It may be a matter of my own personal beliefs or my view of how Burroughs, Howard, Lovecraft and others have depicted pulpish fantasy, but I don't want a world where the gods are living, tangible things. At least, not the kind of gods that clerics would follow. Instead, I leave the presence of the Lords of Law and Chaos as mysteries. Are they real or imagined? Where to clerics get their powers? Will the gods intervene for me? The answer is a big fat patch of silence. We do't even know if there are gods out there.
Now, there will be things worshiped as gods. Barbarians in the wastes may worship the great dinousaurs as embodied nature spirits. Mutants in the ruins in Zamora may worship a great Spider God, which is actually a huge, semi-sentient spider. A cult in the sewers may worship the Mother Of All, which is acually a huge pit of grey ooze. But these aren't real gods, just powerful beings which are being worshiped by the superstitious or gullible.
The real faces of the gods — if there are any gods — remain entirely inscrutible.
Thursday, February 26, 2009
Life on the Underside of Zamora
Zamora is a decaying city, a shadow of its past with a crumbling dome and ruins around its perimeter. The sewers and layers of ancient city below Zamora are rife with danger, and home to bandits, beggars, and monsters. What remains of the glittering wealth and power of the city is concentrated in the hands of the few, who live by intrigue, political warfare, assassination, and constant Machiavellian scheming.
The PCs aren't part of that world. At least, not currently. They are people with little more to their name than the goods on their back, but they may have the ambition to take them far. Desperation, poverty, a need for adventure, or just the life of an outsider has driven them to seek more.
What awaits such people?
The PCs aren't part of that world. At least, not currently. They are people with little more to their name than the goods on their back, but they may have the ambition to take them far. Desperation, poverty, a need for adventure, or just the life of an outsider has driven them to seek more.
What awaits such people?
- The wealthy and powerful are always looking to hire someone to do unsavory things -- and to take the fall when those plans go awry.
- The ruins and tunnels of Zamora are home to many ancient items of power and much lost wealth. Money and power can come easily to the lucky and daring.
- Crime and corruption breed opportunities for the ruthless and daring.
Tuesday, February 24, 2009
Dungeons, Randomness, and a Bit of Mental Block
I'm actually torn about dungeons. Dungeons are fun to wander through, and filled with all the basic archetypal experiences of old-fashioned RPGs. There are traps, treasure, and monsters; there are puzzles and darkness and dankness. They have their own surreal feel, especially in the sprawling mazes of traditional old-school games.
That said, they are awfully silly. And that's part of the appeal. But I also like the idea of urban exploration, mysteries, politics, romance, and the joys of urban adventures.
To balance these things, Zamora is a city of ruins, with a sprawling undercity to support the creation of a megadungeon, but it is also a city, with lots of political and other forms of scheming. I just decided to include both.
Simple dilemma solved, I have begun building a couple of maps, but I realized that while the dungeons I ran as a not-so-wee lad focused on set encounter keys and scripted encounters, the feel I want for my undercity is one that is changing and mutable, but with some key elements of the space that don't change. I want color and detail for rooms, some random minor traits to riff on, and ever-changing options for encounters in the undercity.
While I could, I suppose, find ways to structure and regularly re-visit my dungeons, I would rather just reduce my number of set pieces and develop robust tables to come up with dungeon dress and color, a lot of wandering monsters specific to particular levels and sections of levels, and provide both surprises and lots of variety with a minimum of prep.
Which is all well and good, but now I have to come up with tables of major dungeon features, minor dungeon details, and wandering "monster" and encounter tables. Or steal some ideas, I guess, if I can find such tables on the internet.
That said, they are awfully silly. And that's part of the appeal. But I also like the idea of urban exploration, mysteries, politics, romance, and the joys of urban adventures.
To balance these things, Zamora is a city of ruins, with a sprawling undercity to support the creation of a megadungeon, but it is also a city, with lots of political and other forms of scheming. I just decided to include both.
Simple dilemma solved, I have begun building a couple of maps, but I realized that while the dungeons I ran as a not-so-wee lad focused on set encounter keys and scripted encounters, the feel I want for my undercity is one that is changing and mutable, but with some key elements of the space that don't change. I want color and detail for rooms, some random minor traits to riff on, and ever-changing options for encounters in the undercity.
While I could, I suppose, find ways to structure and regularly re-visit my dungeons, I would rather just reduce my number of set pieces and develop robust tables to come up with dungeon dress and color, a lot of wandering monsters specific to particular levels and sections of levels, and provide both surprises and lots of variety with a minimum of prep.
Which is all well and good, but now I have to come up with tables of major dungeon features, minor dungeon details, and wandering "monster" and encounter tables. Or steal some ideas, I guess, if I can find such tables on the internet.
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Monday, February 23, 2009
A Layman's History of Athanor
Long ago, Athanor was a watery world, dotted with small islands. The Ancients came to Athanor from a distant star, seeking a new home. The world they found was intially a great hope to them, and a source of precious water and life. But then they encountered something below, an ancient lurking malevolence, completely alien, that sought to usurp the invaders. Humanity struggled valiantly and won out, and the Blue Age that began in strife ended in prosperity.
As the seas retreated and the great Atmosphere Plants of the ancients reshaped the planet, the continents and lands emerged from the sea. Forests were planted and the great domed cities were founded across the land. The Ancients were prosperous, and learned to harness the materials and energies of the land. The Four Great Nations ruled in those days: the Empire of Aquila, the Theocracy of Turan, the Saal'Kesh confederation and the Witch-Kings of Ylum. While they ruled at first in peace, the four nations began to war with each other increasingly. The Green Age began in peace, but ended in warfare.
Terrible lances of fire, flying chariots, and towering War Gods were engaged in a war that scorched the earth and the seas, poisoned the air, and laid waste across all of Athanor. Some humans were reduced to barbarism, others called forth terrible magical powers, and pacts were made with things from the Great Beyond. All of civilization fell, and the voices of men from the stars beyond were never hear again.
It has been centuries, and what can survive has. The domed cities are abandoned or live as shadows of the past. Only five civilized nations survive, and most of the world is a wasteland. Most of the ways and history of the past are forgotten, and humanity survives as it must, on scraps of faded glory.
As the seas retreated and the great Atmosphere Plants of the ancients reshaped the planet, the continents and lands emerged from the sea. Forests were planted and the great domed cities were founded across the land. The Ancients were prosperous, and learned to harness the materials and energies of the land. The Four Great Nations ruled in those days: the Empire of Aquila, the Theocracy of Turan, the Saal'Kesh confederation and the Witch-Kings of Ylum. While they ruled at first in peace, the four nations began to war with each other increasingly. The Green Age began in peace, but ended in warfare.
Terrible lances of fire, flying chariots, and towering War Gods were engaged in a war that scorched the earth and the seas, poisoned the air, and laid waste across all of Athanor. Some humans were reduced to barbarism, others called forth terrible magical powers, and pacts were made with things from the Great Beyond. All of civilization fell, and the voices of men from the stars beyond were never hear again.
It has been centuries, and what can survive has. The domed cities are abandoned or live as shadows of the past. Only five civilized nations survive, and most of the world is a wasteland. Most of the ways and history of the past are forgotten, and humanity survives as it must, on scraps of faded glory.
