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The Engine of Oracles

~ Daniel James Hanley's Creations For Gaming. Home of the Ghastly Affair RPG.

The Engine of Oracles

Tag Archives: fantasy

The Point of All This

05 Friday Jun 2020

Posted by Daniel James Hanley in Opinion

≈ 6 Comments

Tags

fantasy, Inspiration, Opinion


It can feel strange, even irresponsible, to write about fantastic worlds when reality seems so dire. Some part of me chides the rest, insisting that I should focus only on this world of pandemic, conflict, and oppression. But, perhaps it is precisely now that we need fantasy the most. Fantasy is the exercise of the imagination, and it is imagination that we will need if we are to transcend our problems. We must imagine a better world, where society is not predicated on exploitation and racism; where the law can be enforced without brutality; and where government represents all the people – not just those born into a privileged race, class, creed, gender, or sexual orientation. Without the ability to imagine something better, we may just trade one oppression for another, as has happened too many times throughout history. Without the courage to imagine, we might revert from our current insanity, back to the same system that ultimately resulted in the madness now standing in place of true governance.

The poet (and prophet) William Blake posited the Poetic Genius as the true God, and Imagination as the Savior. Who am I to argue with Blake? So I will write fantasy. I will write fantasy because Hope flows not just from Faith, but also Imagination. Our ancestors entertained each other with stories of fantastic worlds and beings, while dealing with diseases for which they had no cure, disasters for which they had no warning, and wars that seemed endless. The stories they told sustained them in their darkest hours. We exist because those who came before us could imagine a better future, and that imagination gave them the hope to endure.

Fantasy is serious business, for the most serious of times.

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Hex Maps of the Ultimate West, at Three Different Scales

17 Monday Jun 2019

Posted by Daniel James Hanley in Maps, OGL, OSR, Panzoasia

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beginner's advice, Campaign Setting, fantasy, Game Master, Mapping


Here are three hex maps from my current “Panzoasia” campaign world for Old-School adventure role-playing*. I’m sharing them as examples for newer DMs and GMs, who may be curious about how to properly create and scale such maps. I created these maps from scratch using InkScape, but there are many useful hex mapping programs that can potentially make the job a lot easier for you.


The first map is the “Ultimate West” region of Panzoasia, broken down into 432-mile hexes. The positioning of the green hexes might seem off, but it is a deliberate attempt to make each one enclose as as rich an area for adventuring as possible.


This next map shows Hex # 9 from the 432-mile scale map above, broken down into 36-mile hexes. Remember, the scale is the distance between the centers of two adjacent hexes.


This last map shows Hex #97 from the 36-mile scale map above, broken down into 3-mile hexes. This is the area around the town of Osterm, and where the PCs from my new Campaign have begun their adventures. Notice that while the terrain type shown in the 36-mile hex is predominant among the 3-mile hexes, there are actually several other environments also present. I chose a 3-mile scale for the hexes (rather than the the more common 6-mile one) because three miles (or, one league) represents the distance a healthy person can travel over level ground on foot in one hour. Also, three miles is the approximate distance to the horizon for a person of average height standing on a plain. This means that travelers in the center of a 3-mile hex can usually see to at least the center of every surrounding hex, provided the view is not obscured – by trees, for instance.

You will notice that I have not named every village directly on this map, but simply keyed them with a single or double-letter code – for example, (A), or (AA). That’s because even in a sparsely-populated frontier land such as this there are so many small farming villages that indicating all their names would create an illegibly busy effect.

*Note: I’m currently using the 1991 D&D Rules Cyclopedia as my core rules set for adventures in the “Ultimate West” of Panzoasia, but the setting is meant to be compatible with the broad range of Old-School retro-clones, and related OSR games.

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The Realms of the Ultimate West, Part III – Yep, There’s More!

20 Monday May 2019

Posted by Daniel James Hanley in OGL, OSR, Panzoasia

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Campaign Setting, fantasy, old school, OSR


Here are the last four lists describing the Realms of the Ultimate West. The remaining realms shown on the map are actually parts of the Ultimate North and Ultimate South. 

No, nothing here is innovative awards-bait. I’m sharing it as an example of how you can present home-brew Campaign information in a format that will not overwhelm players. If you want to further develop an aspect of your Campaign world using the “Ten Points” method, simply take a statement from your “Ten Things to Know”, and write ten bullet points further explaining it. As you do so, always focus on things that will somehow affect the PCs, and to which they will eventually need to react.

