After the A to Z Challenge, which was fun but quite demanding (but less so than I expected), I decided to take a break for a little while.
I also got really tired of social media and fora (message boards) and I’m trying to quit them to be more productive. My goal right now is to finish some RPG products (modules, mostly) and sell them on online PDF game distributors.
The following projects have completed first drafts and are being assembled into second drafts:
Conquerors of the Cosmos
This is an adventure module for Crimson Dragon Slayer. It is an homage to certain media from the 1980s: stuff like HeMan, Thundarr and Sectaurs. Right now it is a bit linear, so I’m working on making it more like a point crawl. This will hopefully get published through Korthalis.
The Warlock’s Curse
The title logo of this project is the featured image for this post. A 5e and Dungeon World compatible module set in Fantasy Romania. A lot of Ravenloft and Castlevania themes here. Included will be the Hydra Tome: a self-contained generator for unique and cool hydras.
King of the Grey Isles
The focus of my contribution to the A to Z Challenge. This will be a location-based adventure for 5e and Dungeon World. Gothic and Weird Horror, but very open-ended.
A Dungeon World hack long in the making. Was originally going to be focused on the aboriginal people of the Pacific ocean, but due to cultural sensitivity controversies over the last few years, I’m reluctant to do so anymore. The peoples in this book will definitely be non-white islander types but I won’t be naming names very much out of fear of being blacklisted or worse.
I will be creating art for all of these. My time that would have been spent on pointlessly browsing the internet will be used to develop these products. I’ll occasionally advertise their progress here on the Lounge.
Please stay tuned! Conquerors of the Cosmos is first in line because I’ve made promises to Venger that I’d get it done sooner than later. It’s been a year in the works: progress has been slow with a new baby in the home.
When meeting a new settlement for the first time, the widely accepted protocol is to perform a Ritual of First Contact.
A successful ritual can drastically improve first impressions of the newly encountered culture and affect how they interact.
Because of the nature of Koru’s huge, shallow ocean, any newcomers to an island are assumed to be in need of rest, supplies and shelter. They are, in other words, at the mercy of their hosts. At best, rejection could mean dismissal of the visitors and being forbidden to set foot on the island; at worst it could mean lethal consequences.
Due to the popularity of this ritual, friendly settlements still conduct it even if they’ve been allies for generations. Some yearly gatherings are still formalized in this way, albeit without the risk of negative reactions. The First Contact ceremony is adhered to and repeated over the years out of politeness and friendly respect.
Please note that this is a rough draft and this will be refined.
This ceremony has a few stages:
1. Announcement: while the islanders will have noticed one or more ships approaching from strange waters, it is a good first step to make one’s presence known while keeping a distance. This must happen during the day time: even if the visitors arrive at night, they must wait until daylight. Anything else will be seen as aggressive or warlike. The newcomers are to keep their boats steady in the waters for a few hours to allow their hosts time to observe them and assess their numbers. Once satisfied, the hosts will send an emissary for First Talk.
In game terms, this can be a tense situation for a number of reasons: dangerous coastline predators, harsh weather or tidal conditions or simply making a stealthy approach more challenging (islanders are considered to be nearly always on the lookout for visitors or invaders).
2. First Talk: the hosts will approach in one or more vessels carrying representatives of whoever rules the settlement. The newcomers must all stand or be still and make it obvious that they hold no weapons. Both groups of boats will come close to each other and initial greetings are made. The visitors present their gifts (there must always be gifts; each sailor usually carries some valuable items of some kind in case of such an event) and the hosts present fresh water. This is a trust exercise and a reminder that the hosts are in a position of power here. Once the water is drunk and the gifts appraised, the visitors are allowed to approach the island and enter the settlement.
In game terms, this is when most of the first impressions rolls (Charisma-based, usually, but also Wisdom and insight) and roleplaying will occur. This is a crucial moment.
3. Presentations: a few of the visitors are sent to present their gifts to the leader(s) of the settlement. If accepted, they must then accept to do a task for their hosts. These can vary greatly in complexity or difficulty, depending on how well interactions have been so far. If things have gone smoothly, it may be as simple as paying quick devotion to their Tupua or at a small shrine. If not, then it may be as hard as giving over all of their useful weapons or gear and ridding the local Ruin of some trouble.
Here are some possible Quests:
Clean out a nearby ruin of dangerous pests, troublesome spirits or a spiteful curse.
Locate and bring back some escaped slaves, troubled youth or angry rebels.
Provide an escort to endangered merchants, frightened sailors or novice hunters.
Remove a curse from a sick child, a possessed youth or a diseased crop.
