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

Tuesday, July 18, 2017

Paying for Safe Passage; or, Banditry and Barons.


A recent AskHistorians question about bandits got an answer that is simply overflowing with game-worthy material. The whole thread is fascinating reading, as is an older thread on the same subject.

First: there is a positive correlation between bandits and wolves. There are all kinds of rich ways to integrate this into a fantasy world. Bandits could have some lupine qualities (keen eyesight, sense of smell) or they could be marked visually as wolflike in their appearance. Some bandits might make a totem of wolves or the bandit deity might have some connotations. There is also the possibility of wolves kept as "pets" - or the ultimate twist, that the bandit king is actually himself a werewolf. It's a rich mythic resonance that you can take advantage of when you want to make this gang stand out from the last bunch.

Second: there's a very fine line between noble lords, soldiers, and bandits. In a lot of fantasy there's an assumption that the law is going to protect everyone, but here we find quite the opposite. We saw back in the OD&D setting series that Lords sometimes challenge PCs to combat, so it shouldn't be surprising that sometimes the feudal lord is going to kidnap you for ransom. Tolls and stand-ups for "safe passage" are, of course, a convenient way to relieve PCs of excess loot.

Of course, this doesn't always have to be the Lord himself. Primogeniture means that there are going to be sons who don't necessarily have anything good to do, and they could always get up to trouble. You could even have a robber baron (in the classic sense) hiring a less scrupulous group of PCs as "toll takers" to waylay a caravan - sort of the polar opposite of the stereotypical "You're guarding a caravan" opener for scenarios. It'd also be a hoot for a group of Lawful PCs to capture a group of bandits and deliver them to the local Lord only to find that they are his men working under his protection.

If the PCs are in a stereotypical "borderland" environment, doing some kind of hexcrawl, it's not out of the question to put soldiers on the wandering monster table. These could be essentially bandits, or simply a camp of soldiers who want to turn a buck and charge the PCs for safe passage.

Third: there is the idea of pilgrimage. This is interesting for a whole host of reasons. Pilgrims were the stereotypical travellers of the medieval world. They were typically travelling to some site in Europe associated with a saint or a miracle, or in the extreme case (most common when the Crusades were going well) travelling all the way to the Holy Land.

Shrines and churches with particular holy sites have a ton of potential. A shrine can fall under siege by monsters, or be despoiled by a powerful evil cleric, or just be a location where you have to guard pilgrims. If the PCs happen upon a clerical stronghold, the high priest might send them on a pilgrimage in return for some spell cast or favor done. It's a flavorful way to get people to go from point A to point B. And the motley crew that might be found on such a pilgrimage is the kind of thing Chaucer might tell you about.

Fourth: this is the kind of thing that goes great on rumor tables and guides. "Avoid the bridge over the Sterling River south of the Red Hills, the local lord will rob you blind." Of course, turnabout is fair play, and the same Lord might spread rumors that the northern bridge is inhabited by trolls, driving the PCs south into his territory.

Fifth: the last thing that is fun here is that, this being the Middle Ages, robberies were not always in hard cash. In a lean year bandits or predatory Lords may be more interested in food and wine than in taking hard currency that can't buy chicken scratch. Magic items, of course, are prime targets for a nobleman to demand of a passing hero. And kidnapped characters, of course, can always be press-ganged into doing some adventurous task.

In terms of tone, the idea of bandit Lords and soldiers is an undercurrent beneath a lot of the great medieval literature. It was prettified under the guise of chivalric combat for Arthurian tales but the basic idea is not much different. But if you're ever hexcrawling in the OD&D setting, give robber barons a thought.

Wednesday, December 28, 2016

Setting Questions: Sunday AM D&D

I'm starting a new campaign using the D&D Rules Cyclopedia that I'm calling, because of its timing, Sunday AM D&D. I want to use the 20 questions from Jeff Rients to define some of the basics of the kingdom of Pelyria.

1. What is the deal with my cleric's religion?

There are several clerical orders.
- Order of the Unconquered Sun - standard clerics, Lawful
- Order of the Bull Rampant - militant clerics, Lawful
- Defenders of the Silver Tree - nature clerics, Neutral
- Brotherhood of the Black Fist - secret order of unholy clerics, Chaotic

2. Where can we go to buy standard equipment?

PCs start out in the town of Farwater on the west bank of Lake Dremen. The retired adventurer Joberd operates a general store that sells most typical adventuring euqipment, although weapons other than bows and arrows have to be bought from the blacksmith Treb.

3. Where can we go to get platemail custom fitted for this monster I just befriended?

No one in Farwater makes platemail. The king's armorsmiths in Ardglas might be willing to do it but it would take weeks for the fabrication.

4. Who is the mightiest wizard in the land?

Fen Pal of the Yellow Cloak is reckoned the mightiest, although Genten the Merciless in his tower to the north is considered far more dangerous.

5. Who is the greatest warrior in the land?

Arris the Daring, a retainer to King Merik IV, is the greatest warrior. His castle in Westerlyn is home to an annual tournament that draws warriors from far and near.

6. Who is the richest person in the land?

Borin Lo is a powerful merchant prince with a palatial estate south of Lake Dremen.

7. Where can we go to get some magical healing?

Look for a cleric and hope you're of the right alignment. There's an Unconquered Sun monastery in the Fazren Hills.

8. Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath?

As with #7 above. Several of these can also be cured by powerful wizards. Again: good luck.

9. Is there a magic guild my MU belongs to or that I can join in order to get more spells?

Magic-users are under the tutelage of a mentor until 4th level, and gain spells from them (as per Rules Cyclopedia). After that, they may go to Ardglass and attempt to pass the tests to join the Arcane College. There are practical and knowledge tests. If the MU passes, they get access to the College's library and higher-level spells, although there are very strict regulations on spells above 6th level. If they fail, they have to continue as hedge-wizards and fetch spells as they may from lost spellbooks and discovered scrolls. Many of these get up to 9th level and join the Alchemists' Guild.

Elves are of course different; after 4th level they need to perform a quest for the King of Elfland in order to gain access to their family spellbook, an heirloom passed down among generations. Sharing spells from this book with outsiders would be unthinkable.

10. Where can I find an alchemist, sage or other expert NPC?

Ardglas, although some itinerant experts will pass through places like Farwater.

11. Where can I hire mercenaries?

If you go south to Valnesse, there are usually mercenary companies working there. They will hire men out at fairly normal rates.

12. Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?

Casting spells within Ardglas is strictly regulated. In most of Pelyria, casting spells is frowned upon but not illegal.

13. Which way to the nearest tavern?

There are several dockside bars in Farwater, notably the Old Salt, which has a rather hard reputation. The Sign of the Hippogriff is a decent place to grab an ale and you're not likely to get into a rumble. If you can snag an invitation, Zell Lefa hosts the best parties in town.

14. What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?

Currently there is something of an influx of goblins making the roads unsafe at night. But if you want to become famous, there is word of a dragon in the Fazren Hills.

