Showing posts with label sandbox fantasy. Show all posts
Showing posts with label sandbox fantasy. Show all posts

Tuesday, July 14, 2026

The Living World Sandbox Campaign

So for a couple of years, I've been slowly putting together an explanation of how I run tabletop roleplaying campaigns, and I finally got a good intro and summary that tie everything together and give me a foundation for organizing the details of what I do.


The Living World Sandbox

A Sandbox Campaign is a way to run a tabletop roleplaying campaign in which the players, rather than the referee, determine the campaign's focus. The referee creates the world, its characters, locales, and geography. During play, the referee role-plays the creatures and non-player characters and adjudicates the players' attempts as their characters. The players are free to pursue whatever catches their interest or go wherever they believe will further their goals.

A Living World Sandbox extends the Sandbox Campaign by bringing the setting to life. The goal is to let the players feel as though they have stepped through a wardrobe into a living, breathing world while pursuing the adventures that interest them.

A Living World Sandbox is not a game system. It is a way to organize and run a campaign. The referee presents a setting whose inhabitants have their own motivations, resources, relationships, and plans. The players decide what their characters attempt, and the referee uses the rules and the setting's established circumstances to determine what happens next.

The referee does not prepare a predetermined story for the players to follow. Instead, the referee prepares the circumstances, places, and people that make up the setting. The campaign develops from the interaction between what the players attempt and how the setting's inhabitants respond.

Because of this, a Living World Sandbox can be run using many fantasy roleplaying systems, including the original 1974 rules, AD&D First Edition, GURPS, Fantasy Hero, Dungeons & Dragons Fifth Edition, or others.

Some systems are easier to use than others. Generally, the more a system focuses on describing what characters can do rather than defining a story path or narrative structure, the easier it is to use for a Living World Sandbox. In my experience, most traditional roleplaying games lend themselves readily to this style of campaign.

How the Campaign Unfolds

The referee describes the characters' current circumstances. The players respond by describing or roleplaying what they attempt as their characters. The referee decides what happens, using the rules when the outcome is uncertain, and then describes how the setting's circumstances change or role-plays how its inhabitants react.

This process repeats throughout the session and throughout the campaign

After the session, the referee considers what the players changed, who knows about it, and what the affected characters (or creatures) will do next. Those consequences become part of the circumstances presented during the next session.

The result is a continuing cycle of choices, consequences, and new circumstances propelling the campaign forward.

Elements of the Campaign

A Living World Sandbox has four important elements:

  • Locales where events and adventures can occur.
  • Characters with whom the players can interact.
  • Plans made by characters and factions.
  • Natural or supernatural events that occur independently of those plans.
These elements do not need to be detailed in advance of play. The referee only needs enough material to begin the campaign and respond to the players' initial choices.

These elements do not need to be detailed in advance of play. The referee only needs enough material to begin the campaign and respond to the players' initial choices.

Locales

The iconic adventure locale is the dungeon, a maze of rooms that may be empty or contain monsters, deadly traps, strange features, or glittering treasure. Dungeon mazes can be stacked upon one another to form multiple levels, with the danger of the monsters and the value of the treasure increasing as the characters venture deeper.

In the world outside of the dungeon, locales are just as varied. There are natural locales like creature lairs and hazardous terrain (deserts, icefields, and jungles). Some locales are built, like villages and towns, camps and castles. Some locales are old and no longer used, creating ruins that may be inhabited by monsters and their treasure.

At the beginning of a campaign, create or detail about half a dozen locales. These may be original creations or places taken from an existing setting.

About half should be places where the characters can seek adventure, such as dungeons, monster-haunted forests, abandoned mines, or ruined monasteries. The remainder should be inhabited locales that the party can use as bases or visit for aid and information. Examples include a large village, a castle belonging to a local lord, a roadside inn, a market town, or a druid circle hidden deep within the forest.

These locales establish the immediate geography of the campaign. They give the players places to explore, people to meet, and resources to use.

Characters

The characters encountered during the campaign are the key element that allows the players to make their mark upon the setting. Some may become allies. Others will remain neutral unless circumstances change. A few will oppose the player characters from the beginning.

Prepare about a dozen notable characters. As a starting point, three might be potential allies, six might be neutral, and three might be potential enemies. These are only the characters' initial attitudes. Do not be surprised when the players, through good or poor decisions and roleplaying, completely rearrange the list.

Examples include:
  • A village reeve.
  • A castle lord.
  • A master druid.
  • The chief of an Orc tribe.
  • A merchant who controls the local smuggling ring.
  • A priest of an evil god who commands a band of outlaws.
  • A disgruntled old farmer who knows everybody within a day's travel.
  • An ambitious yeoman seeking adventure.
  • A retired Magic-User who sells potions from a cottage at the end of the lane.
Create a few relationships among these characters, but keep their number low at first. The old farmer and the castle lord may have been rivals for the love of the same woman when they were young and remained enemies ever since. The young yeoman may yearn for adventure so he can gain the fighting skill needed to avenge his family against the Orc chief.

Just as the passages and chambers of a dungeon provide natural avenues of exploration, the relationships among the characters provide social paths for the players to follow. At the end of these paths may be allies, enemies, information, resources, and complications that lead to further adventures.

Plans

The inhabitants of the setting have lives of their own. They possess hopes, fears, ambitions, and plans for the future.

The players decide the plans of their own characters. The referee decides the plans of the non-player characters and factions. Together, these plans become forces that shape the campaign.

Detailing the plans of three to five important characters or factions adds enough complexity to fuel numerous adventures.

For example, an evil priest has taken up residence in the forest. His god has commanded him to exact vengeance upon the region. Two generations ago, followers of the goddess of justice purged the dark god's worshippers and drove them from the area. The priest has now attracted a collection of outlaws and desperate peasants and organized them into a gang of bandits.

Most of the wealth and supplies stolen by the bandits are given to the priest. He uses these resources to search the forest for the lost axe of Chernak, a legendary Orc chief who led his tribe into the forest long ago. The priest hopes to use the axe to gain the allegiance of the present-day Orcs. Together, the priest, the axe, and the Orcs will become his god's instrument of vengeance against the followers of the goddess of justice.

Some plans are modest. A farmer may want to purchase another field. A merchant may want to eliminate a rival. A young knight may want to earn enough renown to receive a fief.

Other plans may threaten an entire region.

Regardless of their scope, these plans represent what could happen, not what will happen. They are not plots that must be completed. The actions of the players may advance a plan, delay it, change it, or make it impossible.

When that happens, the referee considers the character's motivations, knowledge, resources, and current circumstances and decides what they will attempt next.

Events

Events are natural or supernatural occurrences that happen for reasons largely independent of the choices made by the setting's characters (PC or NPCs). Some events may be anticipated or prevented through timely action, but a character's plan does not normally cause them.

Natural events can include droughts, floods, fires, disease, severe storms, harsh winters, or earthquakes that devastate the countryside.

Supernatural events might include the opening of a passage into the realm of Faerie, a surge in the local flow of magic that makes spells dangerously effective, the awakening of a slumbering taigh, or a conjunction that allows the dead to walk abroad.

