I pitched the idea that I have been kicking around to my players after the last session, and they were into it. So into it they have already began thinking about characters, despite the fact we were going to play a module for a month or so while I got prepared! Still though, I'm glad to have the enthusiasm. Everybody seems interested enough in Nimble, too, which is the system we plan to use over 5e.
Anyway, there interest made me go ahead this weekend and get down in writing things I had been kicking around regarding races/ancestries in the game.
Darklings: These will be the Tiefling stand-ins. They are mutants essentially, born to human parents exposed to the tainted mana emanating from the demons' side of the Terminator or from Shadow cysts.
Dwarves: Spontaneously generated from the spilled ichor of a fallen titan. Like your usual Dwarf but given this is a setting with ancient Magitech, they have a inclination for that. In fact, there's a rumor a cabal of dwarves is trying to create a machine god to run the cosmos more efficiently that either the titans or gods did.
Elves: Like your typical elves really, though I think longer lived that the D&D standard. Dark elves (the name has nothing to do with coloration) are likely holdout titan-partisans.
Halflings: Svelter than the D&D standard, mostly like the half-foots (feet?) in Dungeon Meshi in appearance. Like in the 4e "lore," they will be a nomadic people, either in big wagons or barges.
Meks: Mechanicals. They were created as servants and soldiers by the now-fallen Magitech Empire of Alphanion, but have developed more independence over the centuries. They reproduce via Mothernodes, ancient pieces of Magitech sometimes found in Alphanion ruins. They take the place of the Warforged, but broader in conception. The Steam Men of Hunt's Jaekelian novels, Mattie from Sedia's The Alchemy of Stone, and the droids in Star Wars are also influences.
Myrclawr: Cat people of the anime/manga variety. They are also a created species from the Age of the Wizard-Kings.
Dagmar checked on the emaciated form of the Wizard. He was alive but barely and not saying anything useful. Waylon tried shooting the black, anti-glowing orb over head with his energy pistol. The blasts seemed to burn it, but it didn't take it long to heal.
A group of Gloom Elf priests in tall hats emerged from the shadows (naturally!). They didn't attack but suggested the party's actions were futile. The Anti-Sun was already beginning to manifest in this world. It had provided the power that allowed the Wizard to manifest a giant shadow to fight the machine of the rebels, though the effort had drained him. They did not care. The Anti-Sun was here!
The party's response was to attack them. In a few rounds, they had killed the elven priests, but the avatar of the Anti-Sun was still hung above their heads. Luckily, they remembered (with a hint from the DM!) that they had previously defeated a shadow dragon by overloading one of the energy weapons. They did so again, and the resultant explosion put a ragged hole in the black sphere. Dagmar gave her all into a blast of radiant energy that finished it off, closing the portal.
The party heard noises in the chamber outside and prepared for another fight, but it turned out to be the soldiers of the rebellion led by Queen Desira of Virid and Warrior Princess Bellona of Sang. They related that once the giant shadow of the Wizard was defeated, and the Gloom Elves mysteriously withdrew, the city fell quickly. Their forces were just mopping up.
The party debated saving the dying Wizard but ultimately decided to let him die rather than risk it.
The princesses suggest the party return to the camp and get some food and rest. They do, and the first person they know they run into is Kory Keenstep. He talks circumspectly about a trip back in time that he chose not to take, but his sone Kully did. When queried further, he suggests the party talk to the Clockwork Princess, Viola.
The party finds her in the command tent. She reveals that defeating the Wizard might have likely led to the destruction of Azurth, as his existence constituted a causal loop around it. The only way to protect against that was to stabilize Azurth's history.
Instead of using a children's story to serve the evil ambition of one man, Azurth needed a new story to sustain it. So, the princesses sent back a storyteller, Kully the bard, to tell the faeries, the proto-goddesses of Azurth, a new story. One not subverted by the wizard.
The world would reset in about 14 hours.
The party asked if they would remember. Viola said she wasn't certain. Possibly they would since they had been to the beginning of Azurth themselves. They'll just have to find out.
The following morning, the party awakened in their residence, the former Dove Inn in Rivertown. There were no signs of war or occupation anywhere. The statue in the town square is not of their rivals the Eccentrics, but of them.
The End
The Masters of Mayhem are:
Dagmar ...... AndreaErekose .......... BobShade ........... GinaWaylon .......... TugZabra ......... KathyThis is how it starts with the barbarian Karkath:
And this is how it ends for him:
A couple of weeks ago, I mentioned a new setting I was thinking about for after my current Land of Azurth game comes to an end. I now think I will call it Parsulan (or at least I will for the moment!) borrowing a name coined by a friend of mine for a setting we co-created back in the 2e area. I think Parsulan will be the name of the continent this campaign is focused on. I recycle some other names from that old setting, as well, in homage.