15. Are there any wars brewing I could go fight?

The border with Valnesse was never stable to begin with, and that only got worse in Valnesse's recent civil war. Dorram Arel pressed an ancient claim on a border province and the conflict there has been back-and-forth for over a year.

16. How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?

No. Aside from tournaments, horse racing is the phenomenon in Pelyria. (And there is a lot to be made on gambling.) Gladiatorial combat would be considered barbaric.

17. Are there any secret societies with sinister agendas I could join and/or fight?

The Brotherhood of the Black Fist definitely qualifies. There is also the Decanari, a secretive group of criminal organizations that has a generally bad attitude about things.

18. What is there to eat around here?

Farwater, being a lakeside town, eats a lot of fish. Mainly trout and catfish. The staple grains are barley and wheat, eaten either as porridge or as coarse brown bread. During the growing season, carrots and peas and onions are frequent additions. Pickled carrots are eaten throughout the winter. Fruits are quotidian - apples and pears and grapes.

19. Any legendary lost treasures I could be looking for?

There are ruins from the Acradian Empire that have ancient treasure.

20. Where is the nearest dragon or other monster with Type H treasure?

There's a dragon in the Fazren Hills.

Sunday, December 13, 2015

Appendix N and the Solar System


Much more of Appendix N occurs within the Solar System than people commonly think.

A significant chunk of the Appendix is what I would call antediluvian fiction. This is works that occur ostensibly on Earth, but in an age before known history. Presumably the future of these settings is some cataclysm that results in the modern positions of the landmasses. This may not be the flood of Genesis, but it may as well be; and "antediluvian" generally fits the world view of these works. These include significant influences on D&D such as R.E. Howard's Conan series and J.R.R. Tolkien's Hobbit and Lord of the Rings, all works that were meant to happen on our earth. Dunsany's The Gods of Pegana also fits in this category.

Following this is historical fantasy. There are elements of this in Anderson's work, Lest Darkness Fall, the earliest Fafhrd & Gray Mouser story ("Adept's Gambit" is set in Tyre, not Lankhmar), some of Norton's fantasy work and most of the Swords Against Darkness stories. There are also elements of historical fantasy in Merritt's The Ship of Ishtar. Howard wrote historical fantasy as well.

Then there is modern fantasy. Burroughs (Tarzan and Pellucidar), Merritt, and the Lovecraft stories not set in the Dreamlands are all contemporary. So are Wellman's Silver John stories, or some of Howard's writing such as the El-Borak series.

Following this are the two flavors of future fantasy set on our earth. Post-apocalyptic works cover entries such as Norton's Daybreak 2250 AD, Lanier's Hiero's Journey, and St. Clair's Sign of the Labrys. Were that not enough, dying-earth works such as, well, The Dying Earth and World's End are set far, far in the future. This motif recurs in the Hawkmoon series by Moorcock and the Book of Swords by Saberhagen.

The next ring is the planetary stories, which any reader will know are dear to my heart. Burroughs and Brackett and Weinbaum all wrote compellingly of Mars. By a weird coincidence, neither the planetary work of Lin Carter (Jandar of Callisto) nor of R.E. Howard (Almuric), both set outside the Solar System, are mentioned in the Appendix.

The last group are set in worlds explicitly connected to our Earth. The fantasy world of Three Hearts and Three Lions, that of The Compleat Enchanter, the Elfland of The King of Elfland's Daughter, Leiber's Nehwon, Moorcock's Eternal Champion multiverse, the world of Blue Star are all at one time or another either sending people or ideas to our world.

Almost none of Appendix N is set in a "proper" separate fantasy world like those often seen in D&D. Yet the default assumption of so many games is exactly that, of a world disconnected from ours but somehow similar in major ways. At best there are hints that it is either a far-future post-apocalypse of our world or an antediluvian version of it.

This is a thing that bugs me the most about great chunks of D&D and similar fantasy. I don't think it's an accident that so much of this work keeps ties to our earth, whether for reasons of myth, or details, or a touch of irony. It's deeply weird that a game where, for instance, The Moon Pool is meant to be a significant influence, we so rarely see PCs like those in The Moon Pool, who are closer to Call of Cthulhu investigators than D&D PCs.

Monday, August 24, 2015

Hostis humani generis: Pirates and Naval Adventures

"Buccaneers are water-going Bandits in all but composition of their force...
"Pirates are the same as Buccaneers except they are aligned with Chaos."
– OD&D Volume 2: Monsters & Treasure

In 18th and 19th century admiralty law, the term hostis humani generis was used to describe pirates. It's a Latin phrase meaning "enemies of the human race," and is used to describe the way that piracy was considered a crime against all nations. In practice, it meant that any nation could capture and hang pirates as criminals, even if they had attacked a ship sailing under another nation's flag.

Pirates have lost a great deal of their ferocity in pop culture. A lot of my daughter's cartoons use pirates as lovable, if cranky, sailors who mostly hunt for treasure. Which is a shame, because they're great villains and poor heroes.

OD&D devotes very little space to melee combat between dungeon denizens, but it finds eight pages to cover naval combat. There are well thought out rules for exactly how to conduct warfare between medieval ships crewed by men, and combat with water monsters. These are clearly Dave Arneson's creation, and were neglected in later versions of the game – at best considered a minor set of conditional rules.

The natural setting for using these rules is an archipelago. Islands are great D&D settings, as recognized by the classic module X1 The Isle of Dread. There is a terrific sandbox resource for island campaigns in Judges Guild's Island Book 1, which contains tables for rolling up an island on the fly, and dozens of detailed hex maps of islands. The islands are also the most expressive part of the Wilderlands setting, as each island on the maps has a unique hook provided.

Piracy makes for an interesting cost to an island-hopping campaign. They can be used to make the passage between islands difficult, but if they have a "land base" they can convert readily into a kind of bandits. Pirates don't always need to be disaffected sailors from the main culture, either. "Queen of the Black Coast" by Robert E. Howard features pirates from an African-style setting. The racial implications there are unfortunate, but the basic concept can be made to work with no racial animus. (Indeed, since Vikings are pretty obvious medieval pirates, they might actually be lighter skinned than the main culture.) It also doesn't necessarily follow that pirates have to be human. For instance, many of the tricks used in classic "Tucker's Kobolds" type scenarios would also be effective for taking a ship. And there is just something about a kobold pirate that amuses me deeply.

(A side note: if you want to do some island-hopping but the PCs don't already have a ship, sometimes the biggest treasure for a pirate encounter is ... wait for it ... a ship.)

Outside of pirates, there are heaps of monsters, particularly in Supplement II: Blackmoor, that basically beg you to go to the seas. Basically megadungeons solve this problem by putting the sea under the dungeon, but it is inherently limited and doesn't give you the same variety. The sea is an infinite world of fresh horrors, and if you're like me you've probably wondered why they are included. Sahuagin, ixitxachitl, locathah, morkoths, were-sharks, not to mention the plentiful variations on the sea-monster, both real and imagined, all given less love except in the occasional wet dungeon. The reason they are there is that Dave Arneson wanted you to be adventuring at sea.

