been inspired by that game even more so than the first back when it came out, but felt that many of my ideas would need much more transformation before they stop seeming like blatant copies of someone else’s popular work. But now I decided screw at all that! I take from Star Wars and Conan without any shame all the time, and it’s only ripping off if you imitate the form without giving it any of your own context. If anyone looks at any of this and thinks, “hey, that reminds me of Dark Souls“, I’m totally fine with it. After all, Dark Souls has Berserk plastered all over it and everyone thinks that’s awesome.

The Three Realms of Kaendor

The world of Kaendor is ancient beyond reckoning. There must have been a point were time first began, but not even the most ancient spirits remember a time before this one. As far as anyone can tell, the world has been the way it is now forever. If there ever was a time before this one, nothing remains to tell of it.

The world consists of two primary realms, which the mortals call the Wilds and the Underworld. The Wilds consist of all the forests, mountains, and islands that make up the continent of Kaendor and the unknown lands beyond. They are the world of plants and beasts, and the countless spirits and gods of the Wilds. Beneath the surface of the earth lies the Underworld, the realm of fire and demons. Both realms are primordial and eternal, controlled by supernatural forces and the inscrutable wills of spirits and demons. As the two sides of the natural world, they are neither good nor evil, but they are harsh and uncaring, no more concerned with the fates of mortals than those of beasts. And in the hierarchy of beasts and spirits in the Wilds, mortals stand far below the peak.

But at some point, or perhaps at many different points in the vastness of times, mortals discovered that the power of fire, which occasionally rises into the Wilds from the Underworld by pure chance, can be an incredible weapon and tool to deal with the many threats of the forests and the mountains. By learning to weild and control the fire, mortals gained the ability to change their environments , drive off the beasts that prey on them, and push back against the influence of the spirits that control the weather and the land. And as the power of mortals grew, the small and scattered Civilized Lands they controlled became like a third realm in their own right.

Magic and Civilization

Civilization in Kaendor is not an enduring thing. Once control of the land is gained, it must constantly be maintained to keep the Wilds at bay and keep them from reclaiming what was once theirs. Pacts and truces with the spirits of the surrounding Wilds must be honored and renewed, and the temples and priest-kings must perpetuate the rites to maintain the stability of weather and floods required to grow the food that feeds their cities. But inevitably, there are only two possible fates that await every city and civilization. Even with the powers of temples, the constant unpredictable changes of the Wilds can only be slowed but never stopped, and eventually the prosperity of even the mightiest city will start to fade. As populations decline and roads and fields are no longer maintained, the rites that ensure stability weaken in power until they fail completely. At that point, the Wilds will reclaim the land faster and faster, until their is nothing left but abandoned and overgrown stone walls, which in time will also crumble and disappear.

But all too often, people try to escape this inevitable fate, and instead of allowing their civilization to fade, they turn their gaze to the Underworld for powers much greater than simple fire. As ordinary magic draws its powers from the supernatural energies of the Wilds, Sorcery draws on the demonic powers of the Underworld. Not only can sorcery hold back the Wilds even when the power of fire and skills is failing. Sorcerers can create things undreamed of priests, sages, and craftsmen. By using the powers of the Underworld to bend the Wilds to their will, sorcerers believe that they can create civilizations much grander and more prosperous than any that came before them. But there are countless ruined cities overgrown by the forests and crumbling into the sea that stand as proof of their madness. Sorcery may prolong the inevitable end of a declining  city, but instead of quietly fading out as the Wilds return, they always end up burning out and leaving nothing but charred cinders. Fire is the main tool of mortals to assert power over the wilds, but if allowed to run free, it will simply consume everything.

The Cult of Heotis

The Fenai of the Dainiva Forest worship three primary deities. Idain, the Lady of the Woods; Livas, the Lord of the Beasts, and Heotis, the Keeper of the Fire. Idain is the goddess of the fields and Livas the god of the herds. Heotis is the goddess of the home. Her role is that of the bringer of fire used for warmth, light, cooking, and smithing, without which mortals would live no different than beasts; but she is also the one who protects the house and the family from its flames. Fire is not good or evil, but it is the demon that is invited into the home, because without it there would be no home. Fire is a blessing, but it also must be respected and feared. Because otherwise it will destroy and kill everything near it.

