Showing posts with label setting. Show all posts
Showing posts with label setting. Show all posts

Tuesday, July 14, 2015

Robbers' Bay, Queen's Landing, and the Desolate North

Fifty years ago, then-King Marcus II of Albilonia had an idea. Banditry had been a perpetual problem for the realm and he was determined to put it to an end. The rule of law would be established. But carving a new standard of civilization on the hearts of the people requires harsh measures, and soon the prisons were bursting at the seams, and many of the hanging trees were in full fruit.

So he issued a proclamation: everyone in the Kingdom who is found guilty of theft, robbery, banditry, rape, murder, etc. has a choice to either serve out the sentence as usual or indenture himself to the Crown for a period of time dependent on the crime. Those who choose the latter are shipped to Queen's Landing.

Queen's Landing

Needs more snow
Queen's Landing is reached by ship from around the spur of the Spine of the World, a huge mountain range that marks the end of the Known World on all civilised maps. It was chosen as the site for the new penal colony because these mountains are impassible, it has a natural harbor, and when Robin the Seafarer landed here during one of his fabled journeys he discovered salt at the base of the mountains right by the sea. Thus, most convicts sent to Queen's Landing serve out their terms digging in the salt mines, and salt is the primary export.

Queen's Landing is ruled by Lord Marchand (whose family rebelled against the King around two hundred years ago) whose primary concern is to keep the salt flowing. While it is mostly populated by men who have finished their terms of service (indentured servants are kept in communal barracks), some have brought their families with them. Anyone can come to Queen's Landing if he wishes, and volunteers will even be paid a resettlement fee by the Crown, so the town does boast a small but non-negligible number of women and children, many of the former doing a brisk business in the town's whorehouses. The free population of Queen's Landing fluctuates around five hundred souls, with another five to eight hundred slaves attached to the mines.

Queen's Landing is situated at the mouth of Robbers' Bay at the base of the Spine of the World, which makes it the northern-most known dwelling of civilized men by far. The land stretches away to the north and west, remaining rugged and mountainous for as far as surveys have seen. Conifer forests are the rule, at least near the town: what the geography and flora are like further into the wastes none can say.

The town is walled all round with a stout timber pallisade and permanently garrisoned by fifty men of the King's Army under command of the Governor. This is in part to guard against an uprising at the salt mines, and in part simple prudence. For those caught in misdeeds in the town justice is swift and summary: another term in the mines, or exile. No doubt most of those exiled die, but it is just possible that some do survive.

The residents of Queen's Landing subsist mostly on hunting, trapping, and fishing. The growing season is too short for most crops, being only two-and-a-half months, though in lucky years crops of potatoes and sometimes rye can come in. Just recently, experiments with herding the local wildlife have been undertaken, adding butter and caribou meat to the staples of the colony. Very occasionally the hardy fishermen manage to snag a whale: these creatures are often seen cavorting in the Bay, and are prized for their blubber, which makes excellent oil.

Queen's Landing imports much more than just labor: because of its situation it will be dependent upon the Kingdom of Albilonia for basic foodstuffs like wheat and almost all finished products for the foreseeable future. Most trade is done in salt, which is also the primary export. Others are obvious from the above: furs, fish, timber, and precious stones (more on this last below).

Demihumans in Queen's Landing

Humans are by far the most common race in Queen's Landing, even moreso than the home country. Next come dwarves: these hardy folk do well in the harsh conditions, being generally hale of limb and body, easily acclimated to the cold, and not as worn down as men by the gruelling work in the salt mines. Indeed, most come voluntarily, wanting to see the Spine of the World and live in its shadow. Not one elf has been sent to Queen's Landing to work as a slave, and only a handful have come as volunteer settlers, since they have a hard time with the cold, but the rugged and wild beauty of the wastes does draw some. Most rare of all are halflings: not only is the cold and hard labour harder on these folk than any other, but they find the necessity of covering their parietal eye with headgear to keep from freezing due to their baldness both disorienting and depressing. (The widespread feeling among halflings of the Kingdom is that you would have to be demented to want to do such a thing.)