Aside from chances to use the naval rules and the many waterborne monsters, island-hopping just gives you great variety. All kinds of different monsters, cultures and ruins can be found in islands, and it all makes a certain kind of sense. You want Vikings or cavemen? Sure. Want the last survivors of lost Atlantis, with corresponding treasure beneath the waves? They've been on that island the whole time. Primeval tribes, lost ruins, abandoned forts, strange creatures are all fair game. No reason that these islands can't have huge magic on them that has gone unexplored – refer to The Moon Pool or "The Call of Cthulhu" for a couple of Appendix N examples. One of my favorite archipelagos in fiction is in Ursula K. Le Guin's Earthsea.

One other source of material for an island-hopping campaign might not seem immediately obvious, but you could certainly adapt the world-generation tables in classic Traveller to give you a few more details on top of the JG island book. After all, a spacefaring campaign with FTL is basically the same as an island-hopping campaign, the scale is bigger and the technology is higher, but the fundamentals are there.

Oh, and if you run a naval campaign, someone gets to be Captain. All sorts of fun there.

Wednesday, August 19, 2015

Ready Reference: Standing Stones

I've been thinking that I'd like to do some more wilderness gaming, and toward that end I've decided I need more random tables for wilderness features. Rather than just write them up for myself, I figure they are good material for the blog.

Standing stones are compact, simple things of interest in a wilderness setting. They aren't all weird, but these are some ideas for when the players encounter, and possibly camp out near, a mysterious menhir.


What's Going On With These Standing Stones? (d12)
  1. The stone is a marker of a ley line. This amplifies the range / duration / effects of spells cast within 120' of the stone by 1.5x.
  2. The stone creates a wild magic zone with a 120' radius. Casting a spell in the area has a 1 in 6 chance of creating a wild surge.
  3. Several times a year, the stones awaken and walk to a new location. Roll 2d6; if both dice show "6", then today is such a day.
  4. It's a giant transformed into stone thousands of years ago. Weather has not been kind to its features but the face can still be made out.
  5. The stone covers up the cave-home of a tribe of pixies who come out at midnight. There is a small hole at the base that they come out of. Anyone camping nearby will be vulnerable to their tricks if the hole is not covered up before midnight.
  6. It's the meeting-place for a local human or monster faction.
  7. The stone was flung out from the fey realm and will give dreams that are both surreal and prophetic to anyone sleeping nearby.
  8. The stone is a finger / body part of a long deceased god. Depending on the god's alignment and that of the person touching it, the stone may give a boon (blessing, bonus/advantage on future roll) or bane (curse, penalty/disadvantage).
  9. The stone is inscribed with ancient symbols. If translated (requires Read Languages) and read aloud, the writing on the stone will summon the extraplanar entity that instructed it to be built. (Use your game's cosmology to fill in the type of entity.)
  10. It's a gravestone. The deceased may be attracted back to it either in spectral or skeletal form.
  11. It's just a rock. A very unstable rock, that falls on anyone unfortunate enough to get too close to it. 3d6 damage, save for half.
  12. It is the egg of an enormous creature. No, bigger than that, it's just a baby after all. And look, it's starting to hatch ....

Friday, August 14, 2015

Alchemy, Sages and the OD&D World

Alchemist: Given a formula, the Alchemist can duplicate it to make a similar potion at a cost of one-half the potion's value. Alchemists may conduct research, but the time and expense are twice that of a Magic-User, and they may only work on poisons.
– OD&D, Volume 3: The Underworld & Wilderness Adventures
Specialists, which have been part of the game since 1974, are one of the more neglected ways to spend money in Dungeons & Dragons. Which is a shame, because they are both a good way to remove excess gold pieces, and a powerful tool for world-building.

OD&D's basic economics don't stand up to much scrutiny, but we can figure the back of the envelope numbers for how much a potion is worth. The listed cost for a healing potion is 250 GP, and it takes 1 week to make one. An alchemist costs 1000 GP per month, so a week is close to 250 GP, making the cost of having an alchemist copy a healing potion about 375 GP. If brought to market, 500 GP is a reasonable price. (This is ten times the amount that the 5e D&D rules list for potions, which are standard equipment in that edition.)

U&WA specifies that specialists are available "to those in positions of power, i.e. with their own strongholds." This suggests an atmosphere like the famous Italian patronage system, where the rich and powerful sponsor alchemical laboratories to their benefit. They are joined in this by the intriguing Sage type, who have the stipulation: "They are employable only by Fighting-Men." This is a curious requirement that fits in with Supplement II: Blackmoor's idea that Sages are regulated by a Guild, which is jealously guarding its knowledge from wizards and priests, who it logically sees as "the competition."

Alchemy was an interesting mix of chemistry, astrology and occultism, influences that play an unfortunately small part in a lot of D&D. I think there's a particular richness to working it into a background – although perhaps not so subtly so that it gets missed. The overlapping alchemical and astrological symbols are a rich visual vocabulary for a D&D game.

☉ ☼ ☽ ☾ ☿ ♀ ♁ ♂ ♃ ♄ ♅ ♆ ♇
♈ ♉ ♊ ♋ ♌ ♍ ♎ ♏ ♐ ♑ ♒ ♓

One of the advantages of this approach is that it solves the reference problem where the players don't have knowledge their characters should have. By using our world's alchemy and astrology for that of the fantasy world, you create an accessible basis for things like clues, puzzles and riddles in the dungeon that both the players and their characters can and should understand.

Of course you could create your own as well, but it seems intriguing enough to me to insert references to these patterns and ideas in the D&D world.

Thursday, July 23, 2015

The Mountains of Yuggoth

"It came to the earth from lead-grey Yuggoth, where the cities are under the warm deep sea."
- H.P. Lovecraft, "The Horror in the Museum"


"The sun shines there no brighter than a star, but the beings need no light. They have other, subtler senses, and put no windows in their great houses and temples."
- H.P. Lovecraft, "The Whisperer in Darkness"


It's not often that science gives us a glimpse of a world no human has ever seen before. Look at the grey landscape and the black seas, and the icy mountains of Pluto, and tell me with a straight face that it's not a game setting. What lurks in those craggy mountains? Do windowless cyclopean towers lie beneath the forbidding black seas? What could live on this cold dark world that Lovecraft dubbed Yuggoth?

NASA photographs are not subject to copyright. All images from the New Horizons mission are available here. Photographs are used for entertainment purposes only and should not be construed as an endorsement of this site or its contents by NASA.

Friday, March 28, 2014

Some World-Building


In addition to my B/X campaign, I've been working on some concepts for a combination of a world setting and a megadungeon. But it's a bit different from what I've been doing previously. I want to talk a bit about where I'm thinking of going in terms of world creation, theme and influences.

A big thing thematically that I want to achieve with this setting is to do a world that is, at the same time, both recognizable as Dungeons & Dragons, and isn't at all a generic fantasy setting. Hence the deinonychus above.

What I'd really like to get down is a science fantasy world that doesn't have a gonzo, crazy-go-nuts feel. I know that's an odd balance to hit when your goal is wizards and laser rifles, but I feel that it's a time-honored part of Dungeons & Dragons that should still be able to take itself with a modicum of seriousness. Part of that is doing things like dinosaurs but having them be scary rather than wacky. Again, hence deinonychus.

