...or if you prefer, Once Upon a Time in the Lauragais.
I recently played in Zzarchov's Neoclassical Geek Revival game on G+. It takes place in a highly fictionalized version of medieval Europe -- the party was currently in Ireland -- and oddly enough that meant Philip the Black of Luxembourg merely had to get on a boat and cross over from Wessex. After playing in both of those games I noticed something odd: the historical background allowed me to picture the setting more easily even though they both included fantastical elements. This is even more remarkable in Jeff's Wessex game since I'm still able to picture the physicality of the setting despite football-helmeted goblins and what I can only assume are travelers from Carcosa.
These two campaigns have inspired me to think about how I would use a historical milieu for D&D. I'd already been thinking about setting a campaign in Southern France, and so I decided to shift the focus away from the Hell-Caverns and towards the Wilderness that surrounds it. Occitania, a region that contains much of Southern France, will be the broad canvas on which I will paint my milieu. During the middle ages -- and to a lesser extent today -- Occitania was separated from the Ile-de-France by language and custom.
The time period I would most want to highlight is the Albigensian Crusade. Depending on which scholar you believe, the crusade was either an attempt to dismantle the various heretical movements in southern France, an act of genocide, an attempt by the northern French to gain territory at the expense of their southern neighbors, or some combination of the three. This period provides a macro-level event that I can use to give the events in the campaign context. It also provides the violence necessary for an action-adventure game like D&D without either falling into the trap of being too chaotic or of having the sides remain too stable. Players, assuming they want to become involved, can either through their lot in whole hog with one side or the other or they can play both sides against the middle a la Yojimbo.
It also provides niches for NPCs. Fighters and Specialists (since I'll likely be using LotFP) are mercenaries, brigands, and war profiteers who have come to the Lauragais to make their fortunes. Clerics can be inquisitors, mendicants, or possibly even heretics trying to win support for their side. Magic Users I'm especially happy with. This period also marks the emergence of nigromantici (black magicians) in medieval literature, and in a story related by Caesarius of Heisterbach we see a necromancer summon the devil to help root out heresy.* Some will possibly point out that these characters can be put in any setting if I'm willing to make it fantastic, but it's nice to have "historical precedents."
I want to give the setting a bit of a Spaghetti Western flavor, only with dungeons. Luckily, parts of southern France are scrubby enough to look like a Fistful of Dollars. They may not have looked this way at the time, but mood is just as important here as history. This brings me to a potential problem: I need some way to divorce the setting from actual history in order to make the way I interpret facts for the game separate from history. This is necessary in order to add in the fantasy that comes along with D&D and also to avoid offending anyone who has strong feelings about the Cathars -- you'd be surprised how many people that is. Jeff Rients did this by a fictionalized version of south western England invented by a Victorian novelist. Sadly, I don't know of anything like that for Occitania.
Or do I? Take a look at this map:
Those with a knowledge of French geography or the fiction of Clark Ashton Smith will note that Averoigne has replaced Auvergne. If wikipedia is correct, CAS actually based Averoigne off of Auvergne. While Auvergne is not where one thinks of when one thinks of the Albigensian Crusade, it might make an interesting frontier area. Simon de Montfort or one of his emissaries could use Vyones as a staging point for campaigns further south and Gaspard de Nord could be impressed into hunting heretics in Toulouse or Carcassonne. This would obviously allow me to add in more fantastic elements since they are already present in the setting.
I may not use Averoigne, since it would be away from most of the actual action of the war, but it is a thought. I would like to have Toulouse, Carcassonne, and Narbonne be on the campaign map, but I think Vyones might deserve a place as well. I wouldn't be surprised if you see more posts on this idea soon.
EDIT: had to change the link to the Danzig interview I have up there because I had accidentally used a "humorously" edited one that actually completely undermined the humor of the thing.
Wednesday, November 30, 2011
Monday, November 28, 2011
Nightwick Abbey ConstantCon Accidental Session Report
I wasn't going to run Nightwick Abbey this Saturday, but I ended up doing it at 3:00 in the morning for the first round of Fight About Games Club. It just kind of happened.
Anyway, here is the session report from Mike, who played Boloris the Cleric
My senses and memory is still reeling from my journey towards a strange place I would eventually come to know as Nightwick Abbey. I don’t remember how I came to be here, or who my fellow travellers are though they have saved my life. I washed upon the shores of this foreign land years ago, learning the local language while traveling in disguise using robes stolen from the local clergy. Such a strange place...
