14 May 2023

The Known World: The Dunharians

I've recently been thinking about migrations and demographic shifts in my the Known World of Dracopolis. It got me inspired to go over my language lists again, look at the ethnographic history of mystara as developed by the fans, and finally I made some simple migration maps(just with colored pencil, I'll do better ones on the computer later) specific to fit my version of mystara. It ended up with me building a language tree of all the known languages. I then made this into a flowchart in illustrator which kinda acts as both an abstract migration maps and very simplified timeline. So I present the Dunharian Language Family as it developed after the Great Rain of Fire:






A brief explanation, which expands on the info I presented in this post follows. Immediately after the GRoF (keep in mind Blackmoor is in the Broken Lands in my Known World) the Dunharians were situated on the Isle of Dawn. During the Dark Ages following the disaster the Dunharians split into many rival tribes to the extent that they no longer saw themselves as the same people. These divisions resulted in two major groups, the Donn(so called because of their brown clothes) of the north and the Tal of the south. 

The Talians

The Tal fought many minor wars and fought off many invasions of  the various peoples of the mainland to the west. This eventually led to a mingling of cultures and language that separated the people on the western coast from those that had moved up into the central plateau. Over time the upland Nantalians were influenced by the Nithian descended Thothians on the west coast, yet over the centuries they have maintained a distinct cultural identity that harks back to their Dunharian roots. 

While the Nantalians were isolated by the plateau, the coastal Trantalians became civilized on the model of their neighbors to the west founding city-states and engaging in trade and diplomacy. Though having a different culture and language, a typical Trantalian city would be virtually indistinguishable from a Doulakki city to the west. Through the centuries, the empires of the west(Nithian, Thang, Thyatian) have always found it more useful to establish favorable trade deals and make allies with some of the more powerful Trantalian kingdoms or cities  than to directly subjugate them.

While the Tal were still warring with the people of the western continent, one tribe fled the Isle of Dawn and settled in the island to the south (Ochalea). Over a short period of time this tribe, the Kallians, either conquered or assimilated most of the indigenous population of the island. A few centuries later when the great flood sunk Taymora, a group of refugees fled to this island and called it Ochalea after the civilized people they encountered there. The two groups inhabited the island together for many centuries until the Thang Empire conquered it. During the the following centuries, the Thang language and culture came to dominate the island, though the people always retained some traits that spoke of their unique heritage.

The Donnians

Meanwhile, to the north the vast majority of the Donn left the isle of Dawn on a mass migration across the landbridge to the mainland(modern day Ethengar and the Northern Reaches); they became the Gwynish people and will be discussed below. The Donn who stayed behind were few in number and for many centuries their society remained tribal and simple. After the great flood which severed thier connection to the mainland, the Donn people became divided and many petty kingdoms rose up; these became known as the Dunael kingdoms. Over the centuries the great empires dealt with these northern kingdoms in the same manner as they did the southern Trantalian cities. 

Toward the decline of the Thang Empire, they often hired 'barbarian' mercenaries to fight their wars for them, and the the Dunael were considered some of the most reliable and ferocious warriors in the armies of the empire. Thus it happened that a Dunael captain, known as Atruaghin, became a great hero to both the Thang Empire and the Dunael people. Due to his great deeds for the empire, after his death Atruaghin's followers were given land in the western marches of the empire to settle. The people of Atruaghin keep their traditions alive and were some of the first to convert to the true faith of The Church.  

After centuries of division and outside powers influencing the wars and politics of the Dunael kingdoms, the vast majority formed the Dunadale Confederacy. Since the formation of the Confederacy, the Dunael people have had more independence, prosperity, and growth than ever before. Dunadale has become the preferred name of the people and their language in a show of loyalty to the Confederacy.