The basic assumption of the Dungeons & Dragons setting is that it's a pseudo-medieval world. I'm not going with that, although the PCs still look and act basically the same. The underlying idea is that the main human civilization are themselves literally aliens. The world that the PCs (well, their ancestors) come from is a high-magic world with all of the standard fantasy trimmings. They no longer live there. During the magical equivalent of a global thermonuclear war, the Second Empire opened a gate to another world. The first brave and hardy settlers had wizards helping them; much of their resources and knowledge were lost, but fragments remain. Now it is two centuries later, and the human realm (name TBD) has gone into a semblance of normal life.

So there are several sources of monsters. One is the other civilizations of the world that the humans came into; at this point the one they have the most contact with are lizardmen, who live in a vast swampy kingdom to the south of the human settlement. They have some weird technology, mostly a mix of found tech from previous civilizations – nothing orderly and modern, but enough that humans pose no fundamental threat to them.

As to the megadungeon itself, it's a multi-level dungeon that happens to be built near the ruined and long-since buried capital of an Atlantis style civilization, a mix of high technology and high magic. There are tribes of primitive blue-skinned humans living underground, the descendants of the last survivors of this world; they are savage and have no memory of their lost homeland, only a sort of religious worship of some of its artifacts.

I want to play a lot with megafauna in this setting, both dinosaurs and giant creatures. I'm particularly inspired by this description from Holmes's manuscript (reproduced on the Zenopus Archives):
Giant rats, spiders, scorpions and other horrors are naturals for dungeons. The Dungeon Master should adjust the monster's hit dice to the depth below the surface and assign a suitable armor class. These creatures fight ferociously, have special abilities, and there are many interesting possibilities.
I really love that bit about "have special abilities." Yes, you know what a fire beetle is in a standard D&D world, but the beetles in this world might be based on the bombardier beetle.

Future posts will talk more about this as I flesh out the world and solidify more of its aspects. But I'd be interested in reading what thoughts and ideas folks have for developing this kind of setting while keeping it feeling like a more or less logical world, not a zany mish-mash.

Friday, October 4, 2013

A Different Approach to Setting Design

This post is a reaction to Erik Tenkar's post here.

The biggest thing I learned when I did the OD&D setting series of posts earlier this year is that more can be implied about an RPG setting in a well-designed set of tables than from ten times as many pages of detail. More importantly, setting tables are immediately useful in a way that detailed books aren't.

In practice, if you have a relatively civilized pseudo-medieval sandbox, you will need to generate more than one small settlement. Rather than detailing out dozens of such areas, I think it's a valid approach to provide a set of tables and charts to randomly generate one on the fly. This obviously has to be a fairly quick procedure, but it's been done - in the Village Book 1 and 2, Castle Book 1 and 2, Temple Book 1 and Islands Book 1 from Judges Guild.

While there's a lot of love for the bare sketch of the Wilderlands setting, I think these six books imply an approach that I think is really worthwhile: a series of charts that help you put together details about a location quickly. The Wilderlands setting has interesting implied variations in civilization levels, and I think things like this could really be exploited to define a setting.

Setting should be something you don't see, like the air we breathe. Unless a game session is really saturated in details drawn from sourcebooks, the majority of the time the characters are just in "the world," and I've run a number of fine games with barely a shred of setting detail. The challenge of bringing setting to life is to use it in incidental ways - for instance, artwork and treasure might be recognizably from a particular era. "The statue depicts a general from the expansion of the First Empire" or "the brooch looks like it's from one of the Athean League states" are ways to provide impression of a rich setting without going and actually detailing it all out.

I really prefer the kind of setting where players can be slowly drawn into the details, possibly as outsiders. This is the traditional approach to Tékumel, but it's also very doable in a D&D world where the PCs are, almost by assumption, outsiders. This trope is very heavily backed up in the source literature: Conan is foreign to most of the countries he visits; Fafhrd and the Gray Mouser are not natives of Lankhmar, Bilbo and Frodo both go abroad from the Shire, Elric is a stranger to the Young Kingdoms - it goes on and on.

For a referee, then, a series of tables and charts and lists replete with little bits of setting flavor can easily add up to much more than the sum of their parts. They make it easy for a sandbox environment to be constructed on the fly that is nonetheless completely appropriate for the world that it is set in. They also have the advantage that the setting detail thus provided is entirely encountered in play; the referee only needs a sketch of the history and these fragments of setting detail to weave a richer picture at the gaming table.

Of course, this is different both from the traditional setting books and the current trend which is to provide Wilderlands-style hexcrawls. I think that it would pair best with a minimalist setting more akin to the original Greyhawk rather than the hexcrawl approach the Wilderlands used, but I'd be interested to see it with either style of setting.

Monday, August 19, 2013

Historical versus Pseudo-Historical Settings


I've started working on an idea for a sandbox and multi-level dungeon. The inspiration is from old Roman catacombs (there are some pretty amazing maps out there) beneath an old abandoned Roman city near a backwater modern village. I'm thinking that Glanum in the South of France as an inspiration for place, and possibly using the Albigensian Crusade as a setting to have some high-level drama with a local component (heresy and all that).

Which is all well and good. Where I'm a bit torn is whether this module should be set in the actual Languedoc or in a fictional analog. James Raggi stuck his Better Than Any Man in historical Germany during the Thirty Years' War, and I think it works fairly well as a module. But there is an automatic feeling from "we're in historical Europe" in games I've run there that I'm not sure I want to evoke in this particular sandbox (which I am hoping to eventually get into shape as a proper module).

Some excellent fantasy literature has managed to be set directly on earth. Adept's Gambit is a novella set during the Seleucid rule of Tyre, rather than in the traditional Lankhmar of Fafhrd and the Mouser. C.L. Moore's Jirel of Joiry and Clark Ashton Smith's Averoigne stories take place in medieval France just as my sandbox, complete with fictitious towns and provinces.

It has certain advantages, as I discussed in the "Dark Age Dungeons" article in the second issue of Dungeon Crawl. You get the richness of medieval Christianity, although that is sometimes a step too far for some people. There's a whole world of culture that you can draw from, although it also restricts you from being able to freely make up as much.

What I'm wondering is whether a thin veneer of pseudo-history might better serve the overarching goal of a flavorful setting while avoiding getting bogged down in details about reality. For instance, because it's inspired by an area that spoke Occitan (sometimes known by the name of one of its dialects, Provençal), French names would be wildly historically wrong in a real-world setting, but in a fantasy analog of France, I can use French names which would give it a much more recognizable flavor.

Simply for my own running, being able to make up churches (and a conflict similar to the Albigensian Crusade but different) would be a major bonus. Too much Christianity is a bit off to me, and the devil-worshiping goat-men could also be a race of demon-worshippers. It lets us detach a bit and insert a good amount of extra "fantasy" into this process.

I also think this is easier to fit into another fantasy setting. Languedoc is specific, whereas my pseudo-France will be much more ready to slip into an already established world. The labels easier to change, the references less baked in by nature.

