Wednesday, October 2, 2024

Worm Jam Wrapup



Throughout the month of September, I hosted a game jam for His Majesty the Worm on Itch. The goal of this jam was to support folks who had just got the game and were making content for their first campaigns.

There were 75 participants and 29 submissions (and I'm sure a few rearguard submissions will be rolling in over the next few days). 

Treasure

His Majesty the Worm argues that with a few weekends of work, you can curate an entire megadungeon by combining your ideas for a mythic Underworld with the genius of the OSR scene. This megadungeon is sufficient to keep your players entertained for years with minimal maintenance--no more weekly pre-planning! 

The works of the Worm Jam is an culmination of this promise. Over the last few weeks, we worked as a group to add all sorts of new gems to the OSR treasure trove: new character options, new spells, tools for running the game, and new dungeon levels. 

If you're just getting started with His Majesty the Worm, you can grab these dungeons (most are free!), and start stitching them together to create your Underworld. Do you like the idea of some of the extra kiths and kins? Add them in as houserules. Get your players excited about the game, and begin delving. 

Charging Bonds

Something I enjoyed very much during the jam was watching folks tinker with the game in the community-run Discord. Folks really have been banging on the game to see what sort of new shapes it can molded into. The creativity in this community created a positive feedback loop for my own work.

I am confident this space will continue to be a place where folks can find tools and resources, ask questions, and create cool stuff together.

* Note: If you have tried to join the Discord in the past and had trouble, this was because I sent out a malformed link. This was my fault! Many apologies for any confusion. Please try again if you'd like to still join us.

Keep Questing

Deadlines keep us focused, but they don't mean we have to stop creating. Just because the jam is technically over doesn't mean you have to stop working on your project. Maybe you have a first draft. Maybe you missed the "deadline" and don't have your draft published yet. Do not be discouraged! 

His Majesty the Worm was designed to be accessible and easily hackable. I want to find ways to help you create content for the game. You can publish your content for free or sell it (without us taking a cut). Check out the third-party creator's kit, here.

Whenever you make something for His Majesty the Worm, please let me know. I'd love to check out and help promote your content. 


Monday, September 30, 2024

At the Shrine of Fortitude: A supplement of characters and creatures for His Majesty the Worm

 In the Lower Ossuary, there is a shrine to the minor Mythric goddess Fortitude. There, merchants catering to adventuring guilds sometimes gather in the light of the hearthfire kindled at the shrine.

Download for free from Itch

This is a free supplement for His Majesty the Worm that details a procedure to generate a hub for your mythic Underworld. It is designed to be an area that can be dropped into any dungeon.

  • When the guild arrives at the Shrine of Fortitude, each player draws 1 card from the minor arcana deck and tells the GM if they got a face card. The GM uses this draw to determine who is currently doing business at the Shrine of Fortitude.
  • These merchants can range from the weird to the wonderful, from dangerous to delightful. 
  • Each merchant has a scrap of dialogue to help guide their role-playing.
  • Also includes rules for a new monster: the clown clones. (Clown content warning!)

This supplement was created as part of the 2024 Worm Jam.

Check it out! 


Monday, September 23, 2024

Information Architecture in The Castle Automatic

In 2023, like many people, I participated in Dungeon 23. The end result was two dungeons - one based on the tarot (for His Majesty the Worm) and one rambling cozy depthcrawl (for Under Hill, By Water). For the past several weeks, I have been revising and refining the tarot dungeon. It is called The Castle Automatic.*

Getting the dungeon into a shape to be published is a different kind of challenge than the creative challenge of writing down ideas. Here are three techniques I am using to structure the information architecture.

The Universal Caveat and Apotropaic to Ward the Nerd

All of His Majesty the Worm is writing down stuff that works for me. It's really a game that tells you how I write my own notes and run my own games. So, that's just to say there are lots of ways to key entries, do layout, and architect information, but this stuff works for me. I hope it works for you too.

Room names and numbers

His Majesty the Worm asks GMs to give players a simple copy of the dungeon map, with any secret doors or hidden passages removed and each room numbered simply. Using this method, the ambiguities that exist in verbal descriptions of a space (no, no, the two exits on the north wall are spaced further apart) that wouldn't exist if the players were actually looking at the space in the world, are removed. The simple numbering system (room 101, room 102, room 103) doesn't spoil the fun of exploring the contents of the room, and lets players and GMs communicate with each other easily about which room they're talking about. 

However, the GM is rarely thinking of rooms like "room 101, room 102, " they're thinking of "The Grand Ballroom" and "The Under-scullery." And, as the players are exploring, they're writing these things into the margins of their map! 

To try and make each room reference as useful as possible, I'm taking the extra step of including three pieces of information each time: the room number on the map (room 101), a descriptive room name (the Grand Ballroom), and the page reference (p. 14). Overkill? Maybe. But I'd rather give you too much information rather than by leaving you feeling lost in the text itself.

OSE style + landmark, hidden secret

The OSE "house style bullet points" has emerged as something of a "standard" in OSR productions over the last few years.  This house style describes each room with certain elements in bold. The bolded text is elaborated on in bullet points following; each bullet point is concise, often just a phrase or short sentence. I like this format because it aims for clarity and quick reference during gameplay. 

In my implementation of bullet points, I found it necessary to add in some specific rules to my style guide. 

First, room descriptions are nested into levels of landmark/hidden/secret

The basic room description is landmark. Everything a careful adventurer can see at a glance is described. It is set in normal paragraph text with interactable stuff set in bold.

  • Hidden information is set at bullet point 1. This includes any interactable stuff from the  basic description. If players need to take an action to see this content, even if it's just "I look at the gargoyle statue," it is listed at this level.
    • Secret information is set at bullet point 2. This is for content that is usually discovered by "fucking around" with the content at bullet point 1.

Second, the bullet points follow the same order as they were listed in the description of the room. If the description of the room details a rug and an unlit chandelier, the bullet points will list the contents of the rug in the first bullet point and the unlit chandelier in the second bullet point.

Enemies described last in prose, first in bullet points

This post by the Alexandrian made its way into my head at some point. It asks: What we’re broadly looking at is whether it’s better to describe the monsters in a room FIRST or LAST.

I think it's better to describe the monsters LAST. I can't remember if this is what Justin Alexander said,  and can't be bothered to re-read the post! 

I like this method because I want the players to have all the information they need to make informed decisions, but if I start saying "The goblins...", the players start saying "I want to attack the goblin," and SHUT UP. Let me first say there's a bookshelf and a tabaxi rug and then I can say "Also a goblin," and then you get to go STEVE. 

I've applied this principle by describing the monsters that usually live in the room last in my prose description of the room. However, contrary to my bullet point rule (above), I put any relevant monster details into the first bullet point. As a GM, you'll probably want to reference this detail first. However, if you choose to use the prose description as read aloud text, you don't want to spoil the surprise of the goblin because SHUT UP STEVE, OH MY GOD.



* Cheers to Mr. Arnold K for the name suggestion.

Thursday, September 19, 2024

Focusing your time creatively

The Worm Jam has crossed the halfway point (and then some)! Even now, before the desperate last sprint towards the finish line, we have some incredible entries. I’m thrilled with the initiative and creativity of the community so far.

At this point in this creative endeavor, I’m needing to make some choices about what I’m going to focus on. My brainstorming gave me more ideas than I could complete in the time allotted. And, as always, I have overestimated how much time I have and how quickly I can create good content.

Playing to my strengths

I have at least some awareness of things I care about, things I don’t, things I’m good at, things I’m not. I know that I can do some things myself, like writing. I can probably do a passable job setting the text into the Adherent of the Worm Creator’s Kit. I know that I can’t do other things. I can’t draw or do cartography. I can’t see my own copy errors.

I’ll need support for everything I can’t do. There’s a few strategies I might use here.

For one, I can collaborate with someone else. If someone helps me out with something I need, I can do the same for them.

Two, I can reach out to help from the community. The Worm Discord channel is cooking stuff up right now. I also am lucky enough to have found other like-minded game designers, OSR enthusiasts, and general perverts that are willing to help groupthink in-progress projects.

Matters of scale

I also know that I can’t do everything that I want to do, even if I have the right skill sets and levels of support. Like Quests, each project needs to be discrete and achievable.

Taking a look at the document where I have my module drafted, there are parts that are more fleshed out than others. Some ideas were ambitious. Some were interesting. Some are mostly done. Some are just sketched out. What do I need to cut to get this down to a finishable state?

If I cut content, I make sure to save it somewhere. You never know when you can create something new and interesting by Frankensteining two old drafts together.

For now, I’m going to cut back on the dungeon I had planned and focus on one unique idea: a Dark-Souls-esque shrine full of merchant NPCs.

In summation: Put your energy most towards the things on the quadrant of x: care about and y: able to do yourself.


Thursday, September 12, 2024

How to write new abilities

I love seeing everybody cooking up new kiths, kins, talents, and other player-facing rules for His Majesty the Worm during the Worm Jam.

I wanted to offer a few guiding principles for how I think about writing player character abilities in OSRy games.

Talents should be active

Abilities that give you +1 to a stat or favor to some task aren’t very interesting. When you look down at your sheet, see the number recorded there, and apply it to your test–it’s just an amalgamation of numbers interacting with each other, not a cool representation of how your character’s abilities are impacting the world. I’ve written about this before in my post Making +1 Swords Feel Magical.

Instead, make abilities that players choose to use. To get favor on their attack, they need to cry their battle cry aloud. To use their colossal strength, they have to hulk out. And if there’s a constant bonus (you’re immune to poisons!), contrast it with a strange factor that makes it so the player can’t forget it (…because your nervous system is made up of fungus and you need to constantly eat new types of mushrooms or you’ll die).

No set-it-and-forget abilities! Make buttons for the players to push to activate their talents.

Talents should offer you new ways to approach problems

Each talent is a way to break the rules–the rules of the game and the rules of the world. As players accumulate abilities, they gain new tools in their toolbelt. The open-ended, deadly challenges of the Underworld should only be able to be solved through the judicious use of the weird tools the players have at their disposal: the floor is made of lava, but I can shimmy along the walls; the guard has the keys to our cell but I have a long sticky tongue that can grab them off of his belt; the freezing mist makes it difficult to fight the skeletons, but the wind owes me a favor so I’ll blow it away.

Don’t start with the mechanics; start with what you’re imagining the ability does in the fiction. Then figure out how to represent it using the rules of the game.

