Jeff Rients, who I imagine needs know introduction, recently commented on the suitability of City States of Arklyrell as a campaign map. One of the commenters, rorschachhamster, suggested that the setting could be in the twilight zone of a tidally locked planet in order to explain why there is so little space between the frozen north and the desert in the south. This fired my imagination pretty much instantaneously so heres some notes on how I'd use the setting.
- The "clear" hexes are brown, so I'd imagine they're more like Mediterranean shrubland than what I typically mean by "clear" on my maps. That gives me kind of a Ray Harryhausen Sinbad vibe, so let's run with that.
- I've also been watching a lot of original Trek, so I imagine that the habitable zone of the planet looks like this:
- Since it's already tidally locked lets just say that Aklyrell is the name the inhabitants give Gliese 581 g.
- It's unlikely that humanoid life would develop on such a planet, so maybe the inhabitants are the descendants of Earth colonists in the far distant future. The colony probably got cut off in a style similar to Tekumel, but maybe without getting ripped out of the universe.
- That means some of the dungeons might have ray guns. Let's make those phasers. In fact, let's make some of the races and monsters descendants of Federation aliens. I wouldn't really stress it, but it'd be there.
- The cold side of the planet would probably be called the Night Lands. Don't know what I'd call the hot side yet.
- I'd probably use Labyrinth Lord or BECMI for the rules with some AD&D monsters.
- Elves can see in the dark because they come from the Nightlands. How they exist in the extreme cold is a mystery to humans.
- Even if I use BECMI the setting will be covered in Morlocks.
- I'll probably use the Monster Manual II's system for random encounters over BECMI or Labyrinth Lords. When you have that many forests in such a small area it's important that you make sure they feel different and encounter tables are a good way to do it.
- Theres probably some non-Sinbad looking barbarians running around. They look like this:
- I won't add any other settlements. All of the humans live in fortified citadels that look like Mycenae in order to keep out the monsters (including the Rocs!).
- I would add some monster lairs though to compliment the bigger multilevel dungeons.
- The hexes would probably be 10 miles across, with a party able to cross three clear ones in a day.
Thats it for now. If I think of anything else I might post it.