Showing posts with label mythology. Show all posts
Showing posts with label mythology. Show all posts

Wednesday, January 14, 2026

Saga of the Ortegids: Appendix N

If you haven't read the
Nintendo Power handbook,
do yourself a favor.
I know the Year of the Barbarian has run on longer than a year at this point, but I haven't had much time with which to sit down and write this post. In any case, I've put together an Appendix N for The Saga of the Ortegids, compiling a list of works that carry the same sort of feel I'm shooting for in my personal vision of the setting, or otherwise are useful as influences. See also this post on the "dials" of the setting - certain influences can be played up or down to convey different feels.

The Sacred Texts
These are to be considered in broad strokes canon to Saga.
  • Dragon Warrior (1989), Dragon Warrior II (1990), and Dragon Warrior III (1992) (NES)
    • Specifically the NES versions, including art and literature included in game manuals.
  • The promotional art of Katsuya Terada (1963-) and Kensuke Suzuki (1964-2018)
    • This art is the reason this project exists. If Dragon Quest canon is "Akira Toriyama's Dragon Quest," then The Saga of the Ortegids is "Katsuya Terada's Dragon Warrior."

Artists
  • John Buscema (1927-2002)
  • Clyde Caldwell (1948-)
  • Larry Elmore (1948-)
  • Ron Embleton (1930-1988)
  • Frank Frazetta (1928-2010)
  • Greg (1939-2024) and Tim Hildebrandt (1939-2006)
  • John Howe (1957-)
  • Ephraim Moses Lilien (1874 - 1925)
  • Moebius (1938-2012)
  • Earl Norem (1923-2015)
  • Boris Vallejo (1941-)

Comics
  • 300 (1998)
  • Arak: Son of Thunder (1981-1985)
  • Beowulf: Dragon Slayer (1975-1976)
  • Claw the Unconquered  (1975-1978)
  • Marvel's Conan the Barbarian (1970-1993)
  • Dragon Quest: The Mark of Erdrick (1991-1997)
    • Not canon to Saga, in large part because it wasn't translated until last year, but a good example of how you can expand on the lore of the Erdrick Trilogy while taking it in a grittier direction.
  • Red Sonja (1977-1983)
  • The Savage Sword of Conan (1974-1995)
  • Vinland Saga (2005-2025)

Film and Television
  • The 13th Warrior (1999)
  • The Beastmaster (1982)
  • Captain N: The Game Master (1989-1991) - S1E7 "Three Men and a Dragon" and S2E10 "The Trojan Dragon"
    • Thankfully not canon to Saga, but it does at least give you a sense of how Western audiences perceived Dragon Quest when it first came out.
  • Cleopatra (1963)
  • Conan the Barbarian (1982) and Conan the Destroyer (1984)
  • Deathstalker series (1983-1991)
  • Dragonheart (1996)
  • Excalibur (1981)
  • Fire and Ice (1983)
  • Gladiator (2000)
  • Hawk the Slayer (1980)
  • Hercules: The Legendary Journeys (1995-1999) and Xena: Warrior Princess (1995-2001)
  • House of David (2025)
  • Ladyhawke (1985)
  • Legend (1985)
  • The Legend of Zelda (1989)
  • Ralph Bakshi's The Lord of the Rings (1978)
  • The Northman (2022)
  • The Odyssey (1997)
  • Primal (2019-)
  • Red Sonja (1985)
  • Robin Hood: Prince of Thieves (1991)
  • Samurai Jack (2001-2004; 2017)
  • The Scorpion King (2002)
  • The Ten Commandments (1956)
  • The Thief of Baghdad (1940)
  • Vikings (2013-2021)
  • Almost anything by Ray Harryhausen (1920-2013)
    • Mostly his sword-and-sandal output, but even something like One Million Years BC could be taking place in the Worldforest.

Literature
  • Beowulf
  • Lin Carter (1930-1988); various
  • The Epic of Gilgamesh
  • Ferdowsi; The Shahnameh
  • Gustave Flaubert; Salammbo (1862)
  • Homer; The Illiad and The Odyssey
  • Robert E. Howard (1906-1936); various
  • Elias Lonrott; The Kalevala (1835)
  • Fritz Leiber (1910-1992); various
  • The Old Testament
  • Orlando Furioso
  • The Saga of the Volsungs
    • Yes, that's where the name came from.
  • JRR Tolkien; The Hobbit (1937) and The Lord of the Rings (1954-1955)
  • Valmiki; The Ramayana
  • Virgil; The Aeneid
  • Vyasa; The Mahabharata
  • Wu Cheng'en; Journey to the West (1592)

Video Games
All entries include North American promotional art and manual materials, if applicable.
  • Assassin's Creed series (2007-)
  • Dragon Warrior I & II (2000) and Dragon Warrior III (2001; Game Boy Color)
    • This is after the series started embracing its ties to anime in the international market, but they are in my opinion the best versions of the games, and some content added for these releases found their way into Saga.
  • Dragon Warrior IV (1992; NES)
  • Faxanadu (1989; NES)
  • Final Fantasy (1990; NES)
  • The Legend of Zelda (1987) and Zelda II: The Adventure of Link (1988) (NES)

Wednesday, September 17, 2025

Background: Fated Hero

If you've been following my blog, I don't think it should be any surprise to you that I love backgrounds. They're one of the best ideas 5e ever had, offering customization options for characters that add flavor, and most of the features are narrative-focused, opening up new avenues for characters to explore and interact with the world rather than just giving them mathematical bonuses. That being said, I do think that there's room for background features to introduce mechanics of their own. There's some fun things that can be done there. As a bonus, they provide an avenue to mechanically represent new character concepts without having to write a completely new class - let's face it, D&D has more classes than it has archetypes for those classes to fit as it is. Here's one such example.

