In what god’s name?!

I’ve been running and playing fantasy RPGs for over 20 years, and I am pretty certain that not once have I seen any specific god being relevant at any point. I’ve had some clerics that had slightly customized their spell selection and armaments to reflect a certain theme, but faith and beliefs have never appeared in any game in any form.

There’s a couple of deities from various fantasy settings that I find really quite neat and want to blatantly rip off in the Shattered Empire, but how do you make them relevant? Here I once again find my original mission statement extremely useful: “Create content that dirrectly supports classic dungeon crawling adventures.” The question here should not be how I can make the gods so that they will be interesting to the players and make them want to make them part of their characters. The question should be what function gods can serve in the exploration of a dungeon? I want to step away from making stuff that is just interesting, and instead create content that is functional. Now one of tbe aspects I had already determined earlier is that I want to keep the goods ambiguous and distant, so that people in the world can wonder how much difference worshiping the gods and performing the rituals actually makes, if any. That doesn’t have to be set in stone and can still be changed if something better comes along, but I want to see where I can go with that.

Gods in the Dungeon

The main mode of play in classic dungeon crawling is being in the dungeon, or on the path to the dungeon, and exploring the environment ahead. Can we include the gods in this? And as it turns out, yes we can. The gods worshipped by the people now are largely the same as the ones worshiped in the Shattered Empire. The empire was ruled by sorcerers, and sorcerers are regarded as something contradicting with worshiping gods, but the empire didn’t last that long and the people had been worshiping their gods long before that. When they build all their great strongholds and secret vaults and crypts during the wars of the successors, the people would have included the gods in the decorations and protections of the new constructions. The walls and doors of dungeons can be covered in religious iconography and symbols, and these dpictions can actually contribute greatly to provide insights into the places the players are exploring. With perhaps a dozen or so common gods, players can essily learn and remember their names, symbols, andprimary aspects, if they become relevant during play with sufficient frequency. Identifying the symbols of a specific god can help understanding the original purpose of an area and the potential dangers that could be encountered inside. Possibly even provide hints on how to deal with any obstacles that might be discovered. It’s not necessary to give the players homework to learn and recite all the gods of a new setting. Simply allowing the players to ask a priest or sage the next time they are in town, and getting some useful hints in return will already be contributing to make the gods feel like an actual part of the world.

Gods outside the Dungeon

But even once we’re outside of dungeons, we still can look for ways in which gods can become relevant for the players in play. Between adventures, parties will regularly return to towns to restock on supplies, get their hands on new tools they discovered they need, and to try fixing permanent problems that resulted from events in the dungeons. Typically, the main place to see for the later is a local temple where a friendly priest can treat all the forms of long-lasting damage that characters can suffer. Typically, you’re adventure town has one temple that can deal with all issues up to a certain spell level based on the level of the temple’s cleric. But what generally makes no difference is the god of the temple. All clerics can cast the same basic spells, so temples of forging, agriculture, and smithing can all provide the same services  as long as their clerics are of the same level.

But what if not? As I mentioned earlier, my plan is to not have clerics as a character class and not have the priests in temples be actual spellcasters. But the world does have sacred shrines where certain supernatural events happen that are attributed to the direct interventions of the gods. For example, it’s not the priest tending to a healing spring that can cure wounds, but the spring itself. The Companion Set introduced relics for elves, dwarves, and halflings, to give these peoples without cleric access to some cleric spells in their towns. That’s a brilliant idea and would even work just as well to remove clerics completely from the setting. But the relics as presented all produce the same  asic effects. Cure serious woundscure blindness, cure disease, identify magic items, and turn undead. What if instead we reduce the powers of each sanctuary to only two or three spells, which are all specific to one deity? This means tnat you can’t just go to the next temple and get what you need, regardless of whose god temple it is. Instead, for specific services, players first need to identify which god’s help they require, and then go searching for a site sacred to that god where miracles are made to happen. This can easily turn into small side adventures to have certain curses lifted, or to acquire special weapons to deal with a specific threat. This should give the gods a much bigger role in the minds of players, compared to grabbing a few health potion from the temple between restocking their rations at the market and selling 10 rusts daggers at the blacksmiths’s.

How well will this work in practice? I don’t know. But I am sure featuring divine symbols as useful clues in dungeons and making the services in temples specific to the gods will make them much more meaningful than in a typical D&D campaign.