Events should occur because they follow from the setting's conditions, not simply because the referee wants to create excitement. Their number should be sufficient to make the campaign feel like a living world, but not so great that the players constantly feel beleaguered.

Too many natural disasters will cause the campaign to become focused on people struggling against nature. Too many supernatural disruptions will make extraordinary events feel ordinary.

Use events sparingly enough that they remain significant.

Running the Living World Sandbox

Once the groundwork has been laid, it is time to begin the campaign.

Three primary techniques help create the feeling that the players have stepped into the setting as their characters:
  • The Initial Context establishes where the characters are and what they know at the beginning of the campaign.
  • World in Motion manages how the setting changes as the campaign progresses.
  • The Bag of Stuff provides material when the players do something unexpected, and the referee has no time for detailed preparation.

The Initial Context

The players' choices as their characters propel the Living World Sandbox forward. To make meaningful choices, however, the players must understand their circumstances and their characters' place within them. Otherwise, their choices are little better than random dice rolls.
This is particularly important at the beginning of a campaign, when there are no previous sessions or events for the players to use as reference points.

The Initial Context establishes the characters' circumstances at the beginning of the campaign and provides players with enough information to make informed choices from the outset.

The Initial Context does not have to be elaborate. It only has to be sufficient.

What is sufficient varies from player to player. I have had players create detailed histories and backgrounds. Others found a single sentence sufficient.

"Max likes to hang out at bars in Eastgate and gets involved in trouble."

That player decided to create a Human Thug for a campaign set in the City-State of Eastgate.

Most players find a paragraph or two of personal background sufficient, along with a handout describing the region, town, or city where the campaign begins.

When the players are uncertain about the available options, prepare three to five rumors, pieces of lore, problems, or contacts for them to investigate. Anything their characters would certainly know should be included in a short handout or explained by the referee.

Keep the handout as brief as possible while still covering what the players need to know.

Ideally, the Initial Context should answer the following questions:
  • Where is the character starting?
  • Who does the character know?
  • What are the character's immediate goals?
  • What social complications exist for the character at the beginning?
The answers do not have to point toward a specific adventure. Their purpose is to give the player enough context to begin making decisions as the character.

The Pre-game

The basic idea of the pre-game is to sit down one-on-one with each player before the first session and flesh out the character's background. This usually consists of discussion mixed with a little light roleplaying.

The referee might ask how the character knows a local merchant, why the character left home, what obligation they owe to a temple, or why a local lord considers them troublesome.

This technique reduces the amount of written material needed for handouts. Discussion and roleplaying often work better and are more enjoyable than reading a document, particularly for players or groups who want detailed backgrounds at the beginning of the campaign.

If this feels too formal, or if the time is not available, that is fine. The important point is that the Initial Context is sufficient for the group's time and interest.

Setting the World in Motion

After each session, review the plans of the important characters and factions affected by what occurred.

Begin with what the players did as their characters. Then consider:
  • Who knows what happened?
  • What do they believe happened?
  • How does it affect their plans?
  • What resources do they have available?
  • What will they attempt next?
  • What signs of their response will the players be able to observe?
The distinction between what happened and what the inhabitants believe happened is important. Characters act upon what they know, what they have been told, and what they can reasonably discover. They do not automatically possess the referee's knowledge of events.

You do not have to manage the entire world at once, or even an entire region.

The players' choices usually affect their immediate social circle first. This includes the characters with whom they directly interacted, followed by those connected to them. Beyond that, your notes only need to be updated when you have the time or when events make those distant characters relevant.

For most purposes, characters more than two degrees removed from the player characters are beyond the campaign's social event horizon for a session or two.

As the player characters gain experience, wealth, allies, and authority, their actions will begin to affect a wider area. A fight in a tavern may concern only the owner, the local watch, and the participants. Killing a baron, destroying a temple, or founding a mercenary company may concern an entire realm.

After each session, review the relevant plans in light of what the players did or failed to do. Sometimes an NPC's existing plan will become impossible. When that happens, consider the character's personality and motivations and determine what they now want from the future.

This process helps the referee avoid forcing the players along a predetermined path. The non-player characters may pursue their own goals, but they need to respond to changing circumstances just as the player characters do.

When you suspect that your preferences are influencing the outcome too strongly, use a good set of random tables you like. Random results can help you create unexpected reactions, complications, decisions, or new plans that you would not have considered.

Balance random results with judgment.

Overreliance on judgment may cause the campaign to reflect the referee's biases. Too much reliance on random tables can make events feel disconnected from the personalities, motives, and circumstances already established.

The purpose of the random result is to address uncertainty, not to replace the setting's logic.

The Bag of Stuff

When acting as their characters, players do the unexpected all the time.

They may decide to visit a shrine you noted but did not detail. They may abandon the dungeon you prepared and explore the forest instead. They may take an interest in a nameless guard, travel down a road you never expected them to use, or attempt to speak with a monster you assumed they would fight.

When this happens, the referee must improvise.

The Bag of Stuff is a collection of locales, characters, plans, situations, and other material that can be pulled out and used to run part of the campaign without preparation.

The material does not need to be elaborate. It only needs to give you enough information to adapt the material, begin describing the situation, and roleplay with the players.

Once something from the Bag of Stuff enters play, take notes. It is now part of the setting. If the players return to it, you can develop it further between sessions.

Locales

Prepare or gather six to twelve generic locations that commonly appear in the campaign.

Examples include:
  • A shop.
  • A crossroads.
  • A forest clearing.
  • A section of swamp.
  • A peasant's hut.
  • A roadside shrine.
  • A ruined tower.
  • A small cave.
  • A merchant camp.
  • A manor house.
These locations do not need extensive descriptions. A sketch map, a short list of features, and a note about who may be present are usually sufficient.

When you use one, alter a few details to make it fit the circumstances. A generic forest clearing may contain an abandoned cart in one session and a weathered stone idol in another.

Take notes during play if the locale is likely to be revisited. Later, when you have time, develop it into something more distinctive.

Characters

A major section of these rules describes common non-player character types in the same general format used for monsters. These entries are useful when preparing an adventure or locale, and when you need to draw something from your Bag of Stuff.

When the players unexpectedly interact with someone, choose an appropriate NPC entry and change a few details.

Give the character a name, a mannerism, an immediate concern, and a reason for being present. That is usually enough to begin roleplaying the encounter.

If the character becomes important, make a note of what happened and develop them further after the session.

Plans

Prepare a short list of personality types, immediate concerns, and broad goals. Add to the list whenever you have a useful idea.

Examples include:
  • Wants recognition from a superior.
  • Needs money to pay a debt.
  • Is concealing a past crime.
  • Wants revenge against a rival.
  • Is afraid of losing social standing.
  • Wants to protect a family member.
  • Is searching for forbidden knowledge.
  • Wants to leave but lacks the courage.
  • Is loyal to an institution but distrusts its leader.

These ideas provide a starting point for players interacting with someone you did not expect to become important.

As with locales and characters, use only enough detail to serve as a memory aid. The character's fuller personality and plans can develop through play.

