Showing posts with label campaign settings. Show all posts
Showing posts with label campaign settings. Show all posts

Friday, May 1, 2026

Weird Revisited: The Ahistorical History Setting

This post first appeared in 2017, but I think a trotted out back in 2020 as well. The occasion of the double repeat is discovering a post on RPGnet forums about a cool Hellenistic setting by Kenneth Hite I remembered from Supressed Transmission coming to Kickstarter, only to be disappointed to see the post was from 2018 and the projected abandoned...

Historically accurate Aristotle?
A social media thread about bad history in historical costume drama caused me to recall an idea I had years ago upon a re-read of Aaron Allston's wonderful Mythic Greece: Age of Heroes. At the time, Hercules: The Legendary Journeys was still in syndication, and while not particularly good, it did suggest the using of Greek Myth and geographic as a backdrop for a fantasy setting that might not otherwise have a lot of the trappings of Greek myth. For the most part, Hercules stuck to the big names, but there's no reason you couldn't get as detailed as Allston's book, but give it a wholly un-Mythic Greece feel.

The changes can be big. Reign: The Conqueror (based on the novel Arekusandā Senki by Hiroshi Aramata) re-imagines the life of Alexander the Great as a sort of science fantasy thing with giant Persian war machines and Pythagorean ninjas. Or, they can be subtle, like Black Sails weaving historical pirates with a sort of prequel to Treasure Island. (The difference I see between this last one and a standard historical setting which would generally tend to insert fictional characters, i.e. the PCs, into history, is the "high concept" of the literary/historical mashup.)

A lesson on Greek myth every week?
So I say go ahead and run a Kirby-esque space opera based on the book of Exodus. Recontextualize the War of Roses to have it take place in something like Warring States Japan. Or take the history presented in the Book of Mormon and turn it into a hexcrawl as Jeff Reints did.

Let history be your guide, not your boss.

Friday, April 24, 2026

[Parsulan] In The Red Wastes


In Southeast Parsulan, the Karkharoth badlands are an inhospitable, monster-haunted region of gullies and ravines between low, barren, red ridges, at times scarred by jagged rock formations like rows of fangs. In a broad canyon surrounding one of a rare oases is the fortress city-state of Kamazot.

The broken and desolate terrain isn't natural but instead due to the folly of man. In the Age of the Wizard Kings, attempts to push the then-fertile lands to even higher yields, coupled with sabotage from rival lands led to disruption of local fae elementals and a wounding of the land. The weakening of the polity made the region vulnerable to raids from the humanoid nations to the north serving to further depopulate the old kingdom.

The Demon War might have thoroughly returned the badlands to wilderness and ruin, but a warlord rose to organize disparate tribal groups and led them to re-occupy Kamazot. The armies unearthed ancient magitech weapons and restored them to the repaired fortress walls. The city they rebuilt developed into an autocracy organized along military lines, which persists to this day. Despite its regimented society, Kamazot has always been opened to outsiders who prove their worth. Even humanoids and those of monstrous ancestry are occasionally accepted into their society. 

It is rare for rulership succession in the city-state to be passed hereditarily. Instead, the clan generals elect an Imperator. The current ruler, Dornon Gundark, is unusual in that he was a clanless outsider who rose through the ranks due to his battle prowess and canny out-maneuvering of rivals at a time when Kamazot had been weakened by poor leadership.  He enjoys both popular support and the loyalty of most of the generals. Those less supportive are kept in line by his command of the Red Hawks, an elite force drawn mostly from those born outside the city and discriminated minorities such as humanoids and Darklings.

 Dornon directs his forces to seek out magitech weapons to add to the state's arsenal. He is very fond of cannons, the bigger the better. He pays handsomely for the recovery of weaponry from ancient ruins and dungeons.

His interests in technology extend beyond weaponry, however. Recently a railroad line was completed linking Kamazot with the Northern Parsulan industrial hubs. The line passes a perilous route through humanoid territory, however, and must employ adventurers and mercenaries both the trains and crews effecting repairs. Another line is planned between Kamazot and the port of Ervessos, but interests in the rival states of the Lightbearer Republic and Grancazarel oppose to close and alliance between those regional powers.