So in addition to the aspects I mentioned before, this is what I think Parsulan will be like:
Post-apocalyptic. Having been overrun by demonic forces (true demons and their allies) several centuries ago, the magitech-employing civilization that existed prior was reduced to "points of light." There are still in typical D&D and fantasy fiction standing, city-states isolated by sparsely populated wilderness.
Absent gods. The gods, at least the major ones, have forsaken the world and retreated into the Overworld. Clerics preserve the civic rituals practiced in the days of old and try to keep the old beliefs alive, hoping that the gods will return if humanity shows sufficient humility and piety.
Adventures Guild. It's a common concept in Japanese Standard Fantasy worlds, but as I envision it, it's has much more of a Jianghu element than the very modern employment agency/professional organization of so many anime, though it will likely have elements of that--as well as being a burial society.
Dungeon Zones. Inspired by the rpg Sword World 2.5's "shallow Abysses," I think there will be eruptions/excrescences of the Demon Realm maybe called "shadow cysts" which will engulf and distort areas of the land, leading into places of altered reality and danger. These form around a nidus called a seed or heart. Only neutralization of this heart will cause of rupture and ultimately dissipation of the cyst.
I mentioned that Jason and I were doing this in the "Marvel Method," which is to say that he's drawing story not from a panel-by-panel script, but instead from a plot, then I'm scripting the dialogue and captions from his pages (and then lettering the script on the pages. We're a two man operation!).
Above you see a bit of the finished artwork for page one, but here is the rough of that entire page:
Things don't go simply easily, as their ship falls prey to the infamous pirate, Bosa Sennen. From that encounter, the sisters are propelled into danger and more adventure than they ever wanted, and ultimately, the deep mysteries of their civilization.
The books are highly enjoyable in their own right, and the world would make a great rpg setting, but beyond that, I think that, in part, they are excellent inspiration for dungeoncrawling sort of adventure in any setting.
Working Class Treasure Hunters
The "dying in holes in the ground" aspect of low-level D&D beloved by old school play is poorly represented in the fiction of Appendix N, but the Revenger series very much portrays this sort of thing. Privateer crews are typically hard luck folks with scars, missing limbs, and stories of former comrades lost in the pursuit of that elusive big score. Such crewmembers have specialties: readers, openers, appraisers, to be efficient in the unglamorous work of seeking out treasures. These treasures are often strange--not as strange as things brought from the Zone in Roadside Picnic--but things that the current civilization can't make nor sometimes even guess their intended purpose. In these novels, these items often function as low level, utilitarian magic items.
Dungeon Lore
Having good intelligence on Baubles is a crucial part of "cracking" them. Baubles are surrounded by force fields that only open at certain times and openers rely on information from other privateers and their own readings and calculations to augur the time and duration of openings. Acquired maps are also essential for efficient and profitable "delves." Baubles have colorful names like His Foulness, the Cuckoo, Wedza's Eye, and the Yellow Jester, and their own internal arrangements and hazards.
Creative Uses
I mentioned before items brought out of Baubles, well their are obvious things of value like quoins (their unit of money), robots, or energy weapons, but also things that can be used less obviously in the privateers life. Bosa Sennen's dread ship has near invisible black sails made from catch cloth found in Baubles: a material that responds to some unknown and otherwise undetected emanation of the sun. Privateers prize even small peices of look stone, a strange glass-like substance that when peered through allows the ability to see through solid object.
The Revenger series presents, in part, professional treasure hunters focused on resource-oriented and practical aspects of their trade. There are few "monsters" presented--just the pirates and one other threat I won't give away. The dangers are traps or merely hazardous aspects of the environment. These aspects make more solid inspirations for elements of D&D that don't usually get much of a showcase in fiction.
Currently, I've been considering a variation on an idea I've had before: a high adventure occasionally dungeoneering fantasy world inspired by Japanese Standard (Western) Fantasy. Magitech will plan a big role in the setting, and there will be a loose approach to anachronism (even looser than standard D&D settings). This sort of setting will also support the expansive "ancestries" available these days in 5e and high action combat.
The incursion of "demons" (more like the broader D&Dism of fiends than the specifically chaotic evil variety) in service of a Demon King that will reside in the dark side of the physical world rather than a separate plane. I think the world will be shape like an inverted bowl with the demon world being within the concave surface. The "rim" will be the Terminator, a region that never sees more of the sun than twilight and holds numerous lonely fortifications to watch for demonic incursion.
