Showing posts with label Mystoerth. Show all posts
Showing posts with label Mystoerth. Show all posts

Wednesday, November 18, 2009

The City Built around a Tarrasque!

There is a really interesting thread about a (D&D) city built around a tarrasque.
http://forum.rpg.net/showthread.php?t=261519 and
http://waelfwulf.wordpress.com/

For those that don't know, in D&D the tarrasque is an immortal killing machine related to the dragons.  It's immune to magic and all sorts of things that make it so it just can't be killed.  It's a DM's way of ridding the world of unneeded PCs really.

But this concept is so cool that I feel the need to adopt it.  It would make sense to me, since I have never used the tarrasque in any of my games even when it first appeared in the MM2 for 1st Edition.  Though I have used the Piasa bird, a similar creature from my neck of the woods.

The idea behind this city is they have captured and immobilized it. Now they are feeding off of it's meat and blood which regenerates all the time. There is a corrupting power to this, plus the moral corruption of keeping a live beast chained up while you continously hack bits of it off.  Something we saw in the Torchwood episode Meat.

Plus it is the type fantastical, out of this world crazieness that I love to have in my games.  Cities built on the corpses of dead gods; Elven nations of thousands living in the trees and a city built around a Tarrasque.

Tuesday, November 17, 2009

Blackmoor, no more for 4e?

I have blogged about Blackmoor in the past and was very excited to have picked up the 4e version of the Blackmoor book.

Well I have learned from Mystara expert Havard that there may not be any more Blackmoor for 4e.
http://blackmoormystara.blogspot.com/  and http://grognardia.blogspot.com/2009/11/blackmoor-news.html for the Grognardia viewpoint.

This is a disapointment, but not a suprise really.  I guess this leaves me to do my own thing in my world.  I am planning on keeping the Docrae race (off shoot of halflings) and keeping the unique classes to give the area a very different feel, the Wokan(i) in particular.   It will be interesting to see where CMP goes from here, but I am likely to go backwards with my Blackmoor and hit the orignal books again and build up my Shangri-La like area somewhere north of the Black Ice where even Dragons dare not fly.

Monday, August 17, 2009

Blackmoor!

Gen Con was great.

But I only picked up ONE book my entire time there, the new 4e Blackmoor book.
Reading it back in my hotel room I was overwhelmed with the feeling I was reading a new version of the D&D Rules Compendium.

There are a lot things in this book that are familiar to me. Wokan(i), Arcane Warrior, Nobles. The races are standard 4e, and even explains how to work in some of the newer ones.

But what I like is now I have another piece of my puzzle. I am placing Blackmoor on my North Pole, past the land of Black Ice (Greyhawk). Blackmoor sits inside a crater carved out the north pole where the former Blackmoor had once stood. This explosion created a crater (in Mystara this would have blown a hole in the planet, making it hollow) and the refugees settled here. Blackmoor then becomes something like Shangri-la and Atalntis. There are people there, shut off from the world, maybe even thinking the rest of the world had been destroyed.

Some survivors of the great Blackmoor explosion went south and settled in the lands that later became the "Known World" that is why these lands know about Blackmoor, use similar names for things and why so many different cultures have settled in such a small area.

My Blackmoor is only about 500 miles across and about 250,000 square miles of area, so about the size of France. Geothermal activity keeps the area warmer than would be expected, and the high mountains keep the area remote.

Though it doesn't *exactly* fit with my plans for my world, I might keep the Dragonborn there as well. They are a different sub-species as my Dragon-isle ones. These would be more "human" for lack of a better word.

More after I read the book some more.

Tim

Thursday, July 2, 2009

Ærypt and Zakhara

Following up on my previous post on Desert Elves & Orcs, I thought I might detail the region they live in some more.

Ærypt is a pastiche of Arypt, Erypt, and Egypt with Gygax's Necropolis and Ravenloft's Har'Akir thrown in.
 
So Zakhara was detailed in the Al-Qadim boxed set and I am going to use that as much as possible. Ærypt is different. I mentioned that I want to use Gygax's Necropolis product as a basis. "Necropolis" is actually two products. The first was Gary's "The Necropolis - And the Land of Egypt" for the Mythus RPG. The second was "Gary Gygax's Necropolis" for d20. Both offer me something that my Ærypt needs; a springboard.

What if we took 3rd or 4th Dynasty Egypt, and then made it very evil and full of undead? We get Ærypt. I will also borrow from my other favorite setting, Ravenloft, and use the background for Har'Akir and its Darklord Anhktepot combined with the Masque of the Red Death background on Egypt and Imhotep. I never liked MotRD's treatment of Imhotep, but Anhktepot is fair game! I have some ideas here, but I also have an issue now. My Ærypt is sun-baked deserts and Zakhara is a land of sands, dunes, and trade routes by camels and oasis's. Looking at the Mystara Map, Arypt is a land of some savannas, scrub land, and jungles! That won't do at all.