Afterword on the Living World Sandbox

What started me on the path of running campaigns as Living World Sandboxes was a willingness to let the players trash my setting.

In the early 1980s, I gained a reputation as the referee who allowed the players to kill the king, build wizard towers, and become magnates controlling the underworld of a city-state. The referee who let his players trash his setting.

Much of this came from my background in early wargaming. My friends and I would set up scenarios and battle them out to see what happened. When I was introduced to Dungeons & Dragons, that same fascination carried over into my campaigns.

I built the world, detailed the characters, let the players decide where to begin, and then ran the campaign to see what happened. I had no particular destination or conclusion in mind.

My creativity was engaged not by writing stories, but by considering what could happen and then accepting the constraints of roleplaying the non-player characters under the same circumstances and rules as the players.

The results were often unexpected, surprising, and memorable for the entire group.

Across the decade, that remained the heart of the Living World Sandbox. The referee creates the setting and brings its inhabitants to life. The players step into the setting as their characters and decide what interests them and what adventures to pursue.

And they will trash your setting as a result.

Thursday, June 27, 2024

How to Make a Fantasy Sandbox is the Deal of the Day

 For those of you who are unsure about How to Make a Fantasy Sandbox, tomorrow, June 27th, the PDF version will be the Deal of the Day on DriveThruRPG. For 24 hours starting at 10 a.m. Central Time, the PDF will be $3 instead of the normal price of $14.99.  

If you want print copies How to Make a Fantasy Sandbox is offered in both softcover and hardcover. While the Deal of the Day doesn't effect the print price, the PDF is offered as a free option if you purchase a print copy.

Plus check out the other things I have on my Bat in the Attic Storefront. 


Bat in the Attic Games Update

I am working hard on Into the Majestic Fantasy Realms. I am currently fleshing out the magical strangeness of the Ring Islands before moving to the ruins and lairs of the Northport map. After that, I will be wandering into the various settlements of Northport and seeing who is living there and what they are up to.


In addition to the main maps, I have been working on maps of important towns, cities, and locations. 

Ring Islands, West

Right now, it is looking like I will be done in time for a fall Kickstarter. 

Once again thanks for everybody who supported my projects and have a Happy Fourth of July holiday and summer!

Thursday, April 11, 2024

The Release of How to Make a Fantasy Sandbox and the Isle of Pyade

The Release

With the successful conclusion and fulfillment of my Kickstarter, I am releasing How to Make a Fantasy Sandbox and The Isle of Pyade to the public on Friday, April 12th, during the livestream of the Random Party Generator at 8pm EDT. Special discount coupons will be available for those joining the live stream, along with a live drawing for at-cost print copies of both Blackmarsh and at-cost hardbacks of both books. The discount coupons will be active for one week after the show.

Until they go public during the live stream you can monitor the Bat in the Attic storefront on DriveThruRPG.



Special Thanks

I wish to say a special thank you to the 908 backers of my How to Make a Fantasy Sandbox Kickstarter. Your generosity not only made this project possible but also allowed me to upgrade the production values beyond my previous expectations. 

Also, a shout out to my wife, Kelly Anne, who not only supported me throughout the project but also contributed two pieces of art to the book. This marks her debut as a professional artist. 

Thanks to Joethelawyer, Tim of Gothridge Manor, and my friend Josh, whose support and advice were instrumental in making this project a success. 

Finally, thanks to Erik Tenkar of Tenkar's Tavern who is hosting the Random Party Generator. 

How to Make a Fantasy Sandbox

How to Make a Fantasy Sandbox!

Starting in 2009, I wrote a series of 24 posts on the Bat in the Attic Blog covering the different aspects of creating a hexcrawl formatted setting.  Now that the blog posts are completed, I combined and rewrote these posts into a single book.  In addition to advice about creating your setting, the post fleshs out the Isle of Pyade into a small setting that you can drop into your own campaign.

What is a Hexcrawl-formatted setting?

This type of setting starts with a hex grid placed over the map with each hex numbered.  The hex locations of the various locales, such as lairs, are noted and arranged into an index.  This format provides a convenient way to reference detailed local information within the setting.

You can look at the map, see the hex number the location is in, and then look it up quickly in the book.  It works in reverse as well.  You can read about a location in the book, with its hex location noted in the text.  Then, look up where it is on the map quickly.  This format allows easy access to dozens of detailed locations scattered across the setting map, if not hundreds. 

Hexcrawls and Sandbox Campaigns

Sandbox campaigns are distinguished by the fact the players drive the campaign forward by their choices.  In a sandbox campaign, the players may decide to head west instead of east in pursuit of their goals.  The ease of looking locations up makes the hexcrawl-formatted setting a valuable tool for the referee trying to keep ahead of their players while running a sandbox campaign.

How to Make a Fantasy Sandbox will teach you how to make a hexcrawl-formatted setting and explain what details are essential to include to handle the different types of sandbox campaigns. 

The Isle of Pyade




A thousand years ago, this island emerged from the Cataclysm as a bare expanse of rock and soil. Whatever existed here prior was obliterated in the chaos. It took a hundred years for it to transform from a barren expanse to a weed-choked landscape and finally back to its original wooded condition. During that time, survivors, both humans and animals, found themselves washed up on its shores. They established several fishing hamlets in and around East Bay. Despite the chaos of the time, they managed to carve out an oasis of tranquility due to the island's isolation and the great fishing in the Midland Sea.

This was all shattered when scouts of the Lich Tavaras discovered the Isle of Pyade. Tavaras decided to claim Pyade as his own. The lich and his undead army landed on the shore of the Bay of the Dead with his undead army. He quickly subjugated the fishing hamlets and enslaved the populace.

Within the Caves of Mount Devon, Tavaras decided to establish his stronghold. On the North Downs, Bone Keep was established at the center of several latifundia, which were developed to feed the growing slave population.

Tavaras ruled Pyade as his personal domain for nearly 200 years. He survived the fall of the Dark Lord and the collapse of the Dark Empire. His downfall came with the arrival of crusaders from the United Church. Their forces besieged Tavaras' stronghold, breached the mountain and brought down the Lich Lord.

After the downfall of Tavaras, the island was liberated and made part of the Eainian Empire. When the empire collapsed amid civil war and anarchy, the island was incorporated into the Kingdom of the Isle and granted to the Gevon family five hundred years ago.

Over the centuries the Gevon invited halfling families and dwarven clans to help settle the island and exploit its rich lands and resources.

Bone Keep and the other ruins from the lich Tavaras rule remained abandoned. The wars that liberated the islands did not leave much time to cleanse the island of Tavaras' evil taint and abominations. To the present the northern half of the Isle of Pyade remains dangerous to the unwary.

Today, the Isle of Pyade is starting to emerge from relative obscurity. The new Empire of Po threatens the independence of Pyade and the Kingdom of the Isles. Ancient evils are beginning to stir again in the depths of Mount Devon. Once again, the island has become the center of attention, providing opportunities and wealth to those willing to brave its dangers.


Blackmarsh, Digest Edition


Rob's Note: The PDF on DriveThruRPG is free to download. So, no preview is needed.