6th Century Armor

I realized one of the first mistakes I made with the Shattered Empire setting was to call it “The Shattered Empire”. The empire is supposed to be only a background thing to excuse the existence of all the dungeons and why they are full of treasures. It’s not what the setting is supposed to be about. I can always change that later, but for now it will do.

My original inspiration for the Shattered Empire was the Hellenistic Kingdoms that formed from the remnants of the Achaeminid Empire in the 3rd century BCE, but the better example really is the remains of the Western Roman Empire in the late Migration Period in the 6th to 8th century CE, between the fall of Rome and the Carolingian Empire, and long before the Vikings. It’s more reminiscent of the kind of landscape I want to go with, and it’s also a period you don’t really see at all made use of for fantasy.

The main way in which using a historic period as visual reference is typically in the armor and the architecture. I might eventually get around to look into the later (probably not, as these things tend to go), but I did get a decent amount of reference images for armor from the period, which I think make for a good starting point to give the setting some specific character.

B/X and OSE have only three types of armor, which are called leather, chainmail, an plate mail, but effectively they are just light, medium, and heavy armor.

I think that Light Armor can be very well represented by central Asian leather scale lamellar armor. I didn’t see it at all in any of the images for the period I’ve come across, but it is well known from later centuries and the construction is basically the same as iron lamellar, which appears everywhere. I think it’s very likely that this kind of leather armor would have existed at the time, but being leather there’s simply no surviving examples that were ever discovered. And at the end of the day it’s fantasy, so I can do whatever I want, but I think it would fit with the other types of armor very well. And I think still much more realistic than typical fantasy leather armor.

For Medium Armor, we can just stick with the maille shirt and hauberk. This armor was popular back in antiquity and remained so late into the Middle Ages, and it does appear in images showing armor of this period everywhere.

With Heavy Armor, we see lamellar cuirasses over clothing, over maille, and even in almost full body versions. This really seems to be what everyone was using at that time to make cuirasses. It’s an armor type I never really see in fantasy illustrations, and I think that makes it a wonderful choice for a setting that feels like it could be a real place but doesn’t look like a typical fantasy world you’ve seen a dozen times before.

Ruins of the Shattered Empire

When my Inixon campaign ended a year ago, I had planned to do another great revision of my old Kaendor setting that I’ve used for a good number of short campaigns for many years now. But even though I put a good amount of work into the rivercrawl idea, it didn’t really get ignition. I feel that after all that time, the overall concept has lost much of its spark to me. I’ve been spending the last week digging really deep again into the original Forgotten Realms release and specifically The Savage Frontier, with which I have a very long standing fascination. While I discovered many new amd really interesting things that I had never noticed in my previous readings, when it came to laying out a new campaign using that material, I soon found myself thinking that I could do better with those ideas than using the map as it is. I really love many of the ideas and places, but they are arranged in ways that are inconvenient and really make me want to reach out fot my metaphorical hacksaw and welding torch.

I am still greatly amazed by the 1981 Basic/Expert Dungeons & Dragons rules, and now have fallen in love with the way they are repackaged in Old-School Essentials. I am similarly infatuated with Gus L’s take on Classic Dungeon Crawling on All Dead Generations. And any way I thought about it, Kaendor just didn’t seem a good fit with that. So I decided to once again take another shot at creating a new setting, this time one that is specifically tailored to be the backdrop for an OSE Classic Dungeon Crawl campaign. I want to approach this setting, as we say in German, ergebnisoffen. As an open-ended process without preconceived ideas what the prefered conclusion will look like. More an exploration of what could be done with certain innitial parameters, instead of having a specific world concept and making it work for various forms of actual play.

The Objective

The new setting is meant to be the setting for dungeon crawling adventures. This means that it has to be a world that has many dungeons, and the dungeons have to be full of treasures, and monsters that are in the way of getting them. The world should also be presented in a way that makes it plausible that there are still currently many dungeons that still have most of their treasures, and that going diging for these treasures is a worthwhile use for the time of adventurers who can use their skills and powers for all kinds of significant things.

Furhermore, I think the above stated parameters work best in a world that is fairly desolate and lacking in many strong institutions and authorities beyond the local level. Though this is probably more an aesthetic preference than a strict inherent neccessity.

