Working on my upcoming Parsulan campaign, in Greyhawkian fashion, I've done some flags/banners for some of the nations I've written up. These mostly done with Armoria, which is a great program but limited in terms of its assets and functionality.
The Lightbearer RepublicIn a world divided into the northern and southern realms by the Line of Limit, band of three individuals from the north, representative of the three races of that region, must go into the jungles of the south, the sole domain of the fourth race, to bring a member of that race (because, as an oft repeated adage says: "three handle one") back to an ancient temple for...well, as far as I've gotten, that hasn't been explained, but I'm sure it's world-saving stuff
One of the things I've liked about the series so far is the world-building. There are gigantic skyrays with ruins of a forgotten civilization on their backs, and dragons that are part plant, part animal, but the four races are one of the most interesting aspects.
In the north, there are humans, of course, which are more fractious than other races, but also more numerous. They don't seem to have a nation-states or empires now (indeed, no one in the north seems to now) but they once did.
The Rekon are giant, avian humanoids. Most of the art I have seen depicts like humanoid roosters, which fits, I guess. They are immensely strong and skilled warriors and craftsmen. Each Rekon has an individual Calling, a life's work they strive to achieve.
The Tokkebi are sort of goblinish (though maybe not short like typical goblins), certainly mischievous and magical. They are able to control fire and create illusions from it. They are nonviolent but have no fear of death because if their body is killed, they continue on as spirits.
In the South live the Nhaga who have gotten the most detail so far. They are cold-blooded, reptilian humanoids who are fierce defenders of the trees of the first and only eat live prey. Their hearing is poor, but they see heat and talk to each other by a sort of telepathy called nireum. At the age of majority, they have their hearts removed and so become nearly immortal and hard to kill as they can regenerate. Nhaga society is divided into matriarchal houses where adult men are only ever visitors to help the women conceive children.
Anyway, it's been good so far. Interested to see where it goes.
Fan art for the series by artist Sangheon NamThe head of Vorlas is on display in the Revolutionary Museum in Kingshead, shielded from the ravages of time by magic so that it may be a near-permanent reminder of the revolution's resolve. One of the last of the great Wizard-Kings, Vorlas's rule was particularly despotic and draconian, but his security forces and even inhuman soldiers transformed by magic proved unequal to the defense of his kingdom during the Demon War and even less effective in dealing with the crises of displacement of people and food shortages that followed.
Vorlas was dragged to central square of Kingsforge, his capital, by the rebel army and beheaded by a new apparatus designed for that purpose, the machine now called "The Nemesis." The city was renamed in commemoration of this event and the head has resided there since.
There is another, newer head in Kingshead. That one is made from steel, thaumatite, manastone, and more than a little spellcraft. The dwarven theorists and magitechnologists behind its creation convinced the Council for Progress, a conclave formed of the various business groups that have become the true rulers of the Durendine Confederation, that the magitech mind could run the nation more efficiently than any mortal, anticipating problems before they arose, and maximizing their profits. So far, the head remains a work in progress, but the Council is still captivated by the possibilities.
The dwarves who built it have an even grander vision. While they promise their device will far exceed the computational and planning capabilities of mortals, they hope for it to one day to be greater than either god or titan, at least in the sense that it would be free of their passions and weaknesses.
It started here with "Eternian History Revealed."
Then, I delved into [People]-at-Arms with "Eternian Armsmen."
Next, I looked at the "Gods of Eternia."
Finally, I looked into Skeletor's past: "The Search for Skeletor."
The lake covers nearly 40 acres and is near circular. Scholars believe it was formed by the unlikely interaction of a shadow cyst emergence causing a collapse into an underground space beneath, possibly an attenuated dungeon root. The heart of the cyst was lost, causing it to burst, but the resultant magical release altered the landscape.
However, it came to be the Prismatic Lake draws wizards and other adventurers hoping to harvest the manastones within. It's not an easy task, given the strange effects the magical energies can have on divers in addition to the problem of working the stones free underwater. Monsters are also attracted to the stones, so they pose another danger.
A (somewhat) easier target for adventurers out to make quick coin is catching the lake's fish. Several highly unusual varieties live there, each with magical properties. Alchemists and magical researchers will pay handsomely for specimens, particularly alive. Would-be fishers should beware: many of the fish are dangerous due to the same magical properties that make them sought after.
In addition to the comics stories, it's filled out with articles by the likes of James Maliszewski and myself on related topics. My text piece is on comics adaptations of literary Sword & Sorcery characters.
You're going to want to check it out.
Head over to Kickstarter now to be notified on launch tomorrow.
One idea for my new campaign I'm working on that I'm borrowing from the Japanese rpg Sword World (or at least its unofficial translations into English) are Local Experience Tables. These show up in some of the setting books and are just random tables of events themed to varying degrees to specific locales. They don't typically provide any mechanical benefit (though I could see it in limited situations), but they are still potentially useful, and they certainly provide a roleplaying hook.
Here's one I came up with for Salvage:
Salvage and the Field of the Fallen Colossi
Roll
Experience
1
Swindle. You either suckered someone or got suckered.
2
Dust Up. You were involved in a violent altercation.
3
Busted. You were once down and out.
4
Scarred but Smarter. You got caught in a trap in a colossi, but now you know better.
5
New Part. A part of your body is Magitech.
6
Poisonville. You once lived in a pretty toxic area.
7
Bad Blood. You made an enemy, and someone is still after you.
8
Took a Bullet. You’ve been shot before and have the scar to prove it.
9
Lost Mine. You believe you know the location of treasure.
10
Tech Friends. You have a friend that is a construct or otherwise Magitech.
And here's one that covers the region outside the major cities:
General
Roll
Experience
1
Courier. You once delivered a sealed letter to an important person.