Now, if I could only figure out which version of D&D I want to run this in...

Monday, July 29, 2013

Above the Dungeon


You may have already seen pictures of this abandoned mill in Sorrento, Italy. As I've been developing a dungeon recently, I've really been reluctant to put the classic "castle" above it. The reason for this is mainly in terms of my own concept of the dungeon, which started life as a classical "dungeon" beneath an ancient fort no longer in existence, and subsequently grew kobolds, who began the expansion of the dungeon into a far vaster and more labyrinthine complex.

Putting a dungeon into forgotten antiquity really seems to me to be much more evocative than having a castle atop it, which kind of implies that the dungeons were built beneath the castle in some more recent times. I've been thinking about having an abandoned mill over the dungeon entrance because it sort of implies the opposite: the dungeon wasn't built beneath the mill, the mill was built over the dungeon. The stairway down to the dungeon is actually there because the dungeon's denizens built it, then attacked and drove off the humans who inhabited the mill above.

The mill you see above has been abandoned for a hundred and fifty years. It's inherently unsafe, and in all likelihood most of the floors are going to be rotted out. In D&D terms, we're mostly going to be interested in the ground layout and maybe what's on the roof - though judging by all that foliage I don't think even that is going to be in tact.

There's a great photoessay here where you can see more of these pictures. To me, that place has just got to be infested with giant spiders and horrible things, making the dungeon exit and entrance more difficult. All the foliage also allows an area where there are some true 3-dimensional concepts, with some different things hiding above, and maybe some treasure hidden on floorboards that are rotted and inaccessible by mundane things like walking.

One factor I find really important in dungeon design is the multiple entrances. Technically there are a couple in Stonehell, but the big central entrance is something I think should be avoided. The mill is one of two entrances to my dungeon's first level; the second is going to be accessible by a cave with some other threat lurking in it. Generally I find that if you make access easy, it tends to make a shorter "workday" viable - where PCs spend their resources and head back out of the dungeon.

(As an aside, I really don't mean to rag on Stonehell. It's got some excellent content, especially for living dungeon experimentation that is going to play a big part in my next session. But at the same time, it's got flaws of structure that I do think impact on play.)

A lot of strategic concepts can come out of an interesting ruin like this mill above a dungeon. PCs might take measures to clear out the mill, or even burn it down to make dungeon access easier. They could rebuild it and make it a redoubt, or use it as a place to salvage materials for dungeon delves. Having a place above a dungeon instead of a massive entrance, I think, is really worthwhile. I also would encourage folks to go looking for things like ruins and massive stairwells. I plan to have a massive stairwell leading to one of the deeper levels.

As a final note, I think some really evocative pictures that are going around are tremendous inspiration for this. I'd be interested to see more pictures that inspire you to say, "What dungeon is beneath that place?"

Monday, July 1, 2013

Party versus Retinue


In thinking a bit about the OD&D setting, I think it implies a very different structure from how much of Dungeons & Dragons has been played.

Whether it's a knight in his castle, a wizard in a tower, a cleric in his temple, or a wandering encounter version, there is assumed to be a retinue about the NPC. Two things are noteworthy here. First, the retinue is usually made up of characters significantly lower in level than the main character. Second, player characters are pretty much assumed to take up the same formation. The barony and specialist / man-at-arms rules more or less encourage this style of play: once you have your own stronghold, you turn it around and start recruiting.

Even AD&D had some assumption of this methodology, with its lengthy lists of retainers in the DMG. This seems rather odd when you are looking at it from the perspective of a "permanent party" but when you switch it around and even AD&D had some assumption of this methodology, with its lengthy lists of retainers in the DMG. This seems rather odd when you are looking at it from the perspective of a "permanent party" but when you switch it around and consider retinue-based play, it makes perfect sense.

The party seems to have come about because of the conditions of play. Rather than large groups of wargamers where individuals cycled in and out of play regularly, D&D became a game played among small circles of friends, starting in the pre-teen years and going up through high school. In that period, the party makes sense because people that age typically form such tight-knit groups for their social activity.

I've always found that play gets better at high levels with fewer high-level PCs, and I think much of the grousing (particularly about the impact of high-level wizards) is based on stretching the party model much further than it is meant to go. Party-based play makes sense in D&D when you are low level; at that point it's primarily a numbers game, and you're better off stacking the deck in your favor. But after 7th or 8th level, it's just not as interesting - which is precisely when the original game's rules move on to the more complex "endgame."

One reason I like this approach is that it feels much more "Appendix N." D&D doesn't do solitary heroes well at lower levels, but once a PC reaches a certain point, they have gained the ability to do it, with support from their sidekick(s) as necessary. This is much closer to your literary swords & sorcery; even Fafhrd and the Gray Mouser are two people, not a balanced "party." Most of the time, each PC will have their own agenda and be off doing things that take up a lot of their own time.

This model still allows for scenarios where players do assemble a whole bunch of high-powered PCs (and NPCs) to go off against some suitably large threat - but it's not the usual modus vivendi of the PCs.

Thursday, June 20, 2013

On OD&D Alignment and Language

This post on RPGnet has had me thinking a bit about original D&D's alignment and the languages associated with them. Alignment languages seem to be a sticking point to many people, which I understand - in AD&D they don't quite make sense since people are so fragmented between the nine alignments. But for OD&D I like it.

First, let's look at the origin of alignment in Chainmail:
It is impossible to draw a distanct line between "good" and "evil" fantastic figures. Three categories are listed below as a general guide for the wargamer designing orders of battle involving fantastic creatures:
This is then followed by lists for "Law", "Neutral" and "Chaos" with some figures appearing in two lists. The description for neutrality makes it clear how the alignment in Chainmail worked:
Underlined Neutral figures have a slight pre-disposition for LAW. Neutral figures can be diced for to determine on which side they will fight, with ties meaning they remain neutral.
The underlined Neutrals, for the curious, are Elves and Rocs. Wizards appear for Law and Chaos, and Giants and Lycanthropes can go under Neutral or Chaos.

The reason I bring it up is that it makes fairly clear what alignment was at the dawn of D&D: it meant there were basically two sides, and there were neutrals who could go either way or stick to themselves, like Switzerland. This idea is simple and makes perfect sense of why alignments exist.

As for Law and Chaos, these are taken from two sources. One is Michael Moorcock's Elric novels, which are better known than the source that they borrowed from. Poul Anderson's Three Hearts and Three Lions was the first modern fantasy to create an explicit Law vs Chaos conflict. Moorcock expanded this, both in his cosmic scope and the length of the works treating it. In Chainmail, it's actually much closer to Anderson: these are sides in a conflict that is happening here and now.