Using Queen's Landing as a base for Adventure

The town itself is an isolated spot of safety at the mouth of a great unexplored desert. The Desolate North doubtless has its share of unknown treasures and opportunities for those bold enough to risk hypothermia and who knows what other dangers. In the past few years, a few
adventurers have trickled north to land here, hoping to make a fortune. Recently, Queen's Landing has made contact with a tribe of indigenous peoples who seem open to trade and bring tales of ancient ruins buried in the ice which never melts. One dwarven sage insists that the Spine of the World is the site of an old dwarven megapolis from before the Great Opposition turned the North into a barren wasteland. And, most promising of all, one band of adventurers recently returned - missing three members and looking like walking, frostbitten skeletons, but with seventeen sapphires, each the size of a thumbnail.

Tuesday, February 18, 2014

Maps of the area around the Keep

In the session reports I mentioned that the PCs commissioned maps of the area around the Caves of Chaos. One was an extremely local map, and the other a rather broad map showing things in roughly a four-day march, excepting to the west because that's where the Realm lies and therefore not interesting.

The first is just the local map with the numbers taken off, which I include here because someone else might find it useful.
Bet you can't tell where the numbers used to be



(Oh, also the Caves of the Unknown are missing, because Cedric the sage didn't know they existed.)

I really like this map from B2. It has some serious charm to it. I especially like the sudden interruption of 'standard' terrain features to show a stand of tamaracks in the swamp. I don't know why, but it shows a sort of quirky artistry to me that I find endearing. It helps bring the area alive - like this was a map actually drawn by one of the inhabitants.

One of the other things I wonder is whether the Keep is drawn to scale, and I think so. That would put it at somewhere between 100-200 yards in its longest dimension, closer to the former than the latter. It really is a pretty small place if you're treating it as a town. I'd estimate it very roughly as about the same size as Le Château de Rolle.

The other map is a sort of rough-and-ready thing I threw together in Hexographer in half an hour:
Things within a 4-day walk from the Keep

Those ruins to the south of the swamp are the Caverns of Thracia. I'm beginning to think the players will never go there, which makes me a little sad because everyone should get a chance to play in (and run) a Paul Jacquays module. However, they discussed it (in an upcoming play report) and realized they would either have to brave the swamp to and from the Keep, or set up a temporary base camp at the ruins (once they found them).

Most of the rest of the map is undetailed. I have rough ideas of what I want to put where (e.g., the cave in the moutains is an old dwarven stronghold, Limbick's Tower is the ancient abandoned tower of an Imperial archmage.) One thing I'm particularly excited by on this map is Old Isk, which is the ruins of an old Imperial trading city. I want to make it into a 'city dungeon', with a very small population living among the ruins of the old civilization - like Constantinople after the Crusades. I'm mulling over ideas for that, but it'll probably be a sort of psuedo-hexcrawl/pseudo-dungeon with a lot of random generation of buildings, treasures, and encounters.

Then if the players don't go there, I can plop it down in another campaign.

Monday, February 17, 2014

On the advantages and disadvantages of history for life

Creating a detailed setting for your game is an urge that bites every GM. It's one of the theoretical pleasures of the job: you get to create and inhabit the mental vistas of an imaginary world. The draw of that sort of escape from the quotidian concerns of the world we have is not to be scorned; both J.R.R. Tolkien and C.S. Lewis, to name just two writers with deep connections to our hobby, created vast and intricate imaginary worlds for their own amusement.

