Wednesday, May 29, 2019

Now PUBLISHED! Brazen Backgrounds: Character Backgrounds for Bronze Age Settings is LIVE!!!

I am very excited to announce that my Bronze Age character background generator is now published and available right HERE at DriveThruRPG.com!!! (affiliate link) From the DriveThru page:


"Welcome to BRAZEN BACKGROUNDS, a character-background generator written specifically for role-playing games in Bronze Age fantasy settings - and written by a professional scholar, with a doctorate in the study of ancient history and archaeology. System-neutral, this resource can also breathe life into characters for any low magic, low fantasy, or sword-and-sorcery campaign.

From the moment of character generation, these backgrounds will ease players into a setting that many find less familiar than the faux-medieval worlds more common in fantasy games. While some character background products offer a one-word or one-sentence description of each career, BRAZEN BACKGROUNDS describes twenty-four period-appropriate backgrounds, and then expands each background with small random tables for further detail. Many backgrounds add a piece of appropriate equipment to character inventories, or suggest character motivations and personalities. With this guide and a handful of dice, you can easily generate thousands of medium-detail backstories for Bronze Age characters who lived a little before becoming adventurers.

Reflecting the writer’s own background as an ancient historian, the introduction also briefly discusses tips on gaming in a Bronze Age-inspired setting, and provides a short list of suggested titles for those wanting to learn more about Bronze Age history, archaeology, religion, equipment, and fighting techniques."


Tell us more! Can we have examples? 

Why yes, of course.


A 1-page background description.




There's a robust .pdf preview available on the DriveThru page, but I'll unpack a bit more here too.

For example, here's just one sub-category within the "Performer" background:

"You were a puppeteer. Several times each year, the great cities hold puppet-shows reenacting the oldest legends and deepest tales. New cults also hire puppeteers to help spread their counter-narratives. You are adept at crafting and using puppets, at ventriloquism, and at copying funny voices. Add “medium humanoid puppet” to your equipment inventory."

As you can see, a few lines of added detail for this background flesh out what a character might be good at, imply the setting in which adventures take place, and add a swank piece of gear to play around with (I imagine there are a million ways characters could get in or out of trouble in a dungeon with ventriloquism and a medium humanoid puppet...). Then, you can roll to see why this character left the profession. To give two examples, there is a world of difference between two reasons a "Priest/Priestess" might have left:

"You couldn't bring yourself to carry out your first human sacrifice"

vs.

"You couldn't bring yourself to carry out your seventh human sacrifice."

Yikes! Not all are quite so gnarly, of course. Whether grim or not, many of these will open up room for those players who want to explore character personalities and motivations. Add two or three backgrounds together and you'll get a character with a very mixed, unique backstory, only requiring a few dice-rolls to set up [Can you imagine a character with the Performer-Puppeteer background AND the Executioner background? A sinister creep carrying a big axe - and a puppet? Just gives me the willies thinking about it].

Anything else? 

The .pdf is fully bookmarked for easy navigation.

One of the things I really aimed at here was more than just loading this thing up with trivia. I tried to evoke some big themes, particularly the ways in which Late Bronze Age Mediterranean societies seem to have struggled with social tensions between the controlling palaces and those living outside the system (see my "Burning Palaces" post for more on that). The backstories here are very diverse, but many reflect a world of oppressive control that is also teetering just on the brink of anarchy. Many characters generated using this tool have had experiences, or have made choices, that reflect that difficult reality. This is not to say that this is a very grimdark product; it isn't. But Brazen Backgrounds implies a setting with a lot of antiheroes - as well as champions seeking some kind of redemption for themselves and the ones suffering around them.

Ok then!
Folks, I'm delighted to make this available. Please check it out. If you grab a copy, I'd love to hear your feedback, either here or on the DriveThru site. Thanks, and very happy gaming!

'Gundobad'



Friday, May 24, 2019

A little more progress...

Oh man! I've been quiet on here since I've been working on Brazen Backgrounds, a detailed character-background generator written specifically for Bronze Age campaigns (but also useful for most sword-and-sorcery settings). I finally just finished the pre-layout draft, and the thing is 30 pages.

Next up - adventures in layout...I'm hoping to have this thing available on DriveThru within the next few weeks. Please stay tuned if this sounds like your kind of thing.

Monday, May 13, 2019

WIP: Character Background Generator for the Bronze Age (or any Sword and Sorcery setting)

Tables, they said, illuminate a setting by giving us random tables!

First, multiple people suggested different kinds of random tables for my Brazen Princes Bronze Age setting; then Jorunkun mentioned lifepath tables, and d4 Caltrops posted a very nice character background d100 table, which got me thinking. I've been a big fan of character backgrounds in lieu of a formal skill system ever since I first laid eyes on Barbarians of Lemuria, and I have enjoyed using them in various other systems/settings. Done well, a background system is quick, efficient, setting-suggestive, and capable of breathing life into stale old "Brogdab, Human Fighter, level 1." On the other hand, many background tables, awesome as they are, just give you a one-word or one-line description of a career or vocation, which means they lean on ideas or knowledge already at the table to flesh things out.

