02 November 2023

The Lands and Peoples of Central Urdor

The great southern island of Urdor is home to many peoples: dwarves, elves, giants, halflings, men, orcs, trolls, and dragonspawn. Below are brief descriptions of a few of the core ‘civilized’ realms – those located in the central southern part of the island – and the peoples who dwell therein. (Notes on other realms and peoples will be provided in a future post.)

(Credit notes: The text below draws upon the original descriptions by Terry Amthor, the author of The Court of Ardor. I’ve revised the descriptions of the realms, sometimes quite heavily [especially Dûshera and Mûmakan], in order to render them compatible with Ukrasia, as well as making them more to my taste overall. The top beautiful map is by Peter Fenlon. My map, which covers the entire island of Urdor, is at the bottom.)


DÛSHERA (Halflings, Dwarves, Tantûraki [high men])

A sparsely settled land, Dûshera once was part of a noble human realm that also included the area now known as Geshaan. That realm achieved a high level of civilization late during the Era of the Elves, but eventually was destroyed by the Night Elves over 3700 years ago. Dark magic caused part of the realm to sink – forming the great swamp of Geshaan – while the other mortal inhabitants were slain. For millennia afterwards, the region was considered cursed and generally avoided by civilized peoples.

When the Arsilonian realm of Rylindar established the colony of Tantûrak around 1600 of the First Age of Humanity (roughly 1950 years ago), many Halflings moved there as well. Over the years, though, the small people decided that they preferred the relative freedom of the rolling plains and open hills of Dûshera, and hence relocated there, eventually establishing a semi-autonomous realm. When Rylindar fell under the tyrannical rule of the Autarch, Tantûrak became increasingly oppressive domestically and antagonistic in its relations with other realms. However, the Halflings of Dûshera maintained their (conditional) freedom by agreeing to supply Tantûrak with one-third of their agricultural product annually, and permitting the free travel of Tantûraki troops through their lands. Seeing the little people as no threat, and judging Dûshera to be of no great strategic value, Tantûrak agreed to these terms. For the past 1400 years or so, this relationship between the two realms has persisted without disruption. 

The Dûsheran Halflings are hardworking folk who rarely travel beyond their lands. They revere the deity Fiona above all others. Although technically part of the Solar Church, the followers of Fiona throughout Dûshera are only loosely associated with it, governing themselves and sending annual tithes as necessary. This is tolerated grudgingly by the Church hierarchs in Tantûrak. The few Halflings who wander to other lands often revere the mysterious “Dog Lord.”

In recent decades, some Dwarves from the Skyclaw Mountains (which run along the northern coast of the great isle) have established a few tin mines in the hills west of Geshaan. They maintain friendly, if somewhat aloof, relations with the Halflings. These Dwarves travel far more than the Halflings, often taking their goods to their home realm, the Halls of Pale Steel, as well as the human cities of Korlan, Tanith, and Sarûl, in addition to smaller towns throughout Urdor. The Halflings are eager to purchase the goods that these Dwarven traders bring back with them, and hence have established a number of inns and taverns catering to Dwarfish tastes.

Unlike other kin, the Dwarves worship no deities. Instead, they believe that they are reincarnated until they achieve mastery of all the “eternal virtues.” Once this state is attained, they hold that their souls will leave the cycle of life and death and merge with the eternal “Form” of the “Good.” Unfortunately, Dwarf philosophers have yet to agree on the exact composition of these virtues. 

There are a few minor settlements of Tantûraki in Dûshera as well. For the most part, these are individuals and groups who chafe at the oppressive reign of their king and his malevolent advisor, “The Magician.” For obvious reasons, they try to keep low profiles and go to great pains to assure the Halflings of their benign intentions. 

Kins: Halflings (most common), Dwarves, High Men (Tantûraki).
Cultures: Halflings: Pastoral, Hill. Dwarves: Deep, Hill. Tantûraki: Noble, Weald.


HATHOR (Hathorians [men])

Hathor is a centralized kingdom, traditionally ruled by a strong monarch out of the capital city of Tanith. As is obvious to any scholar, the Hathorians are not native to their land. Blond and blue (or grey) eyed, with naturally fair skin (though tanned by the sun), they migrated to their present land almost two eons ago, after the conquest of the Vilkhorith islands in the far north by the Dragon King Sulthrax. Indeed, “Hathor” was the name of the great prophet who led his tribe to this land.

Hathorians are easy-going of temperament, but often wild and adventurous. Their society is built around recreation, including attendance at and participation in athletic games of all kinds, singly or in teams, in land or in the water, by men or women. Although these sports are always played without intention of injury, the very nature of most of them make it almost inevitable that someone will get hurt every time. Fortunately, however, Hathorian have an aptitude for the healing arts.

The games, although just one facet of Hathorian society, are an excellent example of their rather hedonistic attitude towards life. Above any other reason, Hathorians like to do things because they might be ‘fun.’ However, their view of ‘fun’ bears little similarity to that of most other cultures. Hathor accounts for the largest percentage of Taaliraan wine and spirit exports; Hathorians also use a large percentage of their grain imports for the making of beer. Surprisingly, despite – or perhaps because of – their hedonistic lifestyle, Hathorians are quite religious. They revere most of the Glade Court. 

Hathorians are among the vainest of peoples, working ever hard at making the most of their appearance, which nearly rivals that of the Elven-kind, albeit perhaps in a more ‘rough’ way. No other culture uses so many oils and balms to make their skin look ‘natural.’ Of course, it must be acknowledged that because of their naturally fair skin, the Hathorians require some defence against the intense sun of the tropics. Both genders wear their hair quite short to keep cool. Hathorian males are generally clean-shaven. Skilled spell-casters, though, make a point of growing beards (the longer the beard, the higher their position within the Hathorian wizard or animist hierarchy). Female spell-casters grow their hair in long braids (with length, again, an indicator of rank). 

