Vayra’s 10 Setting Questions

The blogosphere has been doing a bunch of these setting questions recently, I believe initially (re)starting with Vayra’s 10 Questions. I wanted to jump on this bandwagon and answer for one of my long running settings, which I am currently running twice monthly with long time friends and con pals.

Because I’m silly and facetious and sometimes like to both embrace and poke fun at fantasy spellings I always type the name of this setting out as ÆЯÞ, not that anyone in setting calls the world that. This is mostly medieval fantasy with a lot of your typical “fantasyland” assumptions – wizards, dwarves, fallen magical empires, etc. I’ll be answering in context of a small isle the current campaign is taking place on – Ringland or in silly fantasy conlang – Morydysg. I am also using my house system Primeval 2d6.

1. What class knows the most martial arts? Are they real martial arts like kung fu, or made up ones like krav maga?

There aren’t character classes, but for starting characters most of the nobility is going to be trained in some amount of fencing and maybe some grappling and archery. Especially so for knights and the like. If a character begins attached to an organization such as the undead-hunting Greycloaks or the Bronze Flame exorcists will be trained to fight their usual enemies, but its not exactly “the most.”

2. Can I start out having already made a deal with the devil or do I have to do that in game?

Absolutely. In addition to most characters who have leveraged into magic, demonic pacts is always a possible event in character creation. The exiles of heaven are legion and always looking to bargain.

3. Do you want me to write an 8-page backstory? Can I write an 8-page backstory, if I want to? If I write something down in it like I’m the timelost princess of the brass city and the daughter of the sun and I commanded legions in the Hell War but was betrayed by my father’s vizier but I don’t know that, or that I’m elf conan and cooler than everyone else, will that be true?

Please no on the eight pages. After character generation, which includes some life pathing, if you want to go back and fill in details I absolutely welcome that. If that turns out to be eight pages then I guess you do you, but I am not going to read that. Give me 2-5 bullet points please.

Also pretty much anything tonally out of the game (medieval society + typical fantasy land) or outside of general power assumptions (lowish fantasy, don’t want to commit to being “low” since players can be wizards and have like a gnome infestation or something, but generally around starting level OD&D power levels) will be “known” by your character but not true until proven at the table.

4. If I eat someone’s heart, will I gain their powers? What about their brain?

It depends on who they and you are. In many cases a parasitic demon will want to feast on the life blood of a victim and will provide magic as compensation, so you could get it that way. If your meal is inherently magic then you’ll definitely retain some of their lingering power, but it is unlikely you will be able to hold onto it for long. Eating the flesh of fey is in particular dangerous, being much closer to the primordial soup of chaos than humans, potentially wracking or unmaking you.

5. These classes are boring, can I be one from somewhere else? What about from a different system entirely?

Probably not? I kind of like boring – I’d rather be shown awesome stuff than told something is awesome, and I feel a lot of classes tell more than show. But I’m always up to conversing and making a compromise. Since I don’t have classes I think it would be easy for you to just tell me what you want and we roll with it.

6. If I make a sword, which one of us gets to name it?

On Ringland you’d be able to name it. But there are places in the world where guild structures are such that only masters are allowed to name the product of their craft. Its not (usually) enforced through judicious measures, but kind of like if you put on a blackbelt and walked into a martial arts gym without the experience – you’d be in for a rough time with the locals.

7. Am I allowed to kill the other player characters? What would I have to do to be allowed to? Do I win if I kill them all? Actually, how do I win in general?

Depends on the campaign but I often play with players having lots of characters all over the place, so its absolutely possible that there will be player character killing. One player even murdered one of his own characters with another recently for nefarious purposes.

8. What language stands in for ‘Common’? Or what are we all talking to each other in? Like the party, mostly, but also everyone else?

On Ringland its Gwevian, the language of the dominant culture on the island. There are large pockets of cultures on the island, old and new, who speak their own language and may not know this language. Its usually assumed player characters can speak with each other unless someone is playing something atypical.

9. How do I learn how to talk to rocks? No not once a day just, like, normally?

You’ll need to learn some form of spirit speech and get the environment right for each particular rock, based on the personality of the inhabiting spirit(s). The Church abhors this as they do not agree with the animistic interpretation that some folk of the isle have, and believe this is just a demon hiding out in a stone.

10. Which kinds of wizards get to serve kings and live in towers and shit and which ones are run out of town or stoned to death in the streets? Can I be both? At the same time?

Cozy wizards are those chartered by the Order of the Ebon Serpent and has proven their utility to the nobility. Also potentially if they are in a secret demon cult that the particular noble is in or wants to be in and they keep it hush-hush and giggle and wink at each other and cross their fingers while attending Church.

Unchartered wizards, those who track with demons, anyone who creates a clone of another or deals heavily in planar magics (as the Church professes that the world is “All There Is”), or generally wizards who have utilized magic in the harm of others will be burned alive. You can definitely be both at the same time. The notion of “chartering” is not universally accepted among the isle, and different cultures have different interpretations of what is accepted magic and what is damnable.

Gygax 75 Challenge: Week 2

Here is a rough description of the environs I have came up with for my Gygax 75 setting, Umborea.

I have a map, but would prefer not posting it so my players can hex-crawl through the region.

Settlements

Stride (starting village)

A village resting on God’s Heart lake, just under the gaze of the Shaper’s resting head. Whether this is truly part of the buried Old God, or just one of his artifacts is unknown – no one dares approach it or the monastery in the mountains, fearing the dooms that cast the gods down during the last aeon.