Where I would sense the presence of the gods of my homeland I only sense malevolent spirits, wrathful and full of hate. My mana is strong still and these evil spirits turn, much in the way the evil spirits of my old homelands did when bidden to leave.
Some of my fellow travellers had been to this tainted place before. Thieves, robbers, mercenaries intent on looting whatever treasures lie below. I was in the same predicament, drifting throughout the countryside with little besides what I had looted along the way. Horrors I could never imagine haunted the desecrated abbey.
We entered a trapdoor and followed a trail of dead bodies as the mapper in our group carefully recorded the labyrinth like passages. Some of my fellows beheaded many of the bodies along the way. I did not question them, the place reeked of evil spirits and I have seen it possess men before even after death. One of my fellows had an odd sense of humor about it though, switching heads and body parts as some sort of joke to confuse future looters. The same fellow also insisted on collecting the armor and hats made of human skin. I kept my sword ready should his madness be directed towards the rest of us.
There was a baptismal font along the way, I believe it is used to induct newborns into the faith of this lands god. A chemically green liquid filled the fountain which we collected before moving on. Eventually we reached a desecrated chapel. Blood appeared to be painted on the walls and frescoes. Within a book completely smeared in blood and with pages torn from it we found a scroll of sanctuary.
Not much later we discovered a secret room and a lockbox filled with treasure. Sick of rations I began to dream of the feast I would soon be enjoying, then something struck me from behind and I blacked out in a sea of pain. I dreamt of the old lands, chants to the old gods became twisted mockeries and then the earth fell into the ocean. I awoke back in town under the care of a local cleric. The others had rescued and paid for the cleric to heal me. I decided to set out with them again. Before I first entered Nightwick Abbey I did not intend to go back to that hellish place once I collected my share of the treasure but I have come to believe that this darkness that has taken the place of my old gods must be destroyed or laid to rest.
Our second expedition was not as fruitful. We discovered some desecrated shrines before discovering a door covered in sigils. Inside was the skeletal remains of some priests that locked themselves some time ago. They had used chalk to ward off evil, but their sanctuary had become their tomb. We felt as though time was running out and headed back to town for now...
If you're interested in playing in future sessions send me an email at evanDOTvanDOTelkinsATgmailDOTcom. We play every Saturday from 2:00 - 4:00 PM EST.
Anyway, here is the session report from Mike, who played Boloris the Cleric
My senses and memory is still reeling from my journey towards a strange place I would eventually come to know as Nightwick Abbey. I don’t remember how I came to be here, or who my fellow travellers are though they have saved my life. I washed upon the shores of this foreign land years ago, learning the local language while traveling in disguise using robes stolen from the local clergy. Such a strange place...
Where I would sense the presence of the gods of my homeland I only sense malevolent spirits, wrathful and full of hate. My mana is strong still and these evil spirits turn, much in the way the evil spirits of my old homelands did when bidden to leave.
Some of my fellow travellers had been to this tainted place before. Thieves, robbers, mercenaries intent on looting whatever treasures lie below. I was in the same predicament, drifting throughout the countryside with little besides what I had looted along the way. Horrors I could never imagine haunted the desecrated abbey.
We entered a trapdoor and followed a trail of dead bodies as the mapper in our group carefully recorded the labyrinth like passages. Some of my fellows beheaded many of the bodies along the way. I did not question them, the place reeked of evil spirits and I have seen it possess men before even after death. One of my fellows had an odd sense of humor about it though, switching heads and body parts as some sort of joke to confuse future looters. The same fellow also insisted on collecting the armor and hats made of human skin. I kept my sword ready should his madness be directed towards the rest of us.
There was a baptismal font along the way, I believe it is used to induct newborns into the faith of this lands god. A chemically green liquid filled the fountain which we collected before moving on. Eventually we reached a desecrated chapel. Blood appeared to be painted on the walls and frescoes. Within a book completely smeared in blood and with pages torn from it we found a scroll of sanctuary.