The Hathorians delight in simple jewelry, usually gold, in the form of necklaces and wrist and ankle chains, and earrings (for both sexes, although men tend to wear but one earring, bracelet, and chain, while women prefer multiples). Both sexes have an aversion to finger rings, maintaining that they interfere with various activities. The men clothe themselves in loose pants or shorts of cotton, or silk for more formal occasions, dyed bright colours. The women wear either shorts and a laced top, or for less rigorous activities, short, draped toga-like garments of finely woven diaphanous cloth.

Hathor is close with Koronande, and friendly with both Tuktan and Taaliraan. They suffer raids regularly from roaming hordes of orcs from Mûmakan. Relations with Tantûrak are often tense, but the distance between the realms and ongoing trade has prevented outright war between the two kingdoms for the past thousand years. 

Kin: Men (Hathorian).
Cultures: City, Noble, Pastoral, Weald.


KORONANDE (Kirani [men], Green Elves [dusk elves])

The government of Koronande is a republic. Its political system was established over 2500 years ago by Lemka the Lawgiver, and has remained intact, with few modifications, since that time. Koronande is also unusual in that it is a realm populated by both Men (Kirini) and Elves (Green Elves), although the former make up almost ninety percent of the overall population. As might be expected, the Elves inhabit the more rural, forested areas of Koronande, constructing beautiful and elaborate homes in the branches of huge trees, which often grow to heights exceeding 70 metres (200 feet), the greatest example of which is Tauronde, the city which presides over the district of the same name, north and west of Korlan. It is almost entirely Elven in population, and its governor and senate representatives are Elves. Tauronde the city is in fact a cluster of Luraks, lord trees of the jungle, into the branches of which have been built elaborate homes and shops, inns, and halls, all well over forty metres above the jungle floor. The Kirani and Elves share a mutual respect and admiration. Indeed, there have been rare marriages between the two races.

The capital of Koronande is Korlan, on the mouth of the Koros river. The realm is divided into six districts, each having its own main town and governor. The Senate consists of thirteen members, two from each of the districts, and one appointed by the military, who meet monthly for three days to decide matters of concern to the realm as a whole. The Republic has a strong navy, the only one in the region which can contest that of Tantûrak. They are the traders of Urdor, rivalled only by the Dwarves, and so Korlan is a centre of commerce.

The Kirani are native to the land. They have very dark skin colour and black, wiry hair. Lean and tall (as tall as the Tantûraki, but far more svelte), their features are angular, almost ‘elvish’ in nature. Kirani males tend to be clean shaven. Most wear their hair relatively short. In the way of clothing, the Kirani prefer flowing, diaphanous garments, dyed in a variety of pastel colours, and draped loosely about the body. These they wear when they can get away with it, but of course such are not suitable for everyday work, for which they don short kilts in the case of men, and the women tend to wear short, belted dresses. Both sexes wear jewelry, although they prefer items of leather worn about the head and wrists, with bright bird feathers dangling, rather than the gold and gem-beset decorations most other peoples prefer.

The Kirani are basically vegetarians, cultivating the many varieties of fruit bearing vines and trees which flourish in the area. They do occasionally dine on fowl: the large avian inhabitants of the jungle are broiled and considered a delicacy. They are reasonably religious, and generally follow the deities of the Glade Court. 

Koronande has strong ties with Hathor. Relations with Tuktan are also quite close, as the Kirani people populate both realms. However, the citizens of Koronande tend to look down upon their more ‘primitive’ cousins (much to the irritation of the Tuktani). Koronande – thanks in large part to its Elvish population – is very friendly with Taaliraan. Relations with Tantûrak have always been poor, and the two lands are frequently at war. Like Hathor, Koronande suffers from regular raids from the savage orcish tribes of Mûmakan.

Kins: Men (Kirani), Dusk Elves (Green Elves), Half-Elves (very rare, same Cultures as Kirani).
Cultures: Kirani: City, Pastoral, Seafaring, Weald. Elves: City (Tauronde only), Fey, Weald. 


TAALIRAAN (Green Elves [dusk elves], Blue Elves [silver elves])

A realm of united Green and Blue Elves, Taaliraan is one of only a few politically organized Elvish lands throughout the great southern island of Urdor. It has been ruled for over two millennia by Prince Eldanar, a Blue Elf lord of considerable power. What was once the northern part of the realm was ruled by the Green Elvish queen, Blàithnaid, in alliance with Prince Eldanar. Her people suffered great loss in their war against Tantûrak an eon ago, however, and the boundaries of Taaliraan retracted afterwards. The queen’s fate is unknown.

Prince Eldanar rules his realm with a light touch, preferring to allow most Taaliraani communities a great measure of self-government. He reigns from the land’s only city (really a large town), Tilvirin, which is a seaport overlooking one of the realm’s southern bays. The Blue Elves of Tilvirin love the sea, and many enjoy going on long journeys for both leisure and trade. The Green Elves primarily live within the western woodlands, whereas the Blue Elves favour the coastal lands and the vineyards of the central valleys. The wines of Taaliraan are famous throughout Ukrasia.

Taaliraan is a largely self-contained country, traditionally remaining aloof from most regional politics. During the Great War ten centuries ago, though, it did ally with Koronande and Hathor against the Rylindar Imperium. The Elves fought bravely alongside the Kirani and Hathorians against the Imperial Tantûraki forces. The War cost the Taaliraani greatly, though, and the boundaries of the realm subsequently retreated to the southwestern portion of the peninsula. The northern lands, which border Tantûrak and Koronande, are now a wild, ungoverned region, although some bands of Green Elves still wander there, and outcasts from other lands (Kirani, Hathorians, Tantûraki, and even orcs) have established scattered freeholds. It is thought that the place is cursed because of all the deaths it witnessed an eon ago, and rumours of undead and other monsters wandering at night keep most civilized people away. Yet it is believed that Tantûrak now covets the land and may soon seek to take it over.