Dungeons & Dragons makes it a bit deeper. More types can switch between columns - Men can be in any column, and lycanthropes are spread across (mainly because of Werebears, which can be lawful). Very little else is added; there are swords which have alignments, certain effects on clerics based on alignment, some bits given about characters in castles, etc. But the biggest come in the language section.
Law, Chaos and Neutrality also have common languages spoken by each respectively.
This mainly becomes important because of the sentence before it:
All other creatures and monsters which can speak have their own language, although some (20%) also know the common one.
So for 80% of creatures, there are two ways to speak with them: you can know their language, or if they are of a similar alignment, you can speak in alignment tongue to them. It's a bit risky, though, as we see soon after.
One can attempt to communicate through the common tongue, language particular to a creature class, or one of the divisional languages (law, etc.). While not understanding the language, creatures who speak a divisional tongue will recognize a hostile one and attack.
This is why alignment language is a good idea in OD&D. Three pages earlier, we had a list of all kinds of creatures that have various alignments - so for instance a Neutral PC could try and talk with the Minotaur in the Neutral alignment language, even though nobody in the group speaks Minotaur. Of course this could go horribly wrong, since some Minotaurs are Chaotic, and will attack if you speak in Neutral to them! Orcs, Ogres, Dragons, Chimerae, Giants and some Lycanthropes also vary between Neutral and Chaotic. Lawful PCs run the same risk talking to Centaurs, Werebears and Rocs, and - in an interesting twist - Elves.

All this makes OD&D alignment much more interesting than AD&D's alignment. Rather than an all-pervasive cosmic force or a way to categorize the outer planes, it's an immediate question of where you stand among the creatures in the world. A Neutral can get Giants on their side - but only some of them, while it takes a Lawful to converse with a Hippogriff. Chaos is bad news, as all the undead are there along with Evil High Priests and Balrogs - the big threats from OD&:D that really fell by the wayside in later editions.

I'm curious for the comments as to who's done much with alignment tongues in your games.

Tuesday, May 21, 2013

OD&D Setting Mashup

Blog of Holding, home of the excellent D&D with Michael Mornard posts, just released a mashup of the OD&D setting I detailed in this blog with an idea from Jeff Grubb about a world overrun with evil where most humans have taken to flying ships. This has shades of Burroughs to it, so I most heartily approve. Check it out.

One setting I've been thinking a bit about is Dune. There's a documentary coming out this year about the attempt by surrealist cult director Alejandro Jodorowsky to make a Dune movie basically as a sci-fi acid trip with lots of symbolism, but he assembled massive amounts of talent to get it made. Of course that blew the entire budget and some of the people he'd brought together went on to make Alien, while David Lynch more or less failed at making a Dune movie. The world and its aesthetic always appealed to me, though only really Dark Sun among D&D settings ever scratched a vaguely similar itch. It would be an interesting exercise to stat out melange (the Spice), sandworms, and Fremen for D&D; from later volumes, no-rooms would be tremendously valuable, as would people immune to prescience.Not too hard if we assume a bigger desert in a D&D planet.

Science fantasy seems to be a natural fit for old school Dungeons & Dragons. We've had touches of it for a long time: Barsoom in OD&D, Temple of the Frog in Blackmoor, Tékumel, Jim Ward's Metamorphosis Alpha and Gamma World, Wilderlands of High Fantasy, Arduin, S3 The Expedition to Barrier Peaks - the list is not short. Holmes mentioned his Dreenoi PC and this is just a taste of the possibilities. I think that this was a phase as much in fantasy as anything else; as worldbuilding rather than imagination became the word of the day, flagrant discontinuities such as lasers or force shields in a fantasy game had to go away. (Though there's magic in some popular sci-fi, Star Wars being fantasy in most regards.)

This is something I've touched on before and will again. But really check out the mashup idea from Blog of Holding, I think it's onto something there.

Friday, May 10, 2013

OD&D Setting Posts in PDF

I've made a single PDF file out of all the posts from my Original D&D setting series. It's available as a publicly accessible Google document here:

OD&D Setting

Kudos to James Mishler for the excellent map that is on the first page.

I'd really like to hear stories from referees who use any of these ideas in their games, and how it goes - should be a fair sight different from "vanilla" Dungeons & Dragons! Thanks to all the people who've had kind words as this series went on, it was a lot of fun.

Wednesday, May 8, 2013

Grasslands & Cities


Clear grasslands and cities are the least unique of the terrain types in OD&D. Most of the cities and towns sit in grassland hexes, and grasslands are the most numerous single type of hex. They provide the default background against which the other hex types stand out.

The list of "basic animal" encounters gives us a listing of animal types including spiders, scorpions, lions, boars, weasels, toads, apes, ants, centipedes, snakes and beetles. A note tells us that animals will "usually be of the giant variety," which means we have a world populated by giant scorpions and giant toads. Lions, boars and apes don't need to be giant as badly as the ants and spiders do in order to be threatening encounters.

It is somewhat strange to have the toads and centipedes and snakes and apes all in the clear grassland; of course they're all available in other types of terrain as well, but this table is the only one that makes up "clear" land encounters. Judging from the terrain, the animals may be better picked as wanderers from nearby areas: apes from the jungle, giant frogs from the swamps, giant scorpions out of the deserts and so on. Except in the northwest and southeast corners, almost every grassland hex is less than 3 hexes (1 day of travel) from a forest, swamp or mountain hex, so this is always workable. Perhaps giant ants (with suitable underground caverns) and some types of snake are "native" to the grasslands but little else.

The map gives us no indication of roads through the grasslands. If there are paths between the towns indicated, they must pass through forests or over mountains except for two towns in the center area. One of those towns is the only town on a river, which is a natural fit for the main commercial city of this region. Looking at the layout again, the five towns in the center of the map are relatively well protected by castles on different sides, and it is possible that the four closest ones form the only kingdom in the territory. Alternatively, the city in the woods could be an elven city and the others are the human cities that trade with it. Each town outside of the core five is somewhat peripheral to the map and may be more of an outpost or a frontier town.

These are towns that are separated by enough difficult miles that except for the four core towns, trade is probably difficult and extremely limited. This explains, FWIW, why trade goods in D&D are so damnably expensive: each town is basically running a frontier style economy, far from major centers of commerce, and even getting a shipment of goods through these lands requires an armed escort. As I said in the post that opened this series, these will of necessity be small towns, probably walled, with small out-populations supporting them.

Encounters in towns and cities are limited to two types: Men (fighters, clerics, wizards, brigands and bandits) and Undead (the whole classic list). They are literally half and half, so each town must have some fairly active necropolis attached to it, and the population must bar themselves indoors at night. Banditry and brigandage in the towns, and undead, are obviously combated to some extent by the humans who are also wandering with their retinues. These encounters are rarer than other locales, so it must be that these are simply the exceptional ones. But there has to be some role for the undead - as I discussed under wizard's castles and towers, it may be that high-level wizards routinely create non hostile undead to do their bidding. Brigands and bandits, meanwhile, easily become various toughs and hoodlums, lawless types in the city.

So this is the setting of original D&D: a frontier land, perhaps with a single state in its center, with wilderness populated by creatures of myth, legend and giant creature films. It is a world of Arthurian castles, knights templar, necromancers, dinosaurs and cavemen. It is wild, and it feels profoundly like the world someone who watched every cheesy science fiction movie about giant monsters and every classic horror film would make. This is bolted onto a world with openly Tolkienesque elements - elves, goblins, orcs, balrogs, ents, hobbits - and other entries that quickly became generic fantasy because they were in the D&D books. The result is far more gonzo and funhouse than people give D&D credit for, and I think it winds up being a good mix.