Monday, April 20, 2026

[Parsulan] The Lightbearer Republic


The youngest state of Southeastern Parsulan is at once ill-omened and favored with great promise. Morrgna, capital of the Republic, is famed for the strange lights that can frequently be seen in its night skies: the aurora-like ribbons and curtains of pale color, sometimes with faces or forms moving through them and the flickering will-o'wisps that pass through the streets or hang in place for a time before fading. Such lights are often seen in association with the irruption of shadow cysts and they do seem to foreshadow the difficulties the area has with demonic forces.

At the same time, the Republic seems to be on the rise. Less than two decades ago, it was a sparsely populated backwater, ravaged by the demonic Wild Hunt. The tide turned with the so-called Miracle of the Church of Saint Lampada, wherein Leonhart Urzen, now First Citizen of the Republic, led a band of refugees in repulsing an assault by a demonic host. The cost of victory was the death of Leonhart's adventuring companions and their retainers, a group now celebrated as the Fallen Heroes. Those Heroes are entombed with honor in a crypt beneath the great church, guarded by special Keeper-Priests, for reasons that are doctrinally obscure. They are venerated on All Heroes Day, and the night before their spirits and those of the city's other dead are propitiated with offerings and their forgiveness is sought through rituals led by the priests.

Leonhart guided the formation of the Republic by inviting in neighboring cities and towns, and organized a militia, both protect the land against demonic incursion and to collect magical artifacts that emerge from the shadow cysts and bring them to Morrgna's dungeon vaults for safe keeping. While citizens guard the cities and serve in officer roles, Mercenaries and adventurers compromise most of the forces sent into emergent shadow cysts and patrolling beyond the walls of the cities and towns. Those who die in service are considered to be added to the ranks of the Fallen Heroes laid to rest with the original group beneath the church. Though few would refuse such as an honor, agreement to this burial honor is said to be a stipulation of admittance into the militia's ranks.

Monday, April 13, 2026

Drifting Between Small Worlds


My vacant in Hawaii last week got me thinking about the subgenre of pulp adventure fiction that dealt with tales of freighter captains or sailors making having adventures in various ports of the South Pacific. The radio show Voyage of the Scarlet Queen is in this genre as are Howard's adventures of Sailor Steve Costigan. Aviators get into similar sort of adventures in the same locales as well, as seen in the 80s TV Tales of the Gold Monkey and the comic strip Terry & the Pirates.

I think the same basic setup of these stories could be transported to a science fiction setting. Imagine a group of relatively closely spaced, small worlds (to be "realistic" about it, they would likely have been placed there by an Arbitrarily Advanced Civilization). It could be a Dyson Swarm or its remnant like in Reynolds's Revenger series, or it could just something like the Vega System as presented in DC's Omega Men (which could be a kind of modular ringworld, I guess). Why small worlds? Well, I think it better reflects the island or city focus of the source material and makes it easier to place them relatively close together.

Whatever the setup, this system is on the hinterlands of "galactic civilization," a place where outlaws, adventurers, and malcontents would drift to from the more controlled, "safe" worlds. Within the source material, of course, this is the unexamined Western-centric view of South Pacific, but in a science fiction setting this could more genuinely be the case. Similarly, the elements of colonialism and exploitation of native peoples is probably something to avoid (unless one wanted to make that a central conflict of the setting), but like in Vance's Demon Prince series, a lot of unique or eccentric societies may have grown up there as generations of nonconformists fled the core. Perhaps among the ruins of an alien Precursor race, ideas about whom may be part of the eccentricity of some of the societies.

The vibe could be very retro pulp, but you could just as easily do it with inspiration from Cowboy Bebop or with an Alien/Outland aesthetic.

Friday, April 3, 2026

The Wandering Shepherds


My earlier post on the new setting I'm working on drew some questions related to the uninvolved gods and how the cleric class would work. I thought it was worth a post of its own. 