The Elves of Taaliraan wear less clothing than their northerly counterparts, preferring simple belted tunics in white, grey, green, or brown. Jewelry is usually minimal, but invariably high-quality and delicate. As with the other races of Urdor, the Elves of the area wear year-round tans, yet only these immortals maintain wrinkle-free skin with the passage of time, due to the regenerative nature of their bodies.

Kins: Silver Elves (Blue Elves), Dusk Elves (Green Elves).
Cultures: Blue Elves: City (Tilvirin only), Noble, Pastoral, Seafaring, Fey. Green Elves: Fey, Weald.


TANTÛRAK (Tantûraki [high men], Orcs)

A colony of Rylindar founded around 1600 of the First Age of Humanity, Tantûrak is one of the southernmost of the Arsilonian settlements in Ukrasia. Despite their distance from other Arsilonian realms, the Tantûraki maintain the traditions of their ancestors, and were loyal to the Rylindar Imperium until the fall of the Autarch a thousand years ago.

Dominating the northwestern portion of Urdor, Tantûrak is flanked by rolling hills and mountains to the north. The western portion of the country is settled primarily by orcs – farmers, miners, and soldiers – under the control of Tantûraki overlords. The capital city of Tantûrak is Sarûl, which lies on the Uvar river. Based here is the formidable navy of Tantûrak. To the east lies Dûshera, which the Tantûraki regard as a vassal realm. 

When the colony was established almost two thousand years ago, it was overseen by a governor who answered to the ruling powers in Rylindar, first the Republican Supreme Council, and then (after 2097 of the previous Age) the Autarch and his minions. This system functioned more or less smoothly for almost a thousand years, until the defeat of the Autarch at the end of the First Age of Humanity. Tantûrak suffered quite badly in the southern front of the Great War at the end of that Age, its military crushed decisively by the allied forces of Taaliraan, Koronande, and Hathor. Only those realms’ relative weakness at the time (as they had been drained after decades of conflict) prevented the full destruction of Tantûrak. In the early years of the Second Age of Humanity, with all ties to the former Rylindar Imperium severed, the son of the last governor declared himself the first king of Tantûrak, King Vanak the First. Over the ensuing centuries, Tantûrak gradually rebuilt its military and reconquered its western lands. 

Around 700 of the Second Age, the “Magician” arrived in Sarûl. The date is uncertain, as he came with little fanfare and rose quietly, albeit swiftly, through the ranks of the king’s advisors. Soon the Magician was the chief advisor to King Taraxil the III, and advised him to adopt, as a long-term goal, the conquest of all Urdor. Relations with other realms, especially Koronande and Taaliraan, subsequently deteriorated. Indeed, Koronande and Tantûrak have fought several wars over the past three centuries. And while five kings have come and gone since Taraxil III, the Magician remains.

Like the Hathorians, the Tantûraki originally are from a more northerly land. As the “High Men” name suggests, the Tantûraki are among the tallest of the mortal peoples, rivalled in the region only by the Kirani. Naturally pale, most Tantûraki acquire a deep “bronze” complexion from exposure to the tropical sun. The most exotic looking of the mannish peoples, they typically have either silver hair (ranging from a dark ‘iron’ shade to a bright ‘platinum,’ almost golden, hue) or (less often) white hair. Eye colours include amber, green, and violet (with the latter most common in those with white hair). Men normally are clean-shaven, and both sexes grow their hair past their ears (women somewhat longer, past their shoulders). Physically powerful, the Tantûraki enjoy the long lifespans of all Arsilonians, living normally for two centuries (barring accident, disease, or violence, the latter quite common). Their physical and mental robustness, combined with their longevity, cause many Tantûraki to look down upon the other mannish peoples of the region, and bitterly envy the Elves.  

The Solar Church is the primary religious authority within the realm. It enthusiastically seeks out and either “converts” or slays heretics, apostates, and adherents of other faiths.

Kin: High Man (Tantûraki); Orcs.
Cultures: High Man: City, Noble, Seafaring, Weald. Orcs: City, Hill, Pastoral, Weald.


TUKTAN (Kirani [men])

Lying to the east of the great swamp Geshaan, Tuktan encompasses rainforests, hills, and plains. The realm is made up of an interconnected web of Kirani villages, loosely knitted together by an informal central government consisting of a council of seventeen ‘Jilhani’ (village leaders). The Jilhan council meets semi-annually, or if a threat to the realm as a whole warrants it. Otherwise, each Jilhan rules his or her town as he or she sees fit. All engage in a lively trade amongst themselves and adjacent Koronande.

It is within the Tuktan’s great oval rainforest alone that the Jeedic Teak trees flourish, and their wood is prized throughout Urdor. Not surprisingly, Tuktan wood craftsmen are very skilled, and their furniture and bows are highly sought after. Tuktan composite bows can bring a price many times the average, and are said to be superior to any other, save the most powerful magical Elvish bows.

The Tuktani are more devout than their kinsfolk in Koronande, and the shamans (animists) who revere the Glade Court enjoy authority and status second only to the Jilhani. 

Of late, Tuktan has had increasing problems with the orcish tribes of the Mûmakan. Envying the fine homes and rich lands of the Tuktani, the orcs are becoming ever more antagonistic, raiding the bordering villages with increasing frequency.

Kins: Men (Kirani).
Cultures: Pastoral, Hill, Weald. 


MÛMAKAN (Orcs, Half-orcs, Men [various])

Mûmakan is a diverse land of plains, hills, rainforests, and lakes. It is inhabited by semi-nomadic orcish tribes, as well as some bands of men (typically outcasts from other lands and their descendants) and even trolls. The people are generally simple and barbaric. Most tribes sustain themselves by hunting, grazing livestock, and even engaging in agriculture. However, they satisfy their other needs not so much by trade, but rather by regularly raiding the adjacent lands of Tuktan, Koronande, and Hathor.  

