Showing posts with label homebrew. Show all posts
Showing posts with label homebrew. Show all posts

Saturday, May 23, 2026

Golarion Remixed

I'm going through some of my trawls, and I'm reading the early Gazetteer product by the Paizo crew, almost of all which was incorporated whole cloth into the Pathfinder Chronicles Campaign Setting... I believe. Anyway, the largest section of this is the "Nations" section, and I thought I'd add my comments as I read it, since it's a slowish Saturday afternoon for me.

Absalom: I'm currently reading the Old Testament on audiobook while commuting in the morning, and it wasn't that long ago that I finished the two books of Kings and started well into Chronicles. The name feels fake to me, knowing of course, that this is King David's son who led an ultimately unsuccessful coup against the King. I know that America has largely lost many of the details of its originally Christian cultural traditions, and people don't recognize Old Testament stories the way that they used to a few generations ago, but it's still weird that they use such a clearly prominent Bible name. Other than that, though, I don't really have any problems with this element of the setting. I think the siege castles of weird dungeons just outside of town is a stupid D&D affectation, but that's easier to just ignore than to overtly change it.

Andoran: The self-righteous proselytizing of "muh democracy" was tiresome before I even finished reading the basic description. Sadly, his over-the-top stupid detail tends to hide the fact that otherwise Andoran, as a nation with cultural and ethnic ties to both Taldor and Cheliax, but unwilling to accept the rule of the House of Thrune, is a fine idea. I don't have any interest in that non-stop ideological bent of Andoran; that needs to be replaced with them just acting like normal people, not woke mutants. But I do like the idea that in spite of their ties to both Cheliax and Taldor, they're unwilling to unite with either until they get their act together. But maybe they're more like the Commonwealth than like the fully independent US, i.e., all of the former Taldoran and Chelaxian nations still recognize the authority of the thrones in Oppara and maybe even Egorian; they simply can't work them them. For that matter, other former dependencies like Galt, etc. will have this same thing going on. I don't know if it's because Paizo is made up of professional woke mutants or not, but they don't understand how normal people think and act, and have made some of the "personalities" of some nations unbelievably one-dimensionsal and tedious and frankly unbelievable. 

Belkzen: In one ironic place where I actually agree with the woke mutants in gaming, I think orcs as they've been portrayed in D&D and RPGs in general is pretty boring. This doesn't have to have anything to do with the "orcs as black people" nonsense; all the way back to early Warhammer, Warcraft and Heroes of Might and Magic games in the 90s, the idea of orcs as at least somewhat sympathetic if savage and barbaric peoples who act more or less like people rather than caricatures has been growing. Before getting coopted by the woke mutants and leading to the nonsense of 5.5's "Mexican orcs" joke. Anyway, I've already talked at length about how to make orcs more interesting, and I've done this already in Old Night; I'll no doubt do the exact same to Belkzen. Having Belkzen simply be "Mordor, but without a real Dark Lord holding it together" was never very interesting to me. 

Brevoy: This is a weird frontier region that because it is largely disconnected from most of the rest of what's going on in Avistan, doesn't really need anything changed. 

Cheliax: Other than downplaying the open-ness of House Thrune's diabolical connections, I probably don't need to change much here either. I think it's ridiculous that a whole society of open devil-worshippers would put on a civilized face, so we'll have it be more a case of Gothic aesthetic and secret, or at least discrete with plausible deniability connections to devils. I also dislike the myriad of distinctions between fiends in D&D and D&D-like games. Sure, sure; factions that don't get along with each other, that makes sense. The full on use of alignment to separate them along the chaos/law axis doesn't. That probably doesn't matter too much to Cheliax's nature, however.

I also want to make Cheliax to still be (at least on paper) suzerain over places like Andoran, Galt, etc., although the strength of that suzerainty is waning fast.

Druma: The idea of a nation of capitalist-cultists with a religion of consumerism is exactly the kind of nonsense you'd expect from Seattle weirdos. That doesn't mean that the idea of a mercantile kingdom with a weird, clannish aristocracy isn't salvageable, though, just that you need to downplay the over-the-top weirdness that Paizo allowed Druma to accumulate. 

Galt: The idea of a French Revolution that's been going on for generations now is also stupid. Like with Andoran, Galt needs to tone down it's over-reliance on one, kind of overplayed and shrill idea. Sure, sure, it's unhappy with House Thrune, and the degree to which its leaders actually still support being considered a part of Cheliax, when they're quite a ways away from it anyway, is OK. The idea that there is a competing faction of nouveux aristocrats, and skullduggery and intrigue, murder and political machination is commonplace in Galt; I can get behind all of that. But people still need to actually live normal lives, or this kind of thing can't last. The real French Revolution didn't last 40+ years; it lasted ten and for decently long stretches there, it was quiet, only flaring up into widespread violence on relatively few occasions.