This started out as a post for The Saga of the Ortegids as a background to represent a PC being a member of the Ortegid Dynasty - that is, the legendary family that includes (but is not limited to) the main characters of the first three Dragon Quest games. The idea of a legendary hero is a common feature in contemporary Japanese fantasy that tends to be a direct reference to the player characters of the Dragon Quest games in the same way that the "demon king" archetype is the result of porting the video game conceit of a final boss into narrative media. Usually, the two are linked, with the hero often being prophecized to defeat the demon king. In some stories, they're the only one physically capable of doing so, and in some, the hero and the demon king are both metaphysical roles passed down cyclically every generation, with their struggle serving to keep the balance of good and evil. These aren't mutually exclusive.

Notably, however, the heroes of the Erdrick Trilogy are not prophecized chosen ones - that trope comes mainly from later games. In the first three games, they're all people who volunteered or were volunteered to deal with a pressing threat, but from what little exposition we get, it appears that this is because they feel it's the right thing to do and/or because they're following the example of their ancestors, not because of a mandate from higher powers. With this in mind, in addition to the fact this project is deliberately eschewing any artifacts of the medium of video games, you might be wondering why I'd try to represent it.

Well, heroes being elevated in some way among common people is something we see in fantasy and mythology in pretty much every culture and era, so I think it can still work. Drawing more than a little inspiration from The Saga of the Volsungs, the lore for my version of the setting is this: when Baramos, the Sorcerer-King of the Southlands, was told by an oracle that he was doomed to be slain by the line of the Aliahanian warrior Ortega, he had a curse placed upon Ortega's kin, such that all would be blessed with incredible strength, wit, and bravery, but simultaneously doomed to misfortune and tragedy, attracting powerful enemies and more often than not dying by the sword. This is why they're so often capable of great heroic deeds and faced with a need to perform them, not because the world works like it's a video game.

However, while plotting out this background, I realized that it'd also work very well for a variety of names in fantasy and folklore - the Volsungs, but also the heroes of ancient Greece, subject as they are to the whims of the gods, Samson, and even more modern examples like Elric of Melnibone. To that end, I've submitted it as a setting-agnostic background. Feel free to tweak it for your own purposes.

Fated Hero

For whatever reason - be it a curse, a prophecy, or merely attracting the eye of the gods, you are capable of great deeds, but your fate is a plaything of higher beings. You have the potential to become a figure of renown through heroism, but the same fate that guides you toward greatness could just as easily bring about your end.

Skill Proficiencies: History, Religion

Languages: Celestial

Starting Equipment: A token of your divine favor, a set of common clothes, an explorer's pack or a dungeoneer's pack, and a pouch containing 15 GP.

Feature: Gigantic Melancholies and Gigantic Mirth. Once per long rest, you can beseech the gods to grant you their favor in performing a great task. If the DM agrees that the roll at hand is a suitably heroic deed, you make the roll with Advantage. However, your fate is bound in both directions. Each time you use this feature, the DM will make a note of it, and can inflict Disadvantage on any one roll they choose in the future. Additionally, if you roll a natural one on your reroll, even if the original roll was higher, you must take it, as the gods are punishing you for your hubris in calling upon them so wantonly.

Variant: Ortegid Scion. This variant can only be used in a Saga of the Ortegids campaign, or one where the setting also features a family of heroes cursed to tragic fates. You are a member of some branch of the Ortegid Dynasty - possibly a prince of one of the three Ortegid kingdoms, a distant cousin, or the product of a one-night stand in foreign lands. In addition to the Gigantic Melancholies and Gigantic Mirth feature, you also have the Inheritor feature from Van Richten's Guide to Ravenloft (if you bring up your heritage, you will get an idea of the local reception of your ancestors and how you can be expected to be treated in turn). You must be a human or a half-race of human parentage, and of at least partial Aliahanian ancestry, to use this background (though the Ortegids have traveled throughout Erdland and Torland and their descendants can be found in surprising places).

Friday, March 14, 2025

Friday Encounter: The Island Fish

Sinbad: Legend of the Seven Seas
Here's an encounter to bring one of my favorite tropes in folklore and mythology to the table. It should be used while the PCs are traveling by boat, preferably on a voyage through a relatively uncharted body of water.

While traveling the open sea, the PCs come across a small island that is not marked on any of their maps. The ship's crew has grown tired over the long journey, and they petition the captain to stop and rest here, perhaps foraging for food to replenish their meager rations. If the ship's captain is an NPC, they agree to moor the ship here; if they are a PC, that decision is up to the player(s).

If the ship docks, the crew wishes to spend the night on the island, and they suggest the PCs explore before sun sets. PCs exploring the island will find that it is mostly flat and rocky, covered in sparse shrubs and grass, with a few short trees here and there. There are no land animals native to the island, but a few seagulls can be found, and there are some crabs on the shore. The island is 160 feet long and 100 feet wide, with a circle of rocks and trees at the center of the island forming a natural campsite, 80 feet from the ship. Keep track of how far the party ventures into the island - it will become important later.

At nightfall, the ship's crew will make camp at whatever suitable spot the party found, and make a fire from some driftwood and fallen branches to cook some birds and fish they were able to catch. However, this is where the island reveals its secret. The "island" is in fact a gigantic fish that has laid dormant here for years, and over the ages, enough soil has built up on its back to form solid ground. However, when a fire is lit, the fish will wake up, and seek to retreat into the water - with everyone still on it! The fish will also wake up if a fire is lit on the island before the crew does, or if the PCs make any extremely loud noises (such as that of an explosion).

Once the fish wakes up, enter Action Time. The fish takes a turn at the beginning of initiative order every round. On its turn, the fish always sinks two feet into the water. The PCs must use this time to run back to the ship before they sink with the fish! If they make a move or dash action, they must make an Acrobatics or Athletics check (whichever best fits the action); on a failed check, they can only move at half speed that turn due to the rising water. The DC for this check starts at 5, and increases by 5 for every two feet the fish sinks after the first. If any PC is below the water (this would typically be when the fish has sunken six feet for a medium-sized creature, or three feet for a small one), they must swim to their destination, and they must hold their breath unless they have some means of breathing underwater.