There has been no central government in Mûmakan for many centuries. Amongst the orcs, the primary social organization is the tribe; these are extremely large extended families, ruled by the oldest living females. The men who live in the land are typically organized into bands led by petty warlords; they sustain themselves by engaging in hunting and raiding.

All orcish tribes meet annually at the religious centre of the land – Amaru, a holy place where the tribes interact, trade, and marriages are arranged. Above all, they pray to their god Amaav, who it is said speaks to them through their high priest. The war priests among the tribes claim that Amaav dwells within the realm of Flux, and rewards greatly those who die in battle.

The Mûmakani make extensive use of a huge animal both as beast of burden and as a fierce war machine: the ‘Mûmak’ – also called the great elephant.

Some rare Mûmakani – orcs, half-orcs, and men – weary of the primitive ways of their homeland and seek better lives in more civilized realms, often as mercenaries. While there is much prejudice against them in other lands, few can deny their battle skills, and so employment is often available. 

Kins: Orcs, Half-orcs, Men (any, often mixed).
Cultures: Hills, Plains (ride elephants instead of horses), Woad, Marauding.


ARDINAAK

Not a true realm, Ardinaak nonetheless is worthy of mention. Originally part of Tantûrak, and indeed an important naval base during the colony’s youth, Ardinaak was struck by a sudden and mysterious plague in 1908 of the First Age of Humanity. Within days everyone was dead.

Histories tell that the witnesses who fled the island after the first signs of the plague had seen a brilliant flash of light come from the rocky isle in the centre of the bay (which had never been landed upon because of its sheer sides and the treacherous rocks all about it) one night. Those who were unfortunate enough to be looking in that general direction were blinded permanently. Then, within hours people began to grow ill, and their skin became mottled. Even those who had escaped the isle immediately after the flash soon died on the mainland, although they did not transmit the disease to others.

No one has returned to Ardinaak since, according to the records. It has been speculated by some sages that what struck the isle was not a disease, but an immensely powerful curse of some sort. At any rate, the land is associated with death, and its name is not spoken.



Above is the map I drew and coloured (by hand) of the island Urdor. I will be adding important locations and political borders (using Preview) later. In a future post I'll provide some further notes about the island. 

13 October 2023

Adapting the Court of Ardor to Ukrasia: The Court of Urdor

For my forthcoming Against the Darkmaster (VsD) campaign, to be set in my world of ‘Ukrasia’ (still a work-in-progress), I’ve decided to adapt an old ICE setting: The Court of Ardor by Terry Amthor. 


As I’ve noted before here, I've been a fan of Ardor since I first purchased it almost forty years ago (yikes!). Alas, I’ve never actually used it for any fantasy role-playing campaign, even though it’s greatly inspired me over the years (as has Amthor’s work in general). It was originally designed as a region in southern Middle-earth, an early installment in ICE's line of Middle-earth campaign modules. But it always was a poor fit for Middle-earth. It seemed more inspired by the works of authors like Michael Moorcock and Roger Zelazny than J.R.R. Tolkien. 


However, Ardor was a super-cool setting nonetheless. (And it’s clear that it had a great influence on Amthor’s later Shadow World setting.) The map – by Peter Fenlon, who did most of the Middle-earth maps for ICE – is beautiful (like all of Fenlon’s maps). Since I thought that the setting – albeit with some significant changes – would fit well within Ukrasia, and I've wanted to use it for decades, I decided that I may as well go with it for my upcoming VsD campaign. (Also, because of my workload this term, I didn’t think that I could get my homebrew island “Amarrah” in shape in time.)

I've changed the name of the Court and the region named after it from “Ardor” to “Urdor.” Other significant changes will have to be made – the regions of Dûshera and Mûmakan will be altered completely (the former is now a sparsely populated realm of halflings, the latter an unruly land of orcish tribes). The timeline and other details will have to be wholly reworked to fit with Ukrasia. Once I finish up my descriptions of the regions, I’ll post them here.  

Also, the overarching aim of the deadly Court of Urdor will differ significantly from that described in Amthor’s module. (Since my players sometimes read this blog, I don’t want to say anything more than that for now.) However, the structure and the organization of the Court itself will closely resemble the original version.

I don’t plan to expose the player characters directly to any part of the deadly Court until they are at least level 7, so there will be a number of other adventures beforehand. (Among them, I’ll be adapting the “Shadows of the Northern Woods” mini-campaign from the core VsD book to the setting.) But the Court will be lurking in the background – and it should be thrilling when the heroes finally do cross swords with the dark Elvish cabal.

I’m excited to get this campaign going! 

12 October 2023

Gaming Update: Mythras, Against the Darkmaster, and farewell forever to 5e D&D

I’ve been quite busy at work lately, hence the lack of posting here over the past month. But thankfully, I’ve managed to keep up with my gaming (more or less). 

1. It looks like the Mythras campaign I’m in, Beyond the Mountains of Madness, will soon be reaching its climactic conclusion – and my character, the palaeontologist Dr. Klaas Klassen, is running dangerously low on tenacity (only 5 out of 14 points left)!



2. The Greyhawk campaign I’ve been running for the past couple of years has concluded. I’m very happy with how this campaign went. It was a lot of fun! But that fun was due to the colourful player characters, non-player characters, adventures (mainly T1 and surrounding areas), and ‘Gygaxian’ Greyhawk setting. The system itself – 5th edition Dungeons & Dragons – is one that I plan to never use again* (despite drawing heavily upon its superior ‘old school’ variant, Into the Unknown). It’s hard for me to put into words how much I came to dislike this system while running it (although I would still take it any day over the horror that was 3e D&D). But I still had a blast with the campaign, which just goes to show how important it is to game with fun people. I plan to finish up the log posts for the campaign over the next month or so. 

3. My sporadic Against the Darkmaster (VsD) campaign set in Third Age Eriador (Middle-earth) is still going. (It’s the “alternative” game for my Mythras group.) Hopefully we will have our second session tonight.

4. I’m still working on my Ukrasia setting for my forthcoming VsD campaign. I should have some additional posts about this setting in the very near future.