When the gods withdrew from the world it was no particular impediment to organized religion. To the contrary, priests could now make whatever pronouncements or demands they wanted without fear of divine contradiction or rebuke. The populace, worried at what the loss of the gods' favor might portend for the future, were eager for any message than offered hope or a path to the gods' return. In this period, the power of the temples increased, but so did conflict between them and various self-proclaimed prophets and spiritual teachers. 

This situation didn't last, thanks to the devastation of the Demon Wars and the invasion by the demons' monstrous allies. Human civilization was devastated, and cities became isolated. The society that had sustained and supported the temples and the priesthoods faltered, and once again faith in the gods was shown to be no protection against calamity. 

The priests and temples remain, though, particularly in the major city-states. The gods are real, after all, and no one expects them to return to a world that doesn't honor them or keep their ritual observances. Certain rituals, too, perform an important civic function and rulers rely on their observance to perpetuate their legitimacy.

In the smaller villages and hinterlands, though, the temples and shrines were mostly abandoned, the priests fleeing to the cities or killed in the conflict along with much of the rest of the population. As time passed, and these regions became (somewhat) safer, the common folk returned, but the priests often didn't.

Into this void strode another form of clergy. Those who, without official blessing or ordination, were able to wield a portion of divine power. They roam from village to village performing spiritual important services. They officiate marriages and civic ceremonies and conduct community rituals at festivals. They mediate between villagers and the spirits or the dead and perform exorcisms when necessary. Joining with other adventuring sorts, they also kill monsters threatening the people. These individuals are often called "Shepherds." They are the most common representatives of the absent gods encountered outside of the city-states.

Shepherd is the name used by the Nimble rpg for its "mostly cleric, but some druid concepts" class. It seemed a good as name as any to use here. 

Monday, March 30, 2026

Parsulan Character Ancestries

 I pitched the idea that I have been kicking around to my players after the last session, and they were into it. So into it they have already began thinking about characters, despite the fact we were going to play a module for a month or so while I got prepared! Still though, I'm glad to have the enthusiasm. Everybody seems interested enough in Nimble, too, which is the system we plan to use over 5e.

Anyway, there interest made me go ahead this weekend and get down in writing things I had been kicking around regarding races/ancestries in the game.

Darklings: These will be the Tiefling stand-ins. They are mutants essentially, born to human parents exposed to the tainted mana emanating from the demons' side of the Terminator or from Shadow cysts.

Dwarves: Spontaneously generated from the spilled ichor of a fallen titan. Like your usual Dwarf but given this is a setting with ancient Magitech, they have a inclination for that. In fact, there's a rumor a cabal of dwarves is trying to create a machine god to run the cosmos more efficiently that either the titans or gods did.

Elves: Like your typical elves really, though I think longer lived that the D&D standard. Dark elves (the name has nothing to do with coloration) are likely holdout titan-partisans.

Halflings: Svelter than the D&D standard, mostly like the half-foots (feet?) in Dungeon Meshi in appearance. Like in the 4e "lore," they will be a nomadic people, either in big wagons or barges.

Meks: Mechanicals. They were created as servants and soldiers by the now-fallen Magitech Empire of Alphanion, but have developed more independence over the centuries. They reproduce via Mothernodes, ancient pieces of Magitech sometimes found in Alphanion ruins. They take the place of the Warforged, but broader in conception. The Steam Men of Hunt's Jaekelian novels, Mattie from Sedia's The Alchemy of Stone, and the droids in Star Wars are also influences.

Myrclawr: Cat people of the anime/manga variety. They are also a created species from the Age of the Wizard-Kings.

Monday, March 16, 2026

Parsulan

 A couple of weeks ago, I mentioned a new setting I was thinking about for after my current Land of Azurth game comes to an end. I now think I will call it Parsulan (or at least I will for the moment!) borrowing a name coined by a friend of mine for a setting we co-created back in the 2e area. I think Parsulan will be the name of the continent this campaign is focused on. I recycle some other names from that old setting, as well, in homage.