You don't need to roll for the crew during this part - you can just assume that enough redshirts drowned to make things suitably dramatic, but enough survived that the ship is still in working order. However, if there are any named NPCs on the ship, you may wish to have them act during the initiative order like the PCs, following the same rules.

If you so desire, you can add other obstacles to overcome during the run to the ship if you want make the encounter more challenging. Do not forget that, although most parties will likely run for the ship, other courses of action are possible and should be allowed according to the DM's judgment. If anyone in the party is able to communicate with the fish, for instance, they may be able to convince it to take them to their destination - though the fish will likely demand something in return.

Wednesday, January 8, 2025

Saga of the Ortegids: Dials and Inspiration

The Saga of the Ortegids is intended as a dialed setting - that is, there are several main streams of inspiration behind it that influence its tone, look, and feel. A DM interested in fine-tuning the details and creating a mood that seems right to them can turn these "dials" up or down, exaggerating or downplaying certain elements to make the setting their own. Trey at Sorcerer's Skull explores a similar paradigm with Star Wars - identifying the main sources of influence as swashbuckling, classic science fiction, Orientalism, and mid-century Americana, and how giving these aspects more or less focus could create a setting still identifiably influenced by Star Wars but with its own distinct flavor. This is a vast oversimplification of Trey's point, but it shaped how I think about Saga of the Ortegids and how it could be approached.

The three major dials of the setting are:

1. Western Dragon Warrior Art

These are the same people -
You probably didn't need me
to tell you that.
As discussed in my last post, the idea behind Saga of the Ortegids as a setting is to create the connective tissue between the art pieces produced by Nintendo, Enix of America, and others to market the Dragon Quest games in the west during the late 80s and early 90s. Nintendo tried very hard to sell people on Dragon Warrior, even giving out cartridges for free with subscriptions to Nintendo Power, and there's a great wealth of art out there that illustrates how I envision the world of the Ortegids looking. The folks over at Dragon's Den, some of the most in-depth archivists of all things Dragon Quest, have been invaluable in this project, and I suggest anyone interested in the subject to click around.

I've seen people describe this art as "a bastardization of Toriyama's art to appeal to western audiences," but that's quite dismissive of the hard work of the artists, and to the audiences they captivated. It also ignores the fact that in Japan, Toriyama's art is considered much less integral to the Dragon Quest experience than it is in the west; there have been numerous projects, including the long-running manga The Adventures of Dai, which he was not involved with at all. What's very interesting to me is that elements of Toriyama's original designs actually crop up quite frequently in this art - the artists clearly knew what they were doing, and wanted to translate the imagery of the series to a different visual style. They could easily have thrown some unrelated fantasy art on the cover, but they didn’t. They used artists who had played the games, or at least saw the original concept art, and reproduced the designs faithfully.

This is, admittedly, a hard dial to turn up. It mostly relies on these images being in the minds of the people at the table, and it's hard to control that unless you use visual aids and handouts (I don't). I would suggest looking at this art as a way to get in the mood. Lean into its visual tropes in your descriptions - shadowy taverns, horned helmets, Moebius-like tall grassy plains. The first two games rewrote all the dialogue in Shakespearean speech, so throwing around some Elizabethan pronouns might help evoke this mood if your players won't kill you for it. Alternatively, you can turn down this dial if you'd rather have a world that looks and feels like Toriyama's depictions, emphasizing the anime influences of the world.

Inspirational Reading: Nintendo Power circa 1989; NES manuals and strategy guides; Clyde Caldwell and Larry Elmore art has the same vibe. If you hate yourself you can watch the two Captain N episodes that adapted Dragon Warrior.

2. Norse and Germanic Sagas

The thought that kicked off this whole experiment in the first place was the idle musing I had that the Erdrick Trilogy is an Icelandic saga. I don't know how intentional this was - given the trilogy's use of Norse motifs, it's certainly possible - but structurally and thematically, there are very strong similarities. The conceit of the first three Dragon Quest games is that they take place in the same world(s), generations apart from one another, all following a single lineage of heroes. A constant recurring theme is living up to one's legacy - protagonists of one game must prove their mettle by weighing their deeds against those of their ancestors, which are shown on-screen in other games in the series. Even though DQ3 is the first game chronologically, it too plays with this, as your NPC father and his heroic exploits are constantly mentioned.

This is the same throughline found in Norse sagas, which tend to be genealogical in nature, recounting several successive generations of a given clan and having the actions of one hero resonate through the ages to impact their descendants for good or ill. It grounds the trilogy in the context of a mythic tradition, and that tradition can easily be used to provide color and texture to the setting.

More superficially, I'd be remiss if I didn't point out that the plot of the original Dragon Quest starts with a warrior arriving in the court of a foreign king, seeking to prove himself so that he can be trusted with dealing with the king's problems with a marauding monster that has broken into his castle. There's a kidnapped princess, which immediately casts things in a fairy-tale lens to most people, but it's also not hard to see the similarities to Beowulf.

If you wanted to play up the higher literary influences on the setting, you could simply throw around more runestones and longboats, but to go a little deeper than that, you could make reference to themes of fate (even better if you call it wyrd) and cite legendary heroes of the past, who may or may not be related to the PCs. Use of the word "hwaet" is optional. Turn this dial down, and you have a setting that pays greater homage to pulp fiction, emphasizing action and exotic locales.

Inspirational Reading: Beowulf; The Saga of the Volsungs; the Kalevala.