In the days when man knew only the working of stone and fought for their existence against the orc and the goblin, the sky turned to ash and down fell the fiery mountain onto the land. The world tore open and the grey waters rushed in. Those who survived the impact were lost as boiling clouds rushed out in all directions leaving a wasteland in its wake.

The Mountain That Fell left a gift; magic. Near and far, those of learning and strong of heart discovered new powers to shape the world. In the desolation around the Smoking Bay the adventurous found viz, magic in physical form. And there was more, scattered amid the landscape were strange artifacts and stranger creatures that survived The Mountain That Fell. For a time men, dwarves, orc, goblins, and other races braved the dangers and fought each other in the wastelands. Then the elves came into Blackmarsh expelled the feuding races, drove the monsters out, and healed the land.

In the present day, many come to Blackmarsh to harvest viz, kill monsters, or seek the strange artifacts left by The Mountain That Fell. The only force that stands against the wilderness is the Blackmarsh Rangers. Anyone who is willing to defend the land and its people are welcomed into their ranks. Powerful kingdoms outside of Blackmarsh are beginning cast a covetous eyes toward the land's riches. Will the adventurers of your campaign become wealthy and powerful? Or will their bones join the many that have sunk into the swamps?

Blackmarsh is a complete, ready to run setting for your campaign. It can be run as its own setting or an expansion of your existing world. Contained in Blackmarsh are 17 geographical entries, 78 described locales, and one detailed town; Castle Blackmarsh. Each entry provide one or more adventure hooks to use in your campaigns.

Rob's Note: If you can afford it the hardcover print option comes with two blank pages in the front and three blank pages in the back that you can use for handwritten notes. The inside covers are also blank. The printing process for hardcovers wraps a heavy paper protector between the covers and the first and last pages of the book

Update!
The books have been released for the public links in the titles.





Wednesday, November 15, 2023

Last 48 hours of How to Make a Fantasy Sandbox Kickstarter.



We are in the last 48 hours of my Kickstarter for the book about How to Make a Fantasy Sandbox. The level of support far exceeded what I expected from my Basic Rules for the Majestic Fantasy RPG Kickstarter. I am humbled and appreciative of the support that has been shown. 

There is still time to sign up just click on the link below. The beta PDFs of both How to Make a Fantasy Sandbox and the Isle of Pyade are available to backers. 

How to Make a Fantasy Sandbox Kickstarter

Because of the level of funding, I was able to upgrade my art budget and commission some pieces from Rick Hershey of Fat Goblin Game. 


The Black Queen rules from her throne in the Fortress of the Lich Lord

Prince Ormus of Aventis searches for arcane lore 

The Rot Lord creates another undead servitor in the Sable Port


Monday, October 30, 2023

First beta layout posted for How to Make a Fantasy Sandbox backers.

How to Make a Fantasy Sandbox Beta Layout

I am pleased to share the first beta layout of How to Make the Fantasy Sandbox Kickstarter for my backers.

Some of the art are placeholder pieces. I have been buying stock art over the years but there are gaps, particularly in pieces that depict various characters. Thanks to your generosity I can not only cover those gaps but also expand the amount of custom pieces I can order. 

I want to give a shout-out to Fat Goblin Games, and The Forge Studios where I bought much of my art from.  They both have Patreons and I recommend them if you are looking for art for your project. 

The various maps and other example illustrations are created by myself and represent the final version. There may be further tweaks because the original we designed to be part of a blog post. 

The PDF is bookmarked but I haven't linked all the URLs yet.

Further Steps

Up on deck is the beta layout for the Isle of Pyade. 

The print proofs for the new digest version of Blackmarsh have been shipped.  Like with my Majestic Fantasy RPG Kickstarter, I will be releasing the print codes immediately after I check over the proof.  Each backer will get a code for the hardback version and the softcover version.

Interviews and Livestreams

I have had a couple of interviews and livestreams talking about How to Make a Fantasy Sandbox.

Random Party Generator

The regular livestream that I am part of.


Games with Dave

A live stream where Dave and I talk about the Kickstarter and fantasy hexcrawls.



Fumble Table

Damien and I discussed Fantasy Sandboxes and my background in fantasy roleplaying.


Also, check out his review of Blackmarsh



Wrapping it Up

Again I appreciate everybody's support and feel free to ask questions and leave comments on the draft and the project. 

How to Make a Fantasy Sandbox Kickstarter

Thursday, October 12, 2023

Your World Awaits! How to Make a Fantasy Sandbox Kickstarter!

 

THE KICKSTARTER IS NOW LIVE

Starting in 2009, I wrote a series of 24 posts on this blog covering the different aspects of creating a hexcrawl-formatted setting.  Over 150,000 views later I have finished the series. Along the way, many of you thanked me for writing the series and told me how it helped your own efforts.

Now that the last post has been completed, I combined and rewrote these posts into a single 150-page book. I also consolidated the small fantasy setting I was using, the Isle of Pyade into its own document that you can drop into your own campaign.

Many of you enjoyed Blackmarsh, Points of Light, and my remastered version of Judges Guild's Wilderlands of High Fantasy. Now with How to Make a Fantasy Sandbox, you can learn the techniques I used to make these settings to make your own world to adventure in.

The project rewards will consist of a digest-sized version of my Blackmarsh setting with a new layout and art. The How to Make a Fantasy Sandbox book and the Isle of Pyade setting book will be available as PDF and Print-on-demand books using at-cost print coupons from DriveThruRPG.

I hope to see you at the launch of my Kickstarter on Friday, October 13, 2023.


Launch Party!

I will be launching the Kickstarter during tomorrow's Random Party Generator show on YouTube at 8pm. We will be discussing world building and I will be glad to answer any questions folks have.

Funded!

Thanks to everyone's generosity the Kickstarter is now funded!

Friday, August 11, 2023

A Fantasy Sandbox in Detail Part XXIV, the Last Post

 Part XXIII  Index Page

This is the twenty-fourth and last post in a series detailing the 34 steps I recommended for making a Fantasy Sandbox Campaign. 

Today's post will cover steps 33 and 34. 

33. Make up a rumor chart with 10 to 20 items that feeds the players into the encounter and plots you created above. 

34. Identify major regions and create a random encounter chart for each (monsters, wildlife and NPCs) 

To do this post, I had to go back and collect all the previous posts and consolidate them into a single document detailing the Isle of Piall. 


Then I looked through the entries and picked out the following to be a list of true rumors that I can use when the players interact with the various NPCs on the island.