Game on!

* Note: Despite my dislike for the “standard” D&D 5e system, I remain quite fond of the Adventures in Middle-earth system based upon it (and ran a great campaign using it). The updated version, Lord of the Rings RPG, looks even better. I would be happy to run a campaign using the LotR system in the future. So, I will not be unloading my 5e rulebooks quite yet…

18 September 2023

Classic Fantasy Imperative now available!

Classic Fantasy is the Mythras version of classic (1970s and 1980s) “Dungeons & Dragons.” The “Imperative” version is a somewhat stripped-down version of CF – think “Basic” D&D rather than “Advanced” – but a complete game (i.e., it does not require the use of the Mythras core rules) and offered under the “ORC” License. 

If I weren’t currently focused on developing my “Ukrasia” setting for a future Against the Darkmaster campaign (and already playing in a Mythras campaign) I’d be sorely tempted to use CFI to run a classic adventure like B4: The Lost City.

Here’s the announcement from the folks at The Design Mechanism:
It's here...

Classic Fantasy Imperative introduces role-players to old-school dungeoneering and high adventure through the lens of the Mythras rule system. A complete game, with all you need for play (barring dice), Classic Fantasy Imperative provides full character creation, with four classes (Cleric, Fighter, Mage and Rogue), four separate cultures, and six races. Extensive rules are provided for Class optimization and Rank abilities, along with a comprehensive system of skills, innovative combat mechanics, and an extensive list of spells and magical effects. The book rounds out with sample monsters and enemies, and magic items. As it is based on the Mythras games system, Classic Fantasy Imperative is fully compatible with the Mythras range of games published by The Design Mechanism.

Classic Fantasy Imperative is a broad canvas intended for individual and third-party development. It is published under the ORC License, meaning that its Licensed Material content can be freely used and adapted, and even combined with other ORC Licensed systems. Developers are free to create their own variations, supplements, adventures and expansions, as long as they abide by the terms of the ORC license.

Classic Fantasy Imperative is available as a free, 155-page PDF with an accompanying Word file containing the entirety of the game text as a System Reference Document (SRD). The game is also available as a Print on Demand (POD) softcover book, priced at $29.99, from The Design Mechanism webstore and Lulu. A POD version will be available through DrivethruRPG in due course.

The Design Mechanism store
https://thedesignmechanism.com/free-downloads/
https://thedesignmechanism.com/publications/rulebook/

Lulu
https://www.lulu.com/.../paperback/product-kyzjvq.html...

DrivethruRPG
https://www.drivethrurpg.com/.../Classic-Fantasy-Imperative

Don your armor, grasp your holy symbol, memorize your spells, and ensure you have all your lockpicking gear. Rumour has it that someone at the tavern is seeking adventurers for a special task, and your group may just fit the bill…
[The usual suspects…]


09 September 2023

Ukrasia: Planes and Deities

Here is another element of the setting that I'm currently working on, called Ukrasia (to be used in my forthcoming Against the Darkmaster campaign).


OF THE PLANES AND THE ETHEREAL STRANDS

The world of Ukrasia exists on the ‘Mortal Plane.’ All known planes of existence are connected to each other by interplanar conduits known as ‘ethereal strands.’ The more ethereal strands that connect two planes, the more those planes interact. Ethereal strands may be created, strengthened, weakened, or destroyed over time. Ethereal strands terminate in ‘portals’ or ‘gates’ on the planes to which they are attached.

It is generally known that many ethereal strands connect the Mortal Plane to the following planes: 

The Tier Lands: 
  • Home of the Solar Court and other powers of Order.
  • Believed to be a range of perfectly symmetrical, impossibly beautiful mountains.
Flux: 
  • A place of Chaos, an endlessly changing maelstrom.
  • Regions of Flux are capable of being structured by the will of deities and greater powers. 
The Glade Lands: 
  • Home of the Glade Court and other greater powers of Nature, including the Beastlords. 
Faerie:
  • The strange, ever-changing dominion of the Greater Faerie and the Unseen Lords.
  • Some scholars claim that Faerie is actually part of The Glade Lands, namely, the wild “outer regions.”

The Underworld
:
  • A dark shadowy ‘mirror’ of the Mortal Plane.
  • The souls and sprits of the dead go here for a short period of time before migrating to their next stage. 
  • Some mortals (especially members of the Solar Church) believe that, if judged virtuous, they will go on to The Tier Lands, whereas the vicious will go to The Hells or Flux; others (followers of the “Old Faith”) believe that their righteous souls go on to the Glade Lands.
  • The Elves believe that, after a time in The Underworld, they are reborn in Faerie, shorn of most of their past memories and sorrows.
  • The Dwarves believe that their souls are reincarnated in the Mortal Plane (the more virtuous they were during their lives, the briefer their time spent in The Underworld).
  • “Restless” souls may dwell in The Underworld indefinitely or return to the Mortal Plane as undead (ghosts and the like). 
The Hells: 
  • The horrific sulphuric home of the orderly, hierarchical Devils. 
  • The souls of those who were especially terrible during their time on the Mortal Plane are believed to be reborn as lesser devils (some of whom may work their way “up” the infernal hierarchy over the ensuing centuries).

Other planes exist, but they are not widely known, and they exercise less influence on the affairs of Ukrasia.


OF THE GODS AND OTHER POWERS

Here is an overview of some of the gods worshipped by the mortal peoples of Ukrasia (many deities are not listed). The gods interfere very rarely in the affairs of mortals. Some individuals choose to worship no gods at all, seeing them simply as flawed but more powerful versions of themselves. Such individuals generally keep their lack of piety to themselves, however, in order to avoid persecution.

The Court of Chaos (Location: Flux. Ruler: None)

The ‘Court of Chaos’ refers to a loose association of deities and demon lords who dwell within scattered demesnes throughout the wild and constantly changing plane of Flux. The worship of Chaotic deities is prohibited in most civilized lands. Followers of such destructive gods invariably endeavour to keep their religious commitments secret.