I've really been happy with the reception this series has gotten, and I hope it will make it into folks' games. I will be compiling it all into a pretty basic PDF file in the next few days, nothing fancy, that will be available for free download. Feel free in the comments or on G+ or FB to let me know what you'd like to see next.

Monday, May 6, 2013

Raging Rivers


The Outdoor Survival map is dominated by a river that forks at the north swamp and cuts down across the terrain. There is just a single city that actually sits on the west river; this should technically be the largest of the various towns, since it is the one that would logically have access to trading opportunities upriver. The east river is overlooked by a castle in the mountains, which form a neat valley around them, but has no towns. This valley is probably one of the richer areas under a castle's control, and pays corresponding good rents to its lord.

It is faster to travel by river than any other method in OD&D, and parties rarely get lost. However, getting out to the north requires spending a day going through the swampy terrain, even in a fast galley. Trade with the lands north requires most of a day to reach the swamp, a full day to clear it, and less than a day to get north of the map. From the castle to the southeast exit takes a bit more than a day in either boat or galley. It remains up to the referee if there are trading opportunities downstream to the southwest - the rivers appear to get narrower there.

River lands are almost entirely plains, except in the swamps and the west river which touches on forest hexes at a few points. Since the river is likely less than a half-mile across, most of the hex should follow the "normal" wilderness rules, only switching over to the "river" charts when actually at the river. This should follow Waterborne for actual on-river encounters with men, and the local area for animals.

The "Waterbourne" (sic) chart lists Buccaneers three times, Pirates (like Buccaneers but always Chaotic) twice and Mermen once. As I mentioned back under swamps, Mermen seem to be bipedal humans who live underwater. Buccaneers are Bandits but on boats, and are either footmen or crossbowmen. Pirates are Buccaneers but they're Chaotic. River pirates prowl these waters, probably hoping to harass merchant galleys travelling north. There may be a toll at the castle on the east river if it is clear of piracy.

All such piracy is likely to be of the grapple-and-board method, with small boats being used by the pirates or buccaneers to come up alongside and the crossbowmen giving fire support to the lightly armed and armored men fighting their way aboard the target ship. Large vessels may use catapults to attempt to smash through pirate boats, but largely we're talking about the need for armed guards on each ship.

Swimmers are a freakish lot, and most of the listed swimmer encounters (25% of river encounters) will be horrors you would expect in the oceans: giant squid, giant octopi, giant crabs, sea monsters and dragon turtles. The giant leeches are frightful swamp types, as are giant snakes and crocodiles, and all are well out of their normal habitats. One thing this tells us is that the river is deep to be able to accommodate these creatures; there may be points where it is 200-300 feet deep, and correspondingly quite wide at that point.

One curiosity is that giant squids are quite real in our world, and have a bit of a following on the Internet, but their flesh is high in ammonia content and totally inedible. However, the people in that one town along the west river may find that giant crab claws make a delicious hearty meal for a whole family. This also allows the referee to handle these as animals rather than pure monsters, and a giant squid is not necessarily out to re-enact every movie scene we've ever seen with a kraken.

River travel is the safest thing in OD&D simply because of its speed. A boat full of buccaneers or pirates is much easier than what you'll find on a swamp, and this world's ships must go with armed guards. But when you do hit a monster, it's likely to be a fierce one.

Saturday, May 4, 2013

The Desolate Deserts


In the Outdoor Survival map there are two deserts to speak of. One lies in the northwest corner, adjacent to some lines of mountains, and continues off the map to potentially more desert. The other lies in the area between two mountain ranges. Geographically, these are probably both relatively cold weather deserts, more similar to the Afghan desert pictured above than the dunes of Arabia or the sands of the Maghreb (North Africa) or the Sahara. The mountain patterns allow for the northwest desert to really be more of a steppe region, such as the Caucasus (between the Black and Caspian Seas). The southern desert is more likely caused by the rain shadow of the surrounding mountains, which absorb the wet air that blows toward it and makes the desert terribly dry.

OD&D makes its deserts particularly hard to navigate. Characters get lost in it on 1-3 in d6, and can easily find themselves wandering the desert, slowly seeking the way out as they run out of water supplies. It is not as slow going as the swamp and a party lost in a desert has a reasonable chance of finding themselves in the nearby mountains. There are no permanent settlements, either towns or castles, in either desert - indicating that they are not given to civilization at all.

The deserts are peopled, though, by nomads and dervishes. In the standard earthly desert, OD&D lists nomads as being half the encounters with humans, and the dervish type is similar enough. Random encounters will only run across a lord or a wizard, probably in transit. Nomads are the logical choice, and their mix of bowmen and mounted soldiers is generally accurate to classical and medieval dwellers who would have lived in the Caucasus or Central Asia. Dervishes are nomads who are amazing fighters, similar to berserkers, and religious fanatics. Not to mention that they've got terrific headgear. My feeling is that there are probably at most two or three groups of each, one to two for each desert.


Blue dragons are the native flyers here, and there is something particularly satisfying about having a lightning-based monster be at home in the sand and dirt of the desert. Either desert would make a fine hunting ground for red and white dragons (at home in nearby mountains) as well. A "giant" listing (including humanoids, giant-kin and demihumans) rounds things out, which leads to the very odd result that ents could well be encountered in the deserts.

At this point the referee needs to make some choices about the deserts. The "Arid Plains" listing contains a number of Barsoomian creatures - Apts, Banths, Calots, Darseen, Orluks, Sith, Tharks, Thoats, and White Apes. Likewise the "Desert" listing under men contains Red, Black, Yellow and White Martians, as well as Tharks, listed in parentheses for "Mars." So a referee may interpret that Martian creatures and/or the races of Barsoom are also found in the deserts. The alternative, using the basic Animals chart, simply seems sadly dry and inappropriate, resulting in things like giant toads and wild boars.

If we assume that only the "Optional Arid Plains" listing applies, it uses Barsoom for some instant desert dwellers. Some feel appropriate, such as the reptilian Darseen (which may vary greatly in size and HD) or the insectoid Sith; Banths would be the terror of the desert lands. Several are polar creatures on Mars, such as the Apts, Orluks and the White Apes, but could live in the northern of the two deserts. Given the general aridity of Barsoom, perhaps some long-lost portal allowed the wildlife - and the fierce green Tharks - to migrate out into one or both of the deserts. They make it instantly an alien-dominated environment. Tharks also have the ability to communicate telepathically, which would have to be worked into the game, and it would have to be answered whether other humans have the immunity to mind-reading that John Carter possesses.

There is also some potential for cross-over here; the nomads, for instance, could have started to herd the Thoats they encountered instead of cattle, or in addition to them. Depending upon your interpretation of Orluks, they might be hunted for their fur. I think in general it may be best to limit Barsoomian creatures to a single desert, probably the northwest one where it tracks off further west and there is land for them to expand upon.