So I thought about beginning with a more-detailed background generator as a first tool for my Brazen Princes project, and I now find myself elbow-deep in exactly that [To be clear, however, this thing would probably work really well for many low-magic sword-and-sorcery settings].

I expect that new characters should each have 2, or in some cases 3, backgrounds apiece (I have my own character generation hack for Into the Odd that these can fit into, in which a player can choose a 3rd background in exchange for a different benefit). I'm finding that this backgrounds project is taking quite a bit more time than I'd hoped, partly because I'm aiming for conceptual density and away from redundancy, and because I've bitten off somewhere between 30-40 backgrounds. I thought I'd come up for some air and show anyone who cares what this thing is capable of.

It starts, naturally, with a die-table and those one-line descriptions of background types. You roll for a background category and then for individual backgrounds within that category. So, for example, the first category of possible backgrounds is:


d10 Killers:
1-2 Charioteer
3-5 Foot soldier
6-7 Brigand / Counter-brigand
8  Street Tough 
9 Executioner / Palace Torturer
10 Pirate / Raider


...but each of those results has its own further entry with a few sentences of description, then two d4 tables: "Tell us something about this background" and "Why did you leave?" Here's a sample entry from another background category, "Outsiders & Rogues":

-------------------------------------------------------------------------------------------------------------------------

Poisoner / Taster
Skilled in the detection - and application - of poisons, these specialists serve in the shadows or stand unobtrusively at the side of great lords, sniffing and sampling food and drink meant for the lips of the very great (and very paranoid). Poison-tasters likely have built up tolerances to low levels of common toxins. They are, of course, quite adept at poisoning others, too. 

Tell us about this background (1d4):
1 You once saved a dozen lives by detecting the aftertaste of a common poison in a particularly fine, expensive wine. Because you had built up a tolerance to that particular poison, you finished off the rest of the wine with great contentment. They’re still telling that story in the palace. 

2 You perfected a method for masking the nutty aftertaste of a common liquid poison. Apparently, one of your associates sold the secret, because the technique is now being used by other specialists around the Inner Sea. 

3 By adding a lethal ‘special ingredient’ to the ritual cakes at a controversial royal wedding, you once prevented a civil war. 

4 In many cases, the only difference between a poison and a drug is the dosage. You were a drug-maker for a famous physician, until the local lord snapped you up and made you his pre-banquet taster.

Why did you leave (d4)? 
1 Whoever poisoned the frontier lord’s drink was very good. They concocted a mixture that was subtle enough to escape your keen nose, mild enough to slip under your own tolerance threshold, and dangerous enough that repeated doses over several weeks killed off your employer, whose sons turned on you. You barely escaped with your life. 

2 After a few near-misses, you decided that you need greater familiarity with foreign toxins. You set out across the Inner Sea, seeking new information on drugs and poisons wherever you go. 

3 The local governor was cruel, brutal, and debauched. You were all too happy to sell a vial of poison to coat the assassin’s blade…but the assassin was betrayed by a lover, your part in the plot was revealed, and you fled. 

4 Really, you have to ask? You just got tired of sipping possibly-poisoned wine and went looking for other work.  

-------------------------------------------------------------------------------------------------------------------------

Putting these tables together means that with the clatter of some dice you end up with characters like the following (all this info is generated from dice results):

Foot Soldier and Physician: You were a chariot runner, a skirmisher paired with the chariot corps, so you know a foreign noble lord well. You were badly wounded in battle, and left behind with some peasants. You recovered, but your comrades were long gone. You then studied to become a Physician; the treatment of wounds on the battlefield was your specialty. Eventually, you became convinced that medical lore from the Old Empire has much to teach you, so you sought out the company of the sort of adventurers who might help you find undiscovered ancient texts. 

Royal Official and Pirate: You were a very senior scribal official in one of the smallest, least significant palace-states. You miss the feeling of being respected, but you also know how limited your real influence was. Eventually, however, a rival accused you of treason and you were driven away. With few options, you became a crew member on a merchant vessel, but the violent captain turned to piracy and threatened to kill any crew who wouldn’t help. You were only able to leave the pirate’s life when the ship sank in a storm and you washed up on a nearby beach. 

Street Tough and Tomb Robber/Burglar: You were a semi-enslaved pit fighter. The well-to-do made and lost fortunes gambling on your fighting skills, but you gained little more than scars. You finally stole enough to buy passage on a ship or caravan heading elsewhere. After falling in among a gang of burglars and tomb-robbers, you had a brief, intense love affair with a noble’s ward, who had caught you in their chambers during a burglary. Later, after breaking into a remote tomb, you encountered something in the burial chamber that whispered your name as it crawled forward into the torchlight. You didn’t stop running for hours, and then you went looking for a different way to pay for food. But you haven’t had the nightmare in several years, and now maybe you’re bold enough to raid the darkness again. 