So in addition to the aspects I mentioned before, this is what I think Parsulan will be like:

Post-apocalyptic. Having been overrun by demonic forces (true demons and their allies) several centuries ago, the magitech-employing civilization that existed prior was reduced to "points of light." There are still in typical D&D and fantasy fiction standing, city-states isolated by sparsely populated wilderness.

Absent gods. The gods, at least the major ones, have forsaken the world and retreated into the Overworld. Clerics preserve the civic rituals practiced in the days of old and try to keep the old beliefs alive, hoping that the gods will return if humanity shows sufficient humility and piety.

Adventures Guild. It's a common concept in Japanese Standard Fantasy worlds, but as I envision it, it's has much more of a Jianghu element than the very modern employment agency/professional organization of so many anime, though it will likely have elements of that--as well as being a burial society.

Dungeon Zones. Inspired by the rpg Sword World 2.5's "shallow Abysses," I think there will be eruptions/excrescences of the Demon Realm maybe called "shadow cysts" which will engulf and distort areas of the land, leading into places of altered reality and danger. These form around a nidus called a seed or heart. Only neutralization of this heart will cause of rupture and ultimately dissipation of the cyst.

Monday, March 2, 2026

A New World


With our Land of Azurth campaign nearing its conclusion, I've been thinking about what might come after. Or more truthfully, I've thought of several things that could come after in the last few months as I've felt the end was nigh.

Currently, I've been considering a variation on an idea I've had before: a high adventure occasionally dungeoneering fantasy world inspired by Japanese Standard (Western) Fantasy. Magitech will plan a big role in the setting, and there will be a loose approach to anachronism (even looser than standard D&D settings). This sort of setting will also support the expansive "ancestries" available these days in 5e and high action combat.

The incursion of "demons" (more like the broader D&Dism of fiends than the specifically chaotic evil variety) in service of a Demon King that will reside in the dark side of the physical world rather than a separate plane. I think the world will be shape like an inverted bowl with the demon world being within the concave surface. The "rim" will be the Terminator, a region that never sees more of the sun than twilight and holds numerous lonely fortifications to watch for demonic incursion.

To the extent that it will be variant from standard D&D, I don't worry much about my players accepting it. They've been playing in Azurth for over a decade so that shouldn't be a problem! I do want it to be distinct from Azurth though to provide a somewhat different experience.

Friday, February 27, 2026

In the Shadows


In the Latter Ages of Earth, it is known that the scientist mages of more lucent eras spoke of an invisible, co-existing realm. Scholars know this as the Plane of Shadow. It is long been rumored that there are artifacts allowing minds or shadows to be translated into this shadow realm. These legendary artifacts are known as black mirrors. 

The Plane of Shadow is no ethereal realm, but a place of matter as solid as any, but it remains aloof and invisible. It only interaction is with gravity, so that there might well be whole ecologies of this shadow matter upon the Earth unknown to the mundane world. 

If the black mirrors truly exist, it implies that there is or once was, a civilization or entity on the other side capable of constructing some sort of form for a mind passing through. If such a Shadow or intelligence civilization exists, they could well have some means of sending agents into the world of mundane matter as well.

Friday, January 30, 2026

The Enterprise of (Un)Death

Don Maitz

In the Latter Ages of Earth, people do not die completely, at least not quickly. As these things are understood by the Instrumentality an imprint, an after-image, of a person remains in the Ancients' datasphere. When a Mind is informed by that record, a simulacrum, at least in part, of the deceased is made. This is a shade, though not in the way the superstitious common folk imagine. 

At its base, necromancy is the magical art of summoning and controlling shades. It's practice is watched closely by local authorities and the Instrumentality (in those areas where it holds sway). Being able to interact with the shades of the recently deceased is undeniably useful, not the least in forensic necromancy. Where necromancers primarily run afoul of the Instrumentality and temporal authorities is when they use their arts to create undead.