Not much later we discovered a secret room and a lockbox filled with treasure. Sick of rations I began to dream of the feast I would soon be enjoying, then something struck me from behind and I blacked out in a sea of pain. I dreamt of the old lands, chants to the old gods became twisted mockeries and then the earth fell into the ocean. I awoke back in town under the care of a local cleric. The others had rescued and paid for the cleric to heal me. I decided to set out with them again. Before I first entered Nightwick Abbey I did not intend to go back to that hellish place once I collected my share of the treasure but I have come to believe that this darkness that has taken the place of my old gods must be destroyed or laid to rest.
Our second expedition was not as fruitful. We discovered some desecrated shrines before discovering a door covered in sigils. Inside was the skeletal remains of some priests that locked themselves some time ago. They had used chalk to ward off evil, but their sanctuary had become their tomb. We felt as though time was running out and headed back to town for now...
If you're interested in playing in future sessions send me an email at evanDOTvanDOTelkinsATgmailDOTcom. We play every Saturday from 2:00 - 4:00 PM EST.
Saturday, November 26, 2011
New Blog: From Beyond the Drowning Woods
Here is a new blog. It looks to be the sort of dark fantasy I like. Plus, he listed me as an influence, and he likes Perytons so we know he has good taste.
By Popular Demand: Random Cult Generator PDF
You can find it here.
Edit: Gender table provided by Chris Huth. Go look at his stuff now. Also, he has a blog you should probably read. I know Blair has talked about how awesome he is before, but he's awesome.
The City at the Center of the World
In the eyes of the people of the West, Zenopolis is a city without equal either in luxuriousness or depravity. Its domed temples and tall spires are a testament to a bygone age: the age of the Empire. When the barbarians swooped down from what is now Novgova into the Dark Country and the West, the Empire could do little to resist them. Plagued by internal struggle and external invasion, the emperor Zeno moved his capital to an island city once used to as a fortress to defend against pirate attacks from the Desert Lands. The Empire may have withered, but in the eyes of the people of Zenopolis some corneal of it still remains.
Zeno did not only move the capital. He also revived the worship of the Old Gods. While the Church of Law still exists legally, it does not hold the position it does in the west. Instead, a cacophony of religions exist in the City at the Center of the World. The Church claims many of these are diabolic in nature, and the clergy shudders to think what slithering things these deranged madmen worship.
Zenopolis's climate is arid when compared to the West, but the trade from the Desert Lands, the Dark Country, and places even farther than that have made it rich. Its armies are filled with soldiers from across the World, though the Autocrat is particularly fond of using barbarians from the Dark Country as his personal guard. Many of these men fled the lances of the Sword Brothers and found employment in the City. It is sometimes said that the Autocrat's fondness for them goes beyond mere martial prowess, but most of the barbarians would staunchly deny this. Such activity is unmanly.
Zenopolis is not the first built on this island. Even before the imperial fortress, cities existed here. The location is perfect for trade between the East and the West, and as such there has scarcely been an epoch where the island was uninhabited. Rumors say that the ruins of these cities lie beneath the current edifices. They intertwine and overlap creating a network of tunnels, chambers, and catacombs which could never be fully mapped.
In the days before the Church of Law, many of the temples possessed undercrofts and secret chambers that connected to these dungeons. Since the revival of the Old Ways, many of these structures have seen renewed habitation; however, most still languish in obscurity. It is said that when they were sealed, many of the priests and oracles were still inside. What has happened to these populations in the thousand plus years since they were trapped inside is a mystery.
A more intriguing mystery, however, is what became of the golden idols and relics which were sealed in as well...
-----------------------------------------------------------------------------------------------------------
Recently, my mind has been filled with ideas for different games. I was having a hard time picking one, but earlier tonight I decided to take the common elements and spin them off into their own project. The above is a result.
Essentially, I wanted to make an EPT style Underworld that was heavily inspired by CAS's Zothique cycle; however, I don't want to abandon the work I've already done on the Dark Country and the World. Hopefully, this is a good compromise.
The monsters will not be standard D&D fair but neither will they be LotFP creatures. I'm not exactly sure what they will be yet, but I have some ideas.
Friday, November 25, 2011
Random Cult Generator
I was looking through my new copy of Vornheim, and I became disappointed in the lack of a random cult* generator.** So here is one I just made up:
The [Table A] of the [Table B] [Table C] -- Worships a [Table D]
Masculine terms are used whenever the word is gendered, but if the judge would prefer to have the cult worship a goddess or be an all female order he or she has only to change the gender of the noun.