A List of the Languages of Athanor
Contemporary Languages
- Tradetalk ("The Common Tongue")
- Alemanian
- Dromian ("spoken" language cannot be learned by humans)
- Duma
- Ghul (no written script)
- Hssu
- Khitai
- Mal'Akkan
- Throon (no written script)
- Zamoran
- Aquilan
- Saal'Keshi
- Turanian
- Ylumi
Sunday, February 22, 2009
Vog-mur the Necromancer
Vog-mur is an ancient terror, a centuries-old necromancer served by armies of undead. His lair is a multi-layered labyrinth below the sewers of Zamora. Vog-mur is a power unto himself, and he has made alliances with the Overlord of Zamora. He supplies the Overlord with Vat-men, and runs the Clone-vats of the Ancients, supplying the slave and prostitution trades of the city with an endless supply of goods. But he also experiments on the dead and dying poor, learning what he can through his foul experiments. It is said that the natural philosophers of Alemania are deeply interested in what Vog-mur has learned, though he looks in disgust at the technologies that they have lately begun to use in their land.
Vog-mur has a reputation for perversion and lust, manufacturing slaves for his own pleasure pits and hiring or capturing slaves to slake his twisted desires.
Vog-mur appears to be a bloated man, standing nearly seven feet tall, with pale, bluish waxy-looking skin and a small head with dead white eyes. His lips appear to be receding past overly large, squarish yellow teeth in nearly-black gums, his lips pulled back in a slight grin. His upturned nose seems ragged and pink, and his ears seem too small and withered. His legs end in reptilian feet, turned oddly, and his hands end in black, carapaced claws. He dresses in little more than a ragged kilt, with a broad leather belt.
Despite his great size and girth, he moves quickly, and is incredibly strong, making him a terror both when he is using magic and when he fights hand-to-hand. He seems to feel no pain, but to delight in the suffering of others.
Vog-mur is clever, cunning, and generally willing to parley with anyone. But he tends to make deals with cunning and strong forethought, so parley with the necromancer may not be the blessing it seems to be at first.
Vog-mur has a reputation for perversion and lust, manufacturing slaves for his own pleasure pits and hiring or capturing slaves to slake his twisted desires.
Vog-mur appears to be a bloated man, standing nearly seven feet tall, with pale, bluish waxy-looking skin and a small head with dead white eyes. His lips appear to be receding past overly large, squarish yellow teeth in nearly-black gums, his lips pulled back in a slight grin. His upturned nose seems ragged and pink, and his ears seem too small and withered. His legs end in reptilian feet, turned oddly, and his hands end in black, carapaced claws. He dresses in little more than a ragged kilt, with a broad leather belt.
Despite his great size and girth, he moves quickly, and is incredibly strong, making him a terror both when he is using magic and when he fights hand-to-hand. He seems to feel no pain, but to delight in the suffering of others.
Vog-mur is clever, cunning, and generally willing to parley with anyone. But he tends to make deals with cunning and strong forethought, so parley with the necromancer may not be the blessing it seems to be at first.
The Zamoran Tower of Wizardry
Officially sanctioned wizard training happens in the Tower of Wizardry and he surrounding university campus.As with guilds, the Tower has governmental sanction to control the training and apprenticeship of young wizards. Rogue wizards may face sanctions ranging from financial penalties to flogging to assassination, depending on the power of the wizard and the actions of the wizard. Vog-Mur the Necromancer, for instance, is not sanctioned by the Tower and pays them nothing, and faces no sanction due to his connections to the overlord and his might as a sorcerer. An ordinary wizard taking several apprentices, however, will receive some rather pointed attention.
The Tower rules its own quarter of the city, and enforces its will with trained sorcerers who are aided in their effort by undead servants and golems. They control manufacture and sale of magic items (demanding a cut of all sales), and the trade in new spells and magical knowledge. They are a conservative and self-interested lot, and a general pain in the lives of PC magic-users.
The Tower rules its own quarter of the city, and enforces its will with trained sorcerers who are aided in their effort by undead servants and golems. They control manufacture and sale of magic items (demanding a cut of all sales), and the trade in new spells and magical knowledge. They are a conservative and self-interested lot, and a general pain in the lives of PC magic-users.
Saturday, February 21, 2009
What Motivates your Suicidal Mission into the Underworld?
Blizack at Dungeonskull has a nice table for rolling up characters' motivations for going into a dungeon based on a shorter table that Jeff Rientz had posted back in September. While I would never force this on anyone, consider this your easy inspiration for why your first level nobody would ever want to go on a horrible mission into a dangerous underworld.
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More Athanoran Monsters
Some more Athanoran monsters, this time pillaging some of my top ten monsters post ideas....
Anhkheg
AC: 4 [15], HD: 3, Attacks: bite 2d6, Special: squirt acid, Move: 12/ burrow 6, HDE 4, XP 120
Special ability: squirt acid 30 feet once every 6 hours for 2dice damage.
The anhkheg is a burrowing insectoid creature which survives on a mix earth and meat. They have a brownish carapace with shining black eyes.
Girallon
AC: 6 [13], HD: 4+1, Attacks: claws d6+2, Move: 12/ 6 climb, HDE 5, XP 240
Four-armed white apes, the Girallon is the Athanoran ape, a brutal and cunning predator, often found in both the fungus forests of the world and in the ruins of ancient cities.
Osquip
AC: 7 [12], HD: 4+1, Attacks: bite d6+1, Move: 12/1 burrow, HDE 2, XP 30
The six-legged Athanoran rat is a common pest. Its large, spade-like teeth inflict wicked injuries.
Stirge
AC: 8 [11], HD: 1+1, Attacks: bite 1/2d6, Move: 3/18 fly, HDE 2, XP 30
The Athanoran bat is an odd mix of bat, bird, and insect. They live in flocks and feed on blood. Stirges attack with a +2 on the attack roll and do 1/2d6 damage per round until they have drained 12 hit points of blood, then they fly away bloated with blood.
Anhkheg
AC: 4 [15], HD: 3, Attacks: bite 2d6, Special: squirt acid, Move: 12/ burrow 6, HDE 4, XP 120
Special ability: squirt acid 30 feet once every 6 hours for 2dice damage.
The anhkheg is a burrowing insectoid creature which survives on a mix earth and meat. They have a brownish carapace with shining black eyes.
Girallon
AC: 6 [13], HD: 4+1, Attacks: claws d6+2, Move: 12/ 6 climb, HDE 5, XP 240
Four-armed white apes, the Girallon is the Athanoran ape, a brutal and cunning predator, often found in both the fungus forests of the world and in the ruins of ancient cities.
Osquip
AC: 7 [12], HD: 4+1, Attacks: bite d6+1, Move: 12/1 burrow, HDE 2, XP 30
The six-legged Athanoran rat is a common pest. Its large, spade-like teeth inflict wicked injuries.
Stirge
AC: 8 [11], HD: 1+1, Attacks: bite 1/2d6, Move: 3/18 fly, HDE 2, XP 30
The Athanoran bat is an odd mix of bat, bird, and insect. They live in flocks and feed on blood. Stirges attack with a +2 on the attack roll and do 1/2d6 damage per round until they have drained 12 hit points of blood, then they fly away bloated with blood.