These should give a lot of room to express difference among brand-new characters.

What do you think? Would a dozen or so pages of these background descriptions help at your table?

- 'Gundobad'

Monday, May 6, 2019

Brazen Princes: Looking for Feedback on a Bronze Age Setting Idea


So, in recent weeks some of you here or on MeWe have responded to blog posts by encouraging me to write up a setting guide for a Late Bronze Age-inspired campaign. 

Gulp. I, uh, kinda took the bait. 

Today's post, then, is not a general discussion about ancient history and roleplaying, but rather a sneak peek of my Bronze Age setting project (working title = Brazen Princes). To be clear, I'm really fishing for early feedback here; I'm hoping to hear some honest impressions of what I lay out below. Does this sound like the kind of setting you'd want to play or run? Would you be happy to throw some market-level $$$ at a setting guide that made adventures in this world easy to run? I'm quite willing to accept negative or critical or even just apathetic feedback, as I'd far rather hear that now than later :-). 

I have a lot more to say about my vision for the structure of a play-focused, highly-usable setting guide itself, but for now, let me know what you think of this world. The world of Brazen Princes is a land of ancient kingdoms slowly losing their grip, of old, necessary trade-routes severed by angry elemental spirits, and of peasant hordes enslaved by an undead amphibian hive-mind; a world in which amber or lapis lazuli inlays in a blade's hilt offer sympathetic resonance with sun and sky, making the weapon proof against dark elemental monsters. A world where a merchant-ship may carry luxury goods, vital bronze, or strategic astronomical intelligence from wise women who forecast the fluctuating strength of humanity's enemies. It is a realm of arrogant sorcerer-kings nursing old grievances, and of long-oppressed minorities who suddenly find themselves the most essential demographic in the world. Their choices will bring order to the world ahead, or leave it a mess of burning palaces

The Powers

Possibly obvious, but the cosmological worldview here comes from asking "what would it look like for animism to be true, but also a coherent part of a Hebraic monotheistic worldview?" The approach is also slightly flavored, probably too slightly to be noticed, by aspects of medieval Byzantine theology (sorry, I know, I am a serious nerd). The intent is to offer a (to me) refreshing alternative to the usual sword-and-sorcery cosmologies, while still allowing for pretty much everything present in most S&S - and also being subtle enough to just get out of the way if you want to plug in something more to your taste. 

Creation

In the beginning, Creator made the heavens and the earth. To make Creator’s presence manifest to the cosmos, Creator made human beings as Image-bearing viceroys, called to rule with power, balance, and humility. Alas, we had other ideas. . . 

Our ancestral Fall into sin is now only a dim legend, but its tragic effects still shape the world. Yet the oldest prophecies promise that Creator has abandoned neither the world nor us. Our tale, however, is not of the coming age of redemption, but of an older time – an age of silence and waiting, when violence and deceit are everywhere, and goodness seems only a lamp-wick flickering against the darkness. 

The Elementals

The Earth itself teems with life-force. Meant to aid us in the world’s governance, creation’s elemental energies longed for the coming of Image-bearing men and women. We came, but we Fell – and creation learned from us more than it had sought. From our lips, creation heard new concepts: love, cultivation, and music; also falsehood, theft, and murder. 

Some elementals shrank back from us in horror and confusion. Others, though groaning for the unsullied Image, still submitted to broken humanity. Eager to do their part in the world’s ordering, many such elementals took the form of useful objects, artifacts endowed with elemental power and ready for human use. Some few elementals, however, drank too deeply of human darkness…and made it their own. Drunk on our failings, dark elementals wander as murdering fiends, or cruelly dominate those foolish and desperate enough to revere them as gods.

The Flesh-Lords

The weird, necromantic beings we name Flesh-Lords first appeared some seven centuries ago, around the time of the Old Empire’s collapse. Not even the wisest sages truly understand them, though astute scribes do guess at aspects of their origin. They came from a place beyond the world-wall of sky-bearing mountains. It was not their intent to reach our lands; hateful of all fleshly embodiment, they sought to cast themselves as pure conscious spirit among the lights beyond the firmament. Instead, they found themselves among us, still trapped in flesh.

Convinced that their attempts to escape embodiment should have succeeded, these beings assumed that the fault lay not in their goal but in their methods. They tried again and again, casting their collective minds into ever-newer forms. At last they concluded that spirit must be adequately prepared to separate from flesh, and that flesh must be suitably modified to aid that process. Ever since, they have become crafters of flesh, dabbling in the arts of transmutation and necromancy, experimenting wantonly on themselves and upon all whom they enslave.

