Showing posts with label worldbuilding. Show all posts
Showing posts with label worldbuilding. Show all posts

Thursday, April 28, 2011

Omox, The Gold Planet

Omox is a strange planet, its geography dominated by great black and amber metallic plains and mountain ranges, scattered with both vast fields and isolated monoliths of living crystal. Its atmosphere is fine and clear in the highlands, but pools in yellowish, murky mists in the lowlands, and here is mildly toxic to creatures from most other worlds, though its residents have mostly adapted. Its ecology would be bizarre by earth standards, and largely revolves around the magical vibrations emitted by the planet's crystals. The human residents food supply is mainly artificially grown, though they do consume some native life forms as delicacies.

More than anything else the Gold Planet is known for the strange and fantastic powers to be found there. The world is often the best place to aquire strange magical and technological wonders, whether wrested from its ruins or devised in its laboratories, and many wizards and sorcerers journey here to study the strange magical effects of the world's crystal resonances. It is also famous for its colleges of wizardry; the world's particular specialities are divination, enchantment, and transmutation, but only illusionists and necromancers are more commonly trained elsewhere.

The grand city of Spire, Omox's only major settlement and the only Veklo settlement of any kind, is dominated by a caste system, with the Veklo nobility at the top, civilized Akkadi warriors just beneath them, the common mass of Veklo making up the majority of craftsmen and traders on the third rung, and the Satra at the bottom as common laborers. A significant portion of the planet's Akkadi live in settlements of their own, despising the weak city-dwellers who have let themselves become the Veklo's puppets, as do bat folk and ruby golems. Most gnomes live in Spire or another human settlement, but outside the social organization of men.

Very few members of foreign human races call Spire home. They exist entirely outside of the caste system, and are therefore only officially tolerated as ambassadors and traders; a small permanent mixed population of Meo, Mekheni, and Hrungir does the work that the Veklo consider too unclean even for the Satra.

The Akkadi are significantly less xenophobic, and for this reason the vast majority of the planet's non-gnome demihumans make their homes in Akkadi citadels and tent-cities. However, foreigners of any kind are not significantly more common among the Akkadi than with the Veklo; the Akkadi cleave tightly to their interpretation of their gods, so only those individuals who find Akkadi religion appealing last long among them. Curiously, the relatively atheistic elves are among the most successful at living among the Akkadi; those who embrace the Akkadi warrior culture find it easy to attend to the appropriate rituals, even if they have little use for the gods they are nominally devoted to.

The Veklo primarily worship Vortoth, as a deity of medicine, music, and writing, (Healing, Knowledge, Magic, Rune), Koth Anos, as a judge of both the dead and the living (Destruction, Death, Law), Kushrieth, as a mistress of fertility and agriculture (Animal, Plant, Community), Andor, as both a maintainer of machines and a minor trickster figure (Artifice, Charm, Protection), and Rashwidir, as their primary war goddess (Glory, Nobility, War). The Grand Temples of Spire train many clerics of these five deities, as well as some dedicated to their own Omox (Knowledge, Magic, Law, Sun), although the Lord of Narrow Lines plays only a very minor role in their own religion.

Omox is a much more central figure in the worship of the Akkadi, who see him as a god of noble conquest, and hold him up as the ultimate example for the Akkadi warrior to follow (Glory, Law, Nobility, Sun, War). They also hold Vortoth in high esteem as a sort of divine "support staff" for the conquering Omox (Healing, Magic, Travel, Trickery), Silvaria as a goddess of survival in the wastes (Sun, Travel, Water, Weather), and Koth Anos as a patron of assassins (Death, Destruction, Trickery). The wild Akkadi are one of the few places in the worlds of the Star Lords that play host to communities of paladins, devoted to Omox.

The Satra venerate Kushrieth as a goddess of the household, primarily through wild, days-long orgies (Healing, Charm, Madness, Plant). The bat folk worship the night sky and the west wind. If gnomes or ruby golems have any religion of their own, they keep it to themselves, though the gnomes do give offerings to the cults of the Veklo.