Dinosaurs of Athanor
Dinosaurs are the standard wildlife on most of Athanor. Here are some Swords and Wizardry stats for them, as they appear on Athanor.
Allosaurus
AC: 6 [13], HD: 5, Attacks: bite 1d6+1, Move: 18, HDE 5, XP 240
Large, swift and cunning pack predators, these theropods are fearsome pack hunters of the great wastes. They are about 30 feet long and known for their cunning and skill as hunters.
Ankylosaurus
AC: 5 [14], HD: 7+2, Attacks: tail swipe 1d6+1, Move: 12, HDE 8, XP 800
Stout, thirty-foot long dinousaurs, these herbivores roam the lichen-beds of the former seas of Athanor in small packs. They are ill-tempered, and notably for their knobby hides and large, mace-like tails.
Brachiosaurus
AC: 4 [15], HD: 12+3, Attacks: tail swipe 1d6, Move: 12, HDE 13, XP 2000
These huge dinosaurs with long, snake-like tails and heads are herbivores who both graze on lichen and feed on fungus of the great forests. They are about 80 feet long and their heads stand up to 40 feet above the ground. They are dangerous when stampeding, doing 4d6 to anyone underfoot.
Compsognathus
AC: 8 [11], HD: 1-1, Attacks: bite 1d6-1, Move: 18, HDE less than 1, XP 10
Tiny, swift bipedal pack predators are common animals in the wilds of Athanor. They are about 3 feet long and are seen as pests by many, but kept as pets by others.
Deinonychus
AC: 7 [12], HD: 2+2, Attacks: bite 1d6, Move: 18, HDE 3, XP 60
Brutal, bipedal pack predaors, deinonychus are 10 feet long, with enlarged claws on their hind legs. They are swift runners, skilled leapers, and cunning hunters. They are vocred with feathers, including a great crest on their heads and long feathers on their forelimbs and tails. They tend to raid livestock and are a real menace to small caravans.
Iguanodon
AC: 6 [13], HD: 4, Attacks: "thumb" spikes bite 1d6-1, Move: 12, HDE 4, XP 120
Bulky 20 foot long herbivores with bill-like mouths, iguanodons generally move as quadrapeds, feeding on the great beds of lichen on the former sea-beds of Athanor, but can run as bipeds. They are notable for their thumb spikes, which they use as defensive weapons. While packs of these creatures live in the wild, they are also kept as domestic animals to serve as food and mounts.
Pachycephalosaurus
AC: 6 [13], HD: 4, Attacks: head butt 1d6+1, Move: 12, HDE 4, XP 120
Bipedial herbivores with thick skulls that stand about 15 feet long, pachycephalosaurus are ill-tempered pack creatures who use their thick bony skulls to head butt their enemies. Pachycephalosaurus do double dmage if they are charging. These creatures are sometimes domesticated as riding animals.
Parasaurolophus
AC: 7 [12], HD: 4+1, Attacks: slam 1d6, Move: 18, HDE 5, XP 240
30 foot long herbivores with bill-like mouths, parasaurolophus generally move as quadrapeds, feeding on the great beds of lichen on the former sea-beds of Athanor, but can run as bipeds. Their heads are topped by long, hollow crests that are used to make loud, sonorous noises to communicate over long distances. While packs of these creatures live in the wild, they are also kept as domestic animals to serve as food and mounts.
Pteranodon
AC: 7 [12], HD: 3, Attacks: bite 1d6-1, Move: 6/fly 24, HDE 3, XP 60
These flying predators lair in high places and feed on small arthropods, dinosaurs, and osquips. They are sometimes used as mounts, but are notably difficult to domesticate and train.
Rhamphorynchus
AC: 8 [11], HD: 1-1, Attacks: bite 1d6-2, Move: 3/fly 18, HDE less than 1, XP 10
Small, colorful, feathered, bird-like reptiles, these creatures are sometimes kept as pets, and are common creatures throughout athanor
Stegosaurus
AC: 5 [14], HD: 7+3, Attacks: Tail swipe 1d6+1, Move: 12, HDE 8, XP 800
Cantankerous herbivores, these creatures are about 30 feet long, with a double row of huge, bony spikes along their backs and a great, spiked tail. They are not particularly bright, but are hardy fighters when threatened.
Triceratops
AC: 4 [15], HD: 8+2, Attacks: gore 2d6, Move: 12, HDE 9, XP 1100
These huge quadrapeds have frilled bony crests and three great horns on their heads. 30 feet long and bulky, and standing about 10 feet tall, these creatures can build great momentum on a charge. These herbivores live in great packs on the plains. When charging, they do double damage.
Tyrannosaurus
AC: 6 [17], HD: 8+1, Attacks: bite 2d6, Move: 18, HDE 5, XP 240
The terrors of the wilds, tyrannosaurs are 40 feet long and 10-15 feet tall at the hip. Their huge heads are filled with sharp teeth. They travel in groups of one to three and are deadly hunters.
Allosaurus
AC: 6 [13], HD: 5, Attacks: bite 1d6+1, Move: 18, HDE 5, XP 240
Large, swift and cunning pack predators, these theropods are fearsome pack hunters of the great wastes. They are about 30 feet long and known for their cunning and skill as hunters.
Ankylosaurus
AC: 5 [14], HD: 7+2, Attacks: tail swipe 1d6+1, Move: 12, HDE 8, XP 800
Stout, thirty-foot long dinousaurs, these herbivores roam the lichen-beds of the former seas of Athanor in small packs. They are ill-tempered, and notably for their knobby hides and large, mace-like tails.
Brachiosaurus
AC: 4 [15], HD: 12+3, Attacks: tail swipe 1d6, Move: 12, HDE 13, XP 2000
These huge dinosaurs with long, snake-like tails and heads are herbivores who both graze on lichen and feed on fungus of the great forests. They are about 80 feet long and their heads stand up to 40 feet above the ground. They are dangerous when stampeding, doing 4d6 to anyone underfoot.
Compsognathus
AC: 8 [11], HD: 1-1, Attacks: bite 1d6-1, Move: 18, HDE less than 1, XP 10
Tiny, swift bipedal pack predators are common animals in the wilds of Athanor. They are about 3 feet long and are seen as pests by many, but kept as pets by others.
Deinonychus
AC: 7 [12], HD: 2+2, Attacks: bite 1d6, Move: 18, HDE 3, XP 60
Brutal, bipedal pack predaors, deinonychus are 10 feet long, with enlarged claws on their hind legs. They are swift runners, skilled leapers, and cunning hunters. They are vocred with feathers, including a great crest on their heads and long feathers on their forelimbs and tails. They tend to raid livestock and are a real menace to small caravans.
Iguanodon
AC: 6 [13], HD: 4, Attacks: "thumb" spikes bite 1d6-1, Move: 12, HDE 4, XP 120
Bulky 20 foot long herbivores with bill-like mouths, iguanodons generally move as quadrapeds, feeding on the great beds of lichen on the former sea-beds of Athanor, but can run as bipeds. They are notable for their thumb spikes, which they use as defensive weapons. While packs of these creatures live in the wild, they are also kept as domestic animals to serve as food and mounts.