3. Sword and Sorcery Fiction

In my previous post, I talked about how Conan the Barbarian does a better job in bringing the basic story beats of Dragon Quest V to the big screen than that game's official movie adaptation does. But it goes both ways, too. Here's another revelation I had - Dragon Quest III is the closest a video game has ever come to capturing Robert E. Howard's Hyborian Age.

Yes, I know about Age of Conan and Exiles and all the other official Hyborian Age games, but a significant portion of these games are drawn from the aesthetics of the movies. And I've come to realize on my replay that DQ3 feels very much like Howard's original stories, before Milius and Schwarzenegger's interpretations colored the public perception. As I've discussed on the blog before, the setting of DQ3 is very much a History's Greatest Hits setting, taking an Earth-like map but populating it with areas based on very different eras of history. On your adventure, you encounter characters who appear to be stand-ins for Cleopatra, Henry the Navigator, Galileo, Simon Bolivar(!), and Queen Himiko, among others. Does it make sense for all these people, and the settings they are grounded in, to be around at the same time? Absolutely not, but the game does not care. Much like Howard, it's more concerned with creating a fun venue to have exotic globe-trotting adventures than maintaining internal coherency.

Furthermore, the protagonist of DQ3 can easily be imagined as a Conan figure. Spoilers for a 40-year-old game to follow (for the record, the recent HD remakes did not even bother to try hiding this any more): at the third act of the game, you travel from one world to another, seemingly located on the inside of a hollow planet, which turns out to be the setting of the original two games. By the end of the game, it's become clear that you are in fact the same legendary hero who was mentioned in the first two games and set the legacy their heroes will follow. But this also means that DQ3 is about a hero leaving their homeland, having adventures that span the globe, and then settling in a foreign land to become a figure of legend, much like how Conan left Cimmeria and became the king of Aquilonia.

Also, there's a female pirate captain, and by picking the right dialogue options you can apparently seduce her. I sincerely doubt this was a deliberate nod to Queen of the Black Coast, but it makes for a fortuitous coincidence. The antagonists of Dragon Quest II are a doomsday cult that worships a sinister reptilian god, so there's that.

Luckily, there's a rich vein of imagery associated with pulp sword-and-sorcery stories you can tap into to play up this dial. For more superficial examples, use fewer historical names in favor of imagined two-syllable constructions (bonus points if hyphenated), put in some slave girls, giant snakes, and carnivorous and/or winged apes (both of which, incidentally, appear in the Erdrick Trilogy), and use the term "mighty thews" at least once. Or emphasize the sweeping scope of adventure and the exotic locales it takes place in, and provide the party with plenty of examples to cause mayhem. Turning this dial down will result in a more "highbrow" Saga of the Ortegids, emphasizing its roots in mythic traditions.

Inspirational Reading: Conan the Barbarian (books, comics, and films); Thongor of Lemuria; Fafhrd and the Grey Mouser; that one sadly short-lived Beowulf comic DC did where Grendel kills Satan for favoring Dracula over him.

Wednesday, November 20, 2024

Lunar Lands Appendix N

Whether you want to call it "6e" or "5.5e" or "One D&D" or "D&D 2024" or "the spawn of Satan," the core books for the most recent iteration of D&D's ruleset have hit shelves. I've had a chance to look at them (and what people online are saying about them), and while I would overall call it a mixed bag I don't have much in the way of strong feelings on, there is one decision I find truly concerning. The venerable Appendix N, of inspirational reading and influences on the game, is gone from the Dungeon Masters' Guide, replaced by a "lore glossary" of terms and characters from existing D&D fiction.

I'm sure you already knew I was going to hate this. It's just another nail in the coffin of what I've been arguing since the very beginning of this blog - that in becoming a brand, D&D has become a corporatized, proprietary Human Centipede constantly consuming, excreting, and regurgitating its own lore, and that the rejection of outside influences will just lead to more homogenized cinematic-universe-friendly slop targeted more at investors than gamers.

But rather than focus on how the sky is falling, I would like to use this as an opportunity to do something positive - to discuss the sources that influenced my approach to DMing and worldbuilding, both in content and in philosophy. I've seen other blogs do something similar, and I suppose that with the death of the official Appendix N, it's time to keep that spirit alive through exploring what an Appendix N for the Lunar Lands might look like. So, in no particular order, here are ten things that shaped both myself as a DM and the Lunar Lands as a setting. I might return to these with more detail at a later date, but for now, here's what I have.

National Geographic
1. World culture and history

Ever since I was young, I've had a fascination with how people live and lived their lives, both around the world and in different eras. I'm of the opinion that no fictional universe can ever be quite as deep or as interesting as the real world - even today, there are thousands of societies with their own practices and cultural norms all around the globe, and I find delving into the subject to be just as rich and compelling as any fictional universe bible. I love learning about how people live or lived on the other side of the world, or in a different age. My approaches to worldbuilding take after that interest, both from a superficial perspective and a more in-depth one.

Obviously, the Lunar Lands is very much a History's Greatest Hits setting, with various regions based heavily on different cultures and eras. Even with the Year of the Gazetteer, I've drawn from subjects as diverse as colonial Mexico, the Saami people of Scandinavia, the Holy Roman Empire, and Lancaster County, Pennsylvania. In rejecting Flintstonism, I make an effort to portray these cultures as people raised in them would have thought and felt, rather than to use them as dressing for contemporary stories - I enjoy doing the research, and I strive to give the worlds I portray a greater level of immersion and verisimilitude through referencing real-world practices, social norms, systems of governance, and other phenomena.

But on a broader scale, I also take inspiration from the diversity of real-world society to make every part of my setting feel distinct from one another, with all the intricacies and idiosyncrasies of real cultures. The Lunar Lands has ethnic minorities, diasporas, and stateless peoples - real life isn't so clean that you'll get a society where everyone wears hats, and that's it. That's one thing I like so much about this planet, and I want the same for my setting.