Table A -- 1d20
- Cult
- People
- Servants
- Lovers
- Friends
- Followers
- Faithful
- Hearers
- Mystes
- Masters
- Teachers
- Students
- Slaves
- Perfecti
- Brotherhood
- Cabal
- Congregation
- Temple
- Order
- Church
Table B -- 1d30
- Blessed
- Blood
- Transcendent
- Terrible
- Silver
- Gold
- Electrum
- Hateful
- Glorious
- Hidden
- Burning
- Sacred
- Holy
- Bloated
- Fearful
- Blinding
- Unnamable
- Voracious
- Divine
- Hideous
- Blue
- Red
- Purple
- Yellow
- Green
- Orange
- Enlightened
- Night
- Omniscient
- Unconquered
Table C -- 1d20
- God
- Eye
- Toad
- Serpent
- Worm
- Maggot
- Maw
- Tongue
- Phallus
- Mask
- Light
- Fire
- Dark
- Idol
- Star
- Comet
- Oyster
- Hands
- Angel
- King
Table D -- 1d12
- Strange aspect of a mainstream deity
- Delusional NPC
- Powerful undead entity (lich, vampire, crypt thing, etc.)
- Non-sapient monster (carrion crawler, peryton, oozes, etc.)
- Non-magical idol
- Construct (golem, animated statue, crazy-frankenstein thing, etc.)
- Demon/Devil (1d6: 1-4 - minor demonic entity 5-6: demon lord or prince)
- Powerful intelligent monster (medusa, dragon, beholder, etc.)
- Dungeon
- Constellation or star sign
- Lovecraftian entity (1d6: 1-4 -- Independent Race 5: Great Old One 6: Outer God)
- Ephemeral concept (love, hate, death, etc.)
------------------------------------------------------------------------------------------------------------------------------
* Technically a cult is any religion that venerates one god above others, making 99% of clerics cultists; however, this definition is really terrible when applied to how the word cult is used by most people. For the purposes of these tables a cult is a religoin that does not actually worship a god of goddess but thinks it does. In some systems this definition would mean that the cult should not have clerics. That's perfectly fine, if not desirable. The upper echelons of the cult should be filled out with magic users or anti-clerics, whichever makes more since with your chosen system.
**Vornheim is otherwise an excellent product. Cults are just something I shove in everywhere.
Thursday, November 24, 2011
Are We In Hell?
Have the players roll up a new character sans equipment. I recommend using LotFP for reasons that will be spelled out later, but use whatever you want. Once they're done, they awaken naked (or in weird futuristic gaffer tape underwear) in a a sleeping chamber (or sci fi sleeping pod). Once they figure out how to exit this, assuming the referee is mean enough to not have it open automatically, they find themselves in a seemingly endless maze of corridors and rooms.
The monsters they encounter should be outside of what one would normally encounter in D&D. No goblins or orcs to be found; however, it is important that some of these creatures are intelligent and could be cajoled into trading with the PCs. To make sure these are alien as possible be sure to only reveal their names once a PC has asked them what they call themselves. Other dungeon monsters should refer to them with descriptive titles like "the pallid things" or "those angry midget dudes."
One of the reasons you might want to use LotFP is for its language system. That way your amnesiac characters might dimly remember the language the scaly guys are speaking without having to select it from a predetermined list. Also, since almost all equipment (including spell books and holy symbols!) will have to be gained through foraging or trade, the lack of weapon and armor restrictions should help the magic users and clerics feel a tad more useful. The encumbrance system too will help because it means that characters will have to pick and choose what's important enough to take with them.
The dungeon should be big. No. It should be huge. Enormous. When designing it make sure to make it have lots of interesting specials and factions so that the players won't get bored, but the overall structure shoul seem endless. Also, and this is important, there shouldn't be any exits. The dungeon itself is the campaign setting.
Here are some hypothetical explanations for this:
- Hell or purgatory is a really weird dungeon. You're there now.
- This is the remnants of some crazy-big spaceship that went all metamorphosis alpha in the most D&D way possible.
- Some stupid wizard built it and wants to see how brave heroes from various dimensions work together.
- It's an ark.
- The PCs are part of some past experiment to see what the future will be like a la The Morrow Project or Idiocracy. Turns out it's a dungeon filled with morlocks. Who knew?
One last note: whatever your explanation is, one of the factions should think everyone is in hell. It's just better that way.
Subscribe to:
Posts (Atom)