The Veklo are habitually suspicious of most cults of Silvaria and Andor, because Spire serves as one of the great centers of the spheres' slave trade. The Veklo tend to purchase slaves for functional reasons: there are occasionally jobs that are beneath noble Veklo, but cannot be trusted to free Satra, or which require more intelligence than the Veklo consider the Satra capable. They also occasionally purchase slaves as subjects for experimentation, and while the Veklo claim to despise the ends to which slaves are used on planets like Vortoth and Merrikerr, the depraved tastes with which they characterize the Red and Violet planets are not unkown among them. Furthermore, the Veklo are reknowned for their skill at training slaves, and many a slaver brings his most valuable prizes to the Gold Planet for a time before eventual sale elsewhere.

The Akkadi own slaves as well, though they are more likely to capture their own. They tend to choose slaves for aesthetic reasons, and most Akkadi captains own at least a small harem. The bat folk occasionally keep slaves, mainly as tools to interact with humans through. Ruby golems, on the other hand, have very little use for other races in any capacity. Gnomes vary greatly in their adoption of the practice: some appear to have trouble understanding the concept, while others own far more than even the most aquisitive Veklo.

Friday, June 20, 2008

Sunshine and Mongol

So I've been watching some movies lately, in between being massively busy and accompanying mental exhaustion. Sunshine and Mongol.

Sunshine was awesome, but frustrating. It could have been one of the best science fiction movies of the decade, maybe ever, except that this ranting over-make-upped Batman villain kept popping up, teleporting around, and strangling people who had just stabbed him. Great. On the bright side, I think a lot of it would have been fixed if they'd just cut out his lines; the movie does use the extra tension well, and without lines he fits in pretty well as just another menace of the sun.

Mongol was neat, and was worth seeing (haven't seen the new Hulk movie yet, but I loved the first one so I'm not to sure about the new, improved, more fight scenes less staring at flowers Hulk) but not so engaging that I didn't spend most of the moving trying to figure out how to make it an RPG setting. A bunch of tribes, all mobile but with home bases, PCs adventuring in part to gain warriors and power, (maybe rivals, maybe siblings or all supporters of one of their number) a mysterious mountain shrine where the gods live -- I need to fiddle with it, but it could work.

Tuesday, June 03, 2008

Dreams of Continuity

I always get kind of jealous when I hear about people who have been running different campaigns using the same setting, often for decades. I've never had any kind of serious, long term continuity in my games. The longest campaign I've ever run lasted about six months, maybe a little longer. And each of them has had, at least in theory, a completely distinct setting.

Which has had its advantages. I've been able to play with a lot of different kinds of things, and I like that. But I've never had a setting that I worked on for a long period of time, that grew from something basic and straightforward to something complex and multi-faceted. I like the idea of having a project like that.

What I always get stuck on is in building a cosmology that can acommodate "anything." Some kind of mult-world thing. That's always where I get stuck on setting design, when I do get stuck; I get the idea into my head that I have to have some grand framework supporting the whole thing, and I can never get that finished. And making it "multi-world" from the beginning always ends up seeming ridiculous and forced and opening up all kinds of weird problems that I don't want to deal with.

So I'm going to stop doing that.

The campaign I'm going to run this summer will end when the summer ends. And setting isn't going to be its main focus; I'm starting it off with Keep on the Shadowfell, may consider moving on to Thunderspire Labyrinth if that goes well and doesn't bore me out of my mind. (Though I'm going to need something to write for WoAdWriMo, and using an adventure written for the campaign seems like the obvious thing to do.)

If I end up needing setting material, I'm going to start with the 4e default setting and work my way out from there, see how well that goes. I've had some success with taking existing settings and tweaking them to my needs, and I want to see what I can do with the new setting. In general, though, I plan to focus more on developing my description and encounter-level skills than my world-building and scheme-planning skills.

But I'm going to have another campaign to run in the fall, and if I like 4e, and I like whatever setting evolves out of the summer campaign . . .

Well, we'll see.

Saturday, May 03, 2008

Everyone Rides Dinosaurs

Or rather, everyone cool rides dinosaurs. This was one of the best things about Eberron, the dinosaur riding, but they did not, in my opinion, take it far enough.

No. In my setting, the halflings aren't the only ones with access to the dinosaur awesome. Everyone cool rides dinosaurs. The players ride dinosaurs, important NPCs like kings and bartenders ride dinosaurs, major villains in spiky black armor ride dinosaurs. Even plenty of people who are not cool ride dinosaurs. Like bards.

No one rides horses. (Even bards.) They might ride things that are significantly stupider than dinosaurs, but they don't ride horses.