So I was comparing these two maps. One is of Arypt of Mystara and the other is Erypt of Oerth. The shapes are similar and fit well with the "Lower Ærypt" on my map. What can account for the changes? Simple. Dark Sun. Or at least the ideas from Dark Sun. Combine those, knowing that my starting point is lush Pre-Dynastic Egypt and my ending is the sun, baked, undead infested lands like Har'Akir or Necropolis, I have my history. Plus the nice thing is I am using the Mystara timeline, but about 640 in the future.
Here we go:
Long Ago* the lands known as Ærypt and Zakhara were once a fertile plain. The inhabitants were few, but they made peaceful lives. To the far west Jungle Gnomes and Jungle Elves lived. Along the Eastern Coast lived tribes of Catmen, known as Rakastas. Till one day a great hole opened in the sky and down came gods (Humans really) they brought with them their slaves (orcs) and began to settle. While the peace of the land was broken, there was no outright warfare. The Gnomes went farther west to avoid contact, but elves were fascinated by the new gods. The Rakasta found much in common with these humans and were soon integrated into their society. Yet as the years grew on it was obvious that these gods were not the benevolent kind. To erect their giant pyramids they soon took elves as slaves as well, with the Rakasta as their cruel task masters. For years untold the elves suffered under the yoke of the humans and watch as their forests were plundered and cut down to build more and more temples, all for the glory of the Sorcerer Kings. But even this was not enough.
The latest Sorcerer King, Anhktepot craved more and more power. Eventually he came upon a ritual that would enable him to take magic from the very Earth herself. He drained the land to fuel his own urge for power. The there was a price. The land around him died and became a desert and he became a withered undead thing. The growth of this desert was horrifically fast. Within 100 years the lush green land was nothing but sands. Having enough of this the tribes of Elves and Orcs banded together and overthrew the Sorcerer King. Anhktepot was defeated and buried alive deep in his own pyramid in the dead city of Har'Akir.
The elves. Homeless began to travel the deserts in search for a new life, but unwilling to leave the lands of their birth.
Let the place simmer for 500 years and voilà. Instant new land with history and reasons to adventure. All that treasure that the locals won't touch. Danger, mystery, everything we game for.


Enjoy your Fourth of July weekend!

Monday, June 15, 2009

Desert Elves & Orcs

I was working on a desert based adventure for my son's game the other day and I got to thinking about some things I really liked from AD&D 2nd Ed. Desert Elves and Al-Qadim. In my Mstaroerth world I have an area that is roughly equal to the Sahara desert. I am thinking of putting some the Al-Qadim stuff there. I would include Desert Elves, that also appeared in 3rd Ed. For me the desert elves would be tall, thin, dark skinned and be the merchants and royalty of the land. I would use them to typify what is thought of as the best stereotypes of Muslims and Arabs (the hospitality, the reverence for tradition and religion), not that there would not be "Bad" ones per se, but I am saving my bad guy role for another race. Humans. Humans of this land fell prey to the Necromancer Kings and thus most humans are seen as defilers, infidels and outright evil. Most of the time this stereotype will play out.

But what about Orcs? Well if the desert elves are the sultans and emirs of the land, then the orcs are their body guards. That's right. I want elves and orcs working together. What happened was many millennia ago when the Necromancer Kings rose to power it was the elves and the orcs that fought them. Once united they then discovered that they had skills that were mutually beneficial to each other. Orcs are still militaristic with small war cadres connected to powerful elf families. For an orc it is an honor to serve since the more powerful the elf family the stronger their own cadre is respected. The stronger the orc cadre, the more respected the family is and the more likely they will get goods to trade. An elf sultan will travel without his wife for example, but never without his orc escorts. I am also thinking that these groups of elves and orcs have also never heard of the elf-orcs wars that plague their cousins. Again stealing a bit from Al-Qadim here, but that is cool. Unlike Al-Qadim I was thinking of making these elves monotheistic and the orcs still worshiping altered versions of their own gods. For example Grumush was a great military leader, not a blood thirsty killer.

There were no Halflings, gnomes or dwarves here. But I will use Yuan-Ti, or rather my world's counter-part, the Ophidians. I have not decided on classes yet, but I am sure they will be slight alterations on the existing ones. For example a Sha'ir will be a normal magic user in OD&D or Spellcraft & Swordplay, and maybe a special kind of warlock in 4e. I have not figured out all the lands yet other than basics, but I am getting the urge to pull down my Al-Qadim information. I'd add some Dark Sun into it as well, IF I felt it fit and it really doesn't. Dark Sun always felt more "John Carter of Mars" to me than "Arabian Nights". What I like most about this idea is it is not Tolkienesque-fantasty-Europe.