True Rumors

  • A secret passage beneath Bone Keep leads directly to the Fortress of the Lich Lord, bypassing many of the dangers on the surface.
  • The Black Queen, Lady of the Underearth, was once a powerful ally of Tavaras and has been amassing power in the Underearth for centuries.
  • The ancient Dwarven city of Southpoint is rumored to hold a powerful artifact that can help defeat the awakened evil lurking in the depths of the mines.
  • Sir Avar, once a revered paladin, has fallen from grace and allied himself with the Black Queen, now controlling much of Bone Keep.
  • The Sahuagin have been testing the strength of the island's defenses with raids, in preparation for a large-scale invasion.
  • The Empire of Po is seeking to absorb the Kingdom of the Isles, with the Isle of Piall as an early target for expansion.
  • The Baron and the King's Sheriff are at odds, creating tension and division among the people of the island.
  • The merman King Aventis is willing to forge an alliance with those who prove themselves friends to his people.
  • The Rot Lord, an agent of the Black Queen, is building a zombie army in Sable Port to seize control of the area.
  • A map detailing the locations of valuable treasures and artifacts in Sable Port can be found hidden in one of the abandoned buildings.
  • The Chalice of Healing, an ancient relic, is said to be hidden somewhere in Sable Port, and both the Baron and the Sheriff are vying for its possession.
  • A shrine dedicated to Duke Barradon, leader of the crusaders, lies hidden and forgotten within the depths of Bone Keep.

Then I came up with a list of false rumors. Keep in mind the best false rumors are those that contain an element of truth to make them seem plausible.

False Rumors

  • The Fortress of the Lich Lord is nothing more than an elaborate hoax, meant to scare away curious treasure hunters.
  • The Sahuagin are actually peaceful creatures, who have been framed for the recent shore raids by a nefarious third party.
  • The Black Queen is merely a myth, a story created by the inhabitants of the island to keep their children in line.
  • The Empire of Po has no interest in the Isle of Piall and is focused solely on internal affairs.
  • The Bone Knight, the skeleton warrior in control of Sable Port, is actually a noble and just ruler who seeks to restore the city to its former glory.
  • The merfolk and the sahuagin are actually allies, working together to drive the surface dwellers from the island.
  • The Baron and the King's Sheriff are secretly working together to consolidate power on the Isle of Piall.
  • A powerful dragon resides in the heart of Mount Devon, guarding a hoard of unimaginable wealth.
  • The ancient Dwarven city of Southpoint is nothing but a ruin, devoid of any treasures or valuable artifacts.
  • Sir Avar is secretly working to undermine the Black Queen's plans from within her inner circle.
  • The Chalice of Healing is a cursed object that brings misfortune and death to anyone who possesses it.
  • A giant kraken lives in the waters surrounding the Isle of Piall, waiting to drag unsuspecting ships to the depths.

Random Encounters

The last step is to make a series of random encounters.

 Doing this was never one of my strong points. For most of my campaigns, a simple table indexed by terrain or locale for cities was sufficient. Then I would take into account the circumstances and location of the party. Maybe roll a d6 to see how the encounter initially was set up. With 1 being the worst circumstance for the party and 6 being the best circumstance for the party. Then I riff off of that to come up with the actual encounter. 

For a long time, I thought if I just had the right table it would save a lot of work for me. But then I coded up the city random encounter tables from Midkemia Press' City supplement. For those of you not familiar it is a deeply nested set of random tables that generate random encounters for cities. It is very well done and full of flavor but impractical to use during the session because of how many different tables you have to traverse to generate a result. But the real kicker is that when I finished coding up the tables and started generating, the results were not much more helpful than the more simple tables I used in the past.

Then I ran Adventure in Middle Earth which had a Journey system to handle travel. I thought that was by far the best random encounter system I ever ran. What made it work is that each possible encounter was at just the right level of detail to be useful but generic enough to be easily tailored to the party's circumstance. The system also had you generate at most a handful of encounters that you then place along the route of the journey. Unfortunately, that system didn't survive the transition of AiME into Free League's Lord of the Rings RPG. But it did reappear in a standalone product called Uncharted Journeys for D&D 5e. However, like many 5e products, it was far more verbose than it needed to be. 

I am working on my own take for my Majestic Fantasy RPG. I plan to support three categories of encounters: journeys over lands, voyages over water, and trips across a city. Because this going to be an OSR project one common result will be a straight random encounter roll. You will be able to use your favorite table when this result is generated. I figure it would work better for folks who like to kitbash. Instead of completely throwing away whatever they used previously you will be able to merge my take in. 

But the travel rules will come with a set of random encounter tables for Blackmarsh. I really like the Monster Manual II system of rolling a d8 + d20 for a range of results from 2 to 20. What this does is create a plateau of equal odds in the center. For d8+d12 this is 9 to 13 as shown below. This also allowed TSR to make slots for very rare, rare, uncommon, and common encounters. 

Majestic Fantasy RPG, Travel Rules (rough draft)

I am going to go with a d4 + d8 for a 2 to 12 range for this post and my rules. I find eleven entries easier to manage. But I am not going to give just one table for the entire island (or Blackmarsh). Instead, I will divide the region into different areas that make sense. For the Isle of Piall, there are three major areas: the southern half of the island that mostly settled and cultivated. The northern half which is mostly wild, and the hex around Sable Port has a high frequency of undead.

Northern Wilderness (north of hex row 04)

(2) Very Rare: An ancient treant, upset about intruders on the island.

(3) Rare: A pack of Wereboars from the Amur Forest led by Spardion their leader

(4) Uncommon: A noble hunting party from Mikva out hunting deer.

(5) Common: A Giant Eagle on the hunt. Its nest is on Mount Devon

(6) Common: A small group of Dwarven miners from Hawth, in prospecting for minerals

(7) Common: A group of Halfling foragers from Sandpoint, gathering rare herbs

(8) Common: A wandering cougar, patrolling it's hunting ground.

(9) Common: A pack of Wolves stalking a prey, possibly the party

(10) Uncommon: A patrol of skeletons led by a Wraith from the Black Queen, foraging for viz and rare herbs.

(11) Rare: A roving band of sailors out on a hunting expedition from a ship anchored on the north shore.

(12) Very Rare: A Valard the Yellow Mage practicing magic, causing confusing sights and sounds

Southern Piall (includes hex row 04, and 05)

(2) Very Rare: An Earth Elemental lumbers across the party's path. It was awakened from its slumber by excessive farming activities

(3) Rare: A visiting noble from the Kingdom of the Isles, travelling with a full retinue of guards

(4) Uncommon: A group of thieves from Carra in a woodland camp, planning a crime.

(5) Common: Farmers searching for lost livestoc.

(6) Common: Patrol from Mikva, inspecting for any illegal activities

(7) Common: A group of farmers, crafters, or merchants heading towards Mikva for market day

(8) Common: A wandering Priest of Veritas making the rounds blessing the fields and the people

(9) Common: An enthusiastic group of local kids, playing at being adventurers

(10) Uncommon: A Bard from Mikva, collecting stories and songs from locals

(11) Rare: A runaway from justice is hiding out.

(12) Very Rare: A female Ghost of a former Lady of Piall is singing a lament, cursed to roam the lands

Sable Port (hex 0402)

(2) Very Rare: The Wraith of a deceased sailor, haunting the harbor and scaring the locals

(3) Rare: The Rot Lord's undead spy, observing and plotting against the living

(4) Uncommon: A ship from the Kingdom of the Isles, docked for resupply

(5) Common: Local fisherman, discussing a recent decrease in their catch

(6) Common: Bone Knight's skeletal patrol, maintaining the fragile order

(7) Common: An argument between two factions, escalating into a street fight

(8) Common: A homeless beggar who is actually an undercover agent of Sir Avar

(9) Common: A group of off-duty sailors from the Midland Sea, causing a ruckus at the local tavern

(10) Uncommon: A merchant trying to sell maps to the rumored treasure in the Fortress of the Lich Lord

(11) Rare: A secret meeting between King's men and the representatives from the Isle of Po

(12) Very Rare: The Black Rose, a notorious assassin, spotted in the shadows

Wrapping it up.