A lot of the different knightly orders have running arguments about which dinosaurs are best. This has evolved into bi-yearly contests in the civilized realms, jousting and that sort of thing, where you're on teams depending on what sort of dinosaur you ride. When two riders of different sorts of dinosaurs meet, they have a tendency to engage in an impromptu dinosaur-measuring contest.

Non-dinosaur riders tend to think this is sort of stupid, but they tend to think that everything relating to dinosaurs is sort of stupid. That's the problem with dinosaurs: they're sort of stupid. You can train them, and some of them are less stupid than others, but there are some definite limits to their intellectual capacity.

Monday, April 28, 2008

Wizards Are Weird

Wizards are very odd kleptomaniacs. Even if this is 4e, and 4e wizards don't need material components to cast spells (off the top of my head, I don't know) they'll still have the ability to produce any number of odd, valueless, seemingly useless objects at the drop of a pointy hat.

Warlocks can't do this. Sorcerers might be able to. Mostly, though, it's something wizards do, because they're weird.

They're not born with power. They want it, but they don't have the sense to do the easy thing and cut a deal with some extradimensional being. (Clerics, I'm looking at you, too.) Whether from principles, morals, or fear, they work for their power.

But then, they're not usual in that, either. They're not like fighters, or rogues; not practice and discipline and skill. They spend all their time reading books. And thinking. And tinkering with the fundamentals of the universe.

All without wearing pants.

Sunday, April 27, 2008

Eladrin Are Ruled by Undead

Mostly by not-entirely-evil lich/mummies of their ancient kings. They still have living kings, but they tend to be not quite as important as the dead ones, because after a king dies he sticks around as an undead, and keeps all his followers and wealth. So mostly the living king gets used as a pawn by the more powerful houses of the dead.

Elves tend to have slightly more normal ruling systems, (often little or none at all) but there are also an unusual number of elven vampires and death knights running around, enslaving elves and mortals and building little fiefdoms. Elves also have an unfortunate tendency to come back as ghosts. It's just something that they do.

I'm not as completely sure about the elves as I am about the other races so far, but some one's ruled by undead. And since I don't know what else I might do with elves, it might as well be them.

This also sort of assumes 4e, but if I might end up using this for a setting that doesn't have eladrin. If so, I'll just stick it all together and say some elves are ruled by undead kings, and some are ruled by vampires.

As a further note, this is not entirely stolen from Eberron. Some of it is also stolen from the Incan empire, who mummified their kings and kept them around as rulers of political parties. Part of the reason they lost their war against the Spanish was they were already in the middle of a civil war between two mummies. (Not kidding, read 1491.)

Tuesday, April 15, 2008

What I Want to Run, In No Particular Order

  • something sandbox-y
  • a published module
  • a megadungeon
  • the party is a group of young, bored, reckless nobles who occupy themselves by causing trouble for their elders and their rivals
  • kitchen sink post-apocalyptic: "wizards, dinosaurs, mutants & lasers"
  • the new 4e default world
  • Eberron
  • something really dark ages
  • fantasy Europe -- "Europa" or something of that nature
  • pirates!
  • old west
  • ancient desert ruins
  • steampunk
  • interplanetary sailing ships with that baroque/victorian feel, "aether" and the spinning models of the solar system and everything
  • everyone rides dinosaurs
  • something like the setting in Jak 2, and the parts of 3 that weren't stupid
  • Tamriel (Elder Scrolls setting)
  • dragonriders for the Queen, who lives in an airship
  • Expedition to the Moon!
  • fast cars and the idiots who drive them
  • magic fast cars and the idiots who drive them
  • noble families based on hereditary wizardry
  • 1st-20/30th: the players ascend to godhood and found an empire in the process
  • that same world, 1000 years hence

Wednesday, October 10, 2007

Going All Web 2.0 On My Campaign

This post-all-the-campaign-notes-on-the-blog project is starting to give me ideas. Crazy ideas.

Build-a-campaign-on-a-blog ideas.

Jeff Rients is already kinda doing this, with his World of Cinder project, and to a certain extent with Beyond Vinland. But I was thinking, just do the same kind of thing I'm doing with Is This Fair? except post the material before the campaign runs, instead of after.

I'd have an incentive to do at least a little work on it every day, and occasional internet commentary from random internet people wandering through. There would be the possibility of players getting spoilers, but there would also be the possibility of the players actually knowing something about the campaign world before the game started.