Geb: I don't know for sure what to think of the high-magic countries like Geb or Nex. I understand why they exist, I suppose, but I've never had much use for them. I think Geb also feels like a less-developed also-ran of Ustalav. To be fair, I haven't read the Blood Lords adventure path. I'll probably uneasily leave it more or less as it is, but of course, since I greatly prefer a much more low level and low magic game, I'm not quite sure what an African or semi-Egyptian undead nation will actually offer me. I'll probably mostly just refer to it, if at all, very obliquely and otherwise pretend that it doesn't exist. honestly.

Irrisen: I'm not quite sure what to make of this one either. A nation where it's literally always winter is a wasteland, not capable of supporting a population. One ruled by fey-touched witches and whatnot, where winter is long and cold and the witches have a cold-weather Frozen kind of aesthetic works, but again, it's too exaggerated to take seriously. And the adventure path set here literally has an adventure where you're supposed to travel to WWI era Russia and deal with Rasputin. Lolwut? I need to do a bit more research into the details to understand exactly how to change this, but right away, I know for sure that having it literally always be winter doesn't work.

Isger: The notion of Isger as a thoroughly dominated frontier region of Cheliax, recovering from a devastating series of invasions by goblinoids (or orcs) and now a kind of Mad Max-like shell of its former self probably doesn't really need any particular change at a high level. Details may, of course, vary, but the Gazetteer doesn't provide many, and I don't think I've read any modules or anything else that takes place in Isger that I'd feel inclined to change.

Jalmeray: This is another high magic bastion of wokified Orientalism. I've met way too many Indians to be impressed with Indian-inspired cultural elements in gaming. But as a foreign place with an elemental/genie kind of vibe that you don't actually do much of anything with, I suppose it works. Maybe the Princes of the Apocalypse can actually be from a place like this, or at least are worshipped here. A cult of "elemental evil" reigning on Jalmeray is more interesting to me than a culture of Bollywood martial artists. 

Katapesh: I've always quite liked Katapesh more or less as it is. Or at least as it was in 1e. I hear that they've taken the tooth out of it, like so many other elements, in the wake of the move to 2e, so I'll almost certainly be ignoring that. The chance that I actually get to doing anything meaningful with 2e or its products is pretty low, though, so eh. Who cares?

Kyonin: While I admit to not being a huge fan of fantasy elves and weird, flaky elf-kingdoms, I also recognize that it's probably important that they exist in a D&D-adjacent fantasy. I wonder sometimes if I should swap the elves for some kind of fey-touched humanoid that's a little less... elfin, or whatever, (even if they use the same name) but I'll otherwise probably pretty much ignore them. 

Lastwall: While the concept of Lastwall is fine, actually finding something interesting to do with it seems kind of a lost cause. In 2e, Lastwall has fallen and been converted to the Gravelands. I might go ahead and do the same, honestly, in one anachronistic referral to 2e. At least the Gravelands as a place for adventure is an interesting place to go. Lastwall was just like hanging out on a self-righteous military base, and then going somewhere else to actually do anything.

The other alternative is to give them the melancholy aspect of the fading Crusader States; aristocrats, formerly warriors, surrounded by foreigners and holding on to a way of life that is doomed to end within a generation or two. But that makes Lastwall more like a normal place, with Ustalavian commoners running an Ustalavian way of life outside of the ethnic and cultural Taldoran nobles castles. It probably doesn't matter. Paizo couldn't ever figure out anything interesting to do with Lastwall other than destroy it, so maybe I just ignore it too. That's the benefit of a large, diverse setting like Golarion. Anything that I can't think of to make actually better than what they came up with, I can simply ignore and pretend like it doesn't exist at all. I kind of like the idea of it being like a portion of Ustalav, except under the influence of foreigner-kings who owe no loyalty to Ustalav.

Or, if not Ustalav, maybe Molthune and Nimrathis, etc. from the south.

Linnorm Kings Lands: I changed the name slightly to make it fit alphabetically; in the Gazetteer, it was referred to as Linnorm Kings, Lands of, which I thought was kind of dumb. This nation is more or less OK as is. I'd, again, tone down it's "wintriness"; Scandinavia is certainly a habitable place today, for instance. And White Astrid the female Linnorm King is pandering to people who apparently don't know any real women. But those are minor details; mostly a kingdom of para-Vikings tends to work fairly well in most Eurocentric fantasy.

Mammoth Lords Realm: Another one with the strange alphabeticization; but still. A place where Conan-like barbarians live alongside Rancholabrean fauna and even dinosaurs coming up from a Pellucidar-like Underdark vault deep under the earth is fine.