I think it’s fun to actually provide abilities that really let you break the rules (“I’m immune to damage! I can fly! I can phase through walls!”) as long as they’re temporary and have significant drawbacks (“…because I’m a ghost! I can’t touch anything! If I’m not back into my body by the end of the watch I die for real!”).

Relatedly, if an ability just duplicates the utility of having a tool, the usefulness is limited. Yeah, having hair that can be grown long as ropes sounds cool (…well, wait, that does sound pretty cool), but 9 times out of 10 you’ll be better off just bringing rope in your pack.

Talents should be unique

As much as possible, abilities should feel unique. Having four spells that are duplicates of each other, except each does a different type of elemental damage, is just a waste of page space.

Abilities that you choose during character creation are a way for a player to tacitly communicate with the GM: This is my kinda dude, and I wanna do these sorta things. I’m a fighter, I want to fight. I’m a sorcerer, give me an opportunity to use my spells. The uniqueness principle offers some niche protection to players. It feels lame when a wizard is better at stealing than the thief because they have spells like Knock, Invisibility, Audible Glamour, Sleep, etc.

Moreover, abilities that share a lot of surface area give rise to discussions about balance, which I cannot care less about. Abilities should be incomparable. Who can say whether it’s better to be able to fall long distances without being hurt versus being able to take on the shape of a mouse when you spend a Resolve? Both are useful in their own situations. One isn’t better than the other.

Talents shouldn’t negate an adventurer’s “general competence”

People have long said that the introduction of the Thief class is when D&D jumped the shark because it created a skill system that made the things that everybody should be doing (sneaking, climbing, listening) locked behind a single character class. (Trying to “fix” the Thief class is an OSR blog rite of passage.)

This is also the case of the “Breathing mermaid problem.” The Breathing mermaid problem describes a situation in RPGs where some character ability solves a problem you didn’t know you had. “With the Tracking feat, you can track.” Could I not before? Avoid rules that are defined by negation.

Adventurers are assumed to be competent. Every character can sneak, climb, listen at doors, hide in shadows, use rope, disarm foes, track game, etc. Abilities that change the expectation of what a competent person can do without a certain ability is a negative design pattern.

Talents shouldn’t overcome the essential dangers of the dungeon (light/darkness, hunger, resource scarcity, stress, equipment slots)

Perhaps most importantly, the back of the game book says that “Food, hunger, light, and inventory management are central to play and actually fun.” No ability should get rid of these essential threats. This is what the game is about! Abilities like “continual light” or “bag of holding” would reframe what His Majesty the Worm is all about as much as a spell called “Instantly Win: Spend a Resolve and you find your Quest and go home and the Worm dies.”

Two other posts about abilities that are “good” and “bad” for dungeon exploration games:

Homebrewing advice

Last, I’ll share the bit I have about homebrewing from the game:

image.png

By the way...

Did you know the Worm Jam is currently going on? It's a space for folks starting new games of His Majesty the Worm to collaborate with each other. Come join us!

Sunday, September 8, 2024

Clowns

Somewhere in the Underworld, there are cloning machines that endlessly replicate the flesh of a woman born ages ago named Xania. 

It's all Xania

At some point, these processes went wrong and some of the clones escaped. Fungus was involved, with the fungoid's natural powers of mimicry being cross-pollinated into the cloning sequences. Instead of being perfect clones, they suffered physical and mental abnormalities: bleached white skin, bright and unnatural hair colors, swollen red noses, a lack of emotional regulation. These twisted clones are called "clowns."

Clowns 

by tori-otto

The clown begins its lifecycle as a "clown slug" (sometimes also called a "clown tadpole"). These creatures are about a yard long: a slimy slug-like "foot" attached to a grotesque humanoid face: white skin speckled with a unique pattern, red lips pulled into a rictus grin, swollen red nose, curly bright hair. They move slowly on land but can swim quickly through the water. Clown slugs hatch from eggs laid by a clown queen.

Dealing with a clown slug is more like navigating a hazard than a battle. Avoiding a clown slug is a test of Swords
  • If you have a free hand, you gain favor on the test. 
  • If you are carrying a weapon, you can slay the clown slug if you succeed on the test. 
  • If you are carrying a torch or lantern, you can choose to Destroy the light source to slay the clown slug if you succeed on the test.
  • On a failure, the clown slug latches onto your face and force feeds you its clown juice before dropping dead and shriveling up. You gain the clowned affliction
  • On a great failure, the affliction's final stage occurs within a few moments - you have no hope of survival.
Clowned (Affliction)

Stage 1: Feelin' fine! False alarm! Requires 6 charges to cure.

Stage 2: Your chest bursts open. A full-sized clown pulls its way free from the small space. You die and are replaced by the clown clone.

Feral Clown Clone (Dungeon Denizen)

Sorcerous Strategist 

Clown clones have all the memories of their past selves. Sometimes they seem peaceful, helpful even. Other times, they pull their way out their old husk and are hungry for meat. These clowns might try to attack their former companions, or skitter away into the darkness to stalk their prey over the coming watches. They will use all of their knowledge about their former companions during their hunt, attacking whoever seems most vulnerable and targeting their weakest points.

Attributes: Swords 3 | Pentacles 4 | Cups 2 | Wands 1

Health/Defense: 3/3

Likes: Laughter, Eating Raw Meat, Happy Music

Hates: Open Spaces, Children

Notes

Prat Fall. If an Attack or similar action fails to hit the clown's Initiative, that action now targets another creature in the same zone (even the adventurer doing the action). 

Rubber Bodies. Clowns can squish themselves down into any space a cat could crawl into. They are immune to bludgeoning weapons such as hammers or maces (they HONK if they're hit by such weapons). They can fall great distances without taking harm. They take 2 Wounds from piercing weapons such as arrows and spears.

Scurry. On its turn, the clown can Move 1 zone without spending a card.

Lesser dooms


Buffoonery. When you Roughhouse, you can target all adventurers in your zone. Your Roughhouse actions can deliver the following effects:
  • Disarm
  • Displace
  • Exhaust
  • Notch
  • Root
  • Silence
  • Trip
A clown that Attacks a creature that's Tripped or Rooted deals Piercing damage.

Greater dooms


Expeditious Retreat. Discard a greater doom card to automatically disengage from all combatants (p. 109). This action does not count towards the one card per turn limit.

Smell Ya Later. If the clown is not engaged with combatant, play a greater doom card to dramatically go off stage by crawling into a rat hole or hopping down a pit. The clown escapes the Challenge and may return to plague the guild at a later point.

Clowns (Adventurer Option)


Your character is dead. You may choose to play a clown for a while, if you want.

You essentially begin as a new character. You have the same Quest and all of your previous character's memories. You can inherit your old character's gear. 

Your Bond with every other character in your guild is always "Ally." You love making them laugh!

You no longer have any Path Talents from your old life. Instead, you have six new Clown Talents. You begin with one Talent mastered. Any unspent or spent XP your previous character had may be spent to master your Clown Talents.

New Talents


All or Nothing
When making a test of fate, say you're going all or nothing. Instead of drawing a card, flip a coin. Heads you succeed. Tails you fail. You cannot push fate or achieve a great success when you go all or nothing.

Buffoonery
During Challenges, you may Roughhouse as a minor action with either a Pentacles or Swords card. 
Additionally, you gain several new Roughhouse options:
• Exhaust
• Notch
• Silence

Quick!
During Challenges, if you are wearing light or no armor, you may treat Pentacles actions as interrupts.

Rubber Body
You can squeeze through any gap about as big as your head. You can fold yourself down into a very small size (about 2 slots). 

You do not take damage from falls. You squeak if you fall from any height or are Tripped.

Smell Ya Later
At any point, you may declare that you go sneaking. This allows you to go dramatically off-stage.
Later, if you are not present in a scene and it’s at least somewhat plausible that you could have snuck  there, spend a Resolve to arrive on the scene dramatically.

Surprise!
In the first round of a Challenge, whenever you would deal damage, you deal 2 Wounds instead of 1.

Spend a Resolve to resist being ambushed. You raise a hue and cry to warn your guild of the threat beforehand.

Up my Sleeve
You may declare that you have had a common, one-slot item with you the whole time. Twice per Crawl (one for each sleeve), spend a Resolve and declare that you had a [blank] up your sleeve. This can include a lockpick, a dagger, a handkerchief, an empty vial, a length of wire, or anything else that the GM generally finds viable.

But Doctor, I Am Pagliacci

When a clown's Quest is complete, they cannot retire to the City. Without a (demi)human purpose, they  will advance into their next stage of life and become an extremely dangerous clown queen. This process takes several weeks. They begin by regurgitating silk handkerchiefs, with which they will form a cocoon. The Clown Queen is a dungeon lord level monster and will be controlled by the GM.

Saturday, September 7, 2024

Unblock yourself by returning to your inspirations

Almost every time I make a new dungeon for His Majesty the Worm, I sit down and open my Knock! magazines. I’ve read them each a hundred times, but every time I find some gem that re-inspires me. I flip through them, jotting down ideas as I go - random encounters, monsters, cool magic items. I come back later and flesh the notes out.

When I was writing His Majesty the Worm, if I found I couldn’t write that day, I always allowed myself to reread Dungeon Meshi. It was a big inspiration, and I found that returning to it would help me with my writer’s block.

What are your inspirations? Are they an RPG? A zine? A comic? A video game? Take the time to sit down for an hour and give them a revisit. Take notes about what you like and want to recreate from them. Your project will be richer for it.

By the way...

Did you know the Worm Jam is currently going on? It's a space for folks starting new games of His Majesty the Worm to collaborate with each other. Come join us!

Thursday, September 5, 2024

Mining Inspiration from Art

One of the ways I managed to get art into His Majesty the Worm was by a community of generous artists who specifically host Patreons/Comradery accounts for gaming art. These folks are an incredible resource - providing affordable art for every day folks (me!).

When writing towards prompts, sometimes its profitable to write towards pieces of art that inspire you. All of the art I’m linking to below can be licensed from their creators from their linked accounts to be used in your projects.

Evlyn Moreau

Evlyn Moreau has content that ranges from the cute, to sci-fi, to horror, to fantasy. Everything she does is fun.

Maybe what you write are some concrete rules for werewolves.

Sophie SilverGlass

SilverGlass releases monthly art bundles on her Patreon that follow from patron-voted themes. Recently she’s been doing this series of contract posters that I think would be fun to put into your Worm games and literally hand out to your players during the City Phase.