The criminal necromancer creates undead for two primary reasons. The first is for manual labor. These workers don't require a shade in the semblance of any particular person, so necromancers can pluck from the either degraded or partial shades; rudimentary data on physical movements is their primary concern. With a corpse as a substrate and sufficient art applied to their animation, a necromancer can turn out laborers for difficult conditions or troops whose shock value may compensate for their lack of intelligence and skill at arms.

The second application is more lucrative but requires more skill and time. That is the provision of immortality, or as close as their arts may come to it. This requires the creation of a specially made shade, imaged with precision from the current mental vector of the aspiring immortal. In the fallen Latter Age, this generally means destructive mapping of the individual's brain and its functioning. The intellect is then housed in a suitable, durable platform and placed within their old body. The body will inevitably decay, but the necromancer's arts can delay that decay, preserving function perhaps for millennia.  The culmination of these techniques is the lich, though botched jobs, and cost- or material-saving techniques have created many other variations, which are more common.

Monday, January 26, 2026

What is Known of the Mind Flayers


The malefic Outsiders of the astral void beyond the Earth are myriad in the Latter Age, but few are as distinct from the hosts of horrors as the beings known popularly as Mind Flayers.  Though they are believed to be long extinct, they still feature promptly in folklore and popular entertainments, attesting to their hold over humankind's collective imagination.

Little is known for certain about these beings. In Denizens of the Beyond by Pseudo-Vespydron, the most widely known work to examine them in detail, Mind Flayers are said to have come from the sphere of Mars, but whether they are natives to that world or from some even more distant home, even Denizens rather credulous author does not say. 

Pseudo-Vespydron uncritically accepts the cephalopod-headed humanoid appearance of popular portrayals and the idea that they were obligate consumers of human brains. The later (and comparatively more sober) histories of Malgrunda note no reliable descriptions of their physical form exist and put forward the theory that their purpose in preying upon the Earth was to acquire not foodstuffs but slave minds, derived from the destructive mapping of the brains of still-living captives. Perhaps the only place where she might be criticized in straying from established fact is in the time she devotes to Hseng's baseless assertion that the cephalopod skull is actually the memory of an environmental helmet with attached manipulators.

Friday, January 23, 2026

Druids of the Latter Age


 Contrary to the popular entertainments of the Latter Age, there is no cohesive group known as the druids. Rather, there are individuals and networks of individuals across several cultures that adhere to similar beliefs and practices. Though the Instrumentality labels druidism as heretical "Earth-worshippers," these practitioners generally no more worship the Earth Mother than the Instrumentality itself does.

Like the clerics of the Instrumentality, those that might be termed druids are aware to one degree or another that in more lucent ages the environment of the Earth and its citizens interaction with it were managed by a great Mind. This Mind is no more, at least not in any unified form (so the clerics believe), but the many of the component minds still haunt the world, and the particles of its sensory apparatus of that superintelligence still weave through the winds, fall with the rains, and course through the bloodstreams of animals. 

By means of secret lore and technology, the druids are able to converse and with the lesser minds that record and synthesize this sensory data. These processes are known as elementals. While the elementals occasionally form connections with more active systems on their own, the druid's involvement often bridges the two, giving the earth a voice to humankind that dwells upon it. Like the magi, druids are at times able to command the remnant nanotechnological systems, though how they achieve these powers is a closely guarded secret. Among their more impressive abilities, they can cause avatars to be instantiated from natural features for short periods of time or effect change in local weather patterns.

Unlike the Instrumentality, the druids do not believe that the Gaean mind is irrevocably destroyed. Instead, they view her as suffering from an illness, and illness from which they work to help her recover. They don't seek the re-ascendence of humankind, but rather the restoration of a balance they feel the Ancients achieved but then squandered.

Friday, January 16, 2026

Gifts of the Magi


In the Latter Age of Earth, magi are those few born with the Mark, a quirk or atavism of their genetic code, that supports full activation of the nanotechnologic interface within their brains, allowing them to become users of the system enveloping the planet. With this linkage made and mastered, a magus may command and the world responds. They can open the vast subterranean vaults of the Ancients, contain and control willful spirits, and send clouds of doom upon their enemies. 