The Gwynish

After the GRoF the Great Bay north of Blackmoor emptied and became an expansive plain, also a land bridge was formed between the Isle of Dawn and the Northern Reaches. After the worst effects of the GRoF had dissipated and these new lands became viable for agriculture, a great flood of people spread into these new lands. For a time these people and the Donnian of the Isle of Dawn remained one and united. However, after the great floods sunk both Taymora and the land bridge the Dunael people of the continent were separated from those on the Isle of Dawn. Those on the continent, seeing the weakness of their neighbors, went on another great migration, this time one of conquest. They passed over the mountains and flooded into the Canolbarth plains(there was no forest at that time) slaughtering the inhabitants who had just suffered catastrophe during the quakes floods that had destroyed Taymora. 

Many settled the Canolbarth plains, while others continued on to the southern coast over the Cruth mountains. Those who continued to the coast slaughtered any remaining Taymorans and enslaved the native population of elves they found there. These tribes became isolated, developing their own idiosyncrasies, and became known as the Cruthin. Only a few centuries later the great Hin migration arrived at the shores of the Cruthin. Caught unprepared, the Cruthin were slaughtered and driven into the mountains. To this day a few Cruthin tribesmen can be found in areas considered uninhabitable by civilized folk. These 'wild men' follow their ancient traditions and have never converted to the ways of the one true Church. 

Following the great flood and subsequent conquest of the Canolbarth, the Donn people of the continent, though isolated from their cousins on the Isle of Dawn, shared a single culture and language which unified them. This united people, across Canolbarth, Ethengar, and the Northern Reaches, became known as the Gwynish. The Gwynish tribes flourished for several centuries unchallenged. this was not to last however, as first the Nithians from the east, and then the Thang from the west, built expansive empires and conquered the neighboring gwynish tribes; eventually the Nithians were defeated by the Thang and all the Gwynish became subject to a single empire. 

During this period of conflict between the Nithian and Thang Empires, a tribe of elves came to the Thang empire with an offer of an alliance. With the help of the elves, the Thang drove the Gwynish who had allied themselves with the Nithians out of the Canolbarth plains. The elves were given this now 'empty' land and cultivated a dense forest there. The Gwynish who were driven out of the Canolbarth fled north to their free cousins in modern day Ethengar. The refugees along with the bravest of the Gwynish in Ethengar headed to the snow covered peaks of the west and settled among the river valleys of Glantri. Eventually they too were conquered by the Thang Empire. 

During the decline of the empire, the northern frontier was abandoned to focus on threats from the west and south, and Imperial control was never reestablished over the region. A decade later 'barbarians' invaded the Gwynish provinces from the west. The Gwynish called on the empire for aid to no avail. In response to the plight of the Gwynish, a renowned warrior of the Dunael, named Atraughin, gathered an army and sailed across the sea to deliver his cousins. Once there all the warriors of the Gwynish united behind his banner and in a great battle drove off the invaders. Atruaghin was crowned King of the Gwynish and he built a great capitol city, Corunglain. He ruled for many years in peace and justice. He made an alliance with the Thang Empire and acted as the prime defender of both his realm and the empire, driving off several 'barbarian' hordes. He died in battle against an army of Gothic invaders from the north and his kingdom collapsed after his death

As noted above, his Dunael followers were settled by the Thang Empire to guard its western borders and became the Atruaghin Clans.

The Gwynish of the Northern reaches were slaughtered, driven off, or enslaved by the Gothic invaders who settled in their lands. The Gwynish who survived fled into the mountains and settled in the valleys of rockhome. These became the Dyffryn and are peaceful farmers and shepherds mostly who provide the mountain gnomes with food in return for protection. 

The Gwynish of the western mountain valleys in modern Glantri devolved into feuding petty kingdoms. Isolated among the river valleys they developed their own dialect and became known as the Gorllewin Kingdoms. To this day they have maintained their independence from any foreign power and the old traditions of their ancestors. After many centuries a new group, worshippers of the sacred flame, came to the Gorllewin kingdoms. Their were many wars that followed, but that is a story for another time. Suffice it to say that the wars resulted in the isolation of these newcomers, known as Flaem, to the magical city of Glantri.

The Gwynish Kingdom survived for another century and a half, however, with the limited territory of Corunglain and modern Ethengar. The kingdom falls to a tribe of western 'barbarians' in the same year as the Thang Empire is conquered by those selfsame barbarians. The Gwynish of Ethengar are slaughtered or enslaved, but a significant portion of the population is able to flee to the north. They reached the land of Wendar safely and built a new society there in harmony with the elves. They now call themselves the Carnuilh.