I mentioned my Ærypt is a pastiche of Arypt, Erypt and Egypt with Gygax's Necropolis and Ravenloft's Har'Akir thrown in. So this is the lands west of that.

Looking forward to seeing where this takes me.

Friday, June 5, 2009

Mystoerth: Hyborea / Hyperborea


One of the common links on my Mystoerth world is Hyborea / Hyperborea. Both seem to be about the same thing, that is a pastiche of "the cold lands to the north". Given the roots of D&D in pulp fantasy it seems odd not to have one. With my world the question then is not so much of why to have it, but where to put it?




Mystara's Hyborea is on the continent of Brun far to the north in what would be the Arctic Circle, a rough analogy to Earth would Alaska. Oerth's Hyperborea is also firmly in the Arctic circle, some 30 degree south of the north pole, west of the Dramidj Ocean, north of the Sea of Hyerpborea. Not really an overlap, but close enough for me. On the Mystoerth Map, what would have been Oerth's Hyperborea is now the Empire of Alphatia and the Island of Dawn. So my solution is to go with the Mystara placement of it. Works and helps me fill in that area some.

Now what to do with it? Ah, that is the reason for the post.

Over at Jason Vey's The Wasted Land Blog he has been working on his Hyperborea. Now I respect Jason's opinion when it comes to Old School, anything remotely Conan or Howard related, so if he has something to say about it I listen. Plus he has really cool ideas. I'll import the White Orcs from Mystara to use in place of his orcs. I like the idea of Hyborean Halflings/ Hobbits. This might even help me solve the "problem" of hobbits vs. Halflings and why both hemispheres of my world are populated with the same sorts of creatures. The hobbits of my western world (Mystara) are the Tolkienesque hobbits that like to sit around, be fat and not really adventure. Hyborean hobbits are hardier and more prone to pick up a weapon. The Halflings of the eastern world (Oerth) are more adventure prone and are more like the Halflings of 3e/4e.

Adding Hyborea gives me license to add all sorts of other weirdness. And that is always good.

 

Monday, June 1, 2009

Mystoerth, my Old School Campaign World

So I have been threatening this since 1st Edition gave way to 2nd, but I think I finally might be able to pull this off. I was inspired by the new Forgotten Realms smashing Abier into Toril to make a new world that I wanted to bring back a smash up I loved. Plus given all my love for the old-school movement, I think it is time for me to pull out my favorite old-school worlds.

Mystoerth






This combines Mystara (the Known World of BECMI/RC D&D) and AD&D's Oerth. This map is based on the work of James Mishler and Chatdemon.

Given this combination I am most likely to run this under my house-rules Basic Fantasy game that melds D&D and AD&D1 together. Though I would write anything generically enough to handle any version of the game.

As you can see it is a good merging of the Mystara Map http://www.geocities.com/havardfaa/mystara_continents.jpg and the World of Greyhawk Map. http://paizo.com/download/dungeon/desktops/Greyhawk_1600x1024.jpg

Both worlds have Blackmoor so I can use its destruction as a common element. I get to keep all the well defined areas of both worlds, leaving a bunch of areas to be developed. Both also have a Hyborea which is nice.

In the case of Mystara's "Arypt" and Oerth's "Erypt" I simply combine them to "Ærypt" and use Gary Gygax's "Necrocopolis" from SSS and some of the ideas from his Mythus game.

For the long dead Blackmoor use Blackmoor from all the new Dave Arneson supplements.

There will be a "Graveyard of the Dragons" from the D&D cartoon (one of the few cool episodes) and it serves as my lost Melniboné-like kingdom of a long dead race and the current home of the Dragonborn.

I have also decided that the world is not hollow (Mystara) and it does not sit in the center of it's solar system (Oerth); intellectual conceits on my part. It does have three moons, two of which can be seen and third that is invisible (Celene, Luna and Lilith). I have a spot for Kara-Tur but the descriptions would have to be changed to fit the realities of the maps. Though I have also considered recently to use some Forgotten Realms goddesses, so the moons might end up being named Sehanine, Selûne, and Shar. In fact, I like that a lot. Sehanine actually has a foothold in Greyhawk anyway and Selûne and Shar are very Greyhawk like.

Gods will be gods, but characters still have the chance to become Immortals. In some cases an Immortal might be more important to a region than say a God, who might aloof and distant. Immortals still involved themselves in world affairs. So I am totally stealing this from both the BECMI/RC Immortal rules and the Epic level tier from D&D 4.