Mendev: This is another nation that has one, too-shrill note for its existence. I think treating it like it was before the Crusades, i.e., kind of like Brevoy, but with lots of companies of mercenaries due to conflicts with both Brevoy, Numenaria and Sarkoris/the Worldwound is more interesting than literally a nation of cold Crusaders and various pointedly corrupt hangers-on.

Molthune: Like many of the former Chelaxian or Taldoran colonies, I prefer to see Molthune as simply a more autonomous frontier region of Cheliax still; one that is not subservient, and might even be openly rebellious against House Thrune, but not against the notion of a united Cheliax of which it is a part. Othewise, surprisingly little else needs to change. The same can be said for Nimrathas, except their conflict and rebellion is more local. 

Mwangi Expanse: I actually like the idea of savage pulp-tale inspired jungles, and Paizo have only somewhat poisoned this idea with their leftist disapproval of "colonialism" and "racism." Still, other than ignoring those themes, and maybe race or alignment swapping a few details here and there, this works pretty well as is. 

Nex: I'll be honest with you; I know even less what to do with this kingdom than I do with Geb. I think maybe the two of them work better if, instead of being high fantasy magical superhero countries in two flavors, they are instead shown as a post-apocalyptic wasteland (in two flavors) based on based battles of two Heresiarchs or other powerful mages that are more like The Ten Who Were Taken rather than D&D archmages. But I just fundamentally don't really like or trust the high magic stuff, so where Golarion focuses on that, which it should as a setting meant to have something for everyone, no doubt, I will tend to either change the theme or just ignore that area altogether. 

Nidal: This is another place that I'm not quite sure what to do with, and neither is Paizo, I feel. The idea of a place under the thrall of the Plane of Shadow as it's theme is fine, but in doing that, they've created a land where agents of Nidal operating outside its borders is much more interesting than anything you could actually do in Nidal itself. I'd probably have to have it be an area that's "coterminous" for lack of a better word with the Plane of Shadow and replace its capital that you're never supposed to visit anyway, with something like Gloomwrought from the 4e Shadowfell book would work better.

Nirmathas: I prefer to see this as a rebellious area of Molthune, and therefore, like Molthune, a frontier province of Cheliax. Closely allied with whatever Lastwall is, and actually the subject of plenty of sympathy from day-to-day Molthunian people, it's more a case of the terrible leadership and mismanagement of Molthune by its elites that has led to the crisis that it finds itself in. Nirmathas also doesn't see itself as anti-Chelaxian, and has in fact made some tentative overtures to Cheliax for aid against the mismanagement of those of Molthune, but Cheliax has its own problems, is in decline, and the House of Thrune doesn't care much about the plight of a bunch of frontier yokels and their claims of being oppressed by bad nobles. 

Numeria: I've never really cared for the idea of a "Barrier Peaks" kingdom, which is honestly exactly what Numeria was meant to be. I'd rather see it as a semi-barbaric land, but instead of aliens and robots and lasers, I'd be more likely to have Lovecraftian entities that also share some similarities with the gray alien mythos adapted to fantasy be the source of the weirdness. If I ever were to get around to adapting the Iron Gods adventure path, it'll be a real challenge given the significant changes to the base setting.

Osirion: Your fantasy needs an Egypt. There's nothing significant I'd change about this one.

Qadira: I don't know why Qadira has to be merely the westernmost province of an unseen and undescribed vast Keleshite empire. I mean, I guess they were going for the Imperial Persian feel here, but Qadira vs Taldor already gives us an effective Sassanids vs Byzantines vibe without needing to postulate a completely unseen eastern majority to Qadira. Let Qadira just stand alone. And with that minor change, I don't think I need to do much else. I don't particularly like Sarenrae as the patron goddess of Qadira, but I'll change all of the religion of my Golarion Remixed anyway, so I'll deal with that in another post some other time.

Rahadoum: This is another one of the stupidest idea of the Golarion design team; a kind of western north African kingdom that is defined by being aggressively anti-religious? Yeah, no, that's dumb. I'd rather combine Rahadoum and maybe even Thuvia as merely regions in a Barbary Coast like situation. And the Rahadoumi (?) are no more or less religious than anyone else. What an inane idea.

Razmiran: Whenever Paizo attempts to do something weird with religion, it's a mis-step. I don't mind a tyrannical wizard-king as a ruler, but him having this secret cult where he pretends to be a god and isn't is just silly. Again, I don't know how much changing that matters; I don't think there are a lot of adventures or other material that really focuses on the Razmiran cult that I'd have to even change anyway.