Whether they were ever individuals, or always shared collective hive-minds, is unclear. They are at least three beings. Thinking as a single mind, an entire army of embalmed humanoid frogs now rules most of the Land of the Lotus. The Amber Route in the far west is menaced by undead fish-men, and the Catacomb Lords in the mountains north of Gharit share both leather-winged lizard forms and a single consciousness. With each new defiling mutation, those who set out to escape the gift of embodiment become only more what we call them: Flesh-Lords.  Their inhuman tyranny is a stench in the land.

The Blockade

A century ago, the elemental energies of the Inner Sea assembled in council. The Old Empire that had ordered both human society and elemental cooperation was long gone, but the sea’s surface still crawled with human ships: vessels full of slaves, of pirates, of merchants’ wares sold using false weights, of darts and blades that ate lives in the name of one kingdom after another. Men on ships offered worship to the sea, pushing it away in disgust, while others bent to serve dark elementals or even the necromantic Flesh-Lords.

At last, the sea could take no more.  The sea-spirit council pronounced Blockade against human shipping, threatening to sink any human vessel. They suffered only one exception. All across the Inner Sea, around the edges of human empires, the sea had observed small flotillas of boat-people, desperate refugees pushed out by war or oppression and left without even a patch of land to call their own. These floating bands the sea-spirits marked, placing the sign of the wave on their bodies. To the Wave-Marked and their descendants the sea granted passage-right; any ship with one Wave-Marked human aboard would remain safe. Any other ship, to this day, is attacked and destroyed within an hour of its setting sail. Thus human shipping was quieted, but not stilled.

The Blockade and the unexpected prominence of the Wave-Marked have transformed the politics of the Inner Sea. This is now an age of crisis and of falling thrones, but also an age of new dreams for those once oppressed.


The Nations

The default assumption is that Player Characters belong to one of the Wave-Marked bands, but their adventures may take them to many exotic lands.

The Death-Land of the Frog and the Free Nomes

Animated by a single hive-mind, an undead frogman army has gained control of most of the Lotus-Realm, an ancient land of fertile fields under brooding, bejeweled tower-tombs. To fuel its arcane Flesh-Lord engines, the Frog sucks even the sun’s warmth away, leaving much of the Death-Land sunk in a perpetual night lit only by stars. Beyond the Frog’s rule, a few human Nomarchs still refuse to bow the knee. Can the Free Nomes unite to hold back the undead Flesh-Lords, or will their own squabbles and ambitions prove their ruin?

The Five Houses of Hadd

Using chariot technology borrowed from the steppes, the House of Hadd once brought stability to much of the East. Since the Blockade, however, pressure from beastmen, Flesh-Lords, and Wave-Marked raiders has broken the region’s unity. Now, five successor ‘rump states’ – each claiming to represent the legitimate House of Hadd – alternate between bitter warfare and mutual defense through ever-shifting alliances. A few generations ago, the Frog almost crushed the Five Houses; only a fortuitous raid on the Death-Realm’s tombs by a large Wave-Marked band forced the undead legion to withdraw. The Houses of Hadd were spared, but another hammer-blow could come at any time.

The Port of Gharit

Through this city’s gates and across its docks flow all the riches of the world’s far corners. Since the Blockade, Gharit has remained one of the few wealthy ports safe from sacking by Wave-Marked bands – mainly because Gharit’s ruling elite recognized the new reality very quickly after the Blockade. For several generations, Gharit has invited prominent Wave-Marked princes and warlords to protect, and profit from, the city’s access to trade. Sooner or later, most Wave-Marked mariners will pass through Gharit. Some of these will ask why other men, and not they, profit more from the city’s trade – and whether such a glittering port really should remain protected…

The Catacomb-Lords / The Endless Steppe

High in the peaks north of Gharit, Flesh-Lords devising new forms plunder both the bones of ancient princes and the fossilized remains of archaic beasts. For all the terror their bone-and-leather wings inspire, these lizard-fiends are no closer to their escape into the stars above. Even further north, the mountains fall into seas of rolling grassland, where barrow-building chieftains master the arts of chariot warfare and trade prize horses for bronze and other goods from the south.

The Courtly Wilds

A southern and a northern peninsula protrude into the Inner Sea’s center, narrowing the sea to a strait. Those peninsulas once held the greatest court-cities of the Old Empire. Perversely, when that Empire collapsed, these lands also fell hardest into chaos and madness. As more and more of the Empire’s subjects gave themselves over to darkness, men fell into beastlike ways, slaughtering and even devouring one another. Today, burned, artifact-rich ruins of the old courts are haunted by deadly bands of centaurs and beastmen – whose forebears, some sages claim, were once human.

The Labyrinthine League

When the Old Empire fell centuries ago, some of its nobles escaped to the islands of the Thalassocracy. Their sorcerer-wanax kings long dominated the Inner Sea – until the Blockade reduced these princes to fuming, scheming prisoners in their own island palaces. But some powerful sorcerer-kings have maintained the ancient network of labyrinth-stations by which the skilled can travel from location to location. Linked by the maze-network and hungry for vengeance on usurping Wave-Marked, the sorcerers of the Labyrinthine League work in many lands to disrupt the new order and reclaim their lost power.