There remain a remnant of the Gwynish people in the lands of the modern Holy Empire. there is a significant population around in Corunglain, and most of the people living in the woodlands and hills surrounding the realm of Alfheim are of Gwynish descent. All these people speak the Canol dialect and are people of the Canolbarth. They live fairly rustic lives away from the big cities. Most have converted to the one true Church, but follow the traditions of the Church of Atruaghin, rather than the Church of Darokin.

02 May 2023

Delvers and Denizens: Gnomes

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I reskin halflings and dwarves as different varieties of gnomes for reasons discussed here. Halflings are garden gnomes, dwarves are mountain gnomes, and regular old dnd gnomes are forest(also sometimes called hill) gnomes. I really haven't altered any of these classes all that much. Lets go through the minor details in my version of these classes: 

I didn't mention it when going over the elves, but I gave each demihuman class the same weapon mastery as fighters, which for my version of weapon mastery gives one new mastery at every level; with their level caps I see nonreason to restrict their fighting ability, demihuman adventurers are basically all fighters anyway. 

I also gave all gnomes what I'm calling the "Burrower" ability, which is just the old dwarven ability to detect underground construction; all gnomes get this because every type of gnome makes their homes underground, though their typical profession and lifestyle may differ they all live in burrowers underground. 

All gnomes also receive the same hearing bonus as elves, as they have always been depicted with pointy ears. I just felt that was more in line with any fiction depicting halflings, gnomes, or dwarves, they always have more acute senses than humans.

Garden Gnomes:  other than what is outlined above, they are the same as in the original BX rules. One thing to note is their lack of night vision(which I use instead of infravision for humanoids). This means they are diurnal like humans and work during the day, all other gnomes have night vision and thus are nocturnal, and so less encountered by men. Of all the gnomes, garden gnomes are the ones most often seen by the day-dwelling men of the surface.

Mountain Gnomes: I gave them the same bonus to ac as garden gnomes, because they may not be quite as small, they are still short and most of this sub species wont measure up to even the shortest men. I also gave them the Cleave fighter ability because of all the demihumans dwarves were always portrayed as the most ferocious and fighting-focused.

Forest Gnomes: I use the version presented in the OSE Advanced Genre rules almost verbatim. As with elves, gnomes get an inborn magic called fae sorcery with a modified spell list 


04 April 2023

The Par Peninsula

Made a quick little map for my girlfriend this morning.  It's been a long time since I've done one by hand; made it freestyle with just imagination, a mechanical pencil, and 8 colors of crayons. I think it turned out pretty good. I might post more details about it later as the locations are developed. 

27 February 2023

Delvers and Denizens: Elves

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I include 2 basic versions of the elf in my games, the Sylvan Elf and the Water Elf. The Sylvan Elf is the version introduced in the Basic rules and lives in the forest and is reclusive, while the Water Elf is from the gazetteer to Minrothad being seafarers and traders and much more common in human cities. The Sylvan Elf has several ethnicities; the wood, the grey, the high, the wild, the green. There are a few changes to the sylvan elf:

  • I expanded the immunity to ghoul paralysis to any undead special effect such as the mesmerizing gaze of a vampire, and mummy rot. This gives elves and inherent advantage over undead
  • I also expanded their secret door detection to the general ability to search for room traps, I see these as basically the same thing
  • I codified the fact that elves are supposed to have good hearing, giving them a 2/6 to hear noise and a 1/6(as opposed to humans 2/6) chance to be surprised
  • I switched out infravision for night vision, ala eyes like a cat. This also means elves are nocturnal. I've done this for most demi-humans, I do keep infravision for creatures that actually live completely underground.
  • and I switched up how elves cast spells, I call it Fae Sorcery. This is a natural inborn ability that elves just learn to do like walking; they do not have study books and memorize spells like humans to cast them. In reality, much of human magic is an attempt to recreate the magic of the fae. Basically elves and other fae descended creatures can cast spells at will but gain fatigue in doing so and gain spells they know by meditating when they level up. I also require that when casting a spell each elf has a unique "twitch" that triggers the spell, such as wiggling the nose or the ears, snapping the fingers, clicking their tongue, blinking or winking, etc. Elves have access to a spell list first shown here