Unfortunately, one of the pitfalls that befalls DMs is the assumption that they can and should treat their games as some sort of open-ended novel. For this game, the creation of a large and detailed setting has several disadvantages:
  •  It encourages the DM to hand out setting packets. At best these are enjoyed, then forgotten. More usually, they are ignored, or are a pain to read, and are still mostly forgotten.
  • The base world assumption of D&D is, now, something with which players are already familiar or can rapidly become so. It is familiar. Creating your own setting reduces that near-immediate familiarity, and therefore requires more work in communication from you and the players.
  • Much of the time, the way a setting is written is not really gameable. It's a toy for the GM about which the players know and care very little.
  • Setting often restricts player agency. Whether it's directly (you have a 12th-level fighter in every little hamlet in the countryside to keep a damp on their hijinks) or indirectly (they can't go form their own duchies because the Benevolent Empire already claims all the available land).
Despite all this, we still do it regularly. If we're honest, it's because tinkering with the game world and finding or creating new things in it is one of the things that keeps us coming back to the table.

With that in mind, I've been bitten by the setting bug. I want to write up a world to play around in, bang about D&D's core assumptions and monster sets a bit, and generally enjoy crafting a world that's a bit...different. I blame Goblin Punch. In order to avoid the pitfalls mentioned above, I've set out these design goals:
  • All setting information must be gameable, either directly or indirectly. This means creating random encounter tables rather than waxing poetic on the local fauna and detailing cultures that the players might interact with, rather than those on the other side of the continent.
  • Setting assumptions should be clear and consistent. They should also be of a nature that they can be quickly explained to players at the breech, that is, at the necessary moment.
  • The setting should not force any actions on the player whatsoever. None of this, "You're all from Westphalia, and you've been at war for generations with the Bournians, so you all hate them." Let players make their own characters.
  • The setting must be interesting. Nobody gives a damn that the Duke of the Northlands likes wearing purple all the time and is in a long-standing dynastic cold war with the other branch of the family, unless the Duke is also the realm's only bugbear with a title he earned at the Battle of Five Armies and the duchy's main export is magically preserved human skin for use in the creation of powerful scrolls. Aka Greyhawk is a perfectly good setting already, so no need to recapitulate it.
  • The setting must be flexible enough to accommodate things learned in play. For example, maybe (because a player brings in a slew of dwarves with German names) that dwarven culture is proto-Prussian. While some things should be set as 'this is the way it is', efforts should be made to allow the players to influence the setting through their choices at the gaming table.
  • Further, the setting must be close enough to the default setting assumptions that I can plop old modules into the game with a minimum of tweaking. One of the things I really want to do is e.g., play thorugh the Lost Cverns of Tsojcanth, or see how the PCs deal with Ravenloft. This means that if my setting doesn't have, say, orcs, there should be a clear orc-equivalent for module purposes (even if it's just bandits).
With all this in mind, I'm hoping to do some long-term setting development on this blog. Said setting would mostly be for a theoretical future game, because the current one is a sort of just-in-time development case. Still, bits might make it in if they don't contradict what has already been established.

Friday, February 7, 2014

Start of a new campaign + Sessions 1 and 2 recap

The game I'm running now is based on Swords & Wizardry. Originally we were using the Core Rules, but I quickly switched to the Complete rules once I found out they were actually available for free. There's practically no difference; Complete has a few optional classes, and it says a little bit more about Strongholds, wilderness, and monsters. All of the mechanics I've been able to track down are the same, though.

It actually started quite a while after the GURPS DF game finished; I and a couple friends from my former workplace went to a local con, and there I convinced them to play with me in a S&W White Box game. They loved it. For this reason I seriously considered sticking with the White Box rules, but I had done a few test runs with that system and knew I wanted to eventually move to something slightly more complicated, with things like variable weapon damage and hit points. I figured making the move at first was easier than making it later.

I rustled up two extras, two of whom had never played D&D before but were interested, and I gave them the choice: they could start in Hommlet or they could start in the Keep. They chose the Keep. Since I'm all about player choice, I told them that Hommlet was a few days to the east and that there were rumours of an old set of ruins a few days through the swamp to the south. (The Caverns of Thracia.) So far they've only been interested in the Caves, which is fine by me.