The magi of the several collegia seek out newly emerged mages to teach them to use their gifts. Those wild talents who are not initiated into a collegium are known as sorcerers. 

The place of the magi varies across the cultures of the world. Where the Instrumentality is at its strongest their practice is generally restricted, regulated, and monitored. Occasionally they are outright banned, but their abilities are simply too valuable to governments and even to the clergy for this to be a common practice.

Nevertheless, the life of a magus is often precarious. Superstitious common folk can easily turn against them, and Instrumentality zealots are often eager to find a reason to punish or imprison them. Beyond that, the very forces they wield and the knowledge they seek can easily prove dangerous to them as much as anyone else.

Monday, January 12, 2026

The Instrumentality of Humankind

 


Lately, I've been thinking about my Scavengers of the Latter Ages idea, which is sort of a "hard" science fantasy setting, and reconsidering some aspects. Here's a new take on clerics in the setting:

"We of the Institute receive an intensive historical inculcation; we know the men of the past, and we have projected dozens of possible future variations, which, without exception, are repulsive. Man, as he exists now, with all his faults and vices, a thousand gloriously irrational compromises between two thousand sterile absolutes – is optimal. Or so it seems to us who are men."

- Jack Vance, The Killing Machine

Clerics are ordained individuals in the service of the Instrumentality of Humankind. The purpose of their order is the preservation of Humanity and its restoration as stewards of the Earth. To this end, they seek to discourage the worship of false gods such as digital minds and alien entities, and to limit and manage technologies that might alter humanity or thwart its destiny.

While the Instrumentality is technically a nonreligious entity, its organization and trappings mimic religious forms, and its exoteric teachings (officially allegorical) regarding the Earth Mother and the Primeval or Cosmic Man form the basis of a folk belief system, and this system, along with Instrumentality's ceremonies and rituals have developed into a civic religion in many places.

The Instrumentality is not a group of luddites, despite their goals. They hold technology must be understood and mastered, so that what is valuable maybe used for the benefit of humanity, but not it's transformation. They maintain, for instance, almost total control of advance healing techniques, and can wield terrible weapons if the need arises.

The Institute of Vance's Demon Princes series and the Church of Foster's Humanx Commonwealth are a big influence here but pushed in a more Dune direction by the Terran Chantry Ruocchio's Sun Eater series.

Monday, January 5, 2026

The Stranger Realm of Dungeons & Dragons


I got around to watching the series finale of Stranger Things this weekend, and it gave me the idea for setting combining elements of that show and the Dungeons & Dragons cartoon series that ran from 1983-86.

We start with the secret experimentation with psychic phenomena in a small town. Through this experiment, a psychic rift to another world is opened. The reality of this world is either maleable or difficult for the human mind to comprehend. The psychic kid raised in isolation for the experiment, doesn't add much detail to the world and its denizens, but thanks to rift, the other world (or an entity in it) begins to make contact with the minds of other, susceptible individuals in the town.

One of these kids plays D&D, so the world begins to frame itself (or become framed) to humans in D&D terms. It's a small realm in Gygaxian fashion just a funhouse mirror of the kid's own surroundings, but with a fantasy Medieval adventure overlay.

Either of their own accord or as recruits of the shadowy researchers the kids would begin to explore this realm of Dungeons & Dragons. The psychic avatars of the kids are often imbued with the classes and abilities of their game characters but mentally and emotionally remain the kids that they are.

There's a dark power in this fantasy realm, though. A demonic sorcerer with origins in our world as well--and a desire to make the two realms one under his rule.

Monday, December 22, 2025

The Bottled Setting


I may have never played an rpg with one, but I've long seen the appeal of the "bottled setting": a locale that could be the size of a small city or as big as solar system (or more) but is in some way cut off from the outside. It might also be "managed" in some way, having traits established by who or whatever did the bottling, Kandor from the Superman mythos is probably the most famous of such settings, but it shows up in rpg settings like Empire of the Petal Throne and Metamorphosis Alpha in addition to numerous places in fiction.