Wilders

Not all mortals embrace civilization, and there are probably just as many people living simple lives in the forests and mountains, away from the grain fields surrounding the city states. Civilized people call them the Wilders, and look down upon them as savages and heathens. Wilders have found their own way to coexist with the spirits of the Wilds, making pacts with the spirits of the land to live as subjects within their domain and acknowledging their rule through sacrifices. Wilder settlements are small and rely largely on hunting, herding, and foraging, growing no larger than what the domains of the spirits they worship can sustain, and remaining flexible enough to adapt to the changes in their environment.

Wilders usually use fire only as much as they need for warmth and light, and never to clear land. Though most clans are not above torching the villages of the enemies, which they regard as an additional desecration and humiliation of their foes.

Corruption and the Undead

Eventually, the flames of sorcery will consume the bodies of mortals, but long before that they char their souls. The use and regular exposure to sorcery is not kind on the spirits of mortals. At first it leads to slight madness, but over time leads to the creation of ghouls. Ghouls are still more alive than undead, but as the effects of sorcery continue to gnaw on their flesh, they develop a craving for the flesh of the living to sustain their own failing bodies. Ghouls are not only found among the minions and slaves of sorcerers, but also the desperate inhabitants of old ruins and plains of ash that have been consumed by the flames of the Underworld. Ghouls who practice sorcery eventually rely entirely on the energies of the Underworld to sustain their warped existence and turn into wights, though the same fate can also await their closest servants. If the corruption progresses past this point, eventually the dead flesh with crumble into ash, leaving behind only a spirit of demonic power in the form of a wraith.

Sometimes people are killed by the powers of sorcery very quickly, completely destroying their bodies and leaving behind only a charred remnant of their soul in the form of a shade.

Skeletons and zombies in Kaendor are always deliberately created by sorcerers or demons and usually have a charred and burned appearance as their dead bodies are animated by faint spirits of flame.

The History of Planet Kaendor

An early-ish draft

The Age of the Ancients

In the ancient times long before the beginning of history, unknown beings known as the Glass Makers created numerous large structures from a nearly unbreakable, dark green, glass-like material that have been found everywhere across the continent from the mountains of Venlat to the jungles of Kemesh. Nothing is known about the Glass Makers except that someone must have created these ancient ruins at some point in the long distant past.

After the Glass Makers, a civilization appeared across Kaendor that people call the Rock Carvers. The Rock Carvers created many large cities and fortresses, which were build not from bricks or blocks of stone, but appear to have been carved entirely from the solid rock. While many of the ancient stone castles have large sections made from stacked stones, these appear to be repairs and extensions made by later inhabitants of the ruins, as they don’t match the precise angles and smoothness and often lack the sophisticated carved decorations. The ruins left behind by the Rock Carvers leave little information about their civilization, but the size and scale of rooms, doors, and windows makes it likely that they were not too unsimilar in body from the people inhabiting Kaendor today.

The age of the Rock Carvers was followed by the Tower Builders, who build their castles from large, tightly fitted blocks of stones that are dominated by tall square towers. Many shamans tell stories of having talked with the Folk of the Forests, who claim to have build these towers, but it’s not clear if they are referring to themselves or their ancestors. The square towers are found in many places in Senkand and Dainiva, and a few are known to be still standing in Venlat and even the islands of Suiad. While some of them are currently inhabited, most famously Kamir in Senkand, all known towers appear to have been abandoned by their builders for a very long time.

Eventually the Tower Builders came into conflict with the Naga from the south, who expanded their own civilization far into the woodlands of Dainiva. It is said that during this time, the Kaska fled the wrath of the Forest God Livas across the Misty Sea to the Witchfens of Venlat. Nobody knows how long the great empire of the naga lasted, or even if it was a single civilization or numerous unrelated kingdoms But there are old stories of a great winter that lasted for centuries and made the naga flee from their northern cities and retreat to the jungles of Kemesh where they are said to rule to this very day.

When the naga disappeared from the lands north of the Southern Sea, people who had been living deep in the forests mountains of Senkand moved into their deserted cities and created the first civilization of mortals. The Tulean are said to have ruled in Var Sharaz, Kamir, Ven Marhend, Hadakar, and the Gray City for over half a milennium until they too were defeated by the Murya who became the new rulers of Senkand. It is said that some of the Wilder clans high up in the Mountains of the Moon are the last descendants of the Tulean, but most other survivors have blended in with the Murya many generations ago.