River Kingdoms: This feels a little too patchwork for my taste, but I'll probably leave it more or less as is. I haven't ever read the Kingmaker adventure path, so until I do, I'm reluctant to postulate any significant changes until I do, I suppose. I'm more likely to see the River Kingdoms as the River Communities, however, and see them as a decentralized yet culturally contiguous area less marked by constant warfare against each other and more marked by threats from their neighbors encroaching on the border communities. Paizo already does this part OK, so it's just a question of focusing more on that instead of violence just being something that's always happening between different sections of this area.

Sargava: Sargava is a metaphor or allegory for how bad European colonialism is. Since I tend to think European colonialism is mostly good for the natives, if not necessarily for the Europeans, this is actually backwards; the failing of the Sargavan colony due to being cut off isn't something to be celebrated and accelerated, it's to be mourned. It's a tragedy of the greatest order. I'll tend to focus less on the failing of Sargava, though, and make it probably more thriving.

Shackles: The Shackles was such a disappointment. Paizo couldn't think of what to do with a pirate-themed area other than make it a collage of all kinds of other crap that doesn't fit. It really just needs to be northern, mostly Chelaxian, pirate-lords on a kind of Corsair Coast. Hey, have I had that idea somewhere already before? If I want to have a darker version or element within it, than something like Iron Kingdom's Cryx works well. Otherwise, yeah; just borrow loads of Freeport-ish stuff and make it just piratey. The Shackles was hugely, hugely disappointing to me. I looked up my original review when I first got it, and at the time I was bravely trying to like it, it seems, but now I just find it pretty silly and unlikely to work for me. 

Sodden Lands: There isn't much material, I don't think, set in the Sodden Lands, but a place lashed by a supernatural storm that won't abate after decades, inhabited by 1) savage cannibals who attack and eat anyone who lands on sight, and 2) an abandoned soothsayer culture who's soothsayers saw something that caused them all to commit suicide; I mean, what's not to love there?

Taldor: As one of the biggest, most consequential, but still kind of tragic nations of the setting, Taldor works pretty much as is. It's basically the fantasy version of the late Byzantine Empire, but you have the opportunity to reverse the decline rather than watch it disappear and get swallowed up by the Ottomans and the Islamic conquest, if you like. Not that Paizo's woke mutants would ever really understand that theme exactly, but I do. I'd have to adapt War for the Crown, if I ever do, to make sure that I focus on that theme rather than sexism or whatever stupid theme the authors gave it.

Thuvia: Another nation that is based on a trumped idea that isn't deep or interesting enough to support a whole nation. I'll just merge it with my revised Rahadoum. Maybe the sun orchid elixir can still exist, but it's just a significant trade good, not the whole raison d'etre for the whole nation. 

Ustalav: This was already always one of the best elements of the Golarion setting. Although I've heavily modified it into my Timischburg nation for my setting, if running a Golarion Remixed, I'd change very little if anything of this, other than perhaps to expand its borders a bit into the dubious neighboring kingdoms that I don't particularly care for.

Varisia: Varisia is another one that I quite like as is, at least if I'm specifically playing a Golarion Remixed game (although once again, my Humberland/Hill Country region largely can be seen as a reflection of the same themes.) The only thing I'd change is replace Kaer Maga with some other city that isn't so stupid. I'm considering the old 3e Bluffside, but I still have to read that book to verify it.

World-wound: I actually like the idea of Old Sarkoris better than the World-wound. A land of creepy witches and barbarians? Fallen to demonic or Lovecraftian cults, but still there, just a place that's almost as bad as "an Abyssal layer, but on the regular world." Sure, sure, they summon all kinds of obyrith and aberration like insanity, but it isn't literally the Abyss spreading across the landscape. It's still a normal place, more like the benighted and creepy backwoods of Lovecraft's stories like Innsmouth or Dunwich.

<  †  >

Anyway, that's my review of the nations of the Gazetteer, at least. The next chapter is on religion in the Inner Sea region, but I already have my alternate D&D pantheon. Curiously, I detailed it in a post in which I was also talking about Golarion Remixed. 

Tuesday, September 30, 2025

Wizards Presents

I've always liked the Wizards Presents: Worlds and Monsters quote in the ramp-up to 4e that detailed setting assumptions and conceits. Now, I don't like 4e, never did, and never really played it. But... I've read a number of their fluffier sourcebooks and found them adequate, and often even quite clever. Often more so than what preceded them. I've done this before, years ago, and probably my answers will be very similar to what I did back in 2018 or whenever it was that I did it last, but I think it's nice to review and "fisk" the list every so often and compare it to my own conceits and assumptions.

The World Is More Fantastic: D&D cultures should blend real-world cultures and fantastic elements, not merely elements of medieval and Renaissance Europe. It's okay for D&D environments to have no realistic analog. 