The inhabitants of a bottled setting may or may not know they are bottled. If discovering that fact or discovering the why or how of it is the main focus of the setting, you're may well be looking at a Mystery Terrarium. Really, though, all that stuff can just be background for a setting with any other sort of focus where the boundaries just happen to be hard stops rather than the place where things get fuzzy.

What's the appeal of this sort of setting? Well, for one, it can be used to disguise the true nature of the setting. The universe might actually be science fictional, but the "bottle" marks the boundary within which you can run a traditional fantasy campaign, if you want. Crossing the boundary can then mark a major turning point in a campaign, like potentially to a whole other sort of game. 

The other thing is a that a bottle need not be impassable. Krishna in de Camp's Viagens Interplanetarias series is a sort of a bottle wherein people from a technologically advanced, spacefaring civilization can play at pseudo-Medieval Sword & Planet heroes. Portal fantasies, in general, are not necessarily bottles but could easily be (particularly the sort involving a person somehow getting sucked into an MMORPG world). That allows players to play characters much more like themselves but still get involved in fantasy action.

In the end, though, I suppose the creative constraint it applies makes for an interesting challenge and heightens the potential for player engagement with setting mysteries. Vast traditional settings are great but there's nothing like having the players hit a wall they didn't expect to be there or have hints dropped that things aren't what they seem to get them engaged.

Friday, December 19, 2025

A Highly Derivative Space Opera Setting, Briefly Described


I thought it would be fun to do the Space Opera in the style of presentation of the Known World (later Mystara) in Isle of Dread: A highly derivate, briefly described setting that was easy to understand but vague to allow the DM freedom to make it their own. I didn't have time to come up with a map, but here are the large political entities.

United Federation of Worlds: A multiple species union of planet governments organized to promote peace, justice, and mutual prosperity. 

The Imperium: The largest revival to the Federation is a fascist and oppressive human-supremacist state. It boasts a powerful military, including a large army of clone soldiers. 

Kurgon Horde: Once a group of factionalized, spacefaring humanoid raiders, a new Emperor has emerged among them, claiming the mantle of the mythic First Emperor and forging the disparate tribes into a single nation. Once merely a menace to border settlements of the Federation and the Imperium, the Kurgons now pose a more significant threat.

Outlaw Expanse: A lawless region of spaces, kept so due to its function as a buffer zone, but also due to the bribes paid by its Syndicate crimelords. The region has a whole is a melting pot of various species, the some of the crime syndicates are single species in nature. Illegal commodities in other regions of the galaxy such as slaves, certain addictive drugs, and some cybernetics are available here.

Corporate Zone: Another border region whose only government is large, economic powers. The Corporates are constantly engaged in small-scale conflict and espionage as they jockey for power against one another. Their R&D facilities, with no fear of government regulation or oversight, turn out exotic weaponry and dubious consumer goods that sometimes find their way into other regions via the black market. There are rumored to be an unusual number of Precursor ruins in the Zone, some of which contain biotechnologies that the Corporations have been able to exploit.

Monday, November 24, 2025

Clerics vs. Posthumans


Technology vs. magic, sometimes even to the point of a war, in a feature of a number of fantasy works, though I'm not aware of a published D&D setting that features it. 

Some science fiction settings have cultural/religious limits on technology, either as one facet of the setting or as a means for the author to keep technology in check to tell the sort of story they want to tell. Dune is the primary example, but there are series like the Sun Eater series by Christopher Ruocchio that follow its lead, and other settings that make it a feature. A more recent variant is a group or culture that rejects the rapid changes associated with things like cybertechnology and brain uploading. This shows up in Stross' Accelerando.