See also:
Because What the World Needs Now is a New Fantasy Setting…
An Overview of Panzoasia and the Ultimate West
The Realms of the Ultimate West, Part I
The Realms of the Ultimate West, Part II

Ten Things to Know About the Free March
“The Steel Cantons”

  1. Free Marchers are famously skilled adventurers.
  2. The realm is inhabited by a mix of all Five Peoples.
  3. The Free March was formerly dominated by bloodthirsty Hobgoblins who killed or drove off all the previous inhabitants. This why those People who later came to the Free March had to be especially daring and resourceful.
  4. The realm was not among those liberated by the Immortal Heroes and Heroines. Instead, it was gradually freed and populated by immigrants from many surrounding realms.
  5. Because it has no single Immortal patron, inhabitants of the March commonly invoke the direct blessing of The King and Queen of the Angels.
  6. The Free March is a confederation of semi-autonomous Cantons who elect a Marquis as leader every 12 years.
  7. The Free March is rich in mineral wealth, but much more wild than other regions. The place is riddled with entrances to the Underworld, there are many remaining colonies of Monsters and Depredators, and incursions from the Wasteland still occur.
  8. Adventurers seeking their fortunes flock to the Free March, along with those who are (rightly or wrongly) not tolerated elsewhere. There is a network of “Adventurers’ Hostels”, especially in the eastern part.
  9. Most of the settlements in the Free March are protected by some kind of fortification – even the small villages.
  10.  Otherwise, a visitor from Earth would see many superficial resemblances to medieval Switzerland.

Note: The Free March is the actual starting location for my Panzoasia campaign.

Ten Things to Know About Maeland
“The Copper Chiefdoms”

  1. Maelanders are famously skilled musicians and bards.
  2. The realm is inhabited mostly by Humans, Elves, and Gnomes. It also has an especially significant population of Half-Elves.
  3. The People were formerly oppressed by the crude, pig-faced Orcs, which is why beauty and artistic expression is so valued.
  4. Maeland was freed by the Immortal Hero called “The Charming Lord”, who in life was a Elf.
  5. The Charming Lord is Neutral (good) rather than Lawful in Alignment, and Druids are the High Priests of his worship.
  6. The Chiefs of the Maelander clans are theoretically subject to a High King chosen by a series of military, athletic, and artistic challenges, but there hasn’t been a High King in 12 years.
  7. Anyone can attempt to become High King (or Queen) by completing the required challenges on the Isle of Testing.
  8. The Island of Occeney is considered part of Maeland, but is still mostly wilderness filled with Monsters.
  9. The witches of Maeland are particularly renowned for their potions.
  10. Otherwise, a visitor from Earth would see many superficial resemblances to medieval Ireland, Scotland, Brittany, and Wales.

Ten Things to Know About Ombratia
“The Brazen City-States”

  1. Ombratians are famously skilled merchants.
  2. The realm is inhabited mostly by Humans and Gnomes, with some Elves.
  3. The People were formerly oppressed by Minotaurs, which is why Ombratians love to eat beef (which they call “little Minotaur”).
  4. The realm was freed by the Immortal Heroine called “The Fearless Lady”, who in life was a Gnome.
  5. Ombatia is not a unified realm, but four sovereign city-states operating in a trade union.
  6. Ombratians love exotic foods, and often adopt customs from far-flung parts of Panzoasia.
  7. A beloved pastime throughout Ombratia is watching fights between specially trained warriors and various Monsters. The more exotic the Monster, the better.
  8. Ombratian Monster Dealers can be found in every port of Panzoasia. Many people dislike them, on account of the Monsters that are sometime unleashed during botched shipments!
  9. Ventona is a plutocratic republic, and the wealthiest city. Zinado is a monarchy, and the largest city. Tinsano is a direct democracy, and has the most diverse population. Coppalo is a hereditary oligarchy, and the richest in natural resources.
  10. Otherwise, a visitor from Earth would see many superficial resemblances to Renaissance Italy.

Ten Things to Know About Ydez
“The Silver Kingdom”

  1. Ydezians are famously skilled swordsmen.
  2. The realm is inhabited mostly by Humans and Dwarves.
  3. The People were formerly oppressed by the Cynocephali (or “Gnolls”), which why Ydezians tend to like cats, but dislike dogs.
  4. Ydez was freed by the Immortal Hero called “The Dazzling Lord”, who in life was a Human.
  5. The Kingdom of Ydez is an absolute Monarchy, and the King is a male-line descendent of the Dazzling Lord.
  6. Dragon Island is claimed by Ydez, but its jungles are still infested with Monsters.
  7. Lizard, Vulture, and Shark Island are home to whole communities of pirates, and others who would seek their fortunes from the sea. The King’s authority on the Islands is nominal at best.
  8. Ydezians love to gamble, and are constantly inventing new games.
  9. The mainland of Ydez has the richest silver deposits in Panzoasia.
  10. Otherwise, a visitor from Earth would see many superficial resemblances to 16th century Spain in mainland Ydez, while the culture on the islands has some resemblances to the Spanish West Indies during the Golden Age of Piracy.