Sha-Utar and the Sage Mothers

Not all the Old Empire’s refugees fled to the islands, and not all dabbled in sorcerous arts. North of the Inner Sea, some escaped into the remote mountains of Sha-Utar, and found welcome there in that land’s quiet, matrilineal villages. Sha-Utar is a peaceful land where men tend sheep, work metal, hunt, and protect the borders, while women learn to farm terraces by hoe or teach the deep lore of stargazers. Using ancient stone observatories, it is the Sage Mothers of Sha-Utar who calculate, season by season, the forecasted celestial movements that will drive the waxing and waning strength of the Flesh-Lord armies. Only able to calculate these fluctuations precisely with a few years’ warning, the Sage Mothers routinely send emissaries to the lowlands, advising any queens or kings of goodwill as to times when the Flesh-Lords will be most dangerous and aggressive, or most vulnerable to human counter-attack.

The New Empire of Mednash

Somewhat isolated in the Inner Sea’s southwestern corner, Mednash is a land of broad rivers that flow down from copper- and ivory-rich mountains. Though Mednash teems with peasant hordes cultivating the river-plains, an oligarchic cabal of four great merchant families rules the country, passing the kingship from family to family in a jealously guarded rotation. Their claimed title – the ‘New Empire’ – is partly premature impertinence, but Mednash is expanding, contracting with Wave-Marked allies to project their wealth and influence abroad. The Mednashu maintain a colony across the sea to the north, from which they have attempted for several generations to gain control of the Amber Route.

The Amber Route


This region in the far west is dotted with old barrows and treasure-mounds, not all of which may be safe to plunderIf these lands were only full of probably-cursed treasures, barbarian tribes, and feuding princelings, no one would pay these lands the slightest notice. But through these lands runs the Amber Route, so they are important indeed. For centuries, luxury goods shipped from even beyond Gharit have passed north on the Amber Route for exchange with tin and amber, both essential for the survival of the civilized thrones back east. Mixed with copper, tin allows smiths to create the bronze weapons needed for royal wars. And sun-gold amber (like sky-blue lapis from the east) is also militarily significant; sympathetically bearing the warmth of the sun, amber inlays on a bronze blade allow that weapon to cut into the forms taken by elemental spirits. Where dark elementals prey upon humanity, a brave hand grasping an amber-and-lapis skyblade is an essential help. The Amber Route is therefore a region of key interest to the great rulers, and the barbarian princes along the route often receive "merchants" who are in fact agents of the various thrones scheming for control of the amber trade. 


Thanks for reading. I have LOTS more to say, but let me know whether it sounds worth saying. :-) 
- 'Gundobad' 

Monday, April 29, 2019

Settings with Strata: A Quick-Design Method for Historically Coherent Campaign Settings


If you're crafting a campaign setting or designing the adventure locations scattered across that setting, there's plenty of advice online. One good tip, for example, is that the different levels in your dungeons and adventure locations might have historically-sensible backgrounds; a ruined human fortress might be built over the earlier delvings of a dwarven stronghold. Ideally, these pairings should make sense; exactly why was that Fourth Dynasty art gallery built above an ancient kobold torture dungeon? (No doubt it involves some kind of weird performance art; very Fourth Dynasty).

To really make this click, of course, it helps to know something already about your setting's historical background. I've noticed, however, that setting-design advice sometimes advocates the following order of steps:

+ come up with a concept
+ draw a map
+ pick locations for settlements, ruins, and lairs
+ then write a history/backstory for your setting

If you use this approach, and if it works for you, then more power to you; but I'd like to suggest that a different approach could be even more fruitful, and almost as fast.

To me, separating the history and the placement of locations - even more, writing the history after you place the locations - divorces things that belong together, and misses important opportunities for greater cohesion and depth in your setting. 

In reality, settlement locations reflect not only basic environmental geography, but also the continued influence of previous generations' settlement histories. Think of the layered strata that make up an archaeological site; many sites have been reused over periods and centuries. Sometimes this reflects only the recurring appeal of fertile land or strategic chokepoints; in other contexts, however, the cultural significance of an old site may draw renewed settlement (or even provoke furious destruction) from later generations interested in more than just growing food. Ideally, then, (IMHO) placing and designing adventure locations or settlements should reflect the big picture of the setting's history.

But can this be done efficiently, or does it require unrealistic amounts of time? What if you just want to throw together a setting for a short campaign? How many of us really have time to write those 5-page imperial genealogies or 20-page accounts of the Terrible War of Titans From Before the Times That Any Player Character Will Care About? Not me. 

Well, let me walk through an example of the method I’ve been using recently. It can lay the groundwork for a short to medium campaign's setting quite quickly, while adding depth, cohesion, logic, and a lived-in, storied sense to your world in play. As a design method, it’s actually really simple and quite fast, but the fact that so much setting advice online pushes in the opposite direction makes me think that it’s worth me pointing out this approach as an option. Here it is:

+ In just a few sentences, articulate a basic main concept for your setting.