2. Mythology and Folklore

Long before I was into anything we'd call "fantasy literature," I was enamored by the various myths and legends of the world from throughout history. As a child, my image of stories of magic, monsters, and the supernatural was more colored by fairy tales and ancient myths than pulp speculative fiction. The iconic fantasy heroes, to me, were Odysseus and Beowulf, not Gandalf and Conan. Of particular interest were the Usborne and Kingfisher books that presented a glossary of gods, heroes, and stories from around the world, with beautiful illustrations that brought these tales to life. When I began running campaigns, I didn't have ready access to modules or setting guides, so these were the sourcebooks I used instead to get inspiration for my next game.

One of my players has described the tone of the Lunar Lands as "more fairy tale than fantasy novel," and that's a description that's stuck with me. I draw inspiration from real-life folklore whenever possible. If a creature in the Monster Manual has abilities that are at odds with what ancient people believed about its namesake, nine times out of ten, the ancient people are going to win out. My gods take human form, meddle in mortal affairs, and are fond of cursing people for arbitrary reasons, rather than passively sitting around rewarding prayer with spells. Add in my Catholic upbringing introducing me to the various saints, miracles, and folk rituals of Europe and beyond, and you have a setting where the fantastic has a more grounded, mythical feel - even if there's room for beholders and displacer beasts too.

I'm pretty sure either
I had this cover,
or my teacher did.
3. The Hobbit

That isn't to say that modern fantasy literature hasn't influenced my setting. Far from it. When I was raised on a diet of myths and legends, it was only natural that I would move on to the works of Tolkien when I was older, and that I would be enamored with it from the beginning. My first exposure to Tolkien's work was The Hobbit, a book that one of my teachers decided to read to us over lunch period, and it didn't take long for me to be hooked.

I've always preferred The Hobbit to The Lord of the Rings - the first of the movie adaptations of which came out just after we had finished The Hobbit, in a stroke of good timing - and while I suspect nostalgia plays a part here, I also find the tone, scale, and scope of the story resonates more with me. The world of The Hobbit has a more folkloric character than what would come later. A big part of it, I feel, is that Tolkien is content to just let things happen, without needing to justify it through worldbuilding. Animals talk. Bags talk. People just have magic items lying around. Elves are bothersome tricksters, not wise mentors. There are encounters with strange creatures that Tolkien never attempts to fit into a greater and more cohesive world. I always hate when fans try to explain away the giants playing catch in the mountains as a metaphor, citing that giants aren't mentioned in any other Middle-Earth stories - maybe there are just giants in this world, and that's okay. My setting strives to work in much the same way.

The Hobbit, compared to its sequel, is more concerned with a singular adventure, making it feel more intimate and relatable than a grand sweeping epic where the fate of the world lies in the balance. That's a tone I try to capture with my setting, but I'm also influenced by the structure of The Hobbit. The story is an episodic one, told through a number of incidents along the journey that are largely self-contained. When my players are seeking out a destination, I always make sure to have plenty of interesting locations along the way - whether they be dangers or potential allies and resources. And, just as Bilbo and the dwarves rarely overcome their obstacles through force of arms, I like to encourage players to use clever tricks and exploit their environments to get out of a bind.

4. Swashbucklers and Historical Adventure Fiction

Think Ivanhoe, the various Robin Hood stories, The Three Musketeers, Prince Valiant and similar comics, and their legions of adaptations and derivative works on the big screen. This genre is a bit of a lost art - the latest example I can think of is 1991's Prince of Thieves, unless Pirates of the Caribbean counts - and that's really a shame, because they provide a great font of material for interesting plot points and adventure sites.

The Lunar Lands is a low-magic setting, and I think that a big part of that comes from how stories like these have shown me that you can have compelling and dramatic stories in a pre-industrial setting without needing to throw a wizard in there. My games are full of corrupt nobles, daring escapes, and honorable duels; while there are plenty of conventional D&D dungeons, just as many are literal dungeons, where one will have to fight their way out of a scheming baron's castle, braving guards and traps and navigating passages hidden by clever stonework. Of course, doing all of that and throwing a wizard in anyway is fun too!

A lot of swashbucklers are comparable in tone and character to old-school sword and sorcery tales - something I think a lot of people don't realize, especially given Robert E. Howard considered himself a writer of historical fiction - but without the influence of turn-of-the-century weird fiction, they mesh more easily with a setting that's more grounded in myths than Lovecraftian themes. I suspect my lifelong interest in history made these historical adventures more appealing to me, but there's plenty of material there to be mined by any DM.

5. Wilderlands of High Fantasy

Is this one cheating? In the interests of slaying the self-referential ouroboros of modern-day pop culture, I've tried to avoid sources that came from D&D itself. But I'm going to list Wilderlands here. Not only is it a third-party product so I think I can get away with it, it was a profound influence on my approach to worldbuilding and running games. One of the most important moments of my development as a young DM was when I received the 3.5e Wilderlands boxed set as a birthday present. At the time, I had no idea it was a setting that was almost as old as D&D itself. What I was fascinated by was the nature of the product.

The Wilderlands boxed set - apparently something of a collector's item today - is essentially a big collection of hex maps, altogether covering an area about the size of the Mediterranean Sea, with two books detailing every region described therein, and the various points of interest contained within each hex. There's plot hooks, but no overarching narrative. It's meant to be a sandbox you can drop a party into and have them make their own fun. This was a game-changer, for me. It made me realize the virtues of sandbox campaigns, and how you could seed an area with enough interesting encounters to let a party explore it as they pleased. They might save the world. They might become wanted criminals. They might even carve out kingdoms - all of this was anticipated and expected.

That was the kind of campaign I decided I wanted to run. It also got me thinking of how I could design a setting that was just as open-ended, detailed, and diverse. The Wilderlands has a reputation as somewhat of a gonzo setting, with lost technology and alien races, but I never got that impression from the boxed set, and none of that really found its way into my work. What I saw was that I could do something similar in terms of presentation and game philosophy, and I've never looked back.