I think it would be interesting to sort of combine these concepts. Have the action take place within a fantasy world (perhaps a fairly standard one, or maybe a Spelljammer-ish system), but the demons, devils, and other Outsiders trying to get in and corrupt the world (at least from the perspective of the world's clerics and leaders who consuder them anathema) are actually posthuman intelligences that utilize technology, not magic. Presumably, "magic" (whatever it is) was what allowed these simple, unenhanced humanoids to hold on in a universe of much more powerful sophonts. The Outer Planes (as they view) them are really just planets, habitats or networks.

Of course, whether the Outsiders are really baddies would depend on the specifics of the setting--or maybe even be open to interpretation?

Monday, November 17, 2025

Weird Revisited: The Androids' Dungeon

The original version of this post appeared in February of 2014, inspired by "Bit Rot," a short story by Charles Stross.


Neptune's Brood and related works by Charles Stross take place in a posthuman future where the civilization of humankind's android/bioroid creations has spread out into the stars. These androids can look and act pretty much human--including eating and excreting biological material. The difference is that they are made of mechanocytes instead of biological cells that must "learn" to form organs and "tissue" types, and their brains have soulchip backups they can be placed into a new body if their old ones are destroyed. Interestingly, priests (like those of the Church of the Fragile, who seek to disseminate old style "fragile" humanity in the galaxy) have "powers." Special structures and training that allow them to control the mechanocytes of others to heal or alter forms.

All of this sounded like a good way to in-setting rationalize traditional dungeoneering rpg tropes, if you're into that sort of thing. Imagine a future where humankind is extinct and its android descendants live in a pseudo-medieval society--except for things like soulchips (or something of that nature) and clerical healing. The androids (who would just think of themselves as "people," of course) would go down into the underground ruins of old humanity (who they probably wouldn't realize were any different than themselves) to wrest treasures from less socialized posthuman intelligences, i.e. monsters.
What would be the point? Well, it would be an interesting mystery to add in the background of a science fantasy sort of campaign (like a variant Anomalous Subsurface Environment, maybe). Also, the increased durability and easy resurrection of posthumans would explain some things about how D&D works as written but it could also be used to ramp up the carnage (and probably the black humor). Death wouldn't necessarily mean starting with a new character most of the time, it would just mean starting with the same character, poorer than before or owing a debt to somebody.


Monday, October 6, 2025

Weird Revisited: Spelljammer 1961

The original version of this post appeared in December 2020...


"Thinking beings of earth planet. This message was sent subsequent to the bravery of Yuri Gagarin and the achievements of the Soviet Union, but its intended recipient is every individual of your species. We are the Esoteric. We are now honored to admit you into the interstellar society. Many things we have to show you will definitely shock you and cause confusion. We have regret in that our policies mean you are living in a controlled environment where your understanding of physics has been restricted. We guarantee that this was done to protect you. Now, you are graded ready to have the safety guard removed to more fully experience the universe. We look forward to meeting with your government representatives and giving you a menu of offered services."

The poorly translated message broadcast to the entire planet was from beings who called themselves the Arcane. They revealed the image of the solar system taking shape from modern observations was an illusion. The real solar system was teeming with life, and ships powered by something more like magic that rocketry sailed through the heavens.

Once the principals were understood, humanity was able to get impossible, physics-defining things to happen even deep within Earth's gravity well, but it was always easier the thinner the atmosphere was. Humanity wasted no time in establishing orbital colonies and bases on the Moon, though they were ultimately more fantastic than anything science fiction had dreamed since the Victorian era. Once trade started with Mars and magical wood was imported, even private individuals were able to build all manner of spacecraft.

The Space Age had truly begun.


One thing that would have to determine with a setting like this is how technology Earth's technology would work in the Spelljammer type space. Could guns (or nuclear weapons) be exported into space. Spelljammer ships look much like sailing ships, but I don't know that the setting requires that as written. Could a C-47 cargo plane fly through "space?" What about a nuclear submarine, if it could get there?

The answers to these questions would perhaps take you further afield from trad fantasy, potentially moving things in a pulpier (and I think) more interesting direction, but it would make it harder to implement with D&D rules.