Maybe you can stat this series?

Kattapulka

Kattapulka evokes beautiful and dreamy pieces of science fantasy art, and monthly releases some piece of NPC, creature, or item art.

Recently, they released these critters. Perhaps you could stat these monsters? Or maybe they are a feature of a dungeon - you have to collect them all to give to the Demon Frog in order to progress?

Fernando Salvaterra

Tome of Salvaterra releases a wonderful variety of monsters, maps, and other fantasy scenes. They are one of most-producing Patreons I support.

They recently did this skelesphinx idol. This is some sort of dread dungeon feature. How does it work? What treasure does it guard?

Amanda Lee Franck

Amanda Lee Franck releases art packs, decorative borders, even her own games every month on Comradery.

Here’s a potential cover image for your dungeon level. It looks peaceful, but certainly contains danger. What will the adventurers find within?


Anyway, hope some of these get your brain going and I hope you have found some new-to-you artists for your projects. I encourage you to patronize as many artists on a regular basis as you can so you can hoard the art they come out with every month!

By the way...

Did you know the Worm Jam is currently going on? It's a space for folks starting new games of His Majesty the Worm to collaborate with each other. Come join us!

Wednesday, September 4, 2024

Lists of cool things

Another technique you can use to defeat the tyrant blank page is to make big lists of cool things.

Let’s say that you’re working on a dungeon and you’re hoping to create 20-ish rooms, or maybe you’re just working on a Meatgrinder. How can you possibly have that many interesting ideas? Well, first just create grist for your mill.

Start by just writing down stuff you like. There’s something alchemical about it, once you start you almost can’t stop.

Here is a list of things I think are cool:

  • Leylines
  • Using spells at the nexus of a leyline having a bigger effect
  • Casting spells at certain times of the year for a bigger effect
  • Laser eyes
  • Humans having dragon breath
  • Really long jumps
  • Iron maidens (torture device, not band)
  • Runestones
  • Moving huge big runestones over long distances?
  • Moai
  • Fossils
  • Horseshoe crabs
  • Blueblood

You sort of get my point. I can keep going forever just doing free word association. Anyway, now that I have a big list, I got my brain going. It’s a good way to start a writing day.

By the way...

Did you know the Worm Jam is currently going on? It's a space for folks starting new games of His Majesty the Worm to collaborate with each other. Come join us!

Sunday, September 1, 2024

Writing towards prompts

There is no tyrant as cruel as the blank page.

For many people (especially me), being told “Write a story! It can be about anything!” is neither a compelling or welcoming prompt. Its open-ended nature does not fill me with the wonder of possibility. “Write a story about your summer vacation” is a much easier prompt because it’s more specific (and thus, more restrictive - restrictions foster creativity!).

Write towards prompts.

Some of my strongest writing has been when I forced myself to write to a specific prompt - an image, a tarot card, an illustration, an I-Ching hexagram, two combined results from random tables, whatever. For example, here is a series of encounters I wrote to a random batch of medieval illuminations from Pinterest. I think these are as strong as they are because I forced myself to write to a random assortment of strange images.

There’s a special type of creativity that unlocks when you struggle with forcing yourself to write about one specific thing. You stare at the prompt and wrack your brain, thinking and thinking. How in the hell am I going to write a dungeon room about the III of Cups? And then it comes to you! And it’s SO GOOD! It’s way better writing than if you just had tried to “Write a dungeon” with no guidance.

When you are working on your projects, you can defeat the blank page but starting from prompts. Perhaps the Dungeon Seeds can guide you?

By the way...

Did you know the Worm Jam is currently going on? It's a space for folks starting new games of His Majesty the Worm to collaborate with each other. Come join us!

Friday, August 30, 2024

Worm Jam and Creator's Kit

 

Get the Creator's Kit for free!

His Majesty the Worm was designed to be accessible and easily hackable. As such, we've chosen simple language to communicate that you can create derivative or supplemental content. 

To help you create beautiful third-party materials, I've released the Creator's Kit. It includes a ZIP file with:

  • Both an InDesign (.indd) and Affinity (.idml) template with pre-set master pages and styles to create content that looks like the main game
  • A PDF that describes the graphic design elements for prose and dungeon layouts
  • Fonts used in the original game
  • "Adherent of the Worm" images to use to declare compatibility with His Majesty the Worm

What is the Worm Jam?

The Worm Jam runs from September 1st to September 30th. It is a time to make content compatible with His Majesty the Worm and release third-party material for the game. My goal with hosting this jam is to help new GMs find and create content to use in their home games of His Majesty the Worm.

Submissions to the jam will be linked to from the game's website to help promote your work. Participants in the jam are encouraged (but not required) to use the  “Adherent of the Worm" logo. 

As the creator, I will also be participating in the jam. I will share my progress, talk through the creative process, and microblog my thoughts on game design.

If you participate, I'll send you a copy of whatever I make for free and I will buy your product. That's His Majesty's guarantee!

What can you make? 

Make dungeons. Make extra rules. Make alternative rules. Make monsters. Make tools. Make art. Make random generators. As much as possible, I encourage you to make things that other folks can use - assets they can drop into their own game without too much fuss.

You can publish your content for free or sell it (without us taking a cut).

Some ideas for content I'd love to see can be found below. 

Dungeons

Make a dungeon of about 20ish rooms. You can build out one of the dungeon seeds, adapt an existing dungeon, or create a new, bespoke dungeon. My hope is by creating small dungeons together, we will collaboratively build an Underworld to challenge your players.

GM resources 

Create things for your campaigns and share them here. Build out a series of Meatgrinders for your Underworld. Create some custom monsters. Create new City events.

Tools

Is there some tool you're making to run your games? Adding tarot assets to a VTT? Making a new cartography tool? Share it here! 

Open license

His Majesty the Worm was designed to be accessible and easily hackable. As such, we've chosen simple language to communicate that you can create derivative or supplemental content. The text that governs the free spirit of innovation is below:

If your product declares compatibility with His Majesty the Worm, you must state the following in your legal text and on any websites from which a commercial product is sold: 
His Majesty the Worm is copyright Joshua McCrowell. [product name] is an independent production by [publisher name] and is not affiliated with Joshua McCrowell or Exalted Funeral.”

Basically, if you adhere to these terms you are allowed to publish free or commercial material based upon or declaring compatibility with His Majesty the Worm without express permission. 

Full guidance on making third-party compatible works can be found here.

Guidelines

Collaborate

You don't have to solo this quest! Let me encourage you to collaborate with other. If you're a good editor, you can trade projects with someone else in the jam and proofread each other's work. If you're a graphic designer, you can trade layout assistance in exchange for art. Use the jam space to advertise your skills. Form a guild and tackle projects together! 

Price

You can always create free or commercial third-party material for His Majesty the Worm using its permissive open license. You can provide your jam submission for free, as pay-what-you-want (PWYW), or sell it. Whatever feels right for you. 

Scale

Because the jam is only a month long, focus your work on something achievable—a small dungeon level, a single new kith, a sampling of new monsters. Outline your work over the course of four weeks and think about how many hours in the week you can dedicate to it. Build in time to get community feedback, edit, and host it on Itch!

Deadlines keep us focused, but they don't mean we have to stop creating. If you miss the deadline, I'd still love to see your content!

Promote

As you work on your submission, feel free to share your work using the #hismajestytheworm hashtag. 

Come join the jam!




Thursday, August 22, 2024

Lore's Labour's Lost

Like a mutant who has adapted to nuclear-irradiated wasteland and can't actually survive on water that doesn't make a Geiger-counter go nuts, I still go to Twitter. It's terrible, but my gills won't let me leave; I cannot breathe clean air. The RPG discourse du jour is "lore." 

Twitter is bad for lots of reasons, but one reason it's bad is that you can't actually have a full conversation or even define terms with the constrained character count, so you talk around each other and wave your hands and make angry faces. 

But not me! I'm smart and intelligent so I go on my blog to do the same thing, but longer

What is lore?

I don't know. Shut up. I've never seen such a simple word get redefined so many times. 

"Lore is history." "Lore is history your characters don't know." "You don't mean lore, you mean datum." 

In the continuum between fluff and crunch, lore is the fluff side. 

Lore is helpful

For GMs, lore helps you create an immersive and coherent game world. You can give the players rich descriptions of environments because you have lots of setting details to weave in. You can adopt the traits of NPCs from different regions, and distinguish them from each other well, using different patterns of speech and notes about their belief systems. (I know an embarrassing amount about Middle-earth, and running games there is very easy for me for that reason.)

It can be helpful to run sandbox games. If you have big setting books for every location in the world, the players can go anywhere and you'll be prepared. "Sure, you can run from the Prince of Chicago and make your way to Seattle. You're going to have to cross through werewolf country to get there, though..."

For players, lore can help can make informed choices. "Well, I know in the lore, the Son of God was a poor carpenter in his mortal form, so I'll look for the simplest cup or a wooden cup out of the big pile of chalices." 

Knowing a lot about the game setting helps remove the gap between player thoughts and character thoughts and actions. You don't break the flow of the game by saying, "What would my character know about orcs in this setting?" If you know the history of the orcs and the Blood Wars, you can act like your character more easily.

Lore can just be interesting! I think that's the appeal to the big lore-heads for settings like Warhammer 40k. Sometimes you hear a tidbit from that setting and you say, "Orcs are psychics, and their group delusion that red cars goes faster means that they actually do? Oh, that's cool." 

There's a joy in the feeling of discovery for players. When the GM knows something, and the players don't, discovering the hidden lore or setting secret can wow the entire table. "Wait, Jack of Knives wasn't a single serial murderer, it's actually a pair of sentient knives who possess people into killing? Oh my God!"

Lore is difficult to communicate

The traditional way that RPGs have communicated their setting history and worldbuilding is through long, boring gazetteers. These make RPGs feel like homework: reading about a fantasy world like you would from a history textbook in grade school. (The older I get, the less I want to do required homework for my game.)

Some games have the expectation that players and GMs both will do a lot of reading about setting details to engage with the game--White Wolf games seem especially prone to this, Houses of the Blooded by John Wick, others. For these games, lore is a barrier to entry.