To the extent that it will be variant from standard D&D, I don't worry much about my players accepting it. They've been playing in Azurth for over a decade so that shouldn't be a problem! I do want it to be distinct from Azurth though to provide a somewhat different experience.
The Plane of Shadow is no ethereal realm, but a place of matter as solid as any, but it remains aloof and invisible. It only interaction is with gravity, so that there might well be whole ecologies of this shadow matter upon the Earth unknown to the mundane world.
If the black mirrors truly exist, it implies that there is or once was, a civilization or entity on the other side capable of constructing some sort of form for a mind passing through. If such a Shadow or intelligence civilization exists, they could well have some means of sending agents into the world of mundane matter as well.
They asked the guards where they might find the bridge the Shadows told them about. The Mole guards were surprised to see them still alive, but they told them how to find the bridge, though they warned them (so far as they knew) it was a bridge to oblivion. On the way, they met another chatty ghost trapped in a jar (this one they didn't let out) who seemed to confirm the bridge led nowhere.
They moved ahead, and soon they were crossing a ghostly but sturdy enough bridge into a magical darkness that was almost tangible. It always seemed to hang before then like the surface of a draining liquid. Eventually the bridge became a stone tunnel, and the tunnel gradually became vertical rather than horizontal. But then there was a light at the end. They stopped at a couple of places to reconsider their life choices, but in the end moved on.
They climbed toward the light and emerged through a well made from paper (collapsing it as they did) into a paper town. The buildings began to collapse, folding up around them, as did the various flat, cut-out people they saw.
They were approached by a cut out of a redheaded girl in a crown. She said she was Princess Seven, ruler of Paper Town, and she had been expecting them, "the heroes." She related the story about how the girl whose shadow she was had been given the Paper Town by a wandering minstrel on her birthday long ago. The minstrel had told her that someday heroes would come seeking a page from the book, and she must give them the town if the world was to be saved.
By now, the town had folded, shrank, and lost its color until it was a blank page. The Princess picked it up in her flat hand and gave it to Waylon. The party asked what would happen to her. She said she would go now to be reunited with the princess whose shadow she was, who had grown into a queen and died a long time ago. With than, the color faded from her, and she drifted to the ground, a paper cutout in the shape of the shadow of a seven-year-old girl.
The party broke the magic gems they had been given to return to the headquarters of the princesses. They found only one gnome guarding the equipment. He was surprised to see them as it had been weeks since they went on their mission. They were presumed to have failed, and the princesses and the amassed armies began the assault on the Sapphire City.
Realizing there was no time to lose, the party affixed the book page to a wall, then passed through the door into the outer sanctum of the Wizard in the Sapphire Castle. Crossing the circular room to the grand doors on the other side down a cerulean carpet, they were attacked by a mass of shadows from several other doors. Surrounded, the party fought through the minions surprisingly quickly (the shadows only rolled one to-hit roll in the double digits!), then listened at the door. Nothing.
Opening it, they found the Wizard on the other side, but he was not as they expected. He was desiccated and insensate upon his throne, energy draining from his body into the black, darkly glowing miniature sun that hung menacingly above his head.
Before they could do anything, a thick column of smoke-like shadow emerged from the orb, forming into an immense snake-like form with a human face. It spoke in a like the grind of heavy stone: "I am the worm that gnaws at the corpse of time. A cancer in the heart of existence. I have come to bring an ending to this world!"
Master of the Dungeon
Rpg dungeons sometimes have bosses, but mostly they seem to sit and wait for dungeoneers to get to them. In other media, they sometimes take a more active role taunting the protagonists or bedeviling them in various ways before the ultimate conflict. While this might become tedious, I feel like when used judiciously, it could be an interesting change of pace.
Time Trial
Despite the emphasis on resource management in some dungeon games, I don't think I've seen a dungeon that opened and close on a certain schedule. This is the case in all the "bauble"-based vaults in Reynolds Revenger series and forecasting the opens and how long they will last is an important job for looters. The anime adaptation of I Left My A-Rank Party... also has some dungeons for which time is a factor, as I recall.
A dungeon with strict time limits, in addition to adding pressure to move quickly, would also force characters to have some strategy about what they explore and loot. Do you try for the big-ticket items immediately or focus on quick exits with lower value items?
A Team Sport
While adventuring guilds aren't ubiquitous in settings, they're an established element. What I don't think I have seen in a rpg setting, though, is competing guilds or organizations (larger than individual parties). Inspiration could be found in the chariot racing factions (demes) of Byzantium or Roman collegia.