Pachycephalosaurus
AC: 6 [13], HD: 4, Attacks: head butt 1d6+1, Move: 12, HDE 4, XP 120
Bipedial herbivores with thick skulls that stand about 15 feet long, pachycephalosaurus are ill-tempered pack creatures who use their thick bony skulls to head butt their enemies. Pachycephalosaurus do double dmage if they are charging. These creatures are sometimes domesticated as riding animals.
Parasaurolophus
AC: 7 [12], HD: 4+1, Attacks: slam 1d6, Move: 18, HDE 5, XP 240
30 foot long herbivores with bill-like mouths, parasaurolophus generally move as quadrapeds, feeding on the great beds of lichen on the former sea-beds of Athanor, but can run as bipeds. Their heads are topped by long, hollow crests that are used to make loud, sonorous noises to communicate over long distances. While packs of these creatures live in the wild, they are also kept as domestic animals to serve as food and mounts.
Pteranodon
AC: 7 [12], HD: 3, Attacks: bite 1d6-1, Move: 6/fly 24, HDE 3, XP 60
These flying predators lair in high places and feed on small arthropods, dinosaurs, and osquips. They are sometimes used as mounts, but are notably difficult to domesticate and train.
Rhamphorynchus
AC: 8 [11], HD: 1-1, Attacks: bite 1d6-2, Move: 3/fly 18, HDE less than 1, XP 10
Small, colorful, feathered, bird-like reptiles, these creatures are sometimes kept as pets, and are common creatures throughout athanor
Stegosaurus
AC: 5 [14], HD: 7+3, Attacks: Tail swipe 1d6+1, Move: 12, HDE 8, XP 800
Cantankerous herbivores, these creatures are about 30 feet long, with a double row of huge, bony spikes along their backs and a great, spiked tail. They are not particularly bright, but are hardy fighters when threatened.
Triceratops
AC: 4 [15], HD: 8+2, Attacks: gore 2d6, Move: 12, HDE 9, XP 1100
These huge quadrapeds have frilled bony crests and three great horns on their heads. 30 feet long and bulky, and standing about 10 feet tall, these creatures can build great momentum on a charge. These herbivores live in great packs on the plains. When charging, they do double damage.
Tyrannosaurus
AC: 6 [17], HD: 8+1, Attacks: bite 2d6, Move: 18, HDE 5, XP 240
The terrors of the wilds, tyrannosaurs are 40 feet long and 10-15 feet tall at the hip. Their huge heads are filled with sharp teeth. They travel in groups of one to three and are deadly hunters.
Friday, February 20, 2009
Top 10 Favorite TSR Monsters
This topic has been posted by both Scott on World of Thool and by James at Grognardia, and noisms at Monsters and Manuals. Being unoriginal, I thought I'd join in on the fun. You might note my general love for the Fiend Folio....
The Grell
It's a freakin' flying brain with tentacles below it and a giant parrot beak. Simultaneously grotesque and ridiculous, the illustration on page 47 of the Fiend Folio of a desperate fighter in its grip capture the terror of the concept for me.
Githyanki and Githzerai
The backstory of escaped slaves turned inhuman and turned on each other is compelling. The combination of their near-humanness and their alienness is compelling, as are their extraplanar weirdness and magical gonzo nature.
Kuo-Toa
Demonic subterranean fish-men? Sure, the Sahuagin had a similar, definitely scary schtick. But somehing about the froggy weirdness of these guys gave them a Lovecraftian feeling not far from the Deep Ones.
Penanggalan
The creepiest undead anywhere. Head and guts detached from the body and flying around sucking blood? Yeah. That's some disgusting horror stuff right there.
Osquips
Six-legged rats with giant choppers? Yeah. I think that these bad boys are going to be the standard rats of Athanor.
Stirges
Blood-sucking bat-bug-birds. How can you go wrong. These will likely be the bats of Athanor.
Girallon
Four-armed apes were my favorite 3rd edition brutes. Make them white, and they are pure Burroughsian Martian White Apes. These are going to fill a similar role on Athanor, too.
Aboleth
Lovecraftian fish-monsters with mental powers and the ability to turn your skin into goo? If that doesn't strike you as creepy, I'm not sure what will.
Derro
Sadistic, xenophobic, cannibalistic subterranean midget slavers led by evil scholars in a plot to destroy surface life seems pretty much the definition of freaky danger in the dungeon depths.
Honorable mentions: carrion crawler, sahuagin, ankheg, slithering tracker, mind flayer, slaadi, yuan-ti.
The Grell
It's a freakin' flying brain with tentacles below it and a giant parrot beak. Simultaneously grotesque and ridiculous, the illustration on page 47 of the Fiend Folio of a desperate fighter in its grip capture the terror of the concept for me.
Githyanki and Githzerai
The backstory of escaped slaves turned inhuman and turned on each other is compelling. The combination of their near-humanness and their alienness is compelling, as are their extraplanar weirdness and magical gonzo nature.
Kuo-Toa
Demonic subterranean fish-men? Sure, the Sahuagin had a similar, definitely scary schtick. But somehing about the froggy weirdness of these guys gave them a Lovecraftian feeling not far from the Deep Ones.
Penanggalan
The creepiest undead anywhere. Head and guts detached from the body and flying around sucking blood? Yeah. That's some disgusting horror stuff right there.
Osquips
Six-legged rats with giant choppers? Yeah. I think that these bad boys are going to be the standard rats of Athanor.
Stirges
Blood-sucking bat-bug-birds. How can you go wrong. These will likely be the bats of Athanor.
Girallon
Four-armed apes were my favorite 3rd edition brutes. Make them white, and they are pure Burroughsian Martian White Apes. These are going to fill a similar role on Athanor, too.
Aboleth
Lovecraftian fish-monsters with mental powers and the ability to turn your skin into goo? If that doesn't strike you as creepy, I'm not sure what will.
Derro
Sadistic, xenophobic, cannibalistic subterranean midget slavers led by evil scholars in a plot to destroy surface life seems pretty much the definition of freaky danger in the dungeon depths.
Honorable mentions: carrion crawler, sahuagin, ankheg, slithering tracker, mind flayer, slaadi, yuan-ti.
Factions in Zamora
The Great Houses
The Great Houses are the aristocratic families of Zamora. They control money, banking, various guilds, and military resources in Zamora. They are part Machiavellian nobles and part mob families, often busily scheming against each other.
The trade guilds control the practice of most skilled professions in Zamora. They control training, pricing, distribution of goods, and training and hiring of apprentices. The Guilds are protected by city charters, and provide the backbone of trade in Zamora’s cities.
The Red Hand Society
The Red Hand Society is a society of professional assassins. They are known for their strict adherence to contracts, and their skills at disguise, stealth, and poisoning. The Red Hands are illegal to hire, and illegal in their operations, but are much sought after to create final solutions to confilicts.
The Explorers’ Club
This group is a widespread Zamoran gentlemen’s club. Most members of the club are young, wealthy dilettantes, some of whom actually engage in adventures, including safaris, airship racing, and exploration of ruins.
The Lo Pan Society
This group of Khitai merchants is suspected of many illicit dealings. They are likely involved in illicit smuggling and drug trafficking, and rumor speaks of a single sinister mastermind that they all serve.
The Great Houses are the aristocratic families of Zamora. They control money, banking, various guilds, and military resources in Zamora. They are part Machiavellian nobles and part mob families, often busily scheming against each other.