Dates

The last year in Mystara was 1200 AC (Alphatian Calendar) according to the books. The last year in Greyhawk iwas 591 CY (Common Year) according to the books. I used the destruction of Blackmoor as a common element, and I came up with the date of -3000 AC and -3746 CY as the date (no idea how I did that). My present day according to my Excel spreadsheet (which was still in Excel 97 format) is 1661 AC and 915 CY, or about 460 years after the Gazetteers and 324 years after the Greyhawk books. Again, kind of a nod to the new FR book, but I still plan on playing this world with Old School rules.

So what would my world be like? Well here are a bunch ideas I have considered for other games and game worlds in the past. Most of these are random ideas. I'll start with races first and then get into cultures and history later.

Orcs

Orcs are still brutish, prone to violence and often in the employ of evil overlords, but orcs themselves are more mercenary. I would borrow a lot from Warcraft and Shadowrun, and a LOT from John Wick's Orkwolrd. I would make them more a more proud, tribal race. Orcs are still the ancient enemies of the elves, but because orcs tried to settle in elven lands and the elves attacked them. Orcs are still arrogant and prideful and take the smallest slight or insult as challenge to death. Male Orcs are expected to be warriors, female Orcs are expected to raise children and become the shamans of the tribe. An orc will still mostly like attack first and ask questions later. Most orcs have difficulty learning Common, and are thus often seen as stupid. While an orc is generally no less or no more intelligent than a human, it is their prowess in battle that determines their social rank and not their intellect. To an orc there is nothing greater than glory in battle. To die in battle ensures them a place at Gruumish's side in the orc afterlife. Half-orcs are not the result of orc rapes of human women, orcs are far too proud for that; only orc females are worthy enough to bare orc children. Half-orcs are the result of orcs and humans living with close confine to each other for mutual survival and sometimes the will of an overlord looking for the strength of orcs and the intelligence of humans.

Goblins

Goblins are small and crafty. While obviously related to orcs they are smaller, a little more cowardly, and fond of human cities. Goblins in the wilderness areas are typically bugbears or hobgoblins. Real goblins want to be where the crime is. Attracted to money, goblins will run all sorts of scams in order to obtain more. They rarely have the talent to run businesses and the concept of a banker or even an account (someone that deals with someone else's money) is an unheard of concept to a goblin. Money is to be kept in an old sock under the bed or better yet, held on the person. Goblins can learn to speak a large number of languages, mostly to deal with other races. Goblins can interbreed with just about anything humanoid, but the offspring is always a goblin. Hobgoblins and Bugbears are larger and more evil, believed to be an ancient goblin/demon or goblin/devil crossbreed.

Dragonborn

Yes, I'd like to try out some Dragonborn in my old-school games. They live on a small island ("Fireland" on the old World of Greyhawk maps) that is full of active volcanoes. Think of Iceland, only with dragons. The "Dragon Isle" would be a cross between Iceland, Melniboné and the Graveyeard of the Dragons. Dragonborn are an ancient race that have been inactive for centuries. They would take the place of the "dying race" in my games. Something that elves, dwarves and gnomes have done previously. This is place where it is believed that dragons first entered the world.

Elves

Elves are much like they are now. I'll borrow a lot for various editions and have a bunch of different elven races. Right now I plan on using High (Eladrin), Wood, Valley, Grey, Moon, Sun, Desert and Gypsy Elves.

Drow

Drow are evil elves in my world, but I want to take them back to the days of G123, D1-2, D3 and Q1 when they were secret evil masterminds. I will incorporate some ideas I have had about "night elves". I am also considering making drow albinos. Drow had been Night Elves/Star Elves before their fall.

Dwarves

Dwarves will have a more prominent role in the world. Much of what is considered "elvish" stereotypical will fall to dwarves. They are the most populace after humans. Dwarven females do have beards and a dwarf woman without a beard is considered to be too young to marry or to be cursed.

Gnomes

What I wanted to do with them has been done in 4E, so I am likely to use them as their appear there.

Halflings

Going back to the roots and Halflings will be Hobbits.

Mind Flayers

One of my few purely evil races. Mind Flayers came "from beyond the Stars". Their goal is the conquest of all. They have a mad plan to blot out the sun and leave the world in cold darkness.

Saurians

Another evil race Saurians (lizard men, troglodytes, and the like) battled the Dragonborn back when the world was young. They also seek to rule the world and place all the mammals under their yoke.

Trolls

Not green and rubbery, but rather like thin ogres. They are for the most part unchanged but are closer to the trolls of Norse myth.