Relatedly, there can be a disconnect between the players and the GM's understanding of the world. The GM of an Exalted game sets a scene in Whitewall and has a magistrate say "Welcome, Solar Exalts," and one of the players pushes up their glasses and says "UM ackshully, Whitewall is a Realm territory, so our status as Solars should be secret because we're anathema here." The player is right according to the long paragraphs in the setting book. Has the GM changed the setting details or did they act out of ignorance? In either event, the illusion of verisimilitude is broken, the suspension of disbelief evaporates for that player, the game stutters. 

And the fear of creating that feeling drives players away from games with "too much lore." I know people who don't want to play in a Middle-earth game because "What if I get a lore detail wrong and Josh yells at me?" (What if, indeed?)

Compromised solutions

I think RPG designers and players are still noodling on the tension between the fun parts of lore and the challenges it introduces. There's no one-size-fits-all solutions for any RPG problem.

Several games have embraced the idea of an anti-canon or implied setting: there is no history to memorize, only prompts on random tables or implied details about the tone of the game world embedded into the mechanics. A random starting package in character creation gives one player "The last flashlight from the Age of Wonders." What that means for the table is up to the GM and the group to decide. I wrote about this a bit in my post about Dark Souls-esque Worldbuilding

His Majesty the Worm doles out little packages of lore in small sections of the book, then tells you to ignore them if you don't like them. For a game that tried to prioritize and incentivize role-playing relationships, I wanted to give players something for them to hold onto--but also wanted to give them the freedom to reject things they didn't like.

My favorite examples of lore embed some setting detail or factoid into something that the players can actually use. One example is embedding them in character mechanics. "Goblins are cursed with bad luck by the god Gowin. It's called buwuk, and it's the worst blessing. You gain 3 buwuk points that you can use to..."

Another example is mechanizing something in the game world that's available to anyone if they know the lore and can do it in-character: the blood of the cockatrice cures petrification, the roar of the lion resurrects the innocent, etc. My favorite example of this is the hidden page of "Secret Rules" in Vain the Sword. If a dutiful player finds this hidden page, they can invoke these truths in the game world; for example: "If someone is dying, they may curse the person who wrongfully afflicted them, and this curse has a chance to come true."

What are your favorite ways to get the benefits of "lore" and avoid its costs?


Thursday, July 25, 2024

Influences on His Majesty the Worm: House of Orr

His Majesty the Worm didn't fall out of a coconut tree. It is a manifestation of the OSR scene. As such, it carries on the long and proud tradition of the Appendix N. 


One of the comics that influenced the development of the game was called House of Orr. At the time of the game's publishing, the website that hosted it was dark. 

When the game was published, it found its way into the hands of the comic's author, Nolan T. Jones. And friends? He put it back online! The House of Orr can now be read and enjoyed again!

https://houseoforr.com/

To celebrate this serendipity, I'm going to talk through specific ways that the comic influenced my thinking and goals for His Majesty the Worm

Mild spoilers for the first plot arc are below.

The Guild

Each guild should feel different. Don't just be "adventurers."

The titular House of Orr is a guild. In the story, a guild isn't just a collection of adventurers, its a political body in its own right. 

Each guild has its own traditions, quirks, and goals. For example, the House of Orr has each member choose a new name that begins with the syllable "Orr-". 

In His Majesty the Worm, the players are also members of a guild. This is a legal entity in the City. A guild charter is like a writ of mark, that allows them to legally plunder the Underworld (and provide 50% taxes to the crown, for the privilege). Each guild has a name, heraldry, and looting rights. Adventurers sign the guild charter and self-declare their role in the guild: cartographer, cook, ranger, keymaster, etc.

Bounties and OSR problem solving

The House of Orr does quests to convince people to support their cause, which allows them to remain a political force in the council of guilds. 

It's a livin'

In His Majesty the Worm, each individual character has a quest -- some reason for them to brave the terrible Underworld. But that doesn't pay the bills. To actually pay for the upkeep of adventuring, guilds pick up bounties from job boards in the City.

Many important questions are being asked

To that point, there's great examples of open-ended OSR problem solving in House of Orr. If you're looking for some bounties to pepper into your game, read the comic and get inspired!

Moments of Whimsy and Delight

I think there's lots of gross stuff in His Majesty the Worm. It's not a grimdark game though. 

Although the art style of House of Orr and His Majesty the Worm are different, I do think they both have a sense of fun.

There are no "bards" as a class in His Majesty the Worm, but just playing an instrument should have the ability to soothe a savage beast, in my opinion.

My friends are funny. They do funny things when they play. I wanted to embrace that side of the hobby. The default Bond is "Ally." The Ally Bond is charged when you say something in character and it makes your ally laugh in and out of character.

There should be moments of delight in the game. 

Inventory management is important

I briefly considered using item cards, like Last Gasp Grimoire/Mausritter, but ultimately cut it as an unnecessary expense.

When I first saw this panel in House of Orr, I stared at it forever. I loved it. The detail! The way it thought through what different characters had. It didn't look like my character sheets playing Pathfinder. How could I make a game where "spare jewelry" and "dank herb" was a fun choice to make? 

In His Majesty the Worm, every item carried is an important choice. But the game centers the human experience: you're not a grizzled, emotionless, methodical mercenary. You're a person. And you represent that with the things you carry.

Are you an aesthete sorcerer? Then represent that by carrying spare jewelry and dank herb. That's how you practically create that sort of character.

And with OSR problem solving at the core of gameplay, the most unlikely items can be used in the most unlikely ways.

The Guild as a Character

To reiterate, I feel as if the guild is a character in His Majesty the Worm in the same way that the ship Serenity was a character in Firefly. That's why the guild charter essentially operates like a character sheet. 

The guild persists longer than any individual adventurer. As players complete their quests, they retire their adventurers -- but the guild continues. 

The guild is a political entity

The guild is also fellowship


His Majesty the Worm - Available Now

His Majesty the Worm is a new-school game with old-school sensibilities: the classic megadungeon experience given fresh life through a focus on the mundanities and small moments of daily life inside the dungeon.

Click here to get the game!

(The physical editions from Exalted Funeral are currently out of stock. I anticipate them being back in stock before the end of summer, and will announce when they are.)



Wednesday, July 17, 2024

His Majesty the Worm Bursts Forth from the Underworld!


For the last nine years, I've been writing and playtesting a game called His Majesty the Worm. It is now available in both physical and digital forms. I would love for you to check it out. 

Click here to get the game!

What is His Majesty the Worm about?

His Majesty the Worm is a new-school game with old-school sensibilities: the classic megadungeon experience given fresh life through a focus on the mundanities and small moments of daily life inside the dungeon.

  • Food, hunger, light, and inventory management are central to play and actually fun.
  • Tarot cards are used to create an action-packed combat system that ensures that all players have interesting choices every minute of combat: no downtime!
  • The game has robust procedures. Adventure in the Underworld, rest in roleplaying-driven camping scenes, and plot long-term schemes in the City at the center of the Wide World.
  • The relationships between companions, called Bonds, powers the rest and recovery mechanic of the game. 

The game is intended for a traditional setup between a single GM and 3-6 players. It emphasizes long-term, Metroidvania-like play. The book is 404 pages long, split up over 10 chapters and 5 appendices. The print edition is silver foil stamped and has a ribbon bookmark. The digital edition is thoroughly cross-linked, with a robust index. It is a complete game with everything you need in one tome (just add a tarot deck).


Interested in a preview?

His Majesty the Worm was Itchfunded! That means that people generously contributed to the development of the game, donating to view early drafts of the chapters. As thanks, these sample chapters are now free.

  • Appendix A: Sorcery - This chapter provides a magic system with versatile, level-less spells designed specifically for the dungeon crawling milieu.
  • Appendix B: Alchemy - This chapter details the alchemical subsystem that lets adventurers steal the powers of monsters. 
  • Appendix D: City Creation - This chapter details the procedural generation of the ur-city at the center of the game's anticanon.
  • Appendix E: Underworld Creation - This chapter provides procedures and examples that simplify the daunting task of creating a mythic megadungeon. It also includes a tutorial dungeon, The Tomb of Golden Ghosts, with designer commentary!

Let me at that Worm!

Get the physical edition at Exalted Funeral

 
Get the digital edition at Itch

Get the digital edition at DriveThruRPG

Tuesday, July 9, 2024

Everybody wants to be initiated, nobody wants to be tricked

This is a post about three storytelling techniques I've seen in media - and at the RPG table. 

Initiation

In initiation stories, the audience is brought into some conspiracy or made privy to an essential secret of the universe. This initiation turns them into one of the elect. 

In The Matrix, Morpheus tells Neo (and the audience) that the real world isn't the real world. Humans are being farmed by machines. The world we know is a shared mass hallucination. There is a prophesy that one human will be the One who can fully overcome the machine world and rescue humankind from their captivity.

There are games like Vampire: The Masquerade that tell their secrets in the opening pages of their introductory narrative. This isn't exactly what I'm talking about. I'm talking about the feeling of giving the players a "Oh. That's what's going on" moment. 

In my experience, conspiracy games like Delta Green's Control Group module can elicit this effect. One or two sessions of the game are played with both the players and player character's in the "out" group. Then, they receive initiation and are told the secrets of the game world. 

It's fun to be initiated. To be in the know. To be told secrets. 

(This feeling is what keeps Q Anon morons coming back for more conspiracy slop. They're one of the smart ones! They followed the clues and did their own research and now they know that Joe Biden is doing the plot of Henson's The Dark Crystal.) 

Revelation

In revelation stories, the audience is told a seemingly normal narrative. At the very end of the narrative, there is a moment of revelation that changes the context of the entire story.

At the end of Fight Club, you realize that Tyler Durden was a figment of the narrator's imagination.

At the end of The Sixth Sense, you realize the bald guy was Bruce Willis the entire time.

This is a difficult type of story to tell in an RPG format. The fun of revelation stories is in the rewatch. You don't read Gene Wolf, you reread Gene Wolf. Still, I wanted to include this storytelling technique because it felt so close in theme to "initiation." If you have any good examples of this from a mainstream game, let me know.

Apostasy 

In apostasy stories, the audience is initiated and later told that their first initiation was false - an apostasy. They're then inducted into the true initiation.

In The Matrix Reloaded, the Architect tells Neo (and the audience) that the story of the One is a false narrative. The cycle of the One is all part of the machine's plan. There have been many Ones. Each One has collapsed the current Matrix, rescued a handful of humans, and restarts the cycle. 