Other aspects that turn into matters of purely personal tastes are that I don’t want to make just another genric D&D fantasyland world. I want to work with the mechanics and structures of OSE, but not just create a backstory for all the default monsters, classes, and people. I also decided that I don’t want to have any generic evil monster people who are just around to be killed in droves for being a naturally born offensive nuisance. I want all people to be treated like actual people with facets and individuality. If something is meant to serve the roll of a monster, then make it a full out monster. No need for some murky middle ground.

Finally, I am striving to capture the feel and aesthetic of fantasy from my youth, but without the cringy stupidity that usually keeps getting missed by nostalgia. For me, that’s 90s heroic fantasy games and a few other sources. Aspects of Baldur’s Gate and Icewind DaleAlbionMyst, and early Elder Scrolls. Also Record of Lodoss War. But without all the quaint renfaire nonsense. Many years ago I had a vague idea, or really more a vague inspiration, to do something with the successors of Alexander the Great and Greek coloialization in South Asia. Since fallen empires are always a prime spurce for dungeons filled with treasure and magic items, this seems like a good time to take that idea out again.

The Shattered Empire

800 years ago, a great warlord and sorcerer managed to conquer a significant majority of the known world. For 300 years he reigned, and under his rule the empire produced fabulous wealth and great magical wonders. But the wealth only went to the empire’s aristocracy while the subjugated peoples toiled in the fields and mines, and the empire’s great magical power served primarily to keep the masses in check and crush any attempts at rebellion. But while the empire seemed invulnerable to any threat from outside or below, betrayal came eventually from one of the emperor’s six generals. The emperor’s death was swiftly avenged by the other generals, but when the first among them claimed the throne for himself, he only united the other four against him. For 30 years the outer provinces assaulted the imperial heartland and the capital until the pretender was slain and the ancient city razed to the ground. But this did not end the fighting, and the four remaining warlords turned on each other to continue the war for nearly another century until there was nothing left of the great empire.

The Six Lands had been devasted by the emperor’s conquests and the wars that followed his death, and of the old cities, only a few still retain any semblence of their past splendor. For the past four centuries, civilization in the known world has consisted of confederations of self-governing towns and a few independent city states. While the Shattered Empire is slowly fading from memory to legend, the tales and songs of brutal tyrants and terrible warlords still live on, and continue to sour everyone’s taste for great empires and unified power. All lords that talk about expanding their realms and promising their people a future of greatness are highly suspect. For most common people, talk of powerful kingdoms sounds a lot like a tyrant’s plan to strengthen his own power, and neighboring realms see it as a threat that is greater than their own squabbles and rivalries. So far, few rulers have manged to change the balance of power and get away with it, and for the time being, warfare between realms mostly consists of border skirmishes and occasional raids. Things change only slowly in the Six Lands, and it rarely comes in big significant events.

In the later days of the Shattered Empire, warfare between the emperor’s generals who had ruled over the six provinces, and the constantly shifting allegiances of warlords and mercenary captains, meant a time of great chaos, and uncertainty about the future. Imperial aristocrats hid many of their own treasures away in family crypts or secret vaults beneath their villas, and the many warlords kept stashes of gold and silver to pay mercenaries and powerful magic items in great strongholds and hidden hideouts all throughout the Six Lands. Many of which became forgotten and lost when all who knew about their existence died in battle, or the keeps changed hands and the stashes became irrecoverable. When the fighting finally ended, large parts of the Shattered Empire had been depopulated and abandoned, and many strongholds were forgotten as the forests reclaimed them. While only some people consider the ruins of the empire to be cursed, it still takes a rare and special kind of people to descend into their dark cellars and poke around for whatever might have been left behind. And with any rulers sending people to recover the riches and magic that created and maintained the empires power becoming highly suspect, large numbers of these ruins have been left undisturbed for centuries.

Bringing back to the light of day what most people would prefer to remain forgotten in the darkness of the Earth gives adventurer’s an often quite ambiguous reputation. Their poking around in the hills and forests can make the lands around remote villages a lot safer, and their hauls of old imperial coins and other treasures can bring great riches a town. But it comes always with some degree of worry that they are returning an old source of evil and strife to the world that perhaps should better be left burried. This goes even more so for scholars of the arcane, as the tyranny of the emperor and his generals are highly associated with their powers of sorcery. While it is rare to cause outright hostility, travelling sages usually try to not advertise their arcane knowledge any more than needed be, and they generally blend in with other travelers and scoundrels.