- House Amador: known for fashion, dance, dueling and social gatherings.
- House Buñuel: known for its artists and musicians.
- House Guzman: known for banking and skill with money as well as ties to the Trade Guilds
- House Lucero: known for its connections to the Three Churches of Law.
- House Nuñez: known for skill in intrigue, assassination, and its connections to the Six Churches of Chaos.
- House Soriano: known for its connection to scholars.
The trade guilds control the practice of most skilled professions in Zamora. They control training, pricing, distribution of goods, and training and hiring of apprentices. The Guilds are protected by city charters, and provide the backbone of trade in Zamora’s cities.
The Red Hand Society
The Red Hand Society is a society of professional assassins. They are known for their strict adherence to contracts, and their skills at disguise, stealth, and poisoning. The Red Hands are illegal to hire, and illegal in their operations, but are much sought after to create final solutions to confilicts.
The Explorers’ Club
This group is a widespread Zamoran gentlemen’s club. Most members of the club are young, wealthy dilettantes, some of whom actually engage in adventures, including safaris, airship racing, and exploration of ruins.
The Lo Pan Society
This group of Khitai merchants is suspected of many illicit dealings. They are likely involved in illicit smuggling and drug trafficking, and rumor speaks of a single sinister mastermind that they all serve.
Labels:
Zamora
Thursday, February 19, 2009
Classes and Characters
Like the original white-box D&D rules, Swords and Wizardry only includes three classes: Cleric, Fighter and Magic-user. Even the familiar Thief Class from Supplement I and beyond is skipped. I don't see this as a problem. The three types of characters are those who rely on faith, steel and sorcery, and players will be able to fit their concepts into these classes.
Clerics, as I see it, represent not the average priest, but crusading warrior-priests, monster-hunters, or crusaders. They are equal bits Knight Templar and Van Helsing, and are distinguished by their reliance of religious trappings and ritual tied to strength of arms and faith.
Fighters are actually all charaters who live by the sword -- from Fahrd and the Gray Mouser to Conan, these are the warriors, thieves, con-artists, and other non-magical characters of he world.
Magic-users are those who rely on arcane power. They tend to be scholars and thinkers more than warriors, and have limited but powerful resources that can change the tide of battle.
None of these three classes is all-powerful, which is a plus, since that encourages group play.
Note that the rules are very vague in character abilities, which is a good thing. Bringing the character to life is the player's job, using the rules as litle more than a loose framework for imagination.
Clerics, as I see it, represent not the average priest, but crusading warrior-priests, monster-hunters, or crusaders. They are equal bits Knight Templar and Van Helsing, and are distinguished by their reliance of religious trappings and ritual tied to strength of arms and faith.
Fighters are actually all charaters who live by the sword -- from Fahrd and the Gray Mouser to Conan, these are the warriors, thieves, con-artists, and other non-magical characters of he world.
Magic-users are those who rely on arcane power. They tend to be scholars and thinkers more than warriors, and have limited but powerful resources that can change the tide of battle.
None of these three classes is all-powerful, which is a plus, since that encourages group play.
Note that the rules are very vague in character abilities, which is a good thing. Bringing the character to life is the player's job, using the rules as litle more than a loose framework for imagination.
Labels:
rules,
swords and wizardry
Wednesday, February 18, 2009
What's the Story?
For years, I have run games with clear storylines. With Athanor, I'm taking a different tack. Story is the outgrowth of the players actions. This isn't revolutionary. In fact, it's just a truism about roleplaying games. The difference here is that I'm just laying some events, locations, and conflicts around the game. You can stumble on them and interact with them or you can leave them be and the game is still going to move on. You might learn about a plot on the throne, or not; you might learn about an ancient evil awakening or not; and you might learn about them and not care. Your call.
I will leave lots of ruins and locations in the game, and will have possible friends, enemies, and sponsors around. But I'm leaving it to the players to come up with a plan.
I will leave lots of ruins and locations in the game, and will have possible friends, enemies, and sponsors around. But I'm leaving it to the players to come up with a plan.
Tuesday, February 17, 2009
Religion in Zamora
The people of Zamora worship the 6 Lords of Chaos and the 3 Lords of Law.
The Lords of Chaos are gods of change, magic and possibility. They include:
The Lords of Chaos are gods of change, magic and possibility. They include:
- Bel the Liberator
- Asheba the Creator
- Checkah the Trickster
- Vanya of the Silken Thighs
- Kesh the Destroyer
- Tala the Corrupter
- Fala the Lightbringer
- Malkut the Scholar
- Serin of the Iron Fist
Firearms and Athanor
Because I want a swashbuckling feel to the game, and because both Howard's Almuric and Burroughs' Barsoom have guns, I decided that guns should be part of Athanor. I didn't want the ultra-powerful radium guns of Barsoom, though. Instead, I want what amounts to flintlocks in the campaign.
Over the years, I know people have published D&D firearms rules that include chances for explosions and all kinds of gee-gaws. I want this to be simple. So here are guns in Athanor:
Over the years, I know people have published D&D firearms rules that include chances for explosions and all kinds of gee-gaws. I want this to be simple. So here are guns in Athanor:
- Pistol: 1d6+1 damage, 2 lbs weight, cost 40, rate of fire 1/2, range 60ft. 20 shots and powder cost 10 and weigh 2.
- Rifle: 1d6+1 damage, 5 lbs weight, cost 50, rae of fire 1/2, range 100ft. 20 shots and powder cost 10 and weigh 2.
- Cannons: 3d6 damage, not portable (50 lbs weight), cost 300, rate of fire 1/3, range 250ft. 1 shot and powder costs 5 and weighs 7.
- Grenades: 2d6 damage in 5' radius, 1lb weight, cost 5, takes 1 round to light, may be thrown up to 40 ft.
Labels:
rules,
swords and wizardry,
world
Monday, February 16, 2009
Intelligent Non-humans
As I said earlier, there are no non-human characters. That doesn't mean that non-human intelligences don't exist. There are some unspeakable horrors and intelligent undead monsters, for instance. But more importantly, there are intelligent beings in Zamora... but they are alien and mysterious.
The most common are the Dromians. Standing about three feet tall, these reed-like, insectoid creatures walk on four legs and have two "arms" ending in hands with three prehensile "fingers" evenly spaced around the ends of their arms. They are strong as a full-grown man, have leathery grey carapaces, and have expressionless heads with six multi-faceted heads, long antennae, and three tentacular probosci that they use to eat nectar and pulped fruit. The Dromians seem to communicate through a series of clicks, chirps, and musky scents, though hey also seem to understand human speech. They dress in conical hooded robes, and serve the Overlord of Zamora as quiet, cold and dedicated laborers who maintain the city and the tunnels under it.
The next most common are the Vat Men, constructs of the Sorcerer Vog-Mur the Necromancer, made in his laboratories deep below the city. The Vat Men regenerate at a frightful rate, are physically superior to ordinary men, and have great muscular frames. Their faces, however, have small, close-set eyes, a mouth frozen in a perpectual rictus, and upturned noses. They seem strange charicatures of humanity, and fight without fear or hesitation.