Apostasy is not fun. The audience only has the text with which to understand the narrative world. We know only what the filmmaker/GM is telling us. If they're lying to us, we don't have a way to know that. The revelation-after-the-revelation isn't satisfying. We feel tricked. 

This is all to say:

Everybody wants to be initiated. Nobody wants to be tricked.


Sunday, May 19, 2024

Legojam: Castle Hexcrawl

This is a submission to DIY&Dragon's Summer LEGO RPG Setting Jam.


The Induction

"And you'll note that the people in Peaksville, Ohio, have to smile. They have to think happy thoughts and say happy things because once displeased, the monster can wish them into a cornfield or change them into a grotesque, walking horror. This particular monster can read minds, you see. He knows every thought, he can feel every emotion. Oh yes, I did forget something, didn't I? I forgot to introduce you to the monster. This is the monster. His name is Anthony Fremont. He's six years old, with a cute little-boy face and blue, guileless eyes. But when those eyes look at you, you'd better start thinking happy thoughts, because the mind behind them is absolutely in charge. This is the Twilight Zone."

Once upon a time, there was a divided kingdom. It was divided by heritage, with several waves of invaders coming to the land, pushing the last wave further inland, and then settling. It was divided by religion, with the old gods of the rivers and bogs going hungry as need-fires to the new gods of fire were lit on the seashores. It was divided by blood, with feuds between the petty kingdoms going back generations.

It was said that one day, there would come a king, sprung from an ancient line but wed to the new gods, that would unite the realm.

He came. He was a nine year old boy named Leo. He was given the magic Sword of Wishery by the half-demonic old druid the people named Majisto. Then, everything changed.

Good King Leo reigned over the newly Reunited Kingdom. His knights were resplendent in golden armor, the proud lion rampant on their shields. They fought against the Bat Lord and his foul knights. He made peace with the Duchy of the Blackfalcon, and subsumed them into his kingdom. He played games of wits with the free-spirited, anarchic Forestmen. He married the Green-blooded Princess of the Dragon Knights, sealing a union of peace with the one faction he could not defeat in war.

And the next year, they did it again. And again. Broken bodies were put back together. Broken castles were rebuilt brick by brick. By magic. By the king's magic.

For the Good King Leo was not a good king at all, but a boy playing at being a king--a boy with a child's ideals of good and evil, sin and chivalry, love and war. He was given a man's body by the Sword of Wishery. Thus also was he given governance of the realm and the rules of the world. Men and women were made his playthings. Over and over again. 

You are one of the people trapped in the eternal game. You have played this game before. What will happen this cycle?

The Hexcrawl

And Spitfire said, “What joy shall we have of soft beds and delicate meats and all the delights that be in many-mountained Demonland, if we must be stingless drones, with no action to sharpen our appetite for ease?”

...

“We,” said Juss, “have flown beyond the rainbow. And there we found no fabled land of heart’s desire, but wet rain and wind only and the cold mountain-side. And our hearts are a-cold because of it. ... Thou O Queen canst scarcely know our grief; for to thee the blessed Gods gave thy heart’s desire: youth for ever, and peace. Would they might give us our good gift, that should be youth for ever, and war; and unwaning strength and skill in arms. Would they might but give us our great enemies alive and whole again. For better it were we should run hazard again of utter destruction, than thus live out our lives like cattle fattening for the slaughter...”

- The Worm Ouroboros, E. R. Eddison 


Wow these were more hexes than I imagined at first


Random Encounters (2d6)

Unless there are special encounters in a particular hex, use this random encounter table.

2. Wizard's Cart: The archdruid and councilor to the Good King, Majisto, is encountered on the road. His horse is masked and wicked-looking, and the cart has a pair of working dragon's wings. At need, it can fly. Majisto asks penetrating questions about the PCs goals, trying to ferret out potential insurrectionist vibes. (Majisto knows anything the GM knows.) Majisto will be pleased if the PCs tell him something that the GM has forgotten, and give them a gem of fireball (sold for 100g, or thrown to deal 4d6 damage once).

3. Witch's Windship: The Mountain Witch (normally in hex 04.04) flying in her windship (which is like a complicated hot air balloon). She is looking for fallen shards of lightning (ingredients for her potions) or for cuckoos (which she uses for haruspicy). She calls down to the PCs from her windship to implore them to help her in these quests. She will trade with them by lowering and raising a basket.

4. Dungeon Hunters: A tumbleweed wagon guarded by 1d6 Lion Knights. The wagon cell contains: [a Forestman / a Bat Knight / nobody (yet)]. 

5. Bandit Ambush: Stand and deliver! Your money or your life! Encounter 1d10 bandits. [50/50 chance bandits are either Forestmen or Wolfpack; both go about the same way. The Forestmen are a bit nicer about it and will probably just tie you up instead of slitting your throat.]

6. King's Carriage: The Good King Leo, accompanied by 3d20 knights and 1d100 camp followers, travels the land on a "Perambulation" to see his kingdom. He is gracious and welcoming, almost play acting at being a king. He regularly holds court outside to dispense the king's justice. His favorite way to administer justice is to call for a trial by arms. Peasants must get knights to represent them in battle. 

7. Smuggler's Hayride: 1d12 peasants acting suspicious. They're on some errand on behalf of the anarchic Forestmen: [smuggling goods/smuggling escaped Forestmen bandits/smuggling a tied up tax collector to be held for ransom]. 

8. Crusader's Cart: 3d4 religious peasants on a pilgrimage. They've dug up idols buried by an almost extinct forest cult that once flourished in the region, and are taking them to the cathedral lighthouse in Siren's Call (05.00) to be destroyed. They want to share their fire and food with knights in exchange for protection on the road, but are tediously religious.

9. Treasure Cart:  A wagon bearing the sign of the royal lion, guarded by 1d12 Lion Knights, is being attacked by 2d10 [Wolfpack bandits/Bat Knights]. The wagon contains treasure worth 10d10 x 100 gp. Will the PCs choose a side?

10. Traitor Transport: The Lord of Bats himself is leading a raiding party of 2d6 renegade Bat Knights. Their goal is to capture the PCs and take them back to the Castle of Night (hex 05.03), where they'll be used as a pawn in the Lord of Bats' schemes. If the going gets tough, the Lord of Bats will summon a cloud of bats to carry him away from the battle.

11. Dragon Wagon: 2d6 dragon hunters from the Firebreathing Fortress (hex 04.03). Armed with spears, weighted nets, and long hooked poles. Outfitted with a large wheeled cage, a team of horses, and bait chickens. 50% chance the dragon hunters have a live dragon captured.

12. Dragon!: Roll reaction to see if its hungry or not. 


00.00 - Hunting Lodge

Forestmen's Hideout (6054-1)

A hunting lodge carved from the trunk of a giant titanwood tree. Owned by the House of Elk, the ruling family of Elkhame (hex 01.00). The House of Elk's master of hunt, Willy Redarrow, governs the hunting lodge and oversees a small staff. 

Willy Redarrow is secretly in charge of recruitment for the bandit group the Forestmen. The Forestmen are anarchists and fervently believe in the cause of freedom. 

Willy will sell hunting rights in this hex, and offer to serve as a guide (1g/day). During this hunting trip, the PCs may encounter: 1. A dire boar covered in arrows called Bristleback 2. A giant albino stag (bad luck to shoot) 3. A sly fox 4. A bear (that's actually a man who's been transformed by Majisto the druid)

Those who are skilled in bushcraft or archery will be offered a chance to prove themselves in order to join the bandit group. 

There's a 2-in-6 chance that 3d6 Forestmen will arrive, seeking to use the hunting lodge as a hideout.

00.01 - Forestmen's Crossing

Forestmen's Crossing (6071-1)

Where the Wanderwade River is widest, a rope bridge stretches from bank to bank amidst forested ruins. It is guarded by 3d6 Forestmen. Any who wish to cross the bridge must pay "taxes" to "Lord Jack." They will ask for a tenth of any coin the PCs are carrying. They say these taxes go to feed the poor, sick, and widowed (true).

Alternatively, the Forestmen will accept a good joke in place of a single person's payment. The joke must be in-character and actually make the table laugh in order to be acceptable to the Forestmen. 

00.02 - The Floating Fortress

Forestmen's River Fortress (6077-2)

The true seat of the Forestmen's power is the Floating Fortress. It is located within the marshlands of 00.02, but moves by way of enchantment (or perhaps...the land is enchanted to move around it?). Those who seek the Floating Fortress have a 1-in-6 chance of discovering it each day. 

The leader of the Forestmen, Jack in the Green, uses the fortress as his primary hideout. PCs who intrude on the fortress will be taken before the him. He will question PCs intently to learn their ethos and outlook. Those found to have good humor will be dealt with gently and released. Monarchists and belligerent guests will be robbed and dumped into the marshes. Those with a burning desire for freedom will be given a chance to perform quests for the Forestmen and possibly join their troop.

Jack in the Green's Quests: 

1. Rescue the captured Forestmen in the Tower Dungeon in hex 01.01. 

2. Find a way to publicly humiliate John Forte the Tax Collector of Castle Town (hex 05.01). 

3. Track down Dame Villaheart and steal the magic horn she won from the most recent tourney at the Challenge Fields. Then, sink the horn into the marsh, to remove its power from the hands of monarchists. 

4. Liberate the gold from the High Falconer (hex 02.03) and give it to the poor of Elkhame (hex 01.00). 

The ultimate goals of the Forestmen is to overthrow the monarchy and dissolve all hereditary titles. 

Those who have gained Jack in the Green's trust are taught a special whistle that calls the Floating Fortress. This allows them to navigate to the Floating Fortress unerringly.

00.03 - Blacksmith Shop

Blacksmith Shop (3739-1)

Ferrous Jim is a blacksmith that lives in isolation with his daughter, Gemina. He was once a Blackfalcon Knight, but became sick of the eternal cycles of battle. He wishes for his family to be left alone. 

Jim can make excellent metal tools. They are light (taking up less slots in your pack), durable (able to withstand more damage), and well-balanced (giving you a +1 to tests when you use them). These tools cost 4x what they normally cost. Jim refuses to make weapons of war. 

Additionally:

  • Once a year, on the summer solstice, Jim can make a magic item if his forge fire is lit with dragon's flame. 
  • Jim's hammer is magical and can be commanded by its owner to work on its own. If gifted to a PC, the hammer can repair arms and armor during camp.

Gemina is a brave, romantic, sarcastic, independent young woman who yearns for connection to the outside world. However, she won't leave her father's side because the idea of him being alone makes her too sad. She enjoys flowers.