+ Get or sketch a regional map that fits with that concept. 

+ Next, write a very brief summary of your setting’s history; in particular, write a 1-3 sentence description of 3 or 4 eras/periods leading up to the present. 

+ Now, for each of those 3-4 periods, and moving in order from the past to the present (this is important), mark on your map approximately 3-5 locations that were most significant for the history of that period. You can even push it about 7 locations if you want, but don’t think of this as a comprehensive map of all features from that period; just identify the main places of most interest. They can be new sites just built in this era, or there may be continuity of some important sites across periods - but they should make coherent sense in the developing story of your setting. As you do all this, take brief notes narrating the history as you add locations to the map. 

Again, the key idea behind all this is to start in the past, and narrate forward to the present; to build your locations from bottom to top (thinking in terms of archaeological strata). Some sites are created from scratch in every period, but there are often important reasons that old sites are continued, rebuilt, destroyed, and/or commemorated. Let your setting embrace that range of interactions with the past; build from bottom to top. 

Below, I’m going to walk through an example of this process. In terms of creative brainstorming time (and not time spent making the map a bit fancier for the blog), it took me a little under an hour to come up with a narratively-coherent setting with over a dozen places for hypothetical PCs to explore.

***********
CAVEAT: As reader Jorunkun has astutely pointed out, there's a problem with the way I drew my rivers here! I stand by my method for imagining a society's history, but don't be like me, kids ... don't split your rivers! See the comments for more details, and thanks to Jorunkun for this helpful critique.
***********






Let's walk through my approach.  

STEP ONE: COME UP WITH AN OVERALL CONCEPT. 

Ok, here’s my general idea: at the terminus of an important trade-route in a Bronze- to Iron-Age setting with a swords-and-sorcery vibe, two human societies and an aggressive frogman population are vying for domination. One of the human societies (a foreign colonizing empire), along with  the frogmen, have turned to necromantic sorcery (lately, for some reason, I’m really digging the idea of amphibian or fish humanoid villains…that are also undead). 

Ok, there’s my concept. Not the most original stuff in the world, but it is more than enough to get started. 

STEP TWO: GET A REGIONAL MAP. 

Here’s one I threw together for this exercise. 



Key features include a pass between the mountains at the map bottom and the river-drainage network that runs up to the sea beyond those mountains.  You may notice that this base map lacks the forest regions that are on the final end-state map. That is deliberate; even though I’m envisioning this setting as heavily forested, I’m assuming that settlements and land-clearing may wreak havoc on any forest borders I might ink in at this point, so I’ll adjust at the end and put in blocks of forests where I think they’d still be when I’m done crafting the setting (if a habitat like that matters during the process, one can always add them mid-flow). For now, again, I just assume that many or most of the big river plain areas visible are thickly wooded. 

STEP THREE: VERY BRIEF OUTLINE OF THE SETTING’S HISTORY IN 3-4 PERIODS

Ok, since my setting concept doesn’t require me to lay out a 15,000 year history, I’m certainly not going to do that. Here are the periods that I laid out, in just enough detail to get me going:

Period 1: humans coming over that mountain pass carry tin and amber to exchange with a port-town of far-away sailors (NW coast). Human settlement, dominated by the local population coming from the inland pass, intensifies. Vicious Frogmen live in the northeastern river delta and are avoided by all humans. 

Period 2: Frogmen become numerous and aggressive, and expand in force to the Long Lake, cutting easy human trade downriver. As trade falters, a new foreign nation from overseas conquers and administers the port city on the NW coast. They employ sorcerers and necromancers; in uneasy alliance with the locals, they push back the frogmen.

Period 3: an exiled sorcerer from that city flees to the frogmen and establishes himself as a necromantic warlord over their armies. In a long war with the necromancer, the inland settlements are exhausted and weakened but they finally prevail. 

Period 4/Present Day: Now, in the wake of that war a few generations ago, the coastal city is strong (and wicked), and successor chieftains in the south are relying on their trade goods to put together new, rival war bands to fill the inland power vacuum. The undead and the frogs are still a threat, but they are in retreat or in hiding. 


STEP FOUR: ADD 3-7 LOCATIONS TO THE MAP FOR EACH HISTORICAL PERIOD

This is the fun part. What I like in particular is how often doing this surprises me; the story of my setting will take interesting turns that I didn’t see coming, and which fit with but weren’t dictated by my initial concept declarations above. 

ERA 1: KEY SITES:


1 The foreign port city on the NW coast (let’s name it DRAEL). Its ships have trade connections to gold and exotic goods, which get traded here for inland trade goods coming downriver from the mountain pass.

2 A stronghold at the south end of Long Lake is the seat of princelings who control this end of the trade route. Let’s call this inland culture the KOLOVAD. They have inland access to both amber and tin (from over the pass) and copper (in the eastern mountains here on the map). 