While it took me 14 years to complete the entire series of posts, I hope you found this useful. I am currently finishing up a final draft of a book where I combined and re-edited all 24 posts and plan to publish this. It will also contain a standalone description of the setting I used. I will keep folks posted as to when it will happen which will be soon. After talking about it with my editor I am going to rename the Isle of Piall to the Isle of Pyade (rhymes with fade). Piall dates back to when I was in the 8th grade and much worse at naming things. We tried pronouncing Piall and realize that Pyade would be a better choice. However it will remain the original Piall in these posts. 

Last, I figured out how to incorporate the background of the Kingdom of the Isle and the Isle of Pyade into my Majestic Fantasy Realms.  So that version will make an appearance in a future work. I will have a longer post next week about where I am at with my projects and how soon you should expect to see them including How to Make a Fantasy Sandbox.

Until next time

Fight On!


Sunday, December 4, 2022

A Fantasy Sandbox in Detail Part XXIII

 Part XXII  Index Page

This is the twenty-third post in a series detailing the 34 steps I recommended for making a Fantasy Sandbox Campaign. 

Today's post will cover steps 29 to 32. 

  1. Pick the 12 most important NPC or Monsters 
  2. Write a paragraph describing each and fully stat them. 
  3. Pick the most six common encounter type. (City Guard, Border Warders, Bloody Hand, Orcs) Write a paragraph and fully stat them.
  4. Scan your description for any regional organization and write a paragraph on them. Fully stat the most common encounters involved with them.

My choice of using a small example like the Isle of Piall constrains my choices of what to pick for important NPCs, Monsters, encounters, and organizations. It does illustrate an important point about making a sandbox, its scope. 

The details increase geometrically with the area covered by the setting. Piall is five hex columns by five hex rows and has about 27 entries. Blackmarsh has 27 hex columns and 19 hex rows and has 94 entries. Finally my upcoming "Into the Majestic Fantasy Realms" has four maps each with 31 hex columns 41 hex rows along with 200+ entries each. The amount of detail grows geometrically as the size of the map grows. Make the map twice the size in terms of hex rows and columns, and you will have to put in four times the work. 

If you pick a smaller number of locales to flesh out on a larger map this will mean more to make up as the campaign progresses. For your first sandbox make it a size that you feel comfortable with. The time estimate that accompanied the first posts of this series was based on an area the size of Blackmarsh, a map the size of a regular piece of paper, with about 100 entries total.

What to Detail?

The most important NPCs or monsters on the Isle of Piall should be the ones that the players are likely to interact with. Once you determined this list then describe their capabilities and/or plans in detail. Given the limited scope of the Isle of Piall I opted to describe 14 individuals and their associated organizations.

The NPCs of Piall

Thursday, February 10, 2022

Your own custom RPG rulebook, mini binders

A couple of years back I found a mini binder at my local Staples. There was also various inserts including pouches and dividers you could buy as well. I realize this was the solution to a organizational problem I was having with running my campaigns. 

Often core rulebooks and supplements are too verbose to use as references during play. You have to read through a bunch of explanatory text before getting to the heart of the mechanics or details like the modifiers you need. 

So since the early 80s I been making cheat sheets for the RPG I used. Especially for GURPS. 


Binders were letter sized, often too big to be handy. So I shifted to loose sheets. But loose sheets get scattered.

So when I saw this


 I knew I could get the benefits of my old binders but in a convenient form almost as good as loose sheets and without the issue of things getting scattered. So I bought the above as well as some inserts. Then I started to make what I needed for my campaigns. The two that had the most work were for my Majestic Wilderlands using my Majestic Fantasy Rules (based on Swords and Wizardry) and for DnD 5th edition. Also included setting material from the Majestic Wilderlands and Blackmarsh.


Is is one of the binderx open showing the different pages, dividers, and pages.


The binder cover has interior pockets. I printed stuff on digest sized pages and used dividers to organize them. This was followed by a couple of pocket inserts. Then after I added some punched digest sized graph paper and digest sized punched paper with ruled lines. Then finally a pouch with pens, pencils, and index cards.

Here is what I put into each.

The Majestic Wilderlands


  • Pouch with Pens, Pencil and Index Cards

Rob's Notes: I am planning to replace my Majestic Fantasy Basic Rules in the binder with a even more terse reference. Followed by a character class reference so I can quickly answer player questions.

Blackmarsh/DnD 5e

This binder is also used when I run my Majestic Wilderlands using the 5th edition rules.

  • My favorite letter sized 5e reference charts, shrunk a tad, laminated and turned into fold outs.
  • A blank 5e character sheet
  • A terse combat summary


  • A letter sized foldout map of Blackmarsh
  • Pocket inserts with 5e monster stats printed on index cards.
  • Graph Paper
  • A pouch insert with pens, pencils, and blank index cards.
  • I also have 5e reference booklets that I used before this in the inside pockets of the binder.
Handy Amazon Links

Wednesday, April 28, 2021

World in Motion: Breathing Life into your City State

 In my Majestic Fantasy Basic Rules, I touched briefly on the idea of that the setting has a life of it own. Most of I wrote was about prep, before and during the campaign. I didn't touch on things one can do at the table to breath life into the setting. This following is one thing that hopefully you find useful that makes players feel like they are part of a living breathing world with a life outside of what they do.

The specific issue I will be dealing with is life within a fantasy urban setting. The example I will be using will be based on Judges Guild City State of the Invincible Overlord.

One effective technique I use  is to develop a patter to describe what going on particularly in urban areas. I don't attempt to describe everything unless asked. I limit it to things that "caught" the attention of the PCs. The time you go downtown or to a crowded area look at what you notice as you go about your business. Then take a long look around at everything else. You will find that you have a natural filter that so that only certain things come to your attention. Because of this I feel comfortable in highlighting only a few details as the player traverse the city. If the players specifically want to observe in detail then I will paint the full picture around them.

To explain how I do this I made a graphics to illustrate what it is I do using the City State of the Invincible Overlord. The map I use is on the right and is fully keyed. The map the players see is on the right. Either laid out on the table, or up on the screen if using a VTT. There will be a marker on the player map to mark their current position.

The initial situation is that the party is current eating breakfast at the Seahawk Tavern. They decide to pay a visit to the Sorcerer's Supply House. I look at my map and figure out it would take four minutes to get there. Each square is a 120'. The party can move two squares a minute.

The urban encounter table I use has you rolling every minute. I will making six rolls: one to see if anything happens in the tavern while leaving, one to see if there anything going on outside of the tavern. Then four more to see what happens along the way. The reason for the first roll is that for the purpose of encounter the Tavern is it own thing. The reason for the second roll is that players don't know what they will find once they leave the tavern. So I roll to see if anything is going on when they exit. The rest are normal periodic encounter rolls.