2
Marshlander. You’ve spent a good deal of time in the marshes.
3
Mad Season. You’ve experienced the mad ecstasy brought on by exposure to the pollen of the irrsin flowers in the scrublands
4
Rail journey. You’ve traveled by train.
5
Runaway Construct. You had a dangerous encounter with a magitech construct.
6
Under Strange Stars. You were once lost in the Stargazer’s Garden.
7
Fantastic fishing. You have fished in the Prismatic Lake
8
Captive. You were once captured by a Fomori (humanoid) raiding party.
9
Birthing. You witnessed a Mothernode produce a Mek.
10
Searcher. You are looking or have looked for a friend or relative lost in Berlaith.
As I have been working on the setting for my new campaign, I've talked with my players for the first time about how I feel about GM creation vs. player creation of setting material. It's not that it was a secret before, but it never game up in an explicit way. My personal observation is that while most players don't want to be given a lot of homework to play a game, they also don't tend to be told impromptu to imagine things for a world. A framework to inspire their character creation tends to be what most of my players are looking for, though how much they intend to flesh things out varies.
Encouraging this sort of engagement, though, means that the world is a bit out of focus until we get into the playing of it. I can have thought of a lot of things, but a lot of details I have in mind stay flexible on until the players get their hands on them. In the end, the worlds winds up being a collaborative process even if it mostly starts in my mind.
Here's an example. In creating Azurth, I clearly called out that despite a number of animal people in the setting, there were no cat people. Now, the fact that I noted that and didn't mention a whole list of other animal people that would never appeared in Azurth was meant to suggest "something's going on here." And it was.
However, my friend Jim, in creating his bard Kully missed that. Jim did a very flavorful, brief character write-up, nailing the Ozian sort of vibe. The only problem was he mentioned Kully encountering a Cat Man at a pivotal moment.
I could have suggest a change to that detail and in some circumstances, I might have. Here though, because I had already intended something to be going on with that point, I used what Jim came up with. I told him that Kully had had that encounter, which was odd because there aren't supposed to be Cat-folk in Azurth, and so no one believes him. Jim was creating a little mystery in his characters backstory, which wound up tying into a minor mystery of the entire setting. Kully's backstory became setting material supporting a future reveal that at least one player was going to care out.
Not all instances of a player's view of the world and my own having a discrepency turn out so serendipitously, but I think it's worth looking for those opportunities and leaving things just a little fuzzy to facilitate those clarifications.
The prince died young and without an heir, though not at the hands of his siblings but as a result of his sybaritic pursuits. By then, he had inadvertently placed the city on the course it holds to this day, passing through the end of the Age of Magitech, the Demon War, and the darkness that followed, largely unchanged, if not unscathed.
It is true that, despite popular depictions (often popularized by the troubadours and theater troupes of Mayura, itself), a city of its size and importance must have citizenry beyond artists and performers. Of course, there are craftsmen, merchants, beggars, and servants. But how many artisans are only supporting themselves until the quality of their verse is recognized and rewarded? How many moneylenders or soldiers are perhaps actors researching a role?
Mayura is still a monarchy technically, though its ruler is not of the line of Mordrey. Instead, a grand, annual, nonlethal fighting tournament held at the Aristeion colosseum used to select who will serve as the ceremonial ruler for the next year and a day. Competitors are drawn from all over Parsulan, and the event is bolstered by matches and demonstrations by the professional gladiators in the arena's training schools. The Mayura citizenry feel that having such a formidable and dynamic public representative helps deter otherwise bellicose neighbors. They also appreciate the coin brought in by the spectators to the competition.
The work of running Mayura is done by an elected council of citizens interested in that sort of drudgery. The actual ruling in the sense of setting a course for the city's future is currently done by an unelected former dancer, the Lady Petalutha. The paramour of a former four-term King, Petalutha has parleyed her celebrity into a position of real power, and no one sense has been willing to brave public disapproval to make her give it up. By all accounts, however, she is a capable leader, bolstering Mayura military, leading to a quelling of the coastal pirates, and pushing for trade deals that have benefited her city. She is not well liked by the old nobility who control the lands around the city-state, however, who would prefer a more tractable head of state.
The adventure involves "malign entities of pure oblivion" known as the Faceless who are devourers of information and have been drawn to an ancient repository. Not only is this bad for said repository, but it's also bad for the townsfolk of the neighboring of Bec de Corbin ("Raven's Beak") who have their identities and knowledge eaten by the Faceless, turning them (eventually) into Howlers. Complicating matters (if they were already complicated enough) are the Ragshadows, who are subterranean evil, fairy-tale-ish goblin sort of creatures who opportunistically operate alongside the Faceless to steal physical physical valuables.
That's the set up. The adventure is broken into two parts not counting getting the PCs involved: the village and figuring out what's going on, then a crawl through the repository. There's a clock to ensure the situation escalates. The presentation is fairly terse with prose that is informal, generally evocative and occasionally staccato delivery.
It's style and the overall graphic design place it in the tradition of things like Mörk Borg and the sort of NSR/OSR stuff you find on itch. Like those sorts of publications, it values brevity but supplies you with random tables and other necessary tools, and atmosphere, but expects the GM to bring it to life. Beyond aesthetic, this isn't standard, D&D fantasy either, so people looking for that find not find it's weird, horror sort of approach to their taste.
For me, though, Faceless Howl, is the sort of adventure I tend to look for when I don't have any other particular thing in mind. It isn't particularly combat heavy, and its atmosphere and bit of mystery is the sort of thing that intrigues my players. Its brevity would make it easier to reskin to make it fit whatever setting I'm running at the moment.
If that sort of stuff sounds appealing to you, you should check it out. It's available on drivethu.