Rescue the local Tupua: awaken it from a strange slumber, free it from a rival’s prison or cure its spiritual disease.
Appease the local Tupua: calm its anger at the people, resolve a dispute or flatter its damaged ego.
Root out any secret followers of a forbidden cult, usurpers of the royal family or a hiding murderer.
Hunt down a legendary beast that threatens the settlement, a vengeful spirit preying on travellers or an overgrown carnivorous plant that has spread and infested whole parts of the island.
Help a local shaman find the tribe’s origin story, free their people from a spiritual curse or bring back music to the people.
Defend the settlement from roving bandits, angry spirits or a rival tribe.
Rescue lost children from an evil trickster spirit, a misguided wandering shaman or a tragically troubled Tupua.
Find the cause of their diseased crops, poisoned fresh water streams or widespread sterility.
In game terms, this can be very interesting as the player characters meet and interact with the rulers and immediately receive a quest. The Presentation moves the game forward, especially if the players are wandering aimlessly: by encountering a new settlement they will be presented with many NPCs and hooks. At least, that is the goal of this section.
Certain character classes really shine in the First Contact Ritual: Bards in particular. Noble warriors, such as Paladins or veteran Fighters may as well based on their reputations or demonstrations of skill. Some competent Navigators, Healers or Artists will also be appreciated. Most of these character types may have bonuses to their social rolls: or at the very least Game Masters should be more generous to them on failed dice rolls.
Disclaimer: none of these images belong to me and I will not be using any of them in this product. They are purely for decorative purposes on this blog and nothing else.
Societal and Cultural traits
Choose or randomly determine who’s in charge, their predominant cultural features and, if you wish to bring on some remarkable fantasy or science fiction world-building, a unique physical trait or two. Please note that even the most traditionally “harsh” forms of leadership might take on a kind and gentle role, while some traditionally benign ruling types might be uncharacteristically cruel and oppressive in the eyes of visitors.
Kratocracy: leadership is only taken by force, competition or cunning.Rulers are always watching their backs, sometimes wary of even their families.
Monarchy: the people are ruled by a single or married couple (king or queen, chieftain, sovereign etc..)
Patriarchy/Matriarchy: One Gender is more in charge: the other enjoys fewer liberties and positions of autonomy.
Theocracy: Holy people (shamans, priestesses, medicine folk) enforce laws and taboos from a religious or spiritual angle.
Democracy: There are no leaders; that role is shared equally amongst everyone. Major decisions are made by vote.
Multiple rulers: leadership is always shared by two, three or even four people; each possibly representing a different group in society.
Geniocracy: knowledge and learning are prized above all else: a eruditecouncil holds political power.
Feudalism: Certain bloodlines are born into supreme leadership.
Despotism: a single leader rules by intimidation and brutality.
Elders: they are governed by a council of the eldest people in the settlement.
Mercantile: trade and commerce are valued above all else: those who are the most successful at trade are the rulers.
Plutocracy: only the wealthiest families hold political power.
Pacifist: they dislike and avoid violence. Peacemakers and diplomats lead by example.
Meritocracy: those who excel in particular roles (e.g.: hunter, healer, warrior, navigator, artisan) are held in high esteem
Slavers: owning and selling slaves is prestigious and common. The most prodigious slave masters rule.
Xenocracy: their rulers are never human… Perhaps one of the unique races of Koru or one of the Old Ones.
Anarchism: decisions are made at a democratic level about laws, rules and punishments; but there are no central rulers
Stratocracy: leadership comes from the warrior class: the eldest or most accomplished soldiers are in charge.
Commune: no central leadership and all accumulated wealth and/or resources are distributed evenly amongst every individual
Demarchy: the ruler is selected randomly or through divination.
Cultural or Social Features
Uncommon homes: they prefer to live: underground, in trees, on rafts above the sea, in a single group home, on the back of a giant animal or in strange floating ruins…
Obsessive taboos: a particular rule is strictly adhered to: they cannot touch the earth with their bare feet, they cannot make eye contact with children, eating meat is a mortal sin, they cannot refuse to offer hospitality to anyone, they cannot use boats when during high tide or they mustn’t smile when any of the moons are full.
Psychedelic visions: a precious local resource is tainted with a fungus or toxin that creates intense hallucinations when consumed. Special individuals routinely embark upon holy vision journeys for religious reasons.
Great fame: They are renown everywhere for their great talents as: warriors, healers, artists, hunters, musicians, storytellers or sailors.
Fervent worship of a particular person, animal or plant. They define their culture, appearance and mannerisms around it.