Adodhamair (Goddess of fire and destruction)
Symbol: grinning flame.
Worshippers are quite rare, but a dangerous cult is said to exist, spanning many mannish realms.

Erebus (God of primal darkness)
Symbol: a black circle.
Worshippers include orcs, trolls, and dragonspawn. 

Eriss (Goddess of strife and discord)
Symbol: swirling whirlpool of blood.
Worshippers include orcs, trolls, and human berserkers.

Zaroxi (Goddess of seduction, hedonism and lust)
Symbol: flowing wineskin.

Everekka (Pale Queen of the Mists)
Symbol: circle of stars on a black night sky.
Once the leader of the Night (Star) Elves during the latter part of the Era of the Elves, Everekka now rules a beautiful fastness formed by her formidable will. She continues to have many followers on Ukrasia, and indeed remains keenly interested in events there. It is believed that she plans to return one day in order to resume her war against humanity. 

Infernal Court (Location: The Nine Hells. Ruler: Asmodeus)

The Infernal Court is openly worshipped only by certain ‘evil’ humanoids – e.g., Orcs, Trolls, and the like. In human lands, by contrast, worship of the Infernal Court and its devilish lords typically is prohibited, and punishable with death.

Asmodeus (God of domination and evil)
Symbols: many, including (a) bleeding pentagram; (b) ram’s head; and (c) rod. Others are less well known.

Glade Court
(Location: The Glade lands. Ruler: The Green Lady)

The deities of the Glade Court are revered as a unified pantheon by the Northric and Vilkorith peoples (that is, most followers worship the pantheon as a whole, not individual deities). 
In realms where both the Solar Court and the Glade Court are worshipped, the followers of the latter are referred to as adherents of the “Old Faith.”

Green Lady (Goddess of agriculture, nature, and beauty; ruler of the Glade Court).
Symbol: green circle.

Azure Mistress (Goddess of the sea).
Symbol: stylized blue wave.

Pale Hunter (God of hunters and wanderers).
Symbol: full (hunter’s) pale moon.

Iron Man (God of mortality, natural death, and final judgement; enemy of the undead).
Symbol: iron scales of justice on a pale background.

Grey Warrior (God of war and bravery). 
Symbol: stylized spear and shield, or sword and shield (the shield is always grey).

White Witch (Goddess of herbs, lore, non-evil magic)
Symbol: white staff on a green leaf.

The Beastlords (“Lords” of Cats, Dogs, Eagles, Owls, Horses, etc.). 

Solar Court (Location: The Tier Lands. Ruler: Amithos)

The Solar Court was worshiped as a unified pantheon throughout the Rylindar Imperium. Once a single hierarchical church – often referred to as ‘the Solar Church’ or simply ‘the Church’ – it suffered a schism following the ascension of the Autarch towards the end of the First Age of Humanity. The portion of the Church located in the lands that resisted the Autarch became known as the “Church of the Free Sun.” In the part of the Church under the control of the Autarch, emphasis was placed on the worship of Ulrika, Vanimos, and Zerrick.

Amithos (God of the sun and justice; ruler of the Solar Court)
Symbol: sun (orange) with stylized rays.

Fiona (Goddess of community and healing)
Symbol: white rose.

Murth (God of trade and travel)
Symbol: golden boot on a blue or green background.

Ulrika (Goddess of war and strategy)
Symbol: crossed red swords in front of stylized map.

Vanimos (God of knowledge and secrets)
Symbol: stylized eye (looking directly ahead).

Zerrick (God of discipline and control)
Symbol: white fist holding a stylized mace or rod.  
 

 


31 August 2023

Moria Kickstarted x30

Not that the Free League needs any additional support for this – the project (at the time that I’m writing this) has exceeded its funding goal more than 30 times over – but since I’m a Middle-earth fan and write about it regularly here, I thought that I would mention the Moria Kickstarter.

The Free League is coming out with versions for both The One Ring (2nd edition) and The Lord of the Rings Roleplaying. The latter game (LoTR) is a revised version of Cubicle 7’s earlier Adventures in Middle-earth system. That system is based upon 5th edition D&D, but helpfully introduces many “Middle-earthy” elements from TOR – and thankfully replaces entirely 5e’s standard “rest” and magic systems (among other things).

The TOR 2e version is called Moria: Through the Doors of Durin, whereas the LotR version is called Moria: Shadow of Khazad Dûm. (For some reason, different names are applied to all the books in the TOR and LotR lines, even though the non-rules contents are identical, as far as I can tell.)

The One Ring 2e looks interesting. I have the core rules and the introductory box set. (I also have the LotR versions.) Going forward, though, I plan to stick simply with the LotR 5e line, so I’ll be getting Moria: Shadow of Khazad Dûm. I don’t have any deep system-related reason for doing so. It’s just a matter of familiarity and convenience. I ran a great campaign using AiME a few years ago, so I know the system reasonably well, and am happy to stick with it for my Middle-earth gaming. (At least when I’m not using Against the Darkmaster to run my old MERP stuff. Oddly, Moria is one of the few ICE Middle-earth books that I don’t have in my collection.)

The TOR 2e books do have better covers than the LotR books for some reason…



23 August 2023

Against the Witch-King: The Heroes

Almarian of Arnor

Kin: Dúnadan (“High Man”).
Culture: City – Fornost.
Vocation: Champion.
Level: 1.

Stats: Brawn +15; Swiftness +15; Fortitude +15; Wits 0; Wisdom +5; Bearing +15.
Hit Points: 65.
Magic Points: 3.
Move: 15 meters.

Special Traits (Kin): 
- Imposing (+15 to Charisma skill).

Background:
- Ancient Heirloom (major): Orcspite (ancient spear of Númenor).
- Loyal Companion (minor): Seerwing (goshawk).