While I don't disagree with any of the words said here, in reality I'm not sure how this is something that can be done effectively. Most D&D settings give vague nods to real world cultures in most respects, because it's easier to ground the audience in the familiar, and purity spiraling into an anthropological treatise about a fake culture isn't usually very fun (I'm looking at you M.A.R. Barker; yes, Tekumel was too weird to be anything other than gratuitous.) Also, in reality, in D&D at least, "different than real world cultures" tends to mean reflecting some kind of hippy woke dystopia presented as if it were utopian with a superficial fantasy twist. 

My mantra would be; sure—add some fantasy to your cultures, but unless you have a real compelling reason—and if you think you do, take a step back and second and even third guess it before determining that it really is a compelling reason—familiar should trump non-familiar. 

The World Is Ancient: Empires rise and empires crumble, leaving few places that have not been touched by their grandeur. Ruin, time, and natural forces eventually claim all, leaving the D&D world rich with places of adventure and mystery. Ancient civilizations and their knowledge survive in legends, magic items, and the ruins they left behind, but chaos and darkness inevitably follow an empire's collapse. Each new realm must carve its own place out of the world rather than build on the efforts of past civilizations. 

This is more an excuse to have dungeons than anything else, I suspect. It's also got a very Old World feel to it, which isn't exactly the Old Night way (it's as much inspired by the American Frontier and the Old West as by Medievalist fantasy.) That said, things like Indian graveyards and other superstitious stuff leftover from past peoples are definitely part of that tradition, and require ancient peoples who are gone.

Also, I like the Lovecraftian and Howardian idea of ancient cultures and secret histories that are monstrous or otherwise horror-tinged. I mean, that's the original sword & sorcery model, even though D&D never really embraced it too cleanly—ironically, my dissatisfaction with how well D&D embraces this trope from its own source material is part of my disconnect with how to play D&D which led to Old Night in the first place.

The World Is Mysterious: Wild, uncontrolled regions abound and cover most of the world. City-states of various races dot the darkness, bastions in the wilderness and amid the ruins of the past. Some of these settlements are "points of light" where adventurers can expect peaceful relations, but many more are dangerous. No one race lords over the world, and vast kingdoms are rare. People know the area they live in well, and they've heard stories of other places from merchants and travelers, but few really understand what's beyond the mountains or in the depth of the great forest unless they've been there personally. 

This conceit is why many people consider D&D to be post-apocalyptic, Dark Ages style fantasy. I think rather, or at least equally valid, is the equating of this conceit with the Western and its tropes. Which I've leaned into even more; I explicitly have as much frontier Old Western social and environmental influence as I do Medieval European. "Adventurers" aren't really like D&D adventurers, they're more like mountain men, Daniel Boone, Kit Carson, Indian fighters, prospectors, bounty hunters, etc. or wandering US Marshals, in the case of the Ranger Corps in particular. Cities are as much like western towns as Medieval towns, and the affairs of salt of the earth homesteaders and settlers to take and claw out a place in a hostile environment are front and center.

And then, of course, I add the supernatural and monstrous horror elements. 

Monsters Exist All Over: Most monsters of the world are as natural as bears or horses are on Earth, and monsters are everywhere, both in civilized sections and in the wilderness. Griffon riders patrol the skies over dwarf cities, behemoth beasts carry merchants' goods long distances, yuan-ti have an empire a few hundred miles from a human kingdom, and efreet in their City of Brass appear in the mountains suddenly like Brigadoon emerging from the mists. 

Yes and no. Mostly no. I don't ever want any monsters, or for that matter almost any of the fantastic elements (other than the PC races, which are kinda sorta fantastic, I guess) to be routine. But the PCs, being extraordinary, encounter them much more often than normal people. The PCs are like Mulder and Scully; they're hip deep in monsters and magic, but "normal" people might not even believe in the existence of monsters. Most do, but not from personal experience; rather because they're superstitious. 

I actually like the idea that is common to "modern" urban fantasy that the world itself is pretty mundane, and is more or less what you expect it to be, but there is a "secret" world of fantasy overlaid on top of that which the PCs interact with but which most other people don't even know of at all. Maybe the Dresden Files in a fantasy world is a good model, as much so as Supernatural or The X-Files, which is what I usually refer to.

Creatures Need a Place in the World: Creatures shouldn’t be introduced into a vacuum. Any monster or player character race we make in the game should occupy a unique space in the D&D world. We need to make sure that new creatures have a new and compelling role in the world, in addition to an interesting mechanical purpose. 