The last intelligence race are the Hssu, desert traders who travel beyond the land of the Five Kingdoms. They trade in the drug Ssharru, an opiate-like substance known for both its addictiveness and its tendency to cause strange, vivid, and often prophetic dreams. The Hssu are alien creatures, with conical bodies ending in four thick tentacles. The top of their cone ends in four eye stalks and four trumpet-like ears. They have four prehensile tentacles mid-way through their bodies which end in mouths with two long "lips" that can be used to hold and manipulate items. The Hssu speak through their tentacular mouths, and speak the common tongue as well as their own. They are not expressive, and are treated with some trepidation by humans, though they are welcome by anyone seek Ssharru.
The most common are the Dromians. Standing about three feet tall, these reed-like, insectoid creatures walk on four legs and have two "arms" ending in hands with three prehensile "fingers" evenly spaced around the ends of their arms. They are strong as a full-grown man, have leathery grey carapaces, and have expressionless heads with six multi-faceted heads, long antennae, and three tentacular probosci that they use to eat nectar and pulped fruit. The Dromians seem to communicate through a series of clicks, chirps, and musky scents, though hey also seem to understand human speech. They dress in conical hooded robes, and serve the Overlord of Zamora as quiet, cold and dedicated laborers who maintain the city and the tunnels under it.
The next most common are the Vat Men, constructs of the Sorcerer Vog-Mur the Necromancer, made in his laboratories deep below the city. The Vat Men regenerate at a frightful rate, are physically superior to ordinary men, and have great muscular frames. Their faces, however, have small, close-set eyes, a mouth frozen in a perpectual rictus, and upturned noses. They seem strange charicatures of humanity, and fight without fear or hesitation.
The last intelligence race are the Hssu, desert traders who travel beyond the land of the Five Kingdoms. They trade in the drug Ssharru, an opiate-like substance known for both its addictiveness and its tendency to cause strange, vivid, and often prophetic dreams. The Hssu are alien creatures, with conical bodies ending in four thick tentacles. The top of their cone ends in four eye stalks and four trumpet-like ears. They have four prehensile tentacles mid-way through their bodies which end in mouths with two long "lips" that can be used to hold and manipulate items. The Hssu speak through their tentacular mouths, and speak the common tongue as well as their own. They are not expressive, and are treated with some trepidation by humans, though they are welcome by anyone seek Ssharru.
Labels:
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Non-humans,
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White Box Options
One of the nice things about the Swords and Wizardry White Box Edition is the inclusion of many optional rules to allow for very customized games. The following "House Rule" rule options will be available in the Athanor campaign:
I plan on keeping house rules about this short. Part of the point of using a simple rule set like Swords and Wizardry is to avoid having complex house rules!
- Page 1: Rolling Attributes.
- Page 3-4: Expanded attribute bonuses for Strength, Intelligence, Wisdom and Dexterity.
- Page 7: M-U Advancement
- Pages 8 - 10: Character Races are not used. All Athanor characters are human.
- Page 12: AC vs. AAC — we will be using AAC.
- Page 16: Death and Binding Wounds will both be used.
I plan on keeping house rules about this short. Part of the point of using a simple rule set like Swords and Wizardry is to avoid having complex house rules!
Labels:
rules,
swords and wizardry
Zamora
Zamora is built on the site of an ancient domed pre-disaster city. Made of huge stone slabs, the city's great dome is cracked, and much of the city now lies in ruins — an area now called the Barrens. The remaining elements of the city are centered on The Plaza, where the Tower of the Overlord forms the center of government, and where the Great Market is open to all.The populated parts of the city are divided into four quarters: the Merchant Quarter, which is the largest portion of the city, dominated by the Consortium of Guilds; the Gold Quarter, which is home to the wealthy and powerful members of the Five Families of powerful merchants, the Tower Quarter, which is dominated by the Tower of Wizards and their great University; and the Shadow Quarter, ruled by powerful criminal elements.
Sewers and ancient ruins riddle the ground beneath the city, and several powerful factions seek to control much of the city. The Overlord stays in control by pitting factions against each other, and by controlling a small, loyal, and dangerous secret police force.
Sunday, February 15, 2009
World Information
The Land
The broad plains of Athanor are covered with a thick, spongy, ochre colored lichen. While this is hard to cut or burn, it is a common source of nutrition for the herbivores of Athanor.
Some areas of Athanor are covered with stands or even forests of huge fungi, some 20, 30 or more feet tall. These fungi are often orange, red, brown or violet, have hard silicate endostructures, and noxious or even toxic spores that kill most non-arthropod life forms. Few venture into the fungal forests as a result, and some consider them a blight to be purged or contained with fire.
A few areas are covered with tall, reddish trees, though most of these are cultivated orchards in civilized lands. These trees often have deep red, magenta or even violet leaves. Wild groves are often home to dangerous plants such as strangle-vine or great carnivorous plants.
Climate
Athanor's red sun hangs over an arid land where most of the world's oceans and seas have retreated or disappeared completely. Most of the land is covered in dry plains or deserts. Where great cities once stood explorers find the ruins of the world's faded glory.
Calendar
Two moons hang over the dusty land, the swift-moving Selune and her larger sister Miera, making most nights bright. The phases of Selune mark the seven days of the week: Sunday, Moonday, Stoneday, Waterday, Windsday, Fireday, and Godsday. The fourteen-week cycles of Miera mark the three seasons of the year: Storm, Earth, and Fire seasons.
Technology
Technology in Athanor is somewhere between arund the late Age of Sail , with printing presses, simple optics, muzzle-loading firearms, crude germ theory, and crude steam technology. In addition, rare advanced technological items exist, too.
The metal orichalcum is refined as a salt to use in firearms, used to make the gas provides fills the lift tanks of Athanor’s airships—expensive and rare lighter-than-air craft that provide some of the trade between the great cities.
Still stranger items exist in the Tombs of the Ancients, where artifacts survive that men can use to make themselves kings.
Travel
Overland travel usually involves riding on parasauralophus. These dinosaurs can carry two riders and gear or four riders without gear. Some travel may be done on howdahs atop triceratops. Rarely, gigantes are tamed and used as beasts of burden or to bear great howdahs. Faster travel across the desert may be made by great sailed sand-ships, flat, catamaran-like craft that skate across the desert under great sails. But the fastest long-distance travel comes in the form of airships, held aloft by orichalcum gas and propelled through the use of sails or steam engines. Airships are the key to naval power, but are expensive enough that trade still depends on overland travel.


The broad plains of Athanor are covered with a thick, spongy, ochre colored lichen. While this is hard to cut or burn, it is a common source of nutrition for the herbivores of Athanor.
Some areas of Athanor are covered with stands or even forests of huge fungi, some 20, 30 or more feet tall. These fungi are often orange, red, brown or violet, have hard silicate endostructures, and noxious or even toxic spores that kill most non-arthropod life forms. Few venture into the fungal forests as a result, and some consider them a blight to be purged or contained with fire.
A few areas are covered with tall, reddish trees, though most of these are cultivated orchards in civilized lands. These trees often have deep red, magenta or even violet leaves. Wild groves are often home to dangerous plants such as strangle-vine or great carnivorous plants.
Climate
Athanor's red sun hangs over an arid land where most of the world's oceans and seas have retreated or disappeared completely. Most of the land is covered in dry plains or deserts. Where great cities once stood explorers find the ruins of the world's faded glory.