Spell Lores: Commanding Presence, Chanting, Weapon Mastery

Motivation: Defend the North against Angmar.
Nature: Protective of the weak.
Allegiance: Loyal to Arnor.

Of clear Númenorean lineage, Almarian has made it her duty to protect the free folk of Arnor who seek to go about their routine lives untroubled by the Shadow. She is well travelled and versed in the local customs of Arnor’s scattered settlements, as well the more complex mores of her home city, Fornost.
 
Tall, as is the way of the people of Westernesse, she carries the spear Orcspite, gifted to her by her father, who carried it before. Orcspite has a long history stretching back to end of the reign of Ar-Pharazôn. It was used by the Faithful in the campaigns waged against the Shadow in both the north and south of Middle-earth following the destruction of Númenor. 

Almarian knows that the Witch-King seeks Orcspite’s destruction and has reasons to believe that His servants are actively hunting for it now that it has passed to her keeping. Knowing there are agents of the Witch-King abroad in Fornost, she decided to take to the wilds to protect both herself and her legacy. For this reason, she harbours an innate distrust of strangers.
 
Almarian’s constant companion is her trained goshawk, Seerwing. As well as being adept at hunting and retrieving small game, Seerwing is also a keen-eyed scout, and Alamarian routinely sends her ahead when approaching an unknown area.

Thindparv is Almarian’s mother’s brother. Nenereth and Thindparv were once very close, but drifted apart over the years – perhaps due to Thindparv’s studies. Almarian hates to see this gulf between two people she loves and wants to try to heal the rift somehow – hence her return to Fornost. She also hopes that Thindparv can tell her some of the abilities of Orcspite, as her father was slain by Angmarim before he could pass this information to her.

----------------------------

Arpet Swimming Bear

Kin: Lossoth (“Man”).
Culture: Arctic.
Vocation: Animist.
Level: 1

Stats: Brawn +10; Swiftness 0; Fortitude +10; Wits +5; Wisdom +25; Bearing +10.
Hit Points: 50.
Magic Points: 4.
Move: 15 meters

Special Traits (Kin):
- Specialization (+10 to any one skill).

Background:
- Healer’s Hands (minor): +10 to Healer skill and Nature (when searching for herbs).
- Shapechanger (major): can transform (when bruised or with drive point) into polar bear.
- Stormcrow (minor): visions of trouble (+5 to Wisdom).

Spell Lores: Chanting, Detections, Healing, Illusions, Movement of Nature.

Motivation: Find the stolen horn of Mulkan (holy artifact).
Nature: My actions may seem inexplicable at first, but their meaning will reveal in time.
Allegiance: I exhibit spiritual love for my Shaman, Emkla, but secretly my feelings are stronger and more personal.


The brothers Arpet and Doffa are from the village of Mulkan, which is one of the few permanent settlements of the Lossoth (who refer to themselves as the “Ystävät Talven” in their own tongue; the people of Mulkan and the southern coast of the Forochel are of the “Lumimiehet” tribe). At Mulkan the men of the Forodwaith interact with the few Arthedain, Rivermen, Dwarves of the Ered Luin, and Elves of Lindon who journey so far north. In return for ivory and pelts, the Lossoth obtain steel and iron tools and weapons, rare herbs, and other "southern" goods.

Arpet is the assistant shaman to Emkla, the head shaman of Mulkan. (Most Lossoth shamans are women – Arpet was accepted as one given his obvious talents, especially his ability to shift into the form of a polar bear, clearly a gift from the Vala Araw.) A year ago, a holy relic of the tribe – a giant Narwhale horn, said to have been obtained by the founder of the village (also named Mulkan) centuries ago and blessed by the Spirits of the North – was stolen. Months later, in a dream Arpet saw the horn in the possession of a strange diminutive people with hairy feet who lived in a massive, strange-looking tree (a tree not found anywhere near the Ice Bay). 

From the Arthedan trader Beleg, who visits Mulkan every season, the shaman learned of the sage Thindparv. This scholar perhaps can provide information about the strange people the shaman saw in his dream, including hopefully their location. Beleg, a friend of Thindparv, has written something called “a letter of introduction” for the Lossoth brothers, so that they might be welcomed in Fornost.

--------------------------------------

Doffa of Mulkan

Kin: Lossoth (“Man”).
Culture: Arctic.
Vocation: Rogue.
Level: 1

Stats: Brawn +10, Swiftness +15, Fortitude +5, Wits +15, Wisdom +20, Bearing 0.
Hit Points: 55.
Magic Points: 0.
Move: 15 meters

Special Traits (Kin):
- Specialization (+10 to any one skill).

Background:
- Lovable Rogue (Major): +5 to Wits. May confuse sentient beings once/session.
- Unbreakable Bond (Minor): +10 on rolls when helping Arpet.
- Stormcrow (Minor): visions of trouble for Arpet; +5 to Wisdom.
- Geared for Adventure (Minor): superior spear, lockpick.

Motivation: My visions of Arpet and the dangers he will face drive me to travel with and protect him.
Nature: I am prone to distraction by my curiosity for the sights and sounds of the world beyond home.
Allegiance: I will bring the wealth and comforts of the south to my people so we can stop living in poverty.


The brothers Arpet and Doffa are from the village of Mulkan, which is one of the few permanent settlements of the Lossoth (who refer to themselves as the “Ystävät Talven” in their own tongue; the people of Mulkan and the southern coast of the Forochel are of the “Lumimiehet” tribe). At Mulkan the men of the Forodwaith interact with the few Arthedain, Rivermen, Dwarves of the Ered Luin, and Elves of Lindon who journey so far north. In return for ivory and pelts, the Lossoth obtain steel and iron tools and weapons, rare herbs, and other "southern" goods.

Doffa is no scholar or shaman but has long been fascinated by the tales of the southern lands told by the traders who visit Mulkan. Excited for the opportunity to see these realms, he readily agreed to accompany his brother on his quest for the lost Narwhale horn.