Sacrifice: They routinely perform sacrificial ritual, usually involving animals, cherished crops, valuable resources or even humans…
Masks: a group in society must always don masks when outside of their homes: unmarried adults, anyone who’s spilled blood through violence (their own or someone else’s), those who have entered a ruin of the Old Ones, anyone who’s spoken to a Tupua, anyone born on a moonless night…
Nomadic: they never settle in one place for long, they’re always preparing to move, perhaps to follow the migration of an animal or the movement of celestial bodies…
Strange leader(s): telepathic mummies, sacred infants, legendary animals, very old plants, semi-sentient fungus or the stars themselves…
Monster Worship: They regularly offer sacrifices or offerings to a dangerous predator to keep it docile; perhaps because its presence is somehow beneficial to them…
Tupua: They have been a strained relationship with the local Tupua for some reason: they are cursed for breaking a vow, they owe a harsh payment in exchange of a past favour, they were caught giving devotion to a rival, or perhaps they just hurt its feelings and it has gone missing.
Hardship: a plague, pestilence or famine has recently devastated the population. They may or may not be recovering.
Fractioned: ancient rivalries seething below the surface and causing civil unrest.
Corrupt leadership: their ruler(s) is notoriously corrupt and distrusted: revolution is seething below the surface…
Lucky: their island is uncommonly disease-free, bountiful and healthy. Almost too perfect…
Symbiotic: they have made a mutually beneficial arrangement with another race and live alongside them: Deep Ones, Trilobite-people or the Moth folk.
Superstitious: they have a great fear of magic and spirits. Any displays of supernatural power will draw their ire and terror.
Ancestor Worship: They profoundly honour and trust their ancestors, whom they speak with often, either at festivals or as a regular ritual.
Social Quirk: Always (or never) smiling, avoiding eye-contact except with family and spouse, an entire gender or social group never go out at night without a snake or other small animal, they never speak above a whisper, they are unable to lie (and always speak with brutal honesty), they believe that anyone from outside of their island is a spirit or demon (perhaps benevolent?).
Caste Structure: they have a rigid social system of castes that, to outsiders, may seem completely arbitrary or unfair.
Colouration: everyone coats themselves in vivid or intense colours: body paint, dyes, tattoos, clay or powder.
Ancestor: the people have subtle features that hint at a non-simian ancestor: bird, reptile, invertebrate, plant, fungus or amphibian.
Physique: compared with “regular” humans, these people are particularly tall, short, stocky, slender, muscular or gaunt.
Extra–sensory organs: one or more extra eyes,long ears, antennae, head tendrils, a sixth sense or an awareness of an alien colour.
Limbs: they have two sets of arms, double jointed, extra (of fewer) fingers, webbed extremities, wings or a tail instead of legs (see the Tails trait).
Tails: they have long furry tails, spiny fish-like ones, smooth and snake-like, slimy slug-like or short and vestigial.
Gendered: reversed gender dimorphism, everyone is androgynous, everyone is hermaphrodite, self replicating, there’s a third gender or they are genderless and cannot procreate biologically.
Natural weaponry: venomous bite, sharp claws, horns or antlers, spiny ridges, acidic blood or powerful retractable inner mouth.
Hair: instead they have feathers, quills, plants, living tendrils, scales or none at all.
Clothing: they strictly wear only of a specific colour, a particular animal, metal, plant or none at all.
Masks: they all don masks of animals, ancestors, Tupua, stars, writing or blank and faceless.
Language: they primarily only communicate through song, sign language, shifting skin colours, stories, visual symbols or telepathically.
Biology: they are amphibious, nocturnal, mature rapidly, born from eggs, have really short or long lifespans or have a chrysalis stage.
Body Modification: while tattoos are very commonon Koru in all cultures, some tribes are distinct: they file their teeth into points, have many piercings, scarification, large plate or ring insertions into the ears or lips or even head-shaping.
Animal featured: while they are humanoid and bipedal, they are not mammals: reptilian, insectoid, fish, amphibian octopoid or avian.
Elemental: these people are physical humanoid manifestation of: fire, ice, water, wind, earth or stone.
Remarkable stature: they are all especially tiny or gigantic.
Frightening nature: they are vampires, cannibals, ogres, spirits, deep dwellers or skinless ones. Ironically, they might be kind, despite their appearances…
Restless Dead: they are half in the spirit world: moonlight ghosts, bog skeletons, mournful shadows, drowned ones, cinder-wights or frost wraiths.
Not wholly of this world: these people can only be perceived by outsiders through dreams, only at night (or during the day), during rainstorms, while wearing a mask, by those who leave offerings at a holy shrine or by people who have been touched by death in some way.