3 The Kolovad princes maintain a fortified caravanserai and boat harbor at the first navigable point below the southern mountain pass. Here, caravans coming over the southern pass unload wares into boats which will take goods to (2) and then on to (1). 

4 Farming villages above (2) support the chiefdom/emerging proto-state here.  

5 Frogmen villages in the delta cluster around a central frog-stronghold. Men know not to head this way. 


ERA 2: HISTORY AND KEY SITES:



A: The Frogmen population expands, and the creatures aggressively push inland along the rivers and lakeshores. They found three new strongholds (all labeled “A”) which cut the river trade with Drael, the coastal port. They raid upriver past the Kolovad princeling’s stronghold, harry farming villages, and infiltrate small frogmen bands into the streams and pools of the southern mountains (mainly along the eastern branch; note the Frogmen settlement icon in the western foothills of the mountains). 

B: As trade along the river is cut, the Kolovad princelings respond by opening an overland route crossing the hills to the Northwest. They build a stronghold and caravanserai in the hills to give shelter, security, and oversight. Nonetheless, trade overall falters as the efficient boat transit is threatened. 

C: As trade falters, the prestige of the Kolovad princelings is threatened. Ambitious Kolovad men controlling the southern boat harbor upriver make a bid for power, cutting off all access to trade goods. Civil war breaks out among the Kolovad communities along the river.

D: Meanwhile the coastal port city Drael, weakened by the loss in trade, falls to a new foreign group: the Iron League, named not only for their command of the grey metal but also for their hard, cruel governance.

The Kolovad march to war? European Bronze Age minis from Foundry.

I’ll end here and add an Era 2.B as this is getting pretty involved.

ERA 2.B: HISTORY AND KEY SITES:



A: Fighting with iron and sorcery, the Iron League pushes up-river and razes the frogman strongholds that block riverine trade. Leaving those loathsome structures in ruins, the Iron League build their own forts on the opposite bank to hold each disputed river-mouth (both labelled “A”). 

B: In exchange for major concessions, the Iron League arms and aids the Kolovad princeling, helping him crush his rivals upriver to the south. This leaves major bad feeling among the Kolovad but restores order and (forced) unity for now. In exchange, the Kolovad prince surrenders the hilltop caravanserai (B), which the Iron League convert into an academy for their sorcerers. 

C: A rival school of Iron League sorcerers opens their own monastic academy, too, in the northern hills at (C).

D: Finally, the Iron League insists on leaving a garrison to “help” the Kolovad prince at his chief settlements. 

ERA 3: HISTORY AND KEY SITES:



A: Rivalry between sorcerous Iron League factions breaks out into vicious fighting at Drael; the sorcerers’ academies in the hills are both burned and abandoned during this disorder(A). 

B: The chief instigator, a sinister necromancer, is outlawed and flees inland. He gains the loyalty of the inland Iron League garrisons - except at (B), the stronghold on the east shore of Long Lake, which he leaves in ruins, and at (C), the Kolovad upriver boat-harbor.

D: The necromancer then seizes power-behind-the-throne via the League’s garrison at Kolovad (D). This is the last straw for the embittered southern Kolovad, who renounce their loyalty again to the line of their princes. Aided by the Iron League garrison at (C), and sending overland messengers, they make common cause with the main Iron League force at the port city; meeting, their forces confront the Necromancer in battle. Kolovad (D), the old seat of princes, is burned and destroyed as the Necromancer flees northeast to the frogmen. (Remaining Iron League garrisons surrender to their city’s main army). 

TODAY: A LAND READY FOR ADVENTURE…



The Necromancer fled a generation ago into the swamps of the northeastern river. There are reports (or speculations) that he now leads the frogmen, who draw strength from his dark sorcery. The Iron League, in its port city, has been battered by their own civil disorder, but they probably are the single strongest player in the land - for now. The people of Kolovad have lost their own chief stronghold; a new house of princes is emerging in the south, but leadership remains fraught and uncertain. The land is now dotted with ruins; some are empty save for whining winds; others are places of hungry nightmares. 

DEBRIEFING

So there we are. If you ignore the time I spent gussying up the map to get pics ready for the blog, the actual creative time coming up with that narrative outline took me a bit under an hour. If I had been in a hurry, I likely could have done it in closer to half an hour. In other words, one can come up with something like this from scratch in a fairly short period of time. What do you gain from this sequential, narrative approach to setting design?

Well, for one thing, we now have a mini-sandbox with over a dozen diverse places for PCs to explore and get themselves into trouble. PCs might be Kolovad warriors, Iron League minor nobles, or foreign merchants arriving by ship or mountain-caravan to seek fortune in this strange land. There are ruined academies of sorcery, fallen towers, razed frogmen strongholds, and a burned Kolovad capital city that I imagine is still crawling with the dark and unclean energies released there by the Necromancer - who is himself, no doubt, stirring up unspeakable things in the swampy forests to the northeast. Alternately, if we favor a bit more social-political intrigue instead, there are ambitious prince-wannabes among the Kolovad successors who need strong arms to help them rise - and probably rival Iron League merchant houses in Drael hiring competent muscle to guard and advance their interests. 