Water Elves, as sylvan elves with a the addition of:

  •  Direction Sense which allows them to know the cardinal directions if outside, this ability is important to any seaman and serves to separate the cultures of the two types of elves
  • and Navigation Sense allowing the elf to know the cardinal direction of a place they have been to before. This is paired with direction to give the Water Elves a reputation as skilled navigators.
  • their spell list is also modified to reflect their watery environment based on the Minrothad gazetteer. 

11 February 2023

Delvers and Denizens: Rogues


In Delvers and Denizens I have opted to use the modern name for this class, Rogue, as opposed to Thief, because one of the advanced classes associated will be the Master Thief. So Rogue is a more general term that encompasses many activities, while thief would be a specialization of the rogue class; some of the other advanced classes would be Assassin, Spy, Swashbuckler, etc.

Again, as the fighter, this is essentially the same as in the core rules(using the progression in BX and OSE as opposed to BECMI or the RC), with a few clarifications on the Rogue skills:

For Climb Sheer Surfaces a 30% penalty is applied if partially encumbered, and a 60% penalty for encumbered. this references my encumbrance rules which I'll discuss at some point, but could also be used with most encumbrance systems. The basic rationale is that its hard to rock climb while carrying a lot of stuff(think of the scene in princess bride when andre the giant is slower than the man in black).

Hide in Shadows requires the rogue to be in cover, whether that is deep shadows, hiding behind a tree, or rock, or furniture. the thief must actually be hidden, they cant just disappear while standing in plain sight. of course this means that if there is no cover available, they can't hide. This stipulation will also apply to the hiding ability of other classes(garden gnomes aka halflings).

Move Silently requires that the rogue be unencumbered, it's hard to be silent while carrying a lot of stuff. This is why most rogues wear light or no armor. In general Delvers and Denizens is less proscriptive than the original rules; outright bans are replaced by disincentives. 

Pick Pockets allows for more than just picking someone's pocket, it covers any general case of sleight of hand or legerdemain. 

For Hear Noise I've rolled searching for room traps(as opposed to treasure traps, as explained in OSE) and secret doors into the same category. These are all things any PC can do, the Rogue is just better and gradually improves as they gain levels.

Traps includes the setting of treasure traps and not just detecting and disarming. I also allow this roll to be repeated ad infinitum, so essentially the player is rolling to see how long it takes to detect or remove a trap, not if it is possible. However each reroll entails a 2/6 chance of setting off the trap, so there is some danger involved.

I also allow Open Locks to be repeated, so that the roll is a test of how much time it takes to pick the lock. Any roll of 100 always results in failure, jamming the lock with a broken pick, breaking the locking mechanism etc. The standard % roll is to pick the lock in a single round, but if the rogue wants to be sure of success (and has the time) they may take a full turn(10 minutes) to pick the lock and automatically succeed as long as they don't roll 100. Of course the chances of success both in a round or a turn can be adjusted based on the quality of the lock.

For Backstab I added the clarification the victim must be humanoid in form as the rogue would be trained to know the best places to kill a human, and not some non-human beast.

I exchanged the ability to Read Languages with the Encryption ability. I think it fits with the rogue theme better, it still allows the rogue to 'read languages' simply hidden ones instead of spoken languages. Basically this allows the deciphering of encrypted material or the rogue can do the encryption themselves. This ability includes forgeries, coded messages, special inks, etc.

I got rid of the Scroll Use ability of rogues because I don't think it fits with the theme of other mundane abilities a rogue has access to. Also, based on my revising of Vancian Casting, anyone can memorize a grimoire and cast a spell, with a certain degree of risk involved. I thought about replacing this ability with something else, but haven't been able to think of anything appropriate and that mirrors the ability like encryption does for read languages.

29 January 2023

Delvers and Denizens: Fighters

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My version of the fighter is essentially the same as that presented in B/X or BECMI. Though I have made a few minor changes. 