00.04 - Goblet and Grape Inn

Guarded Inn (6067-1)

The Goblet and Grape Inn sits at a crossroads. The beer served at the inn is brewed by St. Auguthine's Abbey, also in this hex. It has tongue-loosening properties; those who drink it make reaction rolls with a +3 bonus. You can buy a small cask of it for 37 gold. 

Dame Rose is the proprietor of the inn. She does not mean to be a gossip. When she hears a secret from one of her patrons, she finds it difficult to keep it inside, however. She whispers it to her livestock: the ewe that gives milk, the goose that lays eggs, the sow who gives her piglets. These animals can't keep the secrets to themselves, either. These rumors come out through whatever food they produce. Your ham and egg breakfast might whisper secrets to you.

Rumors you might eat at the Goblet and Grape Inn:

1. It's said that if you wait outside the crossroads at midnight on a night without a moon, a man in a red cape and red skull cap will trade you a magic spell if you consent to kiss his rear end. 

2. There's hidden treasure in the tower dungeon (01.01). But you'd have to break into prison to get it!

3. The passage into the lands of the House of Dragon are guarded by the Black Knight! In truth, the knight isn't even human. They're undead: a skeleton -- immortal, invulnerable! Weapons are useless against them.

4. The ruined castle by the sea is haunted (05.02). There are caves underneath it that were once used as a hideout for pirates. However, the caves flood with the tides. The pirates became drunk and lost track of time, and were all drowned. Now, they host a never-ending party, and will drown anyone who comes looking for their lost treasure.

5. The Lord of Bats wants to kidnap the Green-blooded Princess in order to harness her draconic powers in his war against the Good King.

6. Both the Castle of Night (05.03) and the Castle Rampant (05.01) have a secret enchantment. When a magic word is spoken, they take the shape of a colossal stone knight, which can stride about and do do war. It's prophesied that the two castles will destroy each other in this way.

01.00 - Elkhame

Dark Forest Fortress (6079-1)

Elkhame is a small town and hereditary seat of the Huntlord, the lord of the House of Elk. This town's population is about 1000 souls. They are all fanatically loyal to the bandits, the Forestmen, and their cause for freedom. 

The current Huntlord is Tomas IV Elk. He is rarely in his estate, but the entire town pretends as if he is there. Demands for an audience will be met with delays and excuses ("Ah, you just missed him, he rode off for a multi-day hunt"). In truth, the Huntlord has abdicated his titles and lives as Jack in the Green, the leader of the Forestmen. He is more commonly found in the Floating Fortress in hex 00.02.

Random Encounters at Elkhame: 

1. A prisoner in a crow's cage will claim to be Miserly Melanie, one of Good King Leo's tax collectors. The taxes she was carrying have been stolen by the Forestmen. She promises rewards from the king if she is rescued.

2. A cadre of knights led by the Inquisitor Meritia are seeking information about the Floating Fortress. She will pay 250 gold for a reasonably made map of the area, and 800 gold for the location of the fortress itself. 

3. Archery contest! Winner wins a grand prize of 100g.

4. The Huntlord Tomas returns to town, to the general celebration of the people. He holds a feast of hunted boar and invites everyone in town. Good jokes are rewarded with golden goblets (50g).

01.01 - Tower Dungeon

Dungeon (4817-1)

Rising out of the woods is a drum tower surrounded by a dry moat filled with sharpened stakes. A dreary place, splashed with the azure and gold colors of the House of Lion. This is the tower prison where enemies to the crown are held.

If the PCs run afoul of the Lion Knights and fail to win their case in a trial by combat, they will be placed in a tower room here. Because of Good King Leo's warped sense of narrative, it's not difficult to break out of the tower prison. It's under-staffed and falling apart.

Sir Tibald is the Senior Gaoler of the Tower Dungeon. He has an unpleasant personality (which is why he has this shit assignment). He is nice to the dozen stray cats that he takes care of. He wears a mithril breastplate, which confers damage resistance 2.

Random Prisoners you Share a Cell With:

1. Harry Hunchedback of the Wolfpack, a foul-smelling old man who tells terrible jokes and expects you to laugh. He has a plan to catch one of Sir Tibald's cats and ransom his way out of here. He has a shard of glass which he threatens to shank you with.

2. The Green Knight of the Forestmen. He longs to win his way free in heroic combat and join the Candlemass tourney in hex 04.01. His wish will be to elevate all peasants to noble status to remove the class divide.

3. Sir Ylther the Dragon Knight, being held as hostage in the king's wars with his house. He expects to be ransomed any day now.

4. Whispers, a skeleton. Only you can hear him. He whispers of a treasure his mate buried in the adjoining cell under a loose flagstone. 

01.02 - Camouflaged Outpost

Camouflaged Outpost (6066-1)

Here, the forests wash up onto the foothills. The tree line changes, with evergreen trees replacing deciduous. Stirges are common here.

The Forestmen have a hidden fortress in the hills, built from refurbished ruins and natural caverns, occluded by a thick copse of sentinel trees. They use this outpost to hide stolen goods before they're redistributed to the needy. There's piles of treasure stored here worth [1d10 x 100] gold at any point. When there's not a significant haul stored here, the Forestmen presence is minimal. 

The only consistent presence is Sambell Spider, the canny spymaster of the Forestmen. He will put to death anybody outside the Fraternity of Forestmen who comes upon the hidden fortress so they cannot tell of its location.

01.03 - Wyrming Wastes

Traitor Transport & Free Dragon Cave (6099-1)

Special: In this hex, make random encounter rolls using 2d10 instead of 2d6. Any roll of 12+ is an encounter with a dragon.

Volcanic mountains. Black gravel peppering the sides of desolate peaks. No vegetation. Sulfuric pits. The landscape is otherworldly, like the surface of the moon. 

02.00 - The Barrows 

Skeleton Surprise (6036-1)

The Barrows is a stretch of fertile, hilly land, well watered with fogs from the Wanderwade River. The ground bulges here. These are not man-made barrows. At least, not in the way you think.

Each time the Romance of the Reunited Kingdom is reset by the Sword of Wishery, the world returns to the beginning of the "story." This isn't time travel. It's matter manipulation. People who were killed during the last cycle (and certain people are killed almost every cycle because it's important for Good King Leo's story) are re-created, like clones. 

If you cut into the bulging hills of the Barrows, rotting bodies come spilling out.

Random Encounters at the Barrows: 

1. A random PC sees a rotting face that looks like their own. That PC immediately rerolls their HP. If the new HP is higher than their current HP, they have seen the face of death and steeled their will. If the new HP is lower than their current HP, they suffer terrible ennui.

2. The PCs find the body of a well-loved and well-known NPC. The NPC is carrying a knightly complement of gear, including a random piece of magical treasure. (This encounter can only occur once.)

3. Attack by 1d4 skeletons. As each one is defeated, they moan terrible secrets of a future that has already happened. The referee must give the PC one rumor about some likely future occurrence.

4. Attack by a crawling human centipede of rotting bodies. 

02.01 - Fort Wosemouth 

Royal Drawbridge (6078-1)

Where the Wanderwade River exits the forest, there are dispersed homesteads and vast farming estates. Fort Wosemouth straddles the river. It is stationed with Lion Knights to protect the farming population from Forestmen raids and to collect taxes from the riverboats. At need, the fort raises a chain to block river passage.

The leader of the garrison at Fort Wosemouth is Dame Evlyn. Her betrothed, Jysica, was kidnapped recently by the Lord of Bats. Dame Evlyn wrongly blames the Forestmen. She is hungry for vengeance. 

02.02 - Hemlock 

Hemlock Stronghold (6046-1)

Hemlock is the name of a fortress (called "Big Hemlock") and a small village that supports its staff (called "Little Hemlock"). Population of 300 souls. Previously, the Lion Knights held Big Hemlock, but the Forestmen have recently driven the Lion Knights out and are currently occupying the fortress. The villagers are nonplussed by the change in leadership. 

The former captain of the fortress is Sir Ennis. He is desperate to reclaim control. He is likely to be found begging for additional resources at Fort Wosemouth (hex 02.01), or skulking in the woods gathering intel. He would be eager to hire the PCs to help him retake the fortress, but doesn't currently have any liquid cash and can only pay in promises.

Sheila She-Bear is the ranking Forestwoman currently occupying the fortress. She thinks it's enormously funny that the Lion Knights have their knickers in a twist about this, but doesn't know exactly what to do next. She wishes there was a graceful exit that gave the people of Little Hemlock a better life--not just re-occupation by the old regime.

02.03 - Blackfalcon Duchy 

Black Falcon's Fortress (10039-1)

The major city of the Duchy is named Freeloft. Freeloft hosts the seat of power for House Blackfalcon, called Castle Mews

Freeloft is town perched high in the mountains. Its position makes it practically impossible to take by force of arms, and has many years worth of provisions stored in caves. The people are suspicious of outsiders, solemn, and religious. It has a population of 10,000.

Random Encounters at Freeloft: 

1. It is the birthday feast for the High Falconer's daughter, Edwindina Blackfalcon. They are using the opportunity to look for a suitable match for marriage. Edwindina has already been rebuffed by Good King Leo, and the High Falconer is eager to avoid her daughter becoming an old maid. However, Edwindina is by no means a pleasant companion. As persons of note, the PCs are invited to the feast. 

2. A funeral procession of a single wren, led by the children of Freeloft. They solemnly mourn the loss of the small bird.

3. The hue and cry is raised! Wolfpack raiders have made it inside the gates! The granaries are burning, and raiders are using the distraction to plunder.

The lord of House Blackfalcon's hereditary title is "High Falconer." The current High Falconer is the Duchess Edwina Blackfalcon. She is prickly about honor and quick to anger.

House Blackfalcon has an ancestral claim to the throne of the realm, being descended from the Black Monarch (who was deposed by an ancestor of House of Lion). At different parts of the eternal cycle, House Blackfalcon is either in rebellion against or newly reconciled with the king. Rebellions tend to happen early in the year, before the more serious perennial threats to the kingdom (e.g., the Dragon Knights) take shape.

The High Falconer's Quests: 

1. Guard a wagon bearing protection money to the Wolfpack (02.04). Make sure they aren't attacked before getting to the Wolfpack Tower, at which point the mercenaries would claim they never received their "fee."  