Sometimes the place in the world is just to be a threat. Not everything needs to be explained (c.f. the watcher in the water in Fellowship of the Ring.) I personally don't find mechanical threats to be all that interesting, but I'm less interested in tactics and mechanics than some players; I'm much more of an artsy-fartsy guy who approaches the game from an author slash method actor stance more than from a wargamer stance or a fantasy world simulationist stance. But I see their point; D&D specifically is chock full of monsters, creatures, or other hazards that have been created simply to be a mechanical threat or resource drain, and yeah—they're boring as all get-out.

Adventurers are Exceptional: The adventurers created by the players are the pioneers, explorers, trailblazers, thrill seekers, and heroes of the D&D world. Although some nonplayer characters might have a class and gain power, they do not necessarily advance as the PCs do, and they exist for a different purpose. Not everyone in the world gains levels like PCs. An NPC might be a veteran of many battles and still not become a 3rd-level fighter; an army of elves is largely made up of nonclassed soldiers. 

In more ways that just mechanics. This was something that in the context of the change from 3e to 4e was very important, but which otherwise is kind of a moot point. Yes, PCs don't act like NPCs mechanically. That matters less than the fact the PCs are different than (most) NPCs in a meta sense of the setting.

Magic Is not Everyday, but it Is Natural: No one is superstitious about magic, but neither is the use of magic trivial. Practitioners of magic are as rare as classed fighters. Magic should never cross over into the silly or replicate modern conveniences: We don’t want “magitech” such as arcane elevators and air conditioners, or flying sea serpents to put out fires. At the same time, we don’t want a real-world medieval fear of magic that gets wizards burned at the stake. There might be minor magic that is relatively commonplace; for example, a wealthy farmer might have a magically sharpened plow, but not an animated combine. People might see evidence of magic almost every day, but it’s usually quite minor—a fantastic monster, a visibly answered prayer, a wizard flying by on a griffon—but powerful and experienced practitioners of magic are far from everyday. 

I completely disagree with this for Old Night, although I do like it for something more like Eberron Remixed, or whatever. (Which does explicitly have arcane elevators in Sharn, for instance.) Magic is fundamentally unnatural, and that's a key conceit of Old Night; if PCs dabble in it, they're playing with fire, or playing arcane Russian Roulette. They'll probably do so, because that's how PCs tend to roll, but with explicitly Lovecraftian magic, this 4e conceit absolutely doesn't work at all, and I completely reject it.

Plus, a "magically sharpened plow?" How banal. Why even bother?

UPDATE (ed note): I cut out a number of ones that are contextual, i.e., unless you care about specific D&Disms and things that were going on specifically in D&D as opposed to mainstream fantasy or any other game—or even in D&D since, in many ways—they simply don't have any relevance. 

One Sun, One Moon: The world assumes what will be most easily accepted by players without imposing unfamiliar calendars and phenomena. 

That's a weird label for it. It is true that unfamiliar calendars or other things are more obnoxious and tedious to deal with than they are useful. Even Tolkien used regular days of the week and months of the year, for instance, or familiar-enough coinage. On the other hand, having only one moon is not important to that idea. Plenty of settings have multiple moons, and that is often a useful thing to have happen. Warhammer has Morrslieb, the Chaos Moon, for instance. I've got Grozavest, which has a very unfamiliar phenomena (albeit localized.) There's no reason not to do so, as long as it doesn't replace something banal with something equally banal but unfamiliar, like different names for days of the week, or months of the year. 

Fantastic Locations: D&D adventures should take place in fantastic settings—no more 10-by-10 rooms with two orcs. Encounters should occur in areas with interesting threats—from encounter traps that activate every round to hazards that were formerly considered monsters, such as assassin vines or gray ooze. 

It's good advice to make encounters more interesting, but honestly the problem was with the paradigm of D&D in the first place. Why were there two orcs in a 10x10 room? Because D&D is a fundamentally stupid game in many ways that has as its premise a fundamentally stupid activity (dungeon crawling.) Eliminate that, and this doesn't matter very much anymore. But it's not just a negative bit of advice; making combat encounters specifically more interesting is something that everyone should think of, in my opinion, and much more frequently.

Thursday, April 17, 2025

Scope and Scale

This is a drum that I beat from time to time, but this time I'll make some annotated notes. Most published fantasy campaign settings are quite large. At least an entire continent, if not considerably moreso. Most of them "zoom in" on an area that's a bit smaller, though, and the peripheries serve as fringe places where there's less development and more room for GMs to do their own thing, or it's where unusual places are that are "quirkier" than normal. It's my contention that you don't need nearly as much space as you think that you do. I've pointed out many times before that Nentir Vale, for instance, the implied setting for 4e and big enough for multiple full campaigns of adventure, is about 150x100 miles, or about 15,000 square miles. My setting is bigger, but then again, it's meant to be many campaigns, often with different themes and tropes. I had three areas, all maybe about Nentir Vale sized (maybe; I deliberately didn't actually scale it because I want the scale to be malleable as needed—but at least Nentir Vale sized in terms of how much stuff that there is to interact with, regardless of actual scale. In other words, Nentir Vale sized in scope if not necessarily scale.) I've kind of started added a fourth.