Calendar
Two moons hang over the dusty land, the swift-moving Selune and her larger sister Miera, making most nights bright. The phases of Selune mark the seven days of the week: Sunday, Moonday, Stoneday, Waterday, Windsday, Fireday, and Godsday. The fourteen-week cycles of Miera mark the three seasons of the year: Storm, Earth, and Fire seasons.
Technology
Technology in Athanor is somewhere between arund the late Age of Sail , with printing presses, simple optics, muzzle-loading firearms, crude germ theory, and crude steam technology. In addition, rare advanced technological items exist, too.
The metal orichalcum is refined as a salt to use in firearms, used to make the gas provides fills the lift tanks of Athanor’s airships—expensive and rare lighter-than-air craft that provide some of the trade between the great cities.
Still stranger items exist in the Tombs of the Ancients, where artifacts survive that men can use to make themselves kings.
Travel
Overland travel usually involves riding on parasauralophus. These dinosaurs can carry two riders and gear or four riders without gear. Some travel may be done on howdahs atop triceratops. Rarely, gigantes are tamed and used as beasts of burden or to bear great howdahs. Faster travel across the desert may be made by great sailed sand-ships, flat, catamaran-like craft that skate across the desert under great sails. But the fastest long-distance travel comes in the form of airships, held aloft by orichalcum gas and propelled through the use of sails or steam engines. Airships are the key to naval power, but are expensive enough that trade still depends on overland travel.


Barbarians of Athanor
The Throon
The ochre-skinned savages known as the Throon actually consist of several tribes, each taking a different animal as its totem. The Throon tend to fight with each other as well as with the people of the Five Kingdoms. Some act as bandits, others raid civilized outposts regularly. Still others live at peace with the Five Kingdoms. They have their own martial code of honor, but are not beholden to the ways of the Five Kingdoms.
The Ghul
The Ghul are superstitious cannibalistic savages known for their transparent flesh that exposes their bones. They are ruthless raiders who are known for not taking prisoners.
The ochre-skinned savages known as the Throon actually consist of several tribes, each taking a different animal as its totem. The Throon tend to fight with each other as well as with the people of the Five Kingdoms. Some act as bandits, others raid civilized outposts regularly. Still others live at peace with the Five Kingdoms. They have their own martial code of honor, but are not beholden to the ways of the Five Kingdoms.
The Ghul
The Ghul are superstitious cannibalistic savages known for their transparent flesh that exposes their bones. They are ruthless raiders who are known for not taking prisoners.
Labels:
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The Five Kingdoms
Alemania
The blue-skinned, hairless Alemanians have a very rigid and organized society. Their national ideology focuses on the superiority and homogeneity of the Alemanian people. They support a strong sense of collectivism, a strong central governmental authority in order to protect the stability of the Motherland. Their society is divided into several castes: scholarly, military, merchant-industrial, and agrarian. Each of theses hase a place in the parliamentary structure of Alemania, serving the High Chancellor. Alemanians are athiest, devoting themselves to their nation and their people instead.
Duma
The tall, muscular, black-skinned, red-haired warriors of Duma are distrustful of Ancient Technology. They live in walled towns guarded by their warrior caste and depending on their agricultural caste to breed and control their great dinosaur herds. They are renowned musicians, artists, historians, and metalworkers. They are matriarchal in times of peace and ruled by male warriors in times of war. They tend toward collectivism, distrust outsiders, and care little about outside nations.
Khitai
The short, stocky, yellow-skinned, black-haired, black-eyed people of Khitai are insular and distrustful of outsiders. Foreigners only tend to interact with Khitai as merchants or ambassadors. Males wear long tunics, loose pants, slippers or boots, and broad sashes. They tend to have heads shaved except for a long braid. Officials and military men tend to wear neatly-cropped beards. Females wear their hair long, but pin it up in coiffures that are more ornate the more important the worman is. They tend to wear silk robes with loose pants, slippers, and sashes.
Mal'Akka
The people of Mal'akka are brown-skinned with bright green eyes and dark green hair. Males tend to wear long beards, and all wear loose linen clothing, usually robes. They are tall and slim with pointed ears and an air of gracefulness. They are merchants and desert caravan masters known for their devotion to the desert god Shem.
Zamora
The red-skinned, black-haired people of Zamora are known for their hot-headed and passionate natures. They are known as duelists, political schemers, and romantic idealists.
The blue-skinned, hairless Alemanians have a very rigid and organized society. Their national ideology focuses on the superiority and homogeneity of the Alemanian people. They support a strong sense of collectivism, a strong central governmental authority in order to protect the stability of the Motherland. Their society is divided into several castes: scholarly, military, merchant-industrial, and agrarian. Each of theses hase a place in the parliamentary structure of Alemania, serving the High Chancellor. Alemanians are athiest, devoting themselves to their nation and their people instead.
Duma
The tall, muscular, black-skinned, red-haired warriors of Duma are distrustful of Ancient Technology. They live in walled towns guarded by their warrior caste and depending on their agricultural caste to breed and control their great dinosaur herds. They are renowned musicians, artists, historians, and metalworkers. They are matriarchal in times of peace and ruled by male warriors in times of war. They tend toward collectivism, distrust outsiders, and care little about outside nations.
Khitai
The short, stocky, yellow-skinned, black-haired, black-eyed people of Khitai are insular and distrustful of outsiders. Foreigners only tend to interact with Khitai as merchants or ambassadors. Males wear long tunics, loose pants, slippers or boots, and broad sashes. They tend to have heads shaved except for a long braid. Officials and military men tend to wear neatly-cropped beards. Females wear their hair long, but pin it up in coiffures that are more ornate the more important the worman is. They tend to wear silk robes with loose pants, slippers, and sashes.
Mal'Akka
The people of Mal'akka are brown-skinned with bright green eyes and dark green hair. Males tend to wear long beards, and all wear loose linen clothing, usually robes. They are tall and slim with pointed ears and an air of gracefulness. They are merchants and desert caravan masters known for their devotion to the desert god Shem.
Zamora
The red-skinned, black-haired people of Zamora are known for their hot-headed and passionate natures. They are known as duelists, political schemers, and romantic idealists.
Labels:
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athanor,
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world
Campaign Map
My current version of the campaign map is limited and simple— and intentionally so. I don't intend for this be be a wide-ranging campaign geographically. The world is very dangerous, and leaving the city (which isn't the most hospitable place itself) is likely to lead to swift and brutal death for the unprepared.
At some point, I will put up a key to the map, I guess.
Athanor in a Nutshell
1. This is an Old-School Game
This is definitely an old-school gaming experience. I will be using the Swords and Wizardry White Box Edition as the basic rule set. That doesn't mean the game will be focused on hack-and-slash combat or that it will be all about dungeon crawling. Rather, the game will be a free-wheeling experience where the rules are just a backdrop for the real experience of the game rather than the physics of the game world.
2. Think Howard and Leiber not Tolkien or Jordan
Think of Robert E. Howard or Fritz Leiber rather than J.R.R. Tolkein or Robert Jordan. This is pulp fantasy, with shady characters with gray morality rather than shining heroes of epic fantasy. Big influences on me will be Robert E. Howard's Almuric , Edgar Rice Burroughs' “Barsoom ” and “Pellucidar ” novels, and Mike Grell's Warlord comic books from the 1970s.