I rolled the following.

  1. No Encounter
  2. Foreigner Urchins/Children To/from market/church/work Seeking/In a duel/fight/etc.
  3. No Encounter
  4. No Encounter
  5. No Encounter
  6. Thieves Guild: Pursecutting/Stalking a mark/etc.

This how it would play out.

click to view at full size

The players can deal with or ignore each of these situation as they see fit. It not uncommon for one or two players to decide they want to check out or deal with something while the rest of the party moves on. In which case I handle the split using a round robin technique. I will spend 5 to 15 minutes with a group and then turn my attention to the next group. Going back and forth as needed.

The Dots on the right hand map roughly marks where I would pause the party (or character token) and describe something.

It take some practice but highly effective in giving the players the sense they are part of a larger world. 

One problem I had until recently is the number of encounter rolls I needed to make. After running two campaigns using Adventures in Middle Earth, I really liked their journey rules. The most applicable part is where you roll for the number of events based on the length of the journey using a logarithmic scale. This means you will have journey 10 times a long before you get the twice the encounters. 

I am working on how this will work for a city adventure. The general gist so far is.

  • One the same street: 1d3-1 encounters
  • Within the same quarter: 1d4 encounters.
  • Across the city: 1d6 encounters. 

Afterwards I sprinkle the encounters along the player's route where they would make sense. Sometime it more or less evenly spaced. Other times they can be bunched up around a single block of buildings.

Hope folks find this useful.

Monday, April 5, 2021

Small Islands of Wonder, Magic and Society Part III

 Part II

After the end of the last post, the world of magic is dominated by clerics, religion, and divine magic. With the exception of the Elves and their allied culture where a tradition of arcane wizardry was developed along divine magic. 

As world rediscovered bronze and later iron technology. Arcane magic remained in the background. Cultures and religion proved to be a barrier but not an impenetrable wall. Independent discoveries and trade with the elves slowly spread arcane knowledge, spells, and rituals. Like in Earth's history the endless summer of small regional cultures doing their own things was to be shattered by the rise of the empires.

The Rise of the Viridians

Despite being divinely constructed and guarded by the Great Dragons, the entrance to Abyss that chromatic crystals guarded was a location in the world that could discovered and explored. Chance and circumstance combined with evil intent to allow a powerful wizard to steal one of the chromatic crystals, the Ebon Flame. The story of that wizard and the war against him is epic but is a tale for another time.

The theft of the crystal left a gap within the ward. and a thousand years later, the weakest of demons the Green Lords or the Viridians found the gap and they were just weak enough that they could use it to escape. Once free they sailed away and founded an empire. Soon other races including the Elves came into conflict with the Viridians and war broke out.

For magic, the Viridians had the first major independent tradition of arcane magic outside of Wizardry. Demons had no access to the divine as they considered themselves enemies of creation. So they developed arcane rituals into a high art including the development of the powerful 7th to 9th level rituals.  

The Rise and Fall of Empires

The Viridians did little to endear themselves to humans and the other races. They believe themselves to be lords of creations and sought to enslave whole cultures at every opportunity.  But their numbers dwindled and like neighboring cultures their realms experienced a rise, a fall, a dark age, and rebirth.  In both the Majestic Wilderlands and the Majestic Fantasy Realms there were three empires over the centuries. The downside of how the Viridians acted that for many cultures, arcane magic became associated with demons and evil.  It wasn't until the rise of the next great empire that arcane magic came into it's own.

That empire was the Ghinorian Empire in the Majestic Wilderlands, and the Bright Empire in the Majestic Fantasy Realms. Both considered themselves universal empire espousing ideals to appeal to all people regardless of cultures. Both had a dominant religion that preached these ideals as divinely ordained and both were highly successful in spreading to all corners of the main continent.

Like most religions in other cultures, the empire had a tradition of Arcanists subordinated to the church. One specialty found among others in various orders of scholars and monks. The success of the empire meant contact with many different cultures including the Elves and their tradition of Wizardry. And the Viridians and their tainted  tradition of arcane magic. This widespread contact lead to renaissance of learning and scholarship spearheaded by the church.

But as the centuries rolled on, the empire developed cracks and faltered. Both versions weakened by civil war, and both had their death blow delivered by barbarian invasions. In the chaotic centuries after the fall, the church shattered and it adherent left to fend on their own. The old arcanist used their knowledge of elven wizardry, the rituals of over a dozen cultures, and Viridian own tradition scrubbed of any demonic taint to create a new form of arcane magic, the Magic User. Freed by the demand and constraints of religion the early magic-users were able to prefect the new way of casting spells and teach it to others. 

Like a wizard a magic user performed mediations to memorize a spell form that could be filled with energy and released as spell. But instead of internalizing the forms, they made a crucial innovation of the spell book. The use of the spell book allowed many more forms to kept in a magic user's mind compared to a wizard. In addition it only took a short amount of time to rememorize new forms. Although the number and powers of the memorized forms depended on the skill of the magic orders.

The Magical Orders.

Art by Richard Luschek
The centuries after the empire's fall saw the rise of various magic orders. The Order of Thoth arose from some of the early magic-users banding together for protection. The Order of Sarrath was an alternative tradition of ritual casters that became an important part of the Ochre Empire one of the largest successor realms to emerge from the collapse of the Bright Empire. The various viking cultures developed an order of ritual casters using runes. Alongside these new order Wizards from the elves and their allies and Viridian artificers who used the old form of ritual magic to create magic items.

All of the orders are still finding their way. The present day of my campaigns in both the Majestic Wilderlands and the Majestic Fantasy Realms is set during the time where these orders are coming into their own. The turmoil's of their early history is past and each have established a place in their respective cultures.  

The wider world is also coming into its own as the various realms have move past the dark age after the fall of the empire. Commerce and finance has step alongside land as a source of wealth and power. And nobody know what the next few centuries will bring either for the realms or magic. 

The Mechanics

Magic Users

The same as any classic edition. Additionally magic users can cast 10 minute rituals from their spellbooks. The maximum level they can cast as a ritual is equal to 1/2 of the high spell level they can cast (rounded down). If a magic-user can cast 4th level spells they can also cast 2nd level spells as ritual. In this area magic-users regressed compared to the older ritual caster due to the focusing on memorizing spells. 

Order of Thoth

The same as magic users above. In addition they learn the Shield of Magic which confers 20% magic resistance per level until it maxes out at 100% at 5th level when they become a master in the order. I recommend limiting this to non-damaging spells that require a save like charm person. Not to spells like fireball or stinking cloud that create something else that does the damage. The Shield of Magic was developed to protect mages from being controlled as a slave by another mage. 

Order of Sarrath

This is a order of the ritual only spell casters known as Theurgists. As an official arm of an empire dedicated to worship of the dragon god of war and order (think lawful evil) these spellcasters learn to cast joint rituals. They can combine their caster levels for an increased spells effect. For example 5 5th level Theurgists can cast a 25D fireball.