Ember

A massive city state near the meeting point of two rivers. Once the furthest east city of the Phoenix King’s Empire, it is now ruled by the defiant war queen Tannia who burned half the city in her rage. She seeks to unify the peoples of the land and discover the truth of the last age’s destruction, sending knowledge-seekers into the labyrinthine crypts below the city.

Wax Knights’ Keep

A fortress looming on the Sea of Storms to the east. This knightly order traces their lineage back before this valley was flooded. They vigilantly watch the sea from their towering lighthouse. Members of this order have been scene transporting captive monsters back to their fort.

Terrain

Shaper’s Reach

A low mountain region in the northwest vale, noted for having a massive stone head and hands jutting out of the stone. Said to either be a relic made by the Shaper, or may actually be his resting body.

God’s Heart Lake

A massive swell of water just below Shaper’s Reach, said to be a spring reaching down to the Shaper’s heart itself, and many seeking truths of the old age come to drink from it.

The Teeth

The mountain range occupying the southwest portion of the vale, surrounded by a rocky stretch of dust and sand, people fear this region for being a home of the Gods’ Forsaken Children.

Sea of Storms

A tumultuous sea to the east of the vale, watched over by the Wax Knights, rumors of creatures dwelling below, and mystical isles being hidden out beyond the horizon.

Dungeons & Places of Interest

Monastery of the Shaper (main dungeon)

An ancient stone monastery on an open palm in the Shaper’s Reach. Its true purpose is unknown, although many people believed that the chosen of the Shaper dwelt here amongst their god, worshipping and reveling in his mysteries. None dare return here fearing curses, and fear the squat, rough figures seen patrolling the reach.

The Smolder/Labyrinth Below

The half of the City Ember that was burned by Queen Tannia in her conquest. Although rumored to hide many riches, people dare not tread her for rumors of dread spirits. There are also many access to the crypts below, and Queen Tannia rewards handsomely for relics and tomes of the past aeon retrieved from there.

Shattered Academy

In the sands just before reaching the Teeth lies an ancient academy. Once home to a wizened collective, it is rumored that they discovered something horrific, causing terrible beings of light and fire to descend upon them, scorching the valley and casting all into who lived out into the sandy wilds.

Encounter Table

  1. Winged Wheel of Light and Fire: An alien and awe-inspiring massive being, said to have brought judgement upon the Gods during the past aeon.
  2. Barbed Serpent: A wyvern from the roosts of the Teeth
  3. Jackal-Folk: Nomadic creatures of the desert, one of the many Forsaken Children of the Gods.
  4. Wax Knights: Vigilant warriors, on patrol searching for creatures.
  5. Ravenous Dead: Nightmarish shambling creatures, seeking to sate their hunger on the blood of the living.
  6. Bandits: Looking to take advantage of weary travelers and wealthy caravans.
  7. Caravan: Seeking the best route to the Merchant Kingdoms of the west, or any of the Defiant City States.
  8. Gargoyles: Winged creatures, said to be one of the many foul descendents of the Shaper.
  9. Lion: A pride of lions ranging or hunting over the arid grasslands.
  10. Stone Man: A massive stone being, carved in ancient script, following some unknown purpose.
  11. The Blind Sage: A cursed being of shadow, said to be one of the professors from the Shattered Academy.

Gygax 75 Challenge: Week 1

Where I follow a popular challenge for developing a Dungeons & Dragons setting in 5 weeks.

Following along with Dragons Never Forget and the Gygax 75 Workzine I decided to do my own take on the challenge.

If you don’t have the time or desire to check out the links, the Gygax 75 Challenge is look at an article Gary Gygax wrote detailing a method of developing a campaign setting for D&D in 5 weeks.

Week 1 is a collection of bullet points serving as the setting’s pitch, and a list of a few inspirations.

Pitches

  • A world recovering from an apocalyptic flood, people have just began to start exploring the changed world around them, abandoned by the Old Gods who watched over them.
  • The land is covered by the ruins of an ancient civilization, one in which the Old Gods walked the Earth, coupling with humans, producing monsters as offspring.
  • Many have begun looking for answers below these ruins, discovering revelations and insights that show them the true nature of reality, and how to reshape it.
  • Others believe monsters carry aspects of their divine lineage, and study, fashion artifacts from their horns and teeth, or even consume their flesh and blood in attempt to become closer to the Divine.
  • Technology is roughly late bronze or early iron age, although with the typical D&D anachronistic view of technology – its more for tone than actual restrictions. Also horrific bio-technology built out of monster parts.
  • Only human player-characters to start, and no Clerics. I am debating on either having only Fighters & Magic-Users, or allow everyone to cast magic based on utilizing monster parts in ritualistic blood magic or horrific Cronenberg-esque “gadgets”, or through grim insights that allow casters to rewrite reality, but threaten to tear their essence from their body.

Inspirations

  • The Book of Enoch, and associated texts – pretty much the setup for the setting, in inspiration only, not a literal take on the texts
  • Monstress – visually, monster inspiration, and the war between the Arcanics and the Cumaea
  • The Dictionary of Mu – an amazing pulpy sword & sorcery setting that has a tone similar to what I want, as well as being a great example of using Biblical influences
  • Bloodborne – storytelling, Insight, the Healing Church, Pthumeria
  • Hollow Knight – storytelling style, tone, environmental inspiration, and especially the Radiance
  • Various “Near East” (I need to find a better, less Eurocentric term) and Mediterranean mythologies – a constant source of joy and inspiration for me
  • David Cronenberg – body horror + unnerving take on technology

Mood Board (work in progress)

I don’t really know how to use Pinterest so the sections/dates etc. may be weird. I also realize I grab a ton of material. I should probably start sifting through to get a more consistent aesthetic.