And, of course, there's the possibility of collaborative campaign building, but things of that nature never quite seem to work out for me.

Mostly it'd be about incentive. Keep it small, make it part of my routine. Harness that statcounter addiction towards something productive.

Tuesday, October 09, 2007

A List Found in an Old Notebook

Adventurers explore ancient ruins in a land of giants.

The gods wage complex socio-political warfare. By blowing each other's #%&! up.

Warriors struggle to protect their village from a jungle filled with Lovecraftian horror.

Island-hopping pirates hunt for treasure and fight for glory.

Humans live in the mountain cities of the giants, searching the deep places where the giants cannot go.

The younger children of powerful nobles adventure for treasure and fame to advance their positions.

Teams of gladiators fight horrible monsters (and occasionally, each other) for Fame! and Glory!

The greatest warriors of the age have been cast out of time, and wander through the strange world of the future.

Adventurers struggle against the remnants of ancient, evil empires in a blasted land.

Humanoid noble houses serve individual giants in wars that span centuries.

Sky pirates seek adventure in the spaces between the stars.

Angels and demons wage a secret war through mortal politics.

Heroes seek pulp adventure in a mysterious and unexplored continent.

Humans/humanoids are paired with a young dragon, and together they undertake dangerous missions for the Queen.

The Order of the Couatl/Feathered Serpent battles hideous aberrations in a deep and forbidding jungle.

Troubleshooting utilities engineers must defend their city from what lurks in its sewers.

Druids and their allies must defend a sacred forest.

A powerful dragon hires humanoids to advance its interests in the world.

Young, idealist soldiers undertake missions for a surprisingly decent, but deeply ruthless dictator.

Cities spring up in a huge and ancient tower--but dangerous monsters roam the uninhabited areas.

Sunday, September 30, 2007

Distracted by THE FUTURE

Pondering post-apocalyptic science fiction as a game setting. Whether I should put the work in, whether I should go for something fairly straightforward or totally oddball. Either way could work, and I've never really done either. Outlaws really wasn't properly post-apocalyptic.

If I go serious I'll want to get d20 Future. Very cool book, I once borrowed it from a friend. If I go with something fantasy/bizarre, I'll have enough material that I won't feel a strong need to go out and buy it. Probably. Chaositech has rules for mutants, I can hack together rules for robots, and I hear BESM d20 has a pretty nifty set of SRD rules for mecha.

I'd really like to put together a feat-tree type system for mutations. Actually, I could just use feats for that--maybe with a class that grants bonus mutation feats. Hrm. That would take work, but it might be worth it.

If I was going to run a post-apocalyptic game.

Friday, September 28, 2007

Lazer-Beam Eyes!

Confound it. It just finally occurred to me how awesome post-apocalyptic sword & sorcery fantasy would actually be.

At least, if "post-apocalyptic sword & sorcery fantasy" means "You are a dude with a sword, or possibly a crazy wizard. You see a robot dinosaur with laser-beam eyes stomping across the blasted landscape on the horizon."

This is going to drive me crazy. Because as much fun as the hex map is, and as weird as it is, it's still very much standard D&D fantasy, with elves and forests and kings in castles. And that's cool, and I made a conscious decision to do it that way, because this if I run it at all it will probably be for a group of people who haven't played D&D before, and I'd like them to get an idea of what the baseline is.

Don't know if that's a necessary thing. It seems like a good idea, but I don't have enough direct experience in the area to know for sure.

This is the sort of thing I would normally subject to a quick poll from the group, but right now, I don't have a group.

Which brings up another point: how much is this something that I want to run at some point, and how much is it something that I'm using to kill time until I get another group together? Also, it's not like I can't keep working on the current hex map, with the intention of running it, and start on a stranger world that's more an exercise in awesome-osity.

Justifying My Rampant Intellectual Kleptomania

What I don't generate randomly or spin off a secret, I steal. Shamelessly.

Partially because it helps maximize content volume while minimizing work. (Though I tend to give everything my own spin, and at the least have to translate it into game-meaningful content, which is the most work intensive part. So it doesn't minimize effort that much.)

Partially because I like the easter egg aspect it lends to the game. This comes up a lot with character names--names are the most easily Google-able. This would probably drive some people crazy, but I think it's funny when the players finally realize exactly where I got the name of that ancient artifact sword.