6. British old school gaming

I've spoken on this subject in the past. As far as I'm aware, I was one of the first people to posit the existence of a distinct tradition of British old school fantasy gaming on the OSR subreddit, and it got some discussion going in its day. I need to revisit that at some point. But I'm of the opinion that there is a distinct pantheon of British RPGs and related material - the tentpoles of Warhammer Fantasy Roleplay, the Fighting Fantasy gamebooks, and Dragon Warriors, plus related works and also-rans like Blood Sword, Maelstrom, and the material in old White Dwarf articles and TSR UK's books (yes, that includes the Fiend Folio, so the Flumph and the Space Marine are cladistical cousins!). These works have a distinct feel and their own tropes and conventions, and while I am both American and a 90s kid, they've always appealed to me in a way that American games of the era never did quite as well.

While American games took inspiration from pulp fiction, British games had more of a grounding in history and folklore. Flintstonism was downplayed in favor of accurately depicting medieval culture and society, and often there was a greater influence from fairy tales, Arthurian romance, and other more traditional sources. Things were more grounded in mundanity, providing a contrast to the overtly fantastic, and there was a slant toward low fantasy rather than high fantasy, with PCs being desperate rat-catchers and adventures entailing bogus haunted houses set up to scare locals away from smuggling operations. A lot of this paralleled and overlapped with other areas of interest to me, so I consider the Lunar Lands a British old school fantasy setting, in spirit if not by birth. Since discovering Fighting Fantasy, I've also incorporated much of the series' philosophy into my approach to game design. In those books, a clever player can get out of danger or evade a tough fight by taking an alternate route around or using the right item, and I strive to do the same with my campaigns.

7. Dragon Quest

I've spoken on the subject before, but as a child, I played the Game Boy port of Dragon Quest III extensively, and read the strategy guide even more extensively. The game dates back to an era where Japanese RPGs were only starting to meaningfully diverge from their western counterparts, and III wears its D&D influence on its sleeve, with a party of customizable characters, thieves with utility abilities to be used outside of battle, clerics who can wear armor and use weapons (have you ever seen a white mage do that?), and cursed items that can only be removed by seeking a blessing at a temple. Discovering the game at the same time I was discovering D&D was well-timed. Even if I did recognize the box art was done by the guy I knew from watching Dragon Ball Z on Toonami, I could also recognize the two games as being part of the same canon, and they seemed to complement each other. I always just assumed DQ3 was of the same genre as Might and Magic VII on my family's computer, just designed differently due to technical limitations. In my early days of gaming, I tried to remake my D&D characters in DQ3 (poorly), and I ran several dungeons out of the DQ3 Prima strategy guide at the table.

While the Lunar Lands doesn't have cutesy ooze mascots, I do draw inspiration from how DQ3 - and the greater series, now that I've gotten back into it - presents its world. A big aspect of the games that I think gets left out of the conversation is how open-ended they are. While there are some entries that are more story-driven, the stories tend to be simpler and the worlds more open to exploration than a typical Final Fantasy title. Often times, story arcs are self-contained to a single town or dungeon, hitting on the same episodic nature of a hexcrawl, of Bilbo's journey to the Lonely Mountain, or indeed, of the campaigns I run. Furthermore, the settings tend to play things more traditionally than most JRPGs, and despite Toriyama's art, they feel closer to classic fantasy or folklore than to modern-day anime.

I do, alas, regret to inform anyone who's interested in seeking Dragon Quest out nowadays that the series' English releases changed translators partway through its run, and more modern games have rejected faithful translations in favor of just adding in whatever dumb jokes the translators wanted to tell, regardless of if they fit the intended tone. If you want something with the tone my games aim for, avoid anything with Dragon Quest on the cover and look for Dragon Warrior instead. While I use the official title for clarity's sake, earlier English releases, including those of my youth, were released under Dragon Warrior because TSR owned the trademark to Dragon Quest at the time. Which is ironic, because...

8. Dragon Warriors

Yep, there actually was a TRPG out there called Dragon Warriors, and no one bothered to care. This one falls under the umbrella of British old-school gaming I talked about earlier, but I wanted to devote its own section because its influence is just that strong.

Dragon Warriors takes place in Dave Morris's Land of Legend, a setting based heavily on medieval folklore and culture. It's a setting where people invoke the names of saints so that the fair folk won't cause their milk to curdle and their grain to spoil so they'll be able to pay their tithes to the local lord. When I discovered Dragon Warriors for the first time, my immediate thought was somewhere between "Yes! This is exactly what I've always wanted!" and "Oh no, someone beat me to it." It hits the nail on the head perfectly for what I want out of fantasy grounded in history, myths, and legends, and a lot of Legend content would fit into the Lunar Lands with minimal changes. In fact, I've done exactly that.

Dave Morris is still putting out content today - he's working on a new edition of the rules, titled Jewelspider, and his blog Fabled Lands still releases material for the setting in the form of semi-regular zines and adventures, all of which have that deeply folkloric feel that I can't get enough of, and many of which have made it into the Lunar Lands practically unchanged. I'm only somewhat joking when I call the guy my spiritual liege.

9. The Elder Scrolls

You may have noticed that one of the bigger recurring themes in this list is that I like open-world games that encourage and reward player-driven exploration. It shouldn't come as any surprise that I'm a big fan of The Elder Scrolls, a series that makes this sort of thing its wheelhouse. In turn, it's influenced how I think about campaign design. Most of my campaigns have been set up similarly to a typical Elder Scrolls game, where I might have an overarching plotline, but also seed the world with plenty of locations, sidequests, factions, and NPCs that the players are free to explore as they wish, pursuing different leads and affiliating themselves with different parties. If they want to ignore the main quest entirely and just focus on doing missions for the local guild, or clearing out dungeons, or collecting roots, that's perfectly fine, and they can do that as long as I have interesting material to throw at them.