The setting is intentionally vague, and at least so far hasn't diverged much from  the "medieval fantasy" background assumption of D&D. I'm running it like Points of Light, by which I mean the PCs are all from "the Realm" of which the Keep is the easternmost fortress, but the area they consider civilization they could walk across in a couple weeks. What else is out there? That's a good question, but it's not uninhabited. The Realm just considers them all "barbarians and savages with whom we sometimes trade."

A thousand years ago, The Empire collapsed as it was overrun by barbarian hordes. They left behind ruins, artifacts, etc. etc. The Church of the Realm is the Church of Sol Invictus. Alignments are based around this: if you're Lawful, you believe in Sol Invictus (or perhaps a related god, outside the Realm), civilization as a righteous thing, and all that. If you're Neutral, you don't really care one way or another. Perhaps you've lapsed, or perhaps you follow the Old Ways (druidic paganism). If you're Chaotic, you're opposed to Sol Invictus for some reason - maybe you don't believe in this civilization, maybe you worship one of the Darker Gods, or whatever. Notably, Magic Users are always chaotic, because the arcane forces they toy with twist them, and elves are always Chaotic because they're closely aligned with the Fae.

Generally, I'm going for a Dark Ages Europe feel. There's a Constantinople out there somewhere, but the PCs don't know about it.

Class levels also exist as an in-game phenomenon. In order to gain class levels, you travel to one of the 'navels of the world' - places of old power that the priests and scribes used to be controlled and sanctified by the Empire before it collapsed, and that are now sacred to Sol Invictus. If you go to a Lawful one, you come out either as a Fighter or a Cleric. If you go to a Chaotic one, you can come out as a Fighter, Cleric, or Thief. Naturally the Church doesn't admit that Chaotic navels (generally, those controlled by entities not aligned with Sol Invictus) exist, and they claim that the power of the navels comes from Sol Invictus. It certainly seems like they're partially right, what with Lawful Clerics getting blessings in line with the powers of Sol.

In order to become a Magic User, you find another Magic User to expose you to the secret artifacts and eldritch rituals.

Further, if someone has class levels, you can tell. They have a sort of mystical charisma and an air of competence - Fighters move with more grace and self-assurance than mere men-at-arms. Clerics are also obvious, and thieves are if they want to be, or to each other.

Anyhow, I have four sessions to quickly recap for posterity. I won't bother to make a distinction between the sessions at this point, but later I'll be writing recaps as they happen. (Mostly for my benefit. I don't like writing them, but they're a good place to stick information I need to keep track of that showed up in the session.)

When the curtain opened, we had:
Gim - a Lawful dwarven Cleric
Tiny - a Lawful Fighter
Pius Inebrius - a Chaotic Cleric who worships Bacchus
Elarion - an Elf Fighter/Magic-User
Buddha - a Neutral Cleric to a dead god

They spent the session meandering around the Keep, seeing the sights and meeting the locals. They heard a few rumours about the Caves of Chaos - like how the big dogmen live high in the caves, while the little dogmen live low, and how there's a huge vault of treasure in the southernmost caves, but also a wizard who would kill all trespassers - that I probably need to remind them of because it's been long enough I bet they've forgotten. They spent some time in the Traveller's Rest Inn, the name of the tavern and inn in the Keep, and recruited a few local laborers for their expedition. They also encountered the Curate of the Keep, along with the traveling priest and his two initiates, the latter group of whom readily agreed to go out with them to vanquish the evil in the Caves! These were Theodoric, Jovian, Bob, and Ted respectively. Those of you who remember the module know that Father Jovian is both Chaotic and evil, so he's coming along to make sure they fail and die.

Come the next morning they set out early, though they lost Buddha for a halfling ne'er-do-well named Pablo (who sports a Gordito moustache). They stopped by the Church for Theodoric's blessing, and he confided in Gim that he didn't exactly trust Jovian.

Off they went and promptly realized they didn't know where they were going other than 'off west somewhere near the road'. They turned north after about half a day on the road, cut through the forest, and finally found a very large clearing on the hillside. They set up camp because it was getting late, and resolved to keep searching come morning.