Mostly, though, I just like using things I think are cool in my game. I prefer roleplaying that focuses on emulation, rather than innovation. It plays more to the form's strengths. Using familiar material helps keep the inevitable misinterpretation that comes with a group of people trying to figure out what's happening through verbal interaction down to a manageable level. And one of the big advantages that roleplaying has over less active forms of entertainment is that you are actually involved, on some level, with what's going on; using material that you already think is cool takes advantage of that.

And, on an even more theoretical level, I am not much for pure and total originality in creative processes. There are hard limits to just how original it's possible to be, and even harder limits on how original it's desirable to be. If I have to choose between innovation in premise and competence in execution, I almost always choose competence.

Thursday, September 27, 2007

Secrets, And Products Thereof

One of my major tools in building hex map, and associated setting, is the Second Rule of Dungeoncraft, from Ray Winniger's (excellent) Dungeoncraft column.

Every time I create an important part of my setting, I create a secret about what I just created, and I put it into the deck 'o secrets. (Yes, I use an actual 3x5 notecard. I'm just that hardcore.) When I need something new to put on the map I'll draw a card from the deck, and try to figure out a way to work a clue to that secret into an encounter. This and random generation is how about 90% of what's on the map found origin.

My process works a little differently from the specific one that Winniger describes, because I'm starting very locally, and working my way up from there. I didn't start working on the gods until I had clerics who needed those gods. So most of my secrets are about NPCs and locations rather than fundamental ways the world works.

Not that I don't have a few of those. But I did it backwards. I thought to myself, "I need a big, world-changing secret that I can work into the early part of the game." And then I came up with some ideas about how the metaphysics of the setting that would support that, and suddenly I've got a general framework for how the planes interact, a couple new gods, and a rough idea for both a true creation myth and a false one.

Wednesday, September 26, 2007

A Few More Random Generators

Turns out I posted too soon. Behold: Serendipity! Source of many fine random generators. The interesting site generator is exactly what I need: a spark for an interesting location-based encounter.

Also handy is the Barrel, Crate, and Sack Generator from the Tools section of the Wizards archive. I find it particularly handy for generating treasure captured from merchant caravans and the like; sometimes one needs trade goods rather than gold and jewels, and this utility provides an interestingly unusual assortment.

Tuesday, September 25, 2007

My Hex Map Is Not Nearly Weird Enough

"This humble mountain republic was noted for its advanced art. It was destroyed by a neighboring country because of the people's extreme perversion, leaving behind only methods of transportation and political theories."

Brought to you by Seventh Sanctum's Lost Civilization Generator

This is going in the hex map. Don't know how. Don't know where. But it needs to be there, and it needs to be there soon.

I really like randomly generating content. I've been doing a lot of it lately, because I want this project to have a kind of wacky scope that I can't achieve independently.

So far I've mostly been using the aforementioned Seventh Sanctum, Slack'n'Hash, and a few of the charts in the Dungeon Masters Guide and the DMG II. Because I haven't yet gotten a copy of the 1st Edition Guide.

Anyone else have any favorite chart sources? Untapped mines of wonder of which I have not yet heard?

Friday, September 07, 2007

Not To Mention The Gnomes

This whole hex-map project? Should have tried it years ago.

Building a campaign from the ground up. Start with the details, work my way out to the big picture. Rather than my usual strategy of starting it top-down because that seems like the logical thing to do, and then getting bored a few pages in and never going back to it ever again. Or, worse, never really getting started, because I can't think of the proper conceptual framework.

Well, no more. Now I'm doing my design at the encounter level. This requires interesting NPCs, who require secrets, which require clues on the map, which turn into more encounters, and suddenly I've got all kinds of crazy happening in this little map of maybe two days travel through a forest. I start out with "this town needs a leader" and I end up with "to the south are lots of elves, who don't like humans and have a serious green dragon problem."

This is fun.

Friday, August 31, 2007

Hexmap-Tastic!

I'm doing something I've never done before.

I have a sheet of hex graph paper. I am filling it with weird things, many of them generated randomly.

Things on the map include:
A clan of circus gnomes in rafts.
Three separate halflings traveling up the river in boats. The second one is named Sam "88 Keys" Clark.
An underwater ogre cave with a spyglass, a silver holy symbol, and an everburning torch. (That last item will make the cave easier to find, I think.)

I thought it would be nice to have a river, so I could put a village I was thinking about making on the river. I spent the next two hours coming up with weird things to be in the river.

Being the DM is fun.