I use a modified version of Weapon Mastery, which I've rolled into level training, so there is no longer a need to train for weapons separate from leveling up. Along with this, I've beefed up the fighters weapon training so that they get 1 new weapon mastery level at each level. though I have limited them to a skill cap based on level to stop them from just being grandmaster at early levels.

The other changes I've made are to the fighter combat options:

Cleave - available at 4th level this replaces the old 'smash' maneuver, lose initiative and must wield 2 handed weapon, apply -5 to hit in exchange for adding Strength score to damage, if kill foe then can attack another foe

Parry - the only change I made was to make this available at 4th level

Disarm - kept this at 9th level and just changed the save. Instead of making a DEX check, the victim of the disarm simply makes a Save vs Wands. so the fighter rolls to hit, the foe makes a saving throw vs wands adjusted by the DEX mod of the fighter(the save should already be adjusted by the victim's dex)

Multiple Attacks - made this available at 9th level, lets the fighter attack up to 2 opponents(and eventually 3 at 12th or maybe 15th level) at once, but not 2 attacks on the same opponent. I make this distinction to represent how I envision the abstraction of combat, the 2 sides are making multiple moves each round, and the to hit roll represents if any damage was caused from any of those multiple strikes; the attack roll doesn't represent a single sword swing, it represents whether a significant wound was caused. 

Dual Wielding - available at 4th level, I've changed how this works a number of times, because I couldn't come up with something I was satisfied with while adhering to the design principles of Classic D&D. I wasn't quite happy with my most recent iteration, so decided to look The Riddle of Steel RPG, which gave me the inspiration to tweak it to something that I'm finally happy with. 

So first the fighter must be weilding medium sized or shorter weapons; unarmed attacks with the fists or feet and shields can also be used as offhand weapons. Then the fighter must make a choice of how they want to use the offhand weapon. There are 3 basic maneuvers. 1) is the double attack where they simply attack with both weapons, this calls for separate attack rolls and damage rolls, but each roll to hit is done with Disadvantage. 2) is the Bind where the offhand weapon is used to control the weapon of the Foe. A normal attack roll is made with the offhand weapon, and if a hit is made any damage rolled is applied as a penalty to the Foe's AC for 1 round. 3) the last option is to use the offhand purely defensively to simply Deflect(or block if a shield) an incoming attack using the standard weapon mastery maneuver. 4) the fighter could use the weapon to perform a special maneuver if they have weapon mastery in the offhand weapon

26 January 2023

On Adventures vs Campaigns

So kinda inspired by certain posts I've seen around the blogosphere recently and what's been going on in my own recent campaign. 

This kinda goes back to an earlier post I wrote about why I dont like to run adventure modules. I've been running B4 the lost city for one of my groups for a bit now, but I had to take a lot of time to prep for it. Basically I had to rewrite the entire module just so I could run it, I made a few changes to fit with my world, but its mostly unchanged. It went from a 32 page module to 5 pages of notes and redrawn maps(with more detail). I had to do this partly because the module is overly wordy, but mostly because "running a module" just doesn't fit with how I run my world. I had to turn the module into a setting(which ultimately resulted into some really unexpected outcomes)

I've got this one player who keeps asking me to run this or that old module for him, and I keep saying that they exist as locations and he would have to get his pc to make the effort to discover and go to that place(which he finally did for the lost city). Because I use my version of mystara that means that most of the basic line of modules are present in my world, I just don't run them as "adventurers" that I take the party on. 

I run a setting not an adventure. I don't separate between the two. The current actions of the PCs are the adventure, they don't go from one adventure to another, going through a cycle of Dungeons and plots and whatnot. The only real thing separating "adventures" is each individual session we get to play; it's all one continous adventure. The adventure is the players(not the pcs, but the actual players) discovering my world and interacting with it. Without their direct interaction, there is no game. As much effort as I put into the campaign setting it is nothing without someone else playing in it and finding their own adventure. 

It's my job to present the setting, and most assuredly not to give the players an "adventure" to play through; the adventure is created by them.