Rob's Note: I have to admit, I thought this would work out better than it did. At the time I thought there were a fair amount of spells in the classic editions like fireball where they were more effective when cast by higher level magic users. This turned out the exception not the rule for the classic editions. 

But would out work out fine if 5e is being used. In 5e most spells are more potent when cast through a higher level spell slot.

Runecasters

This is another order of ritual only spell casters originated among the dwarves and human viking cultures who used runes. Instead of scrolls runecaster can scribe runes that function the same. Used the spell is cast and the rune disappears. The difference is that runes are more compact so Runecaster can make runewands or runestaffs with many runes on them. And they are more lasting than paper being carving into a durable material like wood or stone. Runes for a spell take up around three inches of length for a staff or wand. A three inch by three inch square on a flat surface.

Charms

Charms are like scrolls except they remain after being used. They cost double (money and time) what a scroll costs and half to recharge (money and time). They also can be activated by non-spellcasters as one-use magic item. For runecasters they are an advanced form of runes.

Wrapping it up.

My hope with this short series of essays on magic and society provide some useful insight and inspirations for your own campaign. The history of magic I outlined is not the only way it could have played out. With different premises and history turning in a different all kinds of interesting possibilities emerge. 

One thing to keep in mind if you believe that a magic utopia is inevitable. Once way to sidestep that issue to set the campaign prior to the time in which the utopia will happen. Everything has a beginning and Rome wasn't build in a day. 

Finally this material is also preview of the upcoming Lost Grimoire of Magic. The next book in my Majestic Fantasy RPG series with will debut late this summer after the Wild North is released.

Sunday, March 21, 2021

Small Islands of Wonder, Society and Magic Part II

Part I

In my previous post I discussed the status of magic at the beginning of history within my setting, the Majestic Fantasy Realms. Here I will discuss the aftermath of the Dawn War and how it gave rise to the first great era of magic. 

Prior to the Dawn War all magic was arcane and ritual based. The gods were known as the Lords of Creation and functioned as guides, teachers and coaches rather than as a source of divine mystery. Their roles were to prepare the two races, humans and elves, for the roles they were to play in the newly created world. 

As recounted in the last post, the demons were imprisoned in the Abyss with the chromatic crystals and as a result magic in a concentrated form was cycled throughout the world. Providing a source of energy to cast spells within seconds instead of minutes.

Faith, Signs and Portents.

The Lords of Creations decided that their close presence to the mortal races was one of the primary causes for the rise of the Demons. After the Abyss was sealed, they withdrew from the world and only interacted with those who followed their philosophies. Communicating through signs and portents, they sought to teach through faith instead of direct instruction. In doing this they changed from being the Lords of Creation into gods with religion and faiths.

Their clerics became the first true spellcasters in the world. Those who developed or had the strong faith found they had power as well. They were given divine insight to use the new sources of magical power coursing throughout the world. Through meditation and prayer they could memorize specific spells. Developing the forms in their mind. Then while casting filling the forms with magical energy and finally releasing the form and energy as a spell. As the cleric became more experience their divine insight developed to allow them to cast more potent spells. 

However, power had a price, and that price was belief and faith. Belief in what they were taught and faith that it was right and real and not madness or the whisper of demons rising from the Abyss. Without faith and belief, there was no divine insight, without divine insight the ability to cast spell within seconds disappeared.

As religions developed and took hold, the Cleric became the dominate spellcaster overshadowing the old arcane ritual casters. A major contributing factor was the Shield of Faith, which made Clerics invulnerable against spells and rituals cast without a god's divine insight unless the spell manifested something in the physical world like fire, ice, stone, or lightning. In many cultures the ways of the old ritual based arcane spellcasting was lost. Except for one group, the Elves and their allies.

The Elves and Wizardry

Within a few generations only the elves preserved any memory of the time before the Dawn War. Like other cultures, the god also only spoke to the elves in signs and portents. But among the elves and their allies it did not developed into a full blown religion but into various philosophies one committed their lives too. Those who committed to one of the divine philosophies also received the divine insight to learn and cast spells within seconds. 

But because elves still remembered, they and their allies also still practiced and more important continue to develop the old arcane rituals. They learned how to cast rituals with divine insight separate from the forms they created in their mind with their daily meditations and prayers. They could cast divine rituals without a having to write them into ritual book.

And the elves and their allies developed a way to casting arcane spells within seconds called wizardry. Through a complex series of meditations, rituals, and study, Wizards could internalize spell forms to fill with energy to cast at a moment’s notice. However, it took practice and further study to be able to do their more than once a day and with more potent spells. Even then the Wizard were very limited in how many spells that could be internalize and the process of internalizing a form took years even decades. An issue that wasn’t present with divine insight. 

Wizardry did not spread far beyond the elves and cultures allied with the elves for two reasons, the laborious study involved which was fine for immortal elves but took up much of a human’s lifetime. The second and more tragic, was that many rejected interaction with the elves and their allies when elves began to contact others cultures again a thousand years after the Dawn War. The worldview of the elves and their allies was seen as godless to cultures dominated by religion. 

Hedge Mages and Arcanists

Magic in concentrated form flowed through everyday life. It would manifest in physical objects known as viz only to dissipate at dawn the next day. Creatures, some known as monsters, developed ways of harnessing magical energies to better survive. Outside of the elves, religion and the clerics were dominate but over the centuries people both within a faith and outside were continually rediscovering arcane magic and ritual spellcasting. Most times it was a curiosity and limited to a few weak rituals. In some cultures an underground tradition of Hedge Mages developed who lived on the fringes of society and passed down hard won rituals from master to apprentice over generation. Mostly making a living by brewing potions and elixirs for the few who found them. When the culture’s religion found out about them the reaction was nearly always negative and many died after being called heretics and apostates. 

Some religions allowed orders of arcanists to develop and catalog arcane rituals under the strict supervision of the religious hierarchy. Arcanists were rarely a separate order but instead a specialty among scribes, librarians, and record-keeper. 

The Dawn of the Magic User

As the centuries rolled on and history unfolded, chance and circumstance allowed cracks to form in the dominance of magic by clerics. In the next post I will conclude this series by talking about the events that lead to the rise of the magic-user.

The Mechanics
For Swords and Wizardry the cleric is as written. I have a few additional wrinkles like the Shield of Faith which acts as a form of limited magic resistance in the Majestic Fantasy RPG. 

Viz is the same as spelled out in the Basic Rules for the Majestic Wilderlands RPG. One viz allows the cast to cast a 1st level spells without losing it from memory or using a spell slot (if a wizard, see below). It also reduces the cost of creating a magic item. But a spellcaster can only keep so much viz intact without it dissipating at dawn. Generally equal to half their level rounded down plus their intelligence or wisdom bonus.

The Wizards works similarly to the D20 Sorcerer where the spellcasters do not have to memorize spells but instead learn spells known and cast them any way they want until their spell slots are used up for the day.

For Swords and Wizardry I went with the following table instead the one with the D20. They can cast arcane rituals with a spell level equal to 1/2 the high level spell they can case (rounded down). So Wizard can begin to cast first level arcane rituals at 3rd level when they learn how to learn and cast 2nd level spells. 

Spells Per Day

Spell Known