The Age of Kings

Murya Wilders

After the disappearance of the Tulean, Murya culture spread north along the coast to the Fenai, and east over the mountains to the Yao, leading to a new age of great cities appearing throughout the lands of Kaendor that had been nothing but wilderness and home to small scattered clans for countless centuries.

Over 500 years ago, the golden-skinned immortal Kor-Sharazan, claiming to be the youngest of the nine children of the Moon Goddess Ashana, who are the ancestors of all mortals, founded Var-Sharaz on the ruins of an ancient naga city. To this day, it remains the oldest surviving city north of the Southern Sea.

Kuri Warrior

Some 300 years ago, three nameless mystics founded the Sakaya in the Mountains of the Sun, which in the generations since then became the dominant religion of the Yao, though they count many Fenai and Murya among their ranks as well. Far to the north, the fey witch Meiv appeared among the Kuri in Venlat and led many of  them to rebuild the ancient ruined city of Halva, becoming their immortal queen. Nobody knows where she came from or how old she really is, but some Kuri privately belief that she’s a daughter of the North Wind who had been banished from her home for unknown deeds.

Far away in distant Kemesh, slaves of the Naga escaped across the Southern Sea and eventually found their way to the islands of Suiad and the old abandoned naga ruins of Kelay, where they became the Suay.

Ven Marhend, City of the Sorcerer Lords

Other cities followed, such as Kerlon, which grew around the ancient mountain temple of the Disciples of Temis; Kamir, under the rule of the powerful Murya sorceress Yenati; and Ven Marhend, the city of the Sorcerer Lords.

Some 40 years ago, the Sorcerer Lords fought a long and terrible war with their neighbors to the north, which ended in a great magical disaster that devastated the land, leaving behind the Gray City on the banks of the River of Ash. Most recently, the Red Sakaya left behind their kin in the Mountains of the Sun for good to seek their fortune north in Dainiva. They breached the walls of Aleya and in the terrible fighting the city was reduced to charred rubble. With the city being left uninhabitable, they continued along the shore of Lake Amara until they reached Kars and managed to take the city without a fight.

This was a mistake

If you can’t be a good example, you can at least be a cautious warning.

I’ve been thinking about how I can get myself into thinking of Planet Kaendor as a wilderness setting instead of always ending up putting all my efforts into the city states, which are supposed to be exceptional special cases in the setting and not the site of much adventure.

And in the process, I realized that the whole geographical layout that I cobbled together years ago is actually really bad.

The idea for the setting is that there are a few small clusters of civilization on the coast of the mainland, beyond of which lies a vast expanse of strange and wondrous forests. And the one thing the setting has in the way of major bad guys are the naga, who used to control much of the world in the ancient past, but are now driven back into the southern jungles where they plot their return.

Breaking down the layout for the overall geography like this immediately show the problem. The big weird forest and the naga jungles are in opposite directions? Delving deeper into the wilderness does not bring the party in closer contact with the naga, it takes them further away from them. And it doesn’t make sense for the naga to do some plotting and scheming in old ruins in the great forests because they would first have to get through the cities to get there.

I think all the way back when I came up with the general map layout, I didn’t really had much thought put into the naga yet, and only decided that I want to have them somewhere. But with the ways the ideas have morphed in the years since then, it has become increasingly impractical for the new concept.

Planet Kaendor House Rules for Basic Fantasy

You know what the world really does not need? Another B/X retroclone. Well, I think it kid of does, but I know that nobody wants to see it. So instead, I am simply going to present my own adjustment to Basic Fantasy. BF has always ranked among my favorite retroclones of choice because it’s very close to the original B/X by Moldvay and Cook while at the same time using the sane rational system to attack rolls and armor class. I know the later is trivial to slap on any iteration of D&D, but I am petty about my hate for a resolution mechanic that is objectively bad and done wrong, so that’s counting a lot to me. BF is also very cleanly laid out and easy to read, and the whole thing is free so you can just hand out pdf copies to anyone you like.

Below is a list of all my modifications to Basic Fantasy that reflects my own impressions of actually having read Howard, Moorcock, Leiber, Moor, and Smith, rather than going by the grimdark Heavy Metal Album cover interpretation of what Sword & Sorcery is really about.