Moreover, if the PCs head to any of those dozen-plus locations, I as DM would already have some sense of the general history of the place. Off to dungeon-crawl the ruined sorcerer’s academy in the hills between Drael and Kolovad? Great; it started as a fortified caravanserai, so I should map a ruined structure with animal stables and granaries and barracks - as well as arcane laboratories and archives. Exploring ruins on the east side of Long Lake instead? The razed Iron League fort was burned just a generation ago, so there hasn't been much time for it to be picked clean, or for ancient horrors to set up studio apartments there. On the other hand, when it comes to the ruined frog-stronghold across the river…who knows what awful, older things live in the muck-filled (and maybe gold-filled) tunnels beneath the ruins? 

Finally, of course, I'm free to keep adding as much further detail as I want, including new locations. But everything moving forward would be grounded by the context already established; I have a framework that new puzzle pieces fit into.

Again, in one sense this is a very simple method that you may not find  remarkable. But so many setting-design advice pieces separate history from location design, and I wanted to advocate for the benefit of treating the two together. The other way isn't wrong, but I think this method offers real benefits. Let me know what you think, both of this method and of this impromptu setting! 

Best wishes - ‘Gundobad’

Tuesday, April 23, 2019

Ancient War for the Rainy Isles: My "10 Monsters Challenge" Setting


Quite likely, many of you already have seen the “10-Monster Setting” challenge that has been making the rounds in the OSR blogosphere. This is nice timing for me, as I was thinking about writing a post on some aspects of setting design anyway; this offers a nice opportunity to take the setting challenge, then talk about how one might develop it further, hopefully in a subsequent post.  

For now, at any rate, here is my own quirky 10-monster contribution. I haven't made myself use a single monster book, instead drawing from all over or even making up my own content. I quite like the emphasis in this challenge on slimming down, on choosing only specific signature foes (or allies) to flavor a setting - if anything, I tend to like really slimming down on my non-human ingredients, so the list below concentrates my 10 into a few discrete factions. Instead of grouping the critters in the order listed in the challenge itself, I’ve grouped them as they make sense for this setting. 

The hypothetical setting is a rainswept, steep-peaked island archipelago locked in a war that was already ancient when the first human ships arrived.  

Faction One: the Fish-Fiends.
Fishmen [aquatic] crawled up out of the sea uncounted centuries ago, and have contested control of the Archipelago’s rocky coastlines ever since. To spearhead their assaults onto dry land, seven fishman sorcerers long ago committed themselves to a gruesome transformation, becoming [undead] fishman mummy-liches. Even now, they and their undead fish-minions rule entire coastlines from their strongholds. 

Faction Two: The High Country Humanoids.
When the Fish-Fiends seized the coastlands, the older islanders retreated to the high country below the peaks. The Grandmother of the Woods - Baba Yaga - wanders foggy highlands in her eerie hut [mythological/legendary critter] and is rarely seen. More commonly seen are her weird servants; the goblins [humanoids] that she called from the islands’ rocks themselves ride on the backs of ogre howdahs [giantkin], showering missiles on foes. Leading their attacks are the surreal, nightmarish jabberwocks [dragon or lizard], dragon-like creatures said to have sprung from Baba Yaga’s stewpot to do her bidding.  

Faction Three: Humans have reached the Rainy Isles en masse twice, first during the Kolobat settlement, then more recently with the arrival of the Western League’s militant refugee fleet. When the League first arrived and began to explore ruined Kolobat settlements, they found several dozen sentient flying carpets [aerial creatures, constructs] of unknown manufacture living in ruined Kolobat towers. Although the carpets have eccentric and whimsical personalities, they have so far cooperated with the League newcomers and are assisting them in their efforts to make the Isles safe for human habitation again. These carpets have become an important military asset for several League lords. 

There are other threats, too, below ground. Lurking in caves and sewers close enough to prey on human settlements are pain- and fear-loving roach hags* [underground creepy-crawly], giant cockroaches with beautiful feminine faces that frame jagged rings of fangs. Men say the roach hag’s bite causes a terrible infection, not of the flesh but of the psyche. Below such beasts which prey upon man are the unlit haunts of Darkling elves [Fey race] who fled from the sun’s light an eon ago. Finally, where the deepest cave-shafts connect to forgotten veins of fire, salamanders [extraplanars] tend their unearthly flame-gardens in the ruins of ancient cities built by no-one-knows-who.

The Rainy Isles are dangerous, but they’re home. 

*On the “Roach Hags” - there’s nothing new about a hideous insectile monster with a human face, but these lovelies just popped into my head a few days ago, and I cobbled together some ideas for creating this awful monster and its ecology. Ewww.