After a night-time diversion involving orcs that caused no casualties but netted no information, either (Jovian was the only one who spoke Orcish, and he wasn't about to tell the party that these guys were from the Caves or anything useful), they set about continuing to search. After a few hours poking through the clearing, Elarion found an opening into the hillside.

Again, those of you who know the module know that this was not the Caves of Chaos, but rather the Caves of the Unknown.

They gathered round the cave mouth and Tiny shouted inside. That's when the 28 stirges flew out and latched on to one of the laborers, Ted, and Gim. Fortunately for the party they were able to free Gim before he died. Ted and the laborer weren't so lucky, but at least most of the stirges stayed attached to them for the next few rounds, so the rest of the party managed to survive.

Entering the cave, they noticed immediately that it was quite strange, and very old. The stone was worked, but rather than being square, the walls, floor, and ceiling were all gently curved. The place also stank of ammonia and moisture, moreso when the short entryway opened into a large chamber with a tunnel northeast and another to the west that was clearly the place the stirges had been roosting. It also had a small raised area to the north, with a low rock platform that was strewn with the same bones and ammoniac junk that covered the floor. Examining this, they discovered that the thing was likely an altar of some sort, carved with bas-reliefs of snakes and other reptiles in various poses. They also found a small jade statue of a twining snake, which they took.

Deciding the take the northeast tunnel, they discovered that it opened into another smaller room at the end, with several molded wooden doors on the east, north, and west walls, and a pair of large corroded bronze valves ajar to the south. They set about busting down the nearest wooden door, which was still miraculously intact (carved with a snake sigil) but swollen into the doorframe. They sent Pablo in, where he found a large, dusty mess of what looks like it used to be plant fibers all over the room, a low dresser made of stone, and a low sleeping platform at the back of the room. The only thing of potential value he found was in the dresser - a mummified lizard, in the same drawer as a bunch of old stone knives and scalpels, some crusted with ancient blood. He pocketed it and moved on.

Meanwhile the rest of the party was looking around the main room and decided to bust down a few more of these doors to see what was inside. This much noise naturally attracted the interest of the basilisk in the next room, who came to investigate.

Basilisks in my game are very much what you might think - dog-sized lizards who turn creatures to stone. Specifically, you have to look the basilisk in the eyes, which themselves are made of large rubies. They're also immortal and don't need to eat, but constantly ravenously hungry (since most things they try to eat turn to stone before they can).

However, a properly alchemically mummified lizard is proof against this power, and in fact will turn the basilisk to stone if struck by one. Basilisks know this, and are mesmerized by the lizards when presented. (It's a sort of terror; the basilisk is caught between that and the ravenous hunger, and makes a save each round to continue attacking. I made up that mechanic on the spot.)

It took the party a good while to figure out the lizard was why Pablo wasn't turned to stone when the basilisk looked directly at him several times after he stabbed it in the kidneys. By that time, Jovian, Bob, and Pius had already turned to stone, and the surviving laborers had beat feet. It was still nearly a TPK, because they never figured out that striking the basilisk would petrify it. By the end, only Pablo and Tiny remained un-stoned, and Tiny only because he had his guts ripped out.

Fortunately, fresh basilisk blood is an antidote to petrification. It's also a very valuable alchemical reagent, mostly for Stone to Flesh unguents that manage to stretch it further. Pablo, being a worldly sort, knew this. He'd never slaughtered an animal before, but after a few mistakes he managed to get enough blood out of the creature for the four stoned party members to be reversed. (He got lucky; I rolled a d4 for doses. Originally there was a d8, but he wasted quite a bit of blood on the floor.)

After this, the party retired to lick their wounds for a week in the Keep. Turning back from stone is a physically stressful occurrence, and they needed some time off.

This post is getting really long, so I'm going to split the other two sessions off into another post. I'll also write up a little on the Caves of the Unknown.