But I'm a world-builder at heart. I enjoy doing it for its own sake. I think it's tons of fun just to do even if I don't use the built world for anything.

For most people looking to run a game, you simply don't need as much world building as you think that you do. And if you do want to build grander, larger worlds, here's a few things for comparison:

Size of North America (including all of the US besides island territories, all of Canada, all of Mexico and Central America: 9.4 million square miles

Size of the contiguous 48 states: 3.1 million square miles—and certainly large enough to encompass many, many campaigns.

Size of Europe: 3.9 million square miles; a bit larger than the lower 48, but much more culturally diverse. 

Size of Australia: 2.9 million square miles; about 75% of Europe, and a little smaller than the lower 48.

Size of Great Britain: 80,823 square miles. Considerably smaller, and yet the subject of a vast number of historical drama, historical fiction, and certainly sufficient for a campaign. Compared to my rough estimate of the size of Nentir Vale, it's still several times larger. The entire British Archipelago is 121,684 square miles; most of that made up by adding Ireland, of course, but also the Inner and Outer Hebrides, Channel Islands, Orkneys, Shetlands, etc.

Size of Nottinghamshire: 834 square miles. Setting of the entire "Robin Hood campaign", if Robin Hood were indeed a campaign. The Black Arrow by Robert Louis Stephenson takes place in an even smaller area, mostly—in and around Tunstall hamlet, although of course the actual geography isn't super detailed. 

As another point of reference, the old Dungeoncraft articles by Ray Winninger, published very late in the 2e lifecycle (I mean, literally the last few months of it) suggested a wilderness map that's roughly circular with a 60 mile radius. Because A = Ï€r², that's an area of over 11,000 square miles. Roughly similar to Nentir Vale. A little smaller, but probably not enough to matter. (Plus my Nentir Vale area is a pretty rough estimate anyway.)

Anyway, like I said; I encourage you not to bite off more than you can chew, unless you just really, really enjoy chewing (like I do, mostly) or don't mind never actually finishing, most likely, your world-building. You probably need much less world-building to successfully play than you think.

Friday, June 09, 2023

Dark Fantasy X Update Video Version


Like the title says: video version, in case you like my nasaly voice better than text.

Tuesday, March 28, 2023

Chaos in Waychester and Dark Fantasy X Updates

Well... real life has been very busy, although that's not meant to be taken in a bad way. It's been busy with tedious busy work at work, and it's been busy with great news with regards to family, friends, and my social life in general. All in all I can't complain except that I haven't done what I hoped to to finalize Chaos in Waychester. Which really means, finalizing my edits to the Dark Fantasy X game in general, so that I can redo the iconic characters, and the pseudo-characters that I'm to let the PCs start with. I should also probably give some thought to what players can do if their PCs are killed at various points in the game. I like the idea of just having them make a backup from the get-go and keep the backup at the same level as the main character. If the main dies, the backup slots nicely into place, and the PCs can make a new backup between then and the next session. But I might want to keep a few NPCs around handy just in case they need to slot into the game in a pinch. To that end, I'm going to go through my Chaos in Waychester folder of Hero Forge images and see if any jump out at me. I'm going to include all of them, even those who I know for certain cannot possibly be PCs in any way whatsoever, just to include all of my images in one post. I've redone or issued revised images of a few of them, so I want to show them off too.

My tweaking of the iconic groups has also left me with an abundance of iconics. Since I had decided that group one was to be featured for Chaos in Waychester, and group two in Cult of Undeath, I've since decided that the two groups need to be merged, and the "ancillary" members of the group, that I hadn't spent as much time developing, would become backup. However, in the Chaos in Waychester 5x5 character extension, I only did the original group one, the characters of group two will have to wait until the Cult of Undeath 5x5 gets going. Nonetheless, their images will appear below as well. In fact, I'm just going to grab the entire Chaos in Waychester Hero Forge folder, even though it's no fewer than 74 images, and post them all here in this post, which will then also be a useful archive for when I want access to the images online, with minor commentary in the captions. Buckle up. This is a lot of images. I'll keep them a little smaller than normal to keep the post from going crazy.

Alpon von Lechfeld, an important NPC advisor and a bridge to Cult of Undeath when I get there.

Alys in her true form as a witch-wight. She could potentially be rejiggered as a PC replacement.