Characters
  • Roll 3d6 six times to generate six ability scores, but assign the six numbers to whichever attributes you like.
  • There are no racial modifiers and adjustments. PCs from all peoples just use the character classes as the are.
  • Characters get the maximum possible hit points at 1st level.
  • The character classes are warrior (fighter), thief, scholar (magic-user), and wilder (see below). Characters can be warrior/scholar or thief/scholar as by the Basic Fantasy rules for elves. (The XP to gain a level are the same as the XP for both classes combined, and the character gets whatever hit dice, attack bonus, and saving throws are better, as well as all spells and thief skills for the level.)
  • Maximum level for all PCs and NPCs is 10th level.
  • The thief skills all use a d20 instead of a d100 (since it’s almost always 5% steps anyway). They also start with considerably higher success chances at 1st level, but increase slower to be again identical to the odds in Basic Fantasy at 10th level.
  • The wilder class has the XP requirements and attack bonus as a warrior, d6 hit points, the thief skills move silently, climb sheer surfaces, hide in shadows, and hear noise, as well as track, and exceptionally good saving throws. (Based on the B/X halfling class.)
  • All characters can use any weapons and armor. Scholars can cast spells in light armor, thief/scholars can cast spells in medium armor, and warrior/scholars can cast spells in all armor.
  • Characters can establish a stronghold at any level. Money is the only limiting factor.
Equipment and Encumbrance
  • Encumbrance is counted in the number of items a character carries instead of pounds. If the number of items is greater than the character’s Strength score, the character is lightly loaded. If the number is greater than three times the character’s Strength, the character is heavily loaded. (Light armor counts as 2 items, medium armor as 4 items, and heavy armor as 5 items.)
  • Up to 100 coins count as one item.
  • Shields provide a +2 bonus to AC instead of +1.
  • The default metal for weapons is bronze. Special blades made from iron function as silver weapons for the purpose of harming creatures resistant or immune to normal weapons.
Experience
  • There are no adjustments to XP based on prime requisite ability scores. (Neither 5% nor 10% makes any noticeable dent in the advancement speed and are just a cause of confusion and errors.)
  • XP for defeating enemies are based on the original numbers from B/X. Characters also get one XP for every gp worth of treasure they bring back from a ruin. (One of the few thing that Basic Fantasy really got wrong.)
  • Reward money for completing tasks in ruins also counts as treasure for calculating XP. Turns out this is not a house rule but a default mechanic of the game.
  • Magic items also count as treasure for calculating XP.
Combat
  • Combat is done using the B/X initiative system for group initiative. (The other thing Basic Fantasy really got wrong.)
  • Poison attacks do not kill instantly. Instead, a poisoned character makes a saving throw against poison every round or takes the indicated amount of damage. Once one of these saving throws succeeds, no damage is taken and the poison ends.
  • Energy drain works just as it does in B/X. You get hit, you lose one level.
Magic
  • Spellcasters do not have to announce the spells they cast before initiative is rolled for the round. (A rule that only exist in Cook Expert, but not Moldvay Basic, BECMI, or the Rules Cyclopedia, and really complicates things.) Spellcasters who were hit in the first phase of the round can not cast spells in the second phase, but otherwise act normally.
  • Spellcasters have separate “preparation slots” and “casting slots” in equal numbers. Spending a casting slot to cast a spell does not remove it from the preparation slot. The same number of spells can be prepared and cast as by default, but spells are not forgotten after casting.
  • The Scholar spell list combines magic-user and cleric spells, but does not include a range of different spells, such as cure light wounds, continual flame, raise dead, magic missile, fireball, fly, ice storm, and wall of fire, to make magic a more elusive and mystical force.

The Scholar class for Planet Kaendor

As I am falling again deeply into the B/X hole, I have once again found myself having to deal with the question what I want to do about the issue of Clerics. Planet Kaendor is ultimately my own take on Sword & Sorcery, and with the passing of (many) years, I am seeing more and more the meaning and relevance of the typical conventions of this particular style of fantasy. Early on, I was all in for various (A)D&D-isms, like having elves and gnomes, goblins and gnolls, dragons, powerful elemental magic, other planes to visit, and a classical pantheon of gods. That’s all long in the past by now and I’ve fully accepted our Lord and Savior Robert Howard into my heart. And I really find myself enjoying the abstract magic of Moorcock and Smith much more than magic missiles and fireballs.