-----------------------------------

Celebrin “the Swift”

Kin: Sinda (“Silver”) Elf.
Culture: Noble.
Vocation: Champion.
Level: 1.

Stats: Brawn +5, Swiftness +30, Fortitude +10, Wits +15, Wisdom +5, Bearing +25.
Hit Points: 50.
Magic Points: 7.
Move: 20 meters.

Special Traits (Kin):
- Keen Sense: night vision, +10 to Perception.
- Immortal: ageless, immune to disease, +10 vs cold.
- Light footed: unaffected by terrain (and counts ½ for camping).
- Shipwright: +20 to rolls involving ships and shipcraft.
- Fair and Wise: + 10 to Charisma and Song & Tales skills.

Background:
- Fleet footed: +5 to Move Rate; travel 1.5 normal distance on foot.
- Gifted: +5 to Swiftness.
- Heroic Bloodline: use ½ action to Inspire allies within 6 meters: 
        +10 to Willpower saves or +5 to attack and defence (for round).

Spell Lores: Elven Lore, Spell Song, Chanting, Commanding Presence, Heroic Defence, Weapon Master.

Motivation: Solve the mystery of his visions of a lost elf warrior.
Nature: Inquisitive (uncover ancient lore and artifacts).
Allegiance: Círdan and Lindon.


Celebrin belongs to a noble Sindarin family. His great-grandfather was among the Teleri who settled in Nevrast rather than cross the sea to Aman. In the second century of the sun (First Age), Celebrin’s great-grandfather relocated to the hidden city of Gondolin. Both Celebrin’s great-grandfather and great-grandmother were slain when Morgoth’s hordes conquered the city. His grandfather, however, escaped to Círdan’s people in Falas and then the Isle of Balar. Celebrin’s grandfather later followed Círdan to Lindon after the destruction of Beleriand. In the mid-Second Age, Celebrin’s grandfather fell to orcish hordes during the War of the Elves and Sauron (1700 S. A.). Celebrin’s father relocated to the elf-haven of Edhellond for the rest of the age, and took part in the War of the Last Alliance. Afterwards, Celebrin’s father returned with Círdan to Mithlond. There, in 1800 of the Third Age, Celebrin’s father wed his mother. Celebrin was born a century later, and so is quite young (64) for a Sinda Elf. 

Fascinated by his father’s tales of the great works created in Lindon and Eregion during the Second Age, Celebrin is keen to uncover the ancient lore and artifacts of the Sindar and Noldor of Eriador. 

However, Celebrin’s immediate reason for travelling east is less benign. For the past year has been plagued with a vision during his reveries. He sees a great blond elf warrior wandering through a thick mist, possibly underwater. The warrior calls out for help in both Quenya and Sindarin, but to no avail. After a few moments the vision disappears. No one in Lindon can understand what this vision means. Following Círdan’s advice, Celebrin is travelling to Arthedain, and then possibly Rivendell, to try to solve this mystery.

-----------------------------------

Turuk Larr

Kin: Dwarf.
Culture: Weald (Blue Mountains).
Vocation: Sage.
Level: 1.

Stats: Brawn +10, Swiftness +0, Fortitude +15, Wits +20, Wisdom +15, Bearing +5.
Hit Points: 70.
Magic Points: 3.
Move: 15 meters.

Special Traits (Kin):
- Dark Sight (30m in dim light, 3m in darkness)
- Forgekin: +30 to save rolls vs heat & cold attacks.
- Forgekin: +30 to rolls to work/craft metals, stone, gems.
- Forgekin: Created metal items always of at least High Quality.
- Stoneborn: +20 to Nature & Wandering skills when underground.

Background:
- Loremaster (minor): +1 rank to Cultures; ask GM for lore when in new area.
- Battle Hardened (minor): +15 starting HP (maximum HP = 160). Scar over eye.
- Exceptional Training: Armour & Weapon Crafter (minor x2).
- Knows many languages: Sindarin, Quenya, Khuzdul, Westron, Adûnaic. 
 
Spell Lores: Detections, Lore of Nature, Sounds & Light.

Motivation: Find what artifact or power is keeping Angmar from conquering Nothva Rhaglaw.  
Nature: Atificer.
Allegiance: King of the Blue Mountains (Thrár).


Turuk hails from Nan-i-Naugrim in the northern Ered Luin (Blue Mountains). A member of Thrár’s ancient tribe, Turuk’s people once dwelt in the great halls of Belegost, one of the most splendid of the dwarvish realms of old. With the destruction of Beleriand at the end of the First Age, the surviving dwarves of Belegost and Nogrod settled in the eastern parts of the Ered Luin, where they have remained, diminished but undaunted, for some five thousand years now.

Unlike most of his fellows, Turuk is interested in, and friendly with, the other folk of Eriador, including even the Elves. He speaks numerous languages and is curious about almost everything, from history to craftsmanship. Skilled in working with metals, Turuk is a fine weaponsmith and armourer. And yet, as a scholar and crafter, is not especially apt at using either weapons or armour.

Worried about the growing might of Angmar, Turuk has learned about a strange ancient mannish settlement – Nothva Rhaglaw – that has endured since at least the middle of the Second Age. The region seems somehow unaffected by the Witch-King’s forces. And, according to Turuk’s research, also managed to survive the terrible war fought between Sauron and the Elves millennia ago. Yet Nothva Rhaglaw is strangely ignored by the “greater” peoples of Eriador, the Elves, Dwarves, and Dúnedain. Turuk has left the Nan-i-Naugrim to learn more about this curious place. His first stop is at the Arthedan seer Telemnar’s observatory. Having corresponded with Telemnar in recent months, Turuk believes that the seer may possess one of the few Arnorian treatises that discusses the history of Nothva Rhaglaw.

--------------------

Edited (2024-02-23) to add Turuk Larr.

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I'm a Canadian political philosopher who lives primarily in Toronto but teaches in Milwaukee (sometimes in person, sometimes online).