3. Athanor is Strange and Alien
This is definitely a game of Weird Fantasy influenced by pulp conventions. Most animals in the world are dinosaurs, other reptiles, or arthropods — birds and mammals are rare at best. Where supernatural monsters appear, they will often be strange and either rare or unique, and often linked to specific places. Magic items will be rare, and are often powerful but limited in their use.
4. Athanor was Once Much More Technologically Advanced
Once upon a time, advanced technology was the norm. Something terrible happened ages ago, driving the world to the brink of oblivion. Some remnants of the past —technology, monsters, architecture — still survive, but few remember the origins and meaning of these ancient items.
5. It's All Humans and Monsters Here
Humans are humans. Monsters are monsters. There are no near-human and demi-human creatures, so dwarves, elves, halflings, goblins and orcs do not appear in the campaign. Instead, there are many nationalities and ethnicities of humans. Inspired by Burroughs, the different peoples of the world have different, extreme skin colors — Zamorans are brick red, Alemanians are hairless and ice–blue, Dumani are ebon-black, Mal-Akka are nut-brown, and Khitai are lemon-yellow. The barbarian Throon tribes are ochre-skinned, and the cannibalistic Ghuls have colorless flesh, and only their bones and eyes can be seen.
6. Urban Adventure
The City is where you adventure, and the game is a very urban setting where you lurk through the streets and find adventure and danger in the midst of the alleys and political machinations of the urban setting. However, the City also dates back to before the Great Disaster that made the seas retreat and left Athanor dying. Under its broken dome, much of the city has turned to ruins and dangers fill the sewers below.
7. Power Corrupts
The government is corrupt. The churches are corrupt. The guilds are corrupt. Even the Tower of Wizards is corrupt. You can't trust The Man because the Man is part of a web of conspiracy and lies deeply ingrained at almost every level. It's every man for himself. Even more importantly, magical power corrupts and shapes those who use it, as does some Ancient Technology, exacting a price for its power too.
8. Ancient Evil Waits to Return
Once, strange and horrible things walked the world, unleashed by great disasters and terrorizing the land. For some reason or other, those ancient evils went to sleep. Now some of that evil may be waking up.
This is definitely an old-school gaming experience. I will be using the Swords and Wizardry White Box Edition as the basic rule set. That doesn't mean the game will be focused on hack-and-slash combat or that it will be all about dungeon crawling. Rather, the game will be a free-wheeling experience where the rules are just a backdrop for the real experience of the game rather than the physics of the game world.
2. Think Howard and Leiber not Tolkien or Jordan
Think of Robert E. Howard or Fritz Leiber rather than J.R.R. Tolkein or Robert Jordan. This is pulp fantasy, with shady characters with gray morality rather than shining heroes of epic fantasy. Big influences on me will be Robert E. Howard's Almuric , Edgar Rice Burroughs' “Barsoom ” and “Pellucidar ” novels, and Mike Grell's Warlord comic books from the 1970s.
3. Athanor is Strange and Alien
This is definitely a game of Weird Fantasy influenced by pulp conventions. Most animals in the world are dinosaurs, other reptiles, or arthropods — birds and mammals are rare at best. Where supernatural monsters appear, they will often be strange and either rare or unique, and often linked to specific places. Magic items will be rare, and are often powerful but limited in their use.
4. Athanor was Once Much More Technologically Advanced
Once upon a time, advanced technology was the norm. Something terrible happened ages ago, driving the world to the brink of oblivion. Some remnants of the past —technology, monsters, architecture — still survive, but few remember the origins and meaning of these ancient items.
5. It's All Humans and Monsters Here
Humans are humans. Monsters are monsters. There are no near-human and demi-human creatures, so dwarves, elves, halflings, goblins and orcs do not appear in the campaign. Instead, there are many nationalities and ethnicities of humans. Inspired by Burroughs, the different peoples of the world have different, extreme skin colors — Zamorans are brick red, Alemanians are hairless and ice–blue, Dumani are ebon-black, Mal-Akka are nut-brown, and Khitai are lemon-yellow. The barbarian Throon tribes are ochre-skinned, and the cannibalistic Ghuls have colorless flesh, and only their bones and eyes can be seen.
6. Urban Adventure
The City is where you adventure, and the game is a very urban setting where you lurk through the streets and find adventure and danger in the midst of the alleys and political machinations of the urban setting. However, the City also dates back to before the Great Disaster that made the seas retreat and left Athanor dying. Under its broken dome, much of the city has turned to ruins and dangers fill the sewers below.
7. Power Corrupts
The government is corrupt. The churches are corrupt. The guilds are corrupt. Even the Tower of Wizards is corrupt. You can't trust The Man because the Man is part of a web of conspiracy and lies deeply ingrained at almost every level. It's every man for himself. Even more importantly, magical power corrupts and shapes those who use it, as does some Ancient Technology, exacting a price for its power too.
8. Ancient Evil Waits to Return
Once, strange and horrible things walked the world, unleashed by great disasters and terrorizing the land. For some reason or other, those ancient evils went to sleep. Now some of that evil may be waking up.
Starting Out
This blog is an experiment in procrastination and campaign design (in that order.) Since I don't currently have a game group, and I don't have much time, I'm using this blog as my outlet for my gaming creativity.
Athanor is an idea that has been tumbling around in my head. It originally began as notes for a highly customized d20 campaign, briefly lived as notes for a Grim Tales game, and even got kicked around as a possible Savage Worlds, Basic Roleplaying, or FATE game. However, as I dug through my old materials, I ended up looking at my original white-box D&D rules again. After trying to do a major reorganization of Gygax's original rules, I ran into Swords and Wizardry, in particular the (IMNSHO) cleaner Whitebox edition of the rules.
Athanor takes its inspirations from a variety of interests. I intend to include elements of planetary romance, swashbuckling adventure, horror and pulp fantasy in the game. Plus there will be dinosaurs. And maybe sky-pirates.
I'm not really considering myself part of the old-school RPG "movement." Instead, I see Athanor as using old-school RPG structure because it seems interesting to me right now and allows me to focus on the hobby less as a sort of sructured creation of shared literature and more as the kind of free-wheeling game that appeals to me now.
Athanor is an idea that has been tumbling around in my head. It originally began as notes for a highly customized d20 campaign, briefly lived as notes for a Grim Tales game, and even got kicked around as a possible Savage Worlds, Basic Roleplaying, or FATE game. However, as I dug through my old materials, I ended up looking at my original white-box D&D rules again. After trying to do a major reorganization of Gygax's original rules, I ran into Swords and Wizardry, in particular the (IMNSHO) cleaner Whitebox edition of the rules.
Athanor takes its inspirations from a variety of interests. I intend to include elements of planetary romance, swashbuckling adventure, horror and pulp fantasy in the game. Plus there will be dinosaurs. And maybe sky-pirates.
I'm not really considering myself part of the old-school RPG "movement." Instead, I see Athanor as using old-school RPG structure because it seems interesting to me right now and allows me to focus on the hobby less as a sort of sructured creation of shared literature and more as the kind of free-wheeling game that appeals to me now.
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athanor,
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swords and wizardry,
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