Alys as she appears to those who can't see her true form.

Ampelius Pictor, an important mid-stage villain

Audrey Hardwicke, an important villain.

An older model of Audrey, but I like the new one better.

Balogh, the "orc hero" of the Southumbria x5 column, and a great potential replacement PC.

Berold Geissfalk, a villain

Bethan Argavad, a complicated character who's meant to be a villain, but under certain circumstances could potentially be a replacement PC.

Blind Beckett, a villain about whom I've developed very little, so he's a blank slate right now.


Cailin, a member of Iconic Group 2, and now of the merged Group 1.


Captin Borus. Although I have a revised image, I think I prefer the original. He's likely to die, but if he doesn't, and if he gives up his career as a merchant-captain, he could potentially be a replacement NPC. Kind of long odds there, though.

Captain Taurak, a villain

Cesan Dughlas. A villain and a real creep, actually, who's only prevented from raping a teenaged girl by the presence of Balogh. Not replacement PC worthy, and hopefully they end up killing him, honestly.

Charakez Rees and Kemish. Given that Shule, Kemish's brother, is unlikely to make the real cut into the game, the chances of the PCs meeting these guys is kind of slim. But if they do and need a replacement PC, either would work.


A city guard veteran who's meant to be a counterpoint to the more corrupt Stasi-like guards. He could be a late game substitute.



The aforementioned corrupted guards. There could be some good guys among them who'd step up and help the PCs by becoming one himelf.

Cryn and Heren are meant to be more damsels in distress rather than heroes, but then, that's how Cailin started too, right?

Daphne FitzBlake, an in-joke and pseudo-PC from the opening sequences of the 5x5.

Dean Bannermane, an iconic from group 2 that I haven't spent any time at all figuring out yet. I'd see him as a replacement for a lost member of the new core group 1/2 merger.

Eigyr Gwyn, a villain.

Fredegar de Vend. Like Dean Bannermane above.

Frederick von Johannes, like Daphne above.

Gavin Shagford, like Frederick and Daphne.

Germund du Bosque, a villain. The original model is below. I guess he could potentially rehabilate and become a replacement PC... maybe.


Gnumus Silusus, a patron

Gorthos, a monster/villain

Gothbert Erhardt, an NPC. Things would have to go badly for him to consider giving up his role and becoming a replacement PC, but... never say never. Things do sometimes go very badly.

Grigori Nicholas, a villain. His original model is below, and I might like it better. Haven't decided yet.


Guarg Dreghu, a villain

Guilbert du Vandes, a major villain

Herne the Hunter, a supervillain. I like the revised model below better, though. Much more sinister.


Jairan Neferkare the Soulless. Another supervillain. I actually think she's due for a remodel.

Jareth Grym, a villain

Joan Wilmere, a damsel in distress. She'd be an unlikely replacement NPC early on, but I could make it work if needed.


Josephine du Vandes, a supervillain

Kimnor Rugova, already an iconic PC




Various members of the Lady's Guard. Although antagonists, they're not really villains, or at least it would take little to push them back into heroism and potential PCism.

Lord Anstal Tane, a patron

Lord-Captain Embric Stane, a patron

Lucien Russo, a monster/villain


Marshal Hathawaye, an antagonist and head of the Lady's Guard. He'd feel the betrayal of the Lady's true nature more than most, which could be an interest schwerpunkt to turn him into a PC.

Master of the Pack, an early villain

Merra Kuzalash, an anti-PC villainess who only makes a cameo appearance.

Morcant Gunderic. Although in retirement, he's a former hero, and could become a replacement PC if needed.

Morghox, a monster/villain

Murchad Gibson, a villain


Oisin Dughall, already an iconic PC

Ragnar Clevenger, a dueteragonist and iconic PC

Renwick Bennett, an early patron and potential villain depending on how the PCs play it. I'd love to expand his role, but I don't think he's PC material.


Revecca von Lechfeld. Her importance in this 5x5 is low, but she's very important in the next one.

"Scube", Gavin's animal companion.

Shule, an iconic although the merger of the two groups puts him on the backburner.

Sir Liamond Wreldane, a patron


Stefan Clevenger, an iconic PC and protagonist character

The Prophetess, a major villain

Vaspar Oksandros, a villain

Zelda du Velmois, a pseudo-PC like Daphne, Fred or Shaggy.

UPDATE: I actually am missing a few characters, although character is maybe a strong word to describe these guys. Still, their images belong here too.

The Thing that du Vandes summons in the end game







Ghouls from Burlharrow










Ratlings and rat brutes from Burlharrow




Thurses from the Thursewood




Tazitta cultists, including a hoodoo witch doctor