But more importantly, Elder Scrolls was a heavy influence on me for how it approached its world. Before I played Oblivion, my introduction to the series, I had never seen a video game that felt like a living, breathing world - one that I could see people actually living in, with lives and stories that unfold beyond what's necessary for gameplay. A big part of this is how Elder Scrolls handles its lore. There's much more canon information about the setting than is ever encountered in any of the games, with the world possessing hundreds of books you can read - everything from novels to encyclopedias to biographies, and all expanding on the world of Nirn and making it feel like something greater. That was a big inspiration for me to develop the world of my setting to match. The Lunar Lands doesn't have the weirder metaphysical qualities of Mundus - there's no room for a magical space station (yes, that's canon!) in a world of myths and legends - but the philosophy of creating a setting for a game that's rich and detailed enough to stand on its own drove me to the sorts of thinking that led me to make this blog. Even if some of this stuff never comes up in gameplay, I know it's there, and that's enough for me.

10. Touhou Project

Come on, it wouldn't be a Lunar Lands article without something completely out of left field. Out of all the things I've listed today, this is probably the one most unfamiliar to much of my readerbase, so allow me to explain.

Touhou Project is a long-running series of independently published video games, produced almost entirely by a single Japanese man who goes by the online handle of ZUN. They're arcade-style shooters about poorly-drawn anime girls in funny hats firing excessive amounts of lasers at each other. I haven't played a single one of them. My exposure to Touhou instead comes from its large and devoted fanbase. ZUN has encouraged players to produce fanart and fanfiction of his characters - there are over 100 poorly-drawn anime girls in funny hats that have appeared over the course of the series, each of whom has their own distinct personality and unique quirks, and the fans have been so compelled by them that the majority of Touhou-related content on the internet comes from fans. These range from memes to music videos to professionally-produced manga to an entire animated film. There are entire characters who have no dialogue at all, but the personalities and traits fan works have given them have been so influential they've set the model for how they're portrayed in other productions.

But what on earth, you might ask, does this have anything to do with the Lunar Lands? Well, Touhou is heavily inspired by Japanese folklore. The characters and their abilities are all based on mythical beings, Shinto and Buddhist traditions, and urban legends, and much of the series's appeal comes from seeing how these entities are reimagined and how they interact with one another. Very rarely is something created completely out of whole cloth. Though the cultural backgrounds I draw from are different, it's a philosophy I apply in my worldbuilding as well, creating cosmologies and magic systems out of real folkloric traditions and basing characters on precedents found in myths. Another one of my players compared my setting to a European Touhou, and while the anime influences are not nearly as overt, it is something I've leaned into.

Also, tying back to my first point, I do have to credit Touhou with introducing me to the principles of Shinto, and I find the religion's animist traditions fascinating. The concept of regional shrines, local deities, and items that can gain sentience with time have found them into my setting, and I don't think I would've used the term "shrine maiden" in my setting if not for Touhou. Plus, I almost called this blog "Lunar Land Story," so that should count for something.

With that retrospective on the material behind my setting, I would like to open the floor. Let's not mourn Appendix N. Let's celebrate the rich tapestries of influences behind our games and our settings! If you haven't written anything on the Appendices N for your games, I encourage you to do so. I'm not the first DM to blog about this subject, and I'm sure I won't be the last. I'm interested in hearing from you!

Friday, August 9, 2024

Friday Encounter: The Riddling Bridge

I've always been of the opinion that more DMs need to use riddles in their games. Maybe I'm biased - "Riddles in the Dark" is probably my favorite chapter of The Hobbit - but I will maintain that D&D is most fun when it's challenging characters (and players) on all levels, not just how well they can fight (or, more accurately, how good they can roll in combat). Riddles are a very fun way to give some problem-solving opportunities that can't be brute forced, and they don't require a lot of additional mechanics to facilitate, since they can easily be solved through the act of roleplaying. Plus, there's plenty of literary and mythological precedent.

The Riddling Bridge

This encounter can be used in a dungeon or a wilderness environment - anywhere it would make sense for there to be gaping pits or steep cliffs.

The PCs should come across a deep chasm, spanned only by a short but rickety bridge. Opposite the chasm is a creature with the body of a winged lion, and the face of a woman. This is Pherenike, a gynosphinx. She has dwelled by the side of this pass for many years, and she has grown bored - so bored, in fact, that she has taken a liking to toying with travelers. Like all sphinxes, she is quite fond of riddles, and has devised a deadly game.

When she catches sight of the party, Pherenike will welcome them to her abode and present the rules of her game. In order to cross the bridge, one member of the party must answer a riddle for each step they take (it takes about five steps to cross the bridge, so a PC that attempts to cross must answer five riddles to get to the other side of the chasm). For each riddle, they get three guesses. If they cannot correctly guess the answer, or if they at any point admit they don't know, Pherenike will upend the bridge, and they will plummet into the abyss to their doom.

As far as the riddles go, I've included a select few of my favorites, but don't be afraid to substitute your own, or add more if you need to. If you suspect your players might already know the answers, it's a good idea to come up with substitutes. Luckily, you can find riddles pretty easily online. Ideally, you want the players to think, not just remember the answer from hearing it before.