2. Defeat the giant Hornfoot who is troubling shepherds in the high dales.

3. Deliver a letter of friendship to the House of Dragon in hex 04.03 and bring back their response.

02.04 - Wolfpack Tower

6075-1

A crumbling tower straddling a river that serves as the home base for the bandit/mercenary company the Wolfpack

The Wolfpack understands that they exist in a continually resetting cycle of violence. They embrace it. There are no stakes. They may kill, but what does it matter? They may die, but they will live again. Let every life be a firework--an explosion, a thunderous noise, a moment of awe, and then silence. 

The leader of the Wolfpack is Granny Ghoulie, a decrepit old hag whose body is barely held together with magic. If the PCs can justify their way into an audience with her, they may receive work from her (instead of being summarily robbed).

Granny Ghoulie's Quests: 

1. I've heard a rumor that the Forestboys have some secret encampment nearby (in hex 01.02). See if you can find it and rob 'em blind! Eeeheeheehee. If you bring a taste back to Granny, we can work together again.

2. We're not (just) robbers, of course! The Wolfpack are as strong and brave a fightin' force as any beknighted armor-wearing clinker clanker. You're respectable lookin'. If ye can get a contract for us with [the Lion Knights/the Blackfalcon Knights/the Dragon Knights], we'll give you 10% of the total fee. Eeeehehehe.

3. Kidnap the daughter of the blacksmith (hex 00.03) for us. You don't have to hurt the poor thing. We're going to convince the smith to make ol' Granny a magic sword and he needs some convincing. Eheheheh.

4. The Pack is going hunting Lion Knights! How'd ye like to serve as a decoy? Pretend to be robbed, and then just sit back when the Pack actually robs them. Easy money! Just don't fight! Eeeheeheeheehee.

03.00 - Black Monarch's Castle 

Black Monarch's Castle (6085-1)

The Black Monarch was a cruel tyrant that ruled these realms hundreds of years ago. Good King Leo's ancestors deposed him and began the line of the House of Lion. His black castle was abandoned. It is widely known to be haunted.

This is the main dungeon of this campaign setting. You will have to supply it yourself. The author is very tired. Make it big and scary with lots of skeletons and traps that test bravery and chivalry.

At the center of the dungeon, the Ghost of the Black Monarch sits on a throne of stacked skulls. He wields the Sword with Strange Hangings. The sword can only be wielded by those of noble blood, and will kill all others who draw it. 

03.01 - Abbey of St. Llawfordred

Knight's Stronghold (6059-1)

The Abbey of St. Llawfordred sits in the village of Giant's Cauldron (population 750 souls). The abbey is also called the "Seat of Chivalry," and is the center of knighthood within the realms. Any knight, regardless of their house affiliation, is always given safe passage to the abbey and allowed to claim sanctuary there.

There is a long table in the abbey with an enchanted knife stuck into it. Once a day, a feast appears on this table. The abbot and any knights currently in residence are afforded the honor of eating this enchanted food. 

If formal oaths are sworn on the knife and sealed by blood, they cannot be broken (until the cycle is reset by the Sword of Wishery).

Traditionally, knights come here to declare a new quest. A quest must be dangerous, worthy of praise from other knights, and have no immediately apparent solution (an OSR challenge, in other words). 

  • If a knight accomplishes a quest, they gain a new level and fame throughout the land. 
  • If a knight attempts the quest and fails, they gain no XP but everyone agrees the knight was brave for trying.
  • If a knight turns away from the quest or does not pursue it in a timely manner, they lose 1,000 XP and everyone calls them a coward. 
  • A knight can only pursue one quest at a time.

When a knight declares a quest, anybody at the table may suggest a "rider" - an additional challenge or complication to the quest. For example, not only must the knight defeat Hornfoot the Giant, but they must do so without a weapon.

  • It is considered bad form (but not wrongful) to turn down a rider. 
  • If a knight accepts the quest's rider, they immediately gain 1,000XP.

03.02 - Valehall

King's Mountain Fortress (6081-1)

The landscape consists of sheltered glacial valleys separated by exposed moorland. Tiered terraces for livestock grazing have been cut by the area's farmers. The southern edge of the House of Lion's domain terminates at the mountain fortress of Valehall, manned by a garrison of knights and their staff.

There's a 1-in-4 chance that Good King Leo will be residing in the Valehall (as he frequently goes on "Perambulations" around his kingdom) when the PCs visit. When the king resides in his mountain fortress, he welcomes knights errant, troubadours, and other travelers. He asks them each to entertain him with stories of their travels, and richly rewards those who tell him tales he's never heard before. 

Skerples's Sidebar

Step 1: Ask yourself "how many castles can there be in a 6-mile hex?" 

Step 2: Download Google Earth Pro (free)

Step 3: Download and open this KML file. Backup.

Step 4: Go, "Oh, that's a lot of castles."

/sidebar


03.03 - The Caldera 

Dark Dragon's Den (6076-1)

Vividly blue lake and springs, warmed by volcanic activity. Sparse vegetation. Sulphuric scents. 

The House of Dragon rides dragons into battle, like Hannibal rode elephants. Before dragons can be ridden, they must be broken. The Caldera is the fortress where captured dragons are trained, far away from the (flammable) settlements of the Dragon Duchy (hex 04.03). 

The Caldera is inhabited by a staff of about 100 souls. At any time, 2d12 dragon knights are there, attempting to bond with a dragon. Only 1 in 20 will be successful. 

The Caldera is overseen by two members of the House of Dragon (cousins of the current baron, Psamic), Kiriki and Kuroku. They are older women who have noble blood, have never been wed, and possess neither the magic nor the congenital weaknesses of their family bloodline. Both expert dragon trainers. 

04.00 - Majisto's Tower

Majisto's Tower (1906-1)

Majisto is what the peasants call the old druid that advises Good King Leo. It's a dramatic, kind-sounding name. It does not represent the truth of this terrible old man.

Majisto is the mastermind behind the eternal ouroboros of Good King Leo's reign. It is an experiment for him: an easy way to run a simulation 1000 times and aggregate the results. When his experiment is concluded, he will take back the Sword of Wishery and put it to other uses. He cares nothing about Leo or the humans of the realm.

The tower keep is staffed by 20 Lion Knights. Although Majisto's reputation is that of a kindly old wizard, these knights suspect the truth. They hate and fear the old druid.

Majisto has a 3-in-6 chance of being at his tower on any day. If an audience is sought, Majisto might employ willing PCs.

Majisto's Quests: 

1. Slay a dragon and bring him the blood for his magic. 

2. Sabotage the experiments of the Mountain Witch by pouring this potion into her bubbling cauldron. 

3. Enter the jousts in the Challenge Fields (hex 04.01) and defeat Sir Tibald the Gaoler, but refuse to ransom their armor back. Instead, bring their armor to Majisto for a greater reward. 

4. Enter the Black Monarch's Keep in hex 03.00, locate the ghost of the tyrant, ask him "Is it better to be feared or forgotten?" and return his answer.  

The tower guards Majisto's spellbook, magic wand, and the seal of the apocalypse

Majisto's Spellbook

  • The spellbook contains observations of 300-or-so previous incarnations of this reality. It is written in druidic and impossible to understand without mastering the cryptological devices used in its writing.
  • For each downtime action of study, you can attempt an Intelligence check to try and understand the spellbook. 
    • If you succeed, you can now use the spellbook to make predictions. 
    • If you fail, you have wasted your time trying to parse the paradoxes contained in the pages. 
  • Someone who has mastered the spellbook may read it to ask the outcome of a certain action taken. Ask the GM: "If I do X, will Y happen?" The GM will answer honestly yes or no. Each time the spellbook is used in this manner, the user loses 1d6 HP.
Majisto's Wand
  • The wand allows the user to transform people and objects randomly. 
  • Each wave of the wand transforms one thing. Think of it like swapping one Lego piece for another Lego piece. To simulate this randomness, you can reach into a box of Legos and pull out a random piece.
  • Change one item to another random item. Change a spear into a goblet. 
  • Change an animal into another type of animal. Change a parrot into an owl. Change a dragon into a horse.
  • Change a person's appearance. Change their clothes. Changes their face. Change their gender.
  • Change a person's appearance monstrously. Transform a person into a skeleton. 
  • (These effects are not random for Majisto. His magical powers are beyond that which a PC can achieve.)
Seal of the Apocalypse
  • A scroll bound with a red wax seal marked with an arcane glyph. Breaking the seal summons the star Wormwood. It appears within 1d20 hours in the sky. 
  • When the star appears, it can be "aimed" by using Majisto's wand. If it is not aimed, it will come to the hex where the seal was broken.
  • The star will crash into the earth 1d6 hours after it appears in the sky. It will destroy an entire hex and everything in it. 
  • This seal is Majisto's emergency escape button. It can be used seven times, ever, and does not reset with the Sword of Wishery. It has already been used six times.

04.01 - The Challenge Field

Knight's Challenge (6060-1)

Special: The power of Wishery is strong in this hex. Wounds heal at double rate while resting here.

A rich farmland, interspersed with royal hunting forests. The Challenge Field is located here. The Challenge Field is the traditional place where knights resolve disputes at hazard of their body. 

Random Encounters at the Challenge Field:

1. Thed Thin-and-Tall the Forestman is accused of stealing the chastity of Maid Una, daughter of Francis the Baker (works at the Grape and Goblet Inn, hex 00.04). The relationship was consensual, but Francis demands the boy be put to death for his indiscretions. Both peasants are looking for knights to champion their respective causes on the field, and will abide by the results of the duel. 

2. Sir Yctor Twoswords of the Realm has been accused of murdering Matty the Miller's Son for not giving him due deference (true). He is awaiting trial by combat against a champion to be determined. The Judge asks if one of the PCs will serve.

3. A ghostly tournament, with the ghosts begging each other's forgiveness. They are desperate to stop fighting, but are forced to relive the battle.

4. A special tourney is being held in honor of the new marriage between Good King Leo and the Green-blooded Princess, heir of the Dragon Duchy. 

Once or twice a month, formal tournaments are held here by the Good King Leo. Knights may enter as contestants by speaking to Sir Jeu the Master of Games. Follow these rules for jousting. Winners get to claim the arms and armor of the knights they defeat, which is ransomed back for 2d100 gold. Those who win the tournament are granted 1,000g and a random magic item by the king.