Finally getting a good picture of what I want gods and spirits to be in my setting (I never had really made a decision on this aspect in all the years), it’s really become clear that clerics don’t have a place on Planet Kaendor. Temples and priests are cool, as are barbarian shamans, but a clear separation of arcane and divine magic just doesn’t make any sense in the context of the supernatural forces that shape the setting. (Which will be the topic of a different post.) My main concern had been how the game would change if you no longer have clerics in the party who can cast healing spells and the players will only rely on healing potions. But when you look at how much healing spells they can actually provide in B/X, it’s really not that much. No spells at all at 1st level, and even well along into a campaign at 7th level, it’s still only two first level spells and one fourth level spell. And you might want to sometime cast other spells than just cure wounds as well. So I think when you’re not too stingy with healing potions as the GM, there should be no real disruption from the lack of clerics.

The most interesting alternative approach to priests that I’ve seen is from the Conan d20 game, which is build on top of a D&D framework. It only has a single full spellcaster class called the scholar. What spells they learn and how they present themselves in public is entirely up to them. Sorcerers and witches are obviously scholars, but so are priests and shamans. They don’t get their magic powers from their gods, but through the same arcane study as everyone else. Priests may claim that they get their magic powers from their gods, and might even believe it, but except for rare cases of divine intervention, it’s all their own doing. That’s an approach I feel is right for Planet Kaendor as well.

The Scholar class is really just the default magic-user with a different spell list. In any other regard, it’s really identical, including hit points, attack chances, saving throws, and number of spell slots. I’ve never been a fan of spell slots as it’s too obviously a game mechanic and not an abstraction to represent a plausible magic system in game terms. But I really don’t want to work out a completely new magic system myself. The most convenient solution for me is the one that was introduced in the 5th edition of D&D. Casters really have two separate sets of “preparation slots” and “casting slots”. You prepare spells as you would always do, but when you cast them they don’t disappear for the rest of the day. You’re still limited in the number of spells you can cast by your casting slots, but you’re not limited to cast a spell only once per day, or forced to prepare it in two slots if you want to be able to cast it more than once. It solves the weirdness of spells being forgotten without actually requiring any modifications to the classes themselves.

Since I want to cap character levels at 10th, the list only goes up to 5th level spells, but of course you could always expand it to 6th level spells as well. It’s mostly spells from Basic Fantasy, which are almost identical to B/X, but I also included a few from OSRIC as well.

1st level spells
  • Cause Fear
  • Change Self
  • Charm Person
  • Command
  • Darkness
  • Detect Magic
  • Entangle
  • Hold Portal
  • Light
  • Protection from Demons
  • Read Languages
  • Remove Fear
  • Resist Cold
  • Sleep
  • Spider Climb
  • Ventriloquism
2nd level spells
  • Blindness
  • Charm Animal
  • Detect Demons
  • Detect Invisible
  • Detect Thoughts
  • Invisibility
  • Knock
  • Locate Object
  • Mirror Image
  • Fog cloud
  • Phantasmal Force
  • Resist Fire
  • Silence
  • Sorcerer Lock
  • Speak with Animals
  • Slow Poison
  • Stinking Cloud
  • Web
3rd level spells
  • Clairvoyance
  • Darkvision
  • Dispel Magic
  • Growth of Animals
  • Haste
  • Hold Person
  • Invisibility, 10′ radius
  • Protection from Demons, 10′ radius
  • Protection from Normal Missiles
  • Slow
  • Speak with Dead
  • Striking
  • Suggestion
  • Water Breathing
4th level spells
  • Bestow Curse
  • Charm Monster
  • Confusion
  • Growth of Plants
  • Hallucinatory Terrain
  • Polymorph Other
  • Polymorph Self
  • Remove Curse
  • Shrink Plants
  • Sorcerer Eye
  • Speak with Plants
5th level spells
  • Animate Dead
  • Cloudkill
  • Conjure Elemental
  • Contact Higher Plane
  • Dispel Demons
  • Feeblemind
  • Hold Monster
  • Insect Plague
  • Slay Living
  • True Seeing