  1. I am more powerful than any god and more evil than any demon. The beggar has me, the emperor wants me, and if you eat me, you die. What am I? (Nothing.)
  2. He who makes me needs me not. He who needs me uses me not. He who uses me doesn't know it. What am I? (A coffin.)
  3. I use fire, water, earth, and air to make a point. What am I? (A swordsmith.)
  4. I have a foot but never walk; I have a mouth but never talk. I have a head but never think; I have a bed but never sleep. What am I? (A river.)
  5. I lose my head in the morning but get it back at night. What am I? (A pillow.)
Ideally, answering the riddles should be as simple as the players answering them in character. Of course, this does run into the issue of in-character versus out-of-character knowledge. In some cases it's easy to assume that what the player knows, their character would also know. But if Steve has an encyclopedic knowledge of riddles but is playing as Krog the illiterate orc barbarian, you may run into some logistical difficulties. One possible solution is for both the players and the characters to nominate one of their own to answer the riddles, and if the chosen character belongs to someone other than the chosen player, the chosen player temporarily takes control of the character for the encounter - but this won't work for all tables, of course. To prevent cheating, this should be done before any riddles are issued. Another option would be to let PCs make an Intelligence check and get hints if they pass, but again, this takes away from the fact this encounter is meant to challenge roleplaying, not roll-playing.

If a PC fails the challenge, Pherenike grasps her end of the bridge and shakes it, causing the unfortunate challenger to fall off into the abyss. The drop down is 100 feet. If the rest of the party show hostility after this, the sphinx may engage them in combat.

If, however, a PC successfully answers five riddles and crosses the bridge, Pherenike will express shock that anyone could have outwitted her, and throws herself into the chasm instead. On her side of the chasm, the PCs will find her treasure hoard, consisting of 47,000 GP in coins, jewels, and other treasures, plus a Watchful Helm (wearers get a +1 bonus to AC, are aware of their surroundings while asleep, and can cast See Invisibility once per day as a bonus action).

Friday, May 31, 2024

Friday Encounter: The Lotus Eaters

I don't know what it is, exactly, but it seems like half the people I've ever known can fondly recall that phase of their childhood where they were deeply into ancient mythology. I've seen enough posts and memes about it online to know this is far from an isolated phenomenon. And if I may come clean - yes, I was one of those kids.

A look at this blog is probably more than enough to tell you that already. From an early age, I was fascinated by myths, legends, and folklore from around the world, with all the stories, gods, and monsters they entailed, and it's no secret that this canon formed a fundamental part of my inspiration for the Lunar Lands. When thinking of the works that got me into fantasy and proved the most influential on my conception of the fantastic adventure, The Hobbit is definitely one of them, but equally important would be The Odyssey. In fact, in retrospect, it's some of the most OSR literature out there - the narrative is fairly episodic, showcasing a number of interesting locations and encounters, and the protagonist largely gets by through using his wits to exploit the situation to his advantage more so than brute strength. Odysseus would be very good at old-school RPGs! For this week's Friday Encounter, I've gone back to the source to bring one of the most iconic scenes from The Odyssey to the table.

Do note that if players are familiar with The Odyssey, they may be able to figure out how this encounter works. If this will be a problem, or if you believe such meta knowledge will make it harder for your players to meaningfully engage with this encounter, you may want to substitute a different plant for lotuses, or otherwise change the details accordingly.

The Lotus Eaters

This encounter is probably best suited to a wilderness locale - in order to best present the party with an interesting dilemma, I recommend using it somewhere desolate and inhospitable (such as an oasis in the middle of a desert, or on an isolated island) so that the PCs may mistake it for a spot to rest and resupply.

The party should come upon a community of strange people, who seem especially carefree - nothing seems to bother them or threaten them, and they have no worries, remaining blase about everything and showing little drive or any sense of urgency. Their relaxed demeanor may come across as lazy, but they take life slowly and don't worry about the future, nor do they have regrets for the past. Curiously, these people all seem to subsist entirely on a white lotus plant that grows abundantly in the area, and have no other source of food in sight. A DC 10 History check will note that the people appear to be unusually ethnically diverse and speak in a variety of accents - in fact, these people were all once travelers from distant lands who became enthralled by the lotus and lost sight of their goals, deciding to stay here. They do not remember anything about their past lives or even their names; all they know is that the lotus sustains them, it only grows here, and there is nothing worth worrying about beyond the grove. The lotus eaters know, and will explain, that the lotus leaves them feeling well-fed and peaceful, but are genuinely unaware of its other properties.

The lotus eaters ask the PCs what brings them to their land, but regardless of how they answer, they will insist that they are worrying themselves over silly things and that there is no use in holding onto their troubles. They encourage the party to stay a while and rest, offering them lotus to eat.

Should any PCs eat the lotus, they will find a single plant to be as filling and nutritious as a complete meal, and imparts all the benefits of a hero's feast; in addition, it removes all levels of exhaustion (and stress, for those using the rules from Van Richten's Guide to Ravenloft), as it leaves all who consume it feeling a profound sense of peace and calm. However, these properties are addictive. 24 hours after consuming the lotus, a creature must make a DC 15 Wisdom saving throw or be compelled to seek out more - without it, they discover, they cannot find the same sense of serenity no matter how hard they try. As the lotus only grows in one spot, affected PCs will have the urge to return to the grove of the lotus eaters, and will only move in that direction unless forced. You may wish to mark the hex or point this encounter was obtained on, if using such mapping schemes, to make this easier to track. Repeat this save after 24 hours; on a successful save, the creature manages to overcome their compulsion.

If the lotus is consumed multiple days in a row, the effects become more pronounced. Anyone consuming the lotus over a period of several consecutive days must make the Wisdom save every 24 hours, but the DC increases by 5 each day. Additionally, for every failed save after the first, the affected creature begins to lose its memories. Eventually, they will forget their name and what they came here for, and go back to live with the lotus eaters in perpetual bliss. This is best roleplayed, but magic-users affected by the lotus's memory loss will lose one spell slot per day while under the effects of the lotus. For each day a creature goes without consuming the lotus, their memories will return one at a time each day.

The lotus only grows in its grove; attempting to plant its seeds elsewhere will be unsuccessful. If the grove is destroyed, the lotus eaters will become infuriated that their source of sustenance is gone (they do not remember any food elsewhere and believe the lotus to be the only food in the world) and attack whoever is responsible, fighting to the death.