All of this gives us a desert far different from what we might have expected, i.e. a sort of Arabian style land of hot sands, shifting dunes, djinns and efreets, Berber-type nomads, etc. But it's a very rich desert to explore, and get lost in, and possibly discover something even stranger than you expected.

Thursday, May 2, 2013

In the Savage Mountains


Mountains are one of the more plentiful terrain types in the Outdoor Survival map that is the presumed setting of original D&D. There is a nice big range in the north and center, and both the northwest and southeast quadrants of the map have what appears to be several ridges. In Snorri's map which I used in the start of this series, there are several high mountains in white. These are probably old mountains, more like the Appalachians than the Rockies. There are six castles in the mountains (one third of the castles), and these must be hard fortresses that use their natural defenses to good effect. Most of the castles with flying defenders will be in the mountains, for logistical reasons.

The mountains run with giant types (which includes humanoids, ogres, trolls, giants, and demihumans), and dragons, each being 25% of the encounters located here. Giants proper will, naturally, live in the mountain ranges, probably with various and sundry followings; there will be hill and stone giants in the caves as well as frost giants in the frozen mountains, and possibly a cloud giant castle. Other goblinoid types are probably making forays from caves deep within the mountains. Elves are the out of place encounters here.

Dragons living in the mountain range will be primarily red, although the colder northern mountains may have a few white dragons as well. The dragon chart also includes cockatrices, basilisks, wyverns, balrogs, chimerae and hydras - all of which could well be native to the mountains. This is in addition to the flyer list that includes dragons and balrogs already. Combined with the giants, we need a pretty good cavern system to support these creatures; the mountains must nearly have an underground wilderness beneath them.

Under the "Men" listing we find cavemen, the only place where they appear in the encounter lists. Cavemen in OD&D are 2nd level fighting-men, wielding clubs the equivalent of morning stars but fighting at -1 to morale. Their primitive state is indicated in Neutral alignment. Given the media of the time, it's probable that these are meant as fur-wearing Neanderthals, with primitive communication and limited technology. These are hardscrabble cavemen, who compete with various magical beasts, monsters and paleolithic predators for their living space. It's no surprise that they are bigger and stronger, but canny enough to run when cornered. If you're facing a balrog there's no reason to stay and get killed.

The animal listing for Mountains is well suited to cavemen: there are cave bears, dire wolves, sabre-toothed cats (called tigers in the OD&D books), mastodons, spotted lions, woolly rhinos, titanotheres and mammoths. What's funny is that despite it being a very common trope at the time (for instance One Million Years B.C.), these cavemen are mostly distant from the dinosaurs and don't interact with them. Mammoths and mastodons make fine prey species for humans as well as the many predators of the mountains.

As with swamps, mountains are slow going, but it's harder to become lost in the ranges, and if you look, other than the north-central range, a lost party will fairly shortly find themselves outside the mountainous area; it's not hard to get to lowland if you look. In the movement rates, we also see an interesting wrinkle: the dragons can cover 24 hexes per day flying, which would get them about 2/3 of the way across the map, so a dragon could hunt 12 hexes away from its nesting area and return in a day.

Mountains are savage terrain; human toeholds barely tame them. The hardy few who live in mountain castles are seen as the defenders of the lower realms. Of course, where there are dragons there is rich treasure, and many foolhardy adventurers go off into the mountains never to be seen again...

Wednesday, May 1, 2013

Time-Forgotten Swamps


The swamplands in OD&D are hardly as prolific as the forests that surround them; on the map there are only two swamps of any size. Both are large and fed by rivers, so we can say that they are freshwater wetlands; both are bordered by forests and should be considered as proper forested swamps and not reedy marshes, which likely exist in the river hexes. The southwest swamp is dominated by a castle, while the northeast swamp only has the fork of the major rivers in the area.

Every move there is a 50% chance of becoming lost and moving in a random direction, making travel particularly treacherous. Visibility is poor and there are few permanent landmarks; only the rivers can realistically be used to navigate them safely. As we'll see, I think this makes the deep swamps a particularly tricky environment.

Swamp encounters have a 25% chance of undead, and as such it's likely that the castle in the southwest swamp is that of a Necromancer or an Evil High Priest. It should go without saying that if you see a body in the swamp, it may not be at rest, and a zombie or ghoul that doesn't have to breathe could wait for weeks to find prey by hiding in the shallow waters of a swamp pool. Mummies and vampires are a bit more out of place, but a burial ground in the swamp might have some above-ground tombs reminiscent of the ones in New Orleans that could house these types.

The encounter tables also list the horrible "swimmer types," which include giant crabs, octopi, squid, snakes, leeches and fish, as well as crocodiles, mermen, nixies, sea monsters and dragon turtles. Logistically these would have to come at points where the rivers intersect with the swamps and make deeper than usual waters for habitat. Crocodiles and giant snakes being par for the course as you are going through the wetlands. Nixies are particularly nasty - rather than being physically violent, they try to charm opponents and enslave them.

It's worth talking briefly about OD&D mermen here: they are described as similar to berserkers but fighting at -1 on land. Clearly these are not mermaid-style creatures, and this is further verified in Supplement II: Blackmoor, where mermen are described as riding giant seahorses. This is a very far cry from the fish-tailed mermen that Gygax codified in the Monster Manual, more Namor than anything. They should be fearsome raiders into swamp and river territories, though - presumably eventually going to their far-off ocean homes.

But the big shift in the swamps proper is what lurks in the "optional swamps" table for animal encounters. There is an oddity in the charts - such that there is a sub-head for swamp animals, but no listing within the swamp encounter chart for "animals" that would trigger it. Obviously these are encountered somewhere, and I would suggest that it's best to substitute "Animals" out for "Swimmer" where there is no river in the swamp hex, meaning that dinosaurs are only found in the deepest reaches of the swamplands.

The inhabitants of these deep swamps include tyrannosaurs, pterodactyls, triceratops, brontosaurs (not yet changed to apatosaurs) and stegosaurs. OD&D has no entry whatsoever for any of these monsters, but given their location it's not entirely off-base to think that they represent the view of dinosaurs as lumbering, slow, lizard-like reptiles. This hints at a Lost World type of area, where swamp dwellers are at risk of tyrannosaurus attack. The potential interactions are fascinating: humans riding dinosaurs, an encounter interrupted by a tyrannosaur, hunting a wild brontosaurus. There's also the possibility for an Arzach type of character, riding on a giant pterosaur (assuming that the listing didn't limit us to smaller proper pterodactyls). Or of an animated tyrannosaurus skeleton.

Swamps are also the home of the black dragons, which take on their familiar aspect of acid-breathers who are less stupid than white dragons but not as wily as the other types. These are much more comfortable in the swamp, like the dinosaurs, and their lairs are likely to be the most fetid corners.

For humans, the swamps are difficult and treacherous lands. Travel through them is slow and difficult, and they contain possibly the most threatening types of encounters. It is a true land that time forgot, a treacherous place where you are as likely to meet a zombie as a tyrannosaur. Venturing into them is not for the faint of heart, and one should have a cleric as well as a strategy to face the dinosaurs and river monsters.