On Candlemass, the king holds a special tourney. Whoever wins the tourney gets to declare a New Law for the next cycle, enforced by Sword of Wishery. This is equivalent to a Wish, and can even fundamentally change the rules of the RPG that you're playing. The Good King Leo will peevishly refuse to enact Laws that are "bad form."

04.02 - Mountain Pass of the Black Knight

Black Knight (6009-1)

The only entrance from the plains to the mountains is a narrow pass between the mountains, through which a narrow rivulet runs. In spring, this rivulet is a deluge. In other months, it is guarded only by the Black Knight

Here is the truth: Nobody really understands who the Black Knight is or what his motivations are. What I tell you here is a secret to everybody.

The Black Knight is a victim of the cataclysm that sunk Aetherlanta. He crawled up onto the shore afterwards, burning with necromantic fire. He is a husk of bones and green flame. He suffers phantom limb syndrome, but for his entire central nervous system. He is in pain. 

The Black Knight is unkillable. He has infinite HP. You can cut him, smash him, or ensorcell him and he'll only get back up, bleeding radiation. He is not undefeatable. You can push him off a cliff, trap him in an iron maiden, or sink him to the bottom of the ocean.

04.03 - Dragon Duchy 

Firebreathing Fortress (6082-1)

For generations, the known world was dominated by the thalassocracy of Aetherlanta. Then, in a cataclysm, it sank.

Some of the survivors (are there others?) sailed to the shores of this realm. They reclaimed an ancient Aetherlanta fortress in the volcanic mountains of this realm, and began their conquest. This stronghold is called the Firebreathing Fortress. The area surrounding it is called the Dragon Duchy. It is sparsely peopled as the land has few resources. The Firebreathing Fortress houses 900 souls. 100 of these are Dragon Knights. Three of these are members of the royal House of Dragon.

Random Encounters at the Firebreathing Fortress: 

1. A play is being held in a central square. The actors wear heavy stone Grecian masks. The play is a Romeo and Juliet-esque forbidden love story. At a crucial part in the second act, the actors release doves and observe their flight to determine which ending they will perform. 50/50 chances of a comedy (everybody gets married, houses reconcile) or tragedy (double suicide). 

2. A procession winds around the walls of the fortress city. Cultic statues held on the shoulders of the participants. In sequence, the statues tell a story from ancient Aetherlanta: a mer-king, a white horse, an emerald tower, two dragons embattled and both dying. Strange, unfamiliar images.

3. A new dragon-prowed ship has been completed at the drydock. To celebrate, Duke Psamik is hosting a grand melee. The winner has the honor of naming the ship. 

4. The PCs spy a lidded basket in a refuse pile. The basket is teetering back and forth, as if something is inside it. If they investigate, they find a cat, white as moonlight, within. It has an uncanny aspect. The cat will follow the PCs and attempt to suck the last breath out of any foe they defeat. It will rub against anything magical but hidden the PCs encounter.

The House of Dragon has long practiced intermarriage to select for the powers of sorcery. Most of them have the Hapsburg Lip and some magical talent. 

The current House of Dragon members:

  • Psamik III, head of household, uncle of Sitre. Drunken and lecherous. Physically handicapped like Tutankhamen. Gifted with the power of withering (can turn someone inside out by pointing at them). 
  • Tia, sister of Sitre. Simple minded. Gifted with foresight. Foresaw the cataclysm, and is the reason the family escaped.
  • Sitre, the Green-Blooded Princess. The first member of her house to be gifted with health in both body and mind in generations. Gifted with the awesome power of dracomorph, where she can take on the shape of a dragon. She loves her sister as much as she hates her uncle.

At the end of each cycle, Good King Leo always joins the Green-blooded Princess in marriage to end the feud between their houses. 

Psamik's Quests:

1. Other Aetherlantean ships were lost off the coast of the Castle of Night (05.03), sailing away from the cataclysm. One was carrying an artifact called the Mantle of the Gold Breast, which can only be worn by chaste women. If you dive the wrecks and recover it, you will be rewarded.

2. The twin dragon tamers of the Caldera (03.03) are feuding. Mend the feud between them so that they return to their task of taming war dragons.

3. It's said that there was much treasure, including some of Aetherlanta, within the Black Monarch's Keep (03.00). Map at least 15 rooms of the ruin; payment will be commiserate with the detail of the mapping.

4. The Lord of Bats has ringed the Firebreathing Fortress with a never-ending storm. Find a way to dispel the magic. You might have to face the villain directly, or solicit the aid of the Mountain Witch.

04.04 - Manse of the Mountain Witch

Witch's Magic Manor (6087-1)

Between two pointy mountains (called the "Witch's Teats") is the Manse of the Mountain Witch. It is riddled with traps to catch those who would sneak in and steal the witch's magical treasures.

The Mountain Witch calls herself the "Speaker for the Dead." She is one of the last practitioners of a forest cult that was once widely practiced within the realm. She can talk to any corpse, and will do so for a fee. Bring her your dad's skull and she'll have him arbitrate your family disagreement. Bring her the body of a saint and she'll argue theology with it. 

The Mountain Witch is bitter foes of Majisto (hex 04.00). She detests what he has done to the cycle of life and death. She also hates his stupid bearded face. 

The Mountain Witch's Quests:

1. Fetch me the black lotus that grows in the Wyrming Wastes (01.03) / and any of my potions can ye taste.

2. Pour this potion on Majisto's wagon / to wither it's wings of dragon. / You don't think that rhyme was good? / Well...I didn't think that you should.

3. Light this brazier with dragon's flame / You might purchase it from those who dragons tame / Bring it back with fire lit / So I can fix my flying ship.

4. A crusader's cart bears inside / an idol sacred to my rite. /  Bring it to me, don't delay / Gems of fireball will I pay.

05.00 - Siren's Call

Viking Voyager (6049-1)

When the first men came to this land, they cast their totem poles from their boats and first settled where the tides brought them to shore. Today, a town named Siren's Call stands in this place. The oldest town in the kingdom, but small (population of 800 souls).

A large lighthouse church, the Pyre Cathedral, watches over the town. Crusaders wheel the idols they have dug up from the roots of trees and fished out of marshlands to Siren's Call to feed them to the lamp's flame.

There are mermaids in the bay. Do not listen to them.

Random Encounters at Siren's Call: 

1. A whale has beached itself. It is singing mournfully of an inverted world under the sea. Whale hunters are on their way to kill and butcher it.

2. Pirates have come to town to spend their coin. They're willing to spend a fortune, but create trouble. Roll reaction every time you encounter them. Sometimes they're friendly drunk, sometimes they're angry drunk, sometimes they're sad drunk. They're big into shanties.

3. Dragon attack! A dragon is down at the docks. Drive it away before its fiery breath sets the ships aflame! 

4. Raving man speaks of other worlds - men from the moon on flying ships, men who explore underwater, magical pink cities beyond your imagining. 

05.01 - The Castle Rampant

Royal Knight's Castle (6090-1)

The center of the realm and seat of Good King Leo is the Castle Rampant. The Castle Town sprawls out at its feet. The Castle Town is the largest city in the realm, hosting 20,000 souls. Almost any service or good can be found here, for a price.  

Random Encounters in Castle Town:

1. "Ho there! We are two knights. One always speaks the truth..." "Oh boy, here we go..." "And one of us always tells filthy lies!" "Look, I said I was sorry, alright?"

2. A Punch and Judy puppet show is being performed to a crowd of children. The PCs notice that the beats of the story are, essentially, their own story up to this point. The PCs can ask one question about what comes next in their adventure and see an answer play acted by buffoonish puppets. The answer is: [1 - wrong/2-3 - silly/4 - mostly right].

3. A triumphal parade of knights streams through the city to the cheers of the people. Pennants crack in the wind, confetti is tossed by the fistful. Good King Leo looks down from the ramparts of his castle, favoring the knights with a sign of blessing. The Good King loves these kinds of parades, and they happen frequently.

4. The PCs catch the eye of Mooncalf, the king's jester. He follows them around, mimicking their actions, making rude noises at inopportune times, and laughing at their failures. He will only leave when he gets bored. 

Good King Leo's Quests:

1. The traitor, the Lord of Bats, has sent raiding parties to the farms surrounding Castle Town. They've been burning barns, despoiling crops, and slaughtering beasts. Go and mete out the king's justice. A bounty of 50g will be paid for every shield painted with the black bat.

2. Tribute is being sent to the Castle Rampant from Castle Mews (02.03). The Wolfpack bandits are active in that area. Go to the Castle Mews and serve as guards for the treasure caravan.

3. The Mountain Witch is a terrible hag who wishes to undo the good magics of the king's advisor, Majisto. She has been spotted flying in her windship in the farmlands. If you shoot it down, you will be rewarded with a small tower keep and lands. 

4. Bring me the head of Sir Hathor the Dragon Knight! 

05.02 - Ghostly Hideout

Ghostly Hideout (1596-1)

Cliffs by the sea. A ruined castle, once called Lady Salt, slowly crumbling into the sea. A preponderance of large crabs. It is commonly accepted that the castle is haunted.

This rumor was deliberately started by the Wolfpack. They found a cache of treasure (pirate booty, they suspect) in tidal caves under the castle, and have been using it to store their own plunder. 

A small contingent (3d6) of Wolfpack bandits is left to guard the treasure and keep up the ruse. If they see anyone coming, they quickly don glowing paint and tattered shrouds and being blowing a modified alpine horn. WooOOOoooOO. 

05.03 - The Castle of Night

Night Lord's Castle (6097-1)

The Lord of Bats is the greatest villain of the United Realms. This was not always the case.

Many cycles ago, the Lord of Bats was a loyal Lion Knight and the trusted lieutenant of Good King Leo. He saw, more than anyone, the futility of the endless ouroboros of time. Each cycle, he performed his part a little less well, with a little less enthusiasm. Eventually, he broke away. Each cycle now begins with the king's most trusted advisor betraying him, and flying away to the mountains to become the Lord of Bats. 

The Lord of Bats is finding ways to avoid the reset to better facilitate this betrayal, testing the limits of the Sword of Wishery's magic, testing the limits of what he can and can't remember with each cycle. Slowly, he's getting the timing of his betrayal and rise to power earlier and earlier. Eventually, he hopes, he can challenge Good King Leo directly.

The Lord of Bats's ultimate goal is to steal the Sword of Wishery and sink it into the moors of 00.02, a sacrifice to long-forgotten gods, and break the endless samsara. He is ruthless in pursuit of this goal.