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The Realms of the Ultimate West, Part II

16 Thursday May 2019

Posted by Daniel James Hanley in OGL, OSR, Panzoasia

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Tags

Campaign Setting, fantasy, old school, OSR


Today I’m continuing to reveal the Ultimate West of Panzoasia, focusing on three places that are not actually considered nations, but which nonetheless loom large in the imaginations of the Five Peoples.

See also:
Because What the World Needs Now is a New Fantasy Setting…
An Overview of Panzoasia and the Ultimate West
The Realms of the Ultimate West, Part I

Ten Things to Know About the Sacred isle of Albelon

  1. Albelon is where the Immortal Heroes and Heroines of the Ultimate West gathered before they shed their material bodies and became Light.
  2. The most holy shrine of the Ultimate West stands at the summit of Albelon’s Holy Mountain.
  3. Pilgrims from across the Ultimate West journey to Albelon to receive blessings and miracles.
  4. Those powerful mortals who seek to become Saints in the service of the Immortal Heroes and Heroines must also go to the Holy Mountain of Albelon, where they will receive the quests that will prove their worthiness to dwell in the Light.
  5. Albelon is administered by a counsel of nine High Priestesses – one each from Auddisland, Bythebia, Maeland, Edister, the Free March, Corthis, Ombratia, and Ydez, plus a ninth elected by the other eight.
  6. The Nine Priestesses of Albelon are said to protect a sleeping King from a far away land, who will one day awaken to lead the righteous.
  7. The Holy Order of Paladins is sworn to protect the island, and especially the Shrine of the Holy Mountain.
  8. Ghost Ships from the Cursed island of Nerolan sometime threaten the western coast of Albelon.
  9. Weapons forged on Albelon are inherently blessed and able to damage even the most powerful of evil beings, even if not otherwise enchanted.
  10. Temples to the Immortals of the Ultimate West are oriented towards Albelon.

Ten Things to Know About the Cursed Island of Nerolan

  1. When the Realms of the Five Peoples were liberated, many Depredators and their followers in the Ultimate West fled to Nerolan.
  2. Nerolan is now the Kingdom of the Undead, ruled by the deathless Lich Vermadeus, who was in life the most powerful Depredator of all.
  3. It is rumored that the Depradators still look to Vermadeus as their leader – at least fear his wrath enough to obey his directives.
  4. As the righteous make pilgrimage to the Sacred Isle of Albelon, so Depredators and their cultists are said to journey to Nerolan to receive instruction and unholy blessings.
  5. The sky is over Nerolan is always cloudy – when it is not actually storming.
  6. Ghost Ships manned by the dead sail from Nerolan, raiding the coasts for corpses to be brought back to the island and reanimated.
  7. Sometimes, the Ghost Ships deliver Undead, to infest the dark places of Pazoasia and serve the Depradators.
  8. It is also rumored that the Ghost Ships ferry Depredators back to Nerolan.
  9. Among the inhabitants of Nerolan are the abominable Thouls, bizarre cross-breeds of Hobgoblin, Ghoul, and Troll created by the Depredators.
  10. Ghost Ships from Nerolan will occasionally attempt to raid Albelon, but so far have always been repulsed by the Paladins.

Ten Things to Know About the Wasteland

  1. The Wasteland was once green. But the greed and rapaciousness of the Monsters made it barren.
  2. There are rivers that flow into the Wasteland, but all of them end before reaching any body of water.
  3. There are several enormous depressions that were once a network of vast lakes and inland seas, called the Wells of Chaos.
  4. The Wasteland is not a sandy desert, but rocky, barren ground largely devoid of plants. What does grow there tends to be thorny, twisted, and useless.
  5. Above-ground life in the Wasteland clings to the few rivers that flow into it, and some scattered oases.
  6. Large sections of the western half of the Wasteland are canyons and badlands.
  7. There is supposedly a vast network of of tunnels and caves running underneath the Wasteland, constituting the heart of the Underworld. It is said to be possible to travel from one end of the Wasteland to another (and into the realms of the Five Peoples) without ever seeing daylight.
  8. The Wasteland is filled with the ruins of Lost Cities once inhabited by the intelligent Monsters.
  9. The Lost Cities are said to hold treasures beyond belief.
  10. Those who have returned from the Wasteland also claim to have see the bones of gigantic, primordial sea monsters – and not just in the Wells of Chaos.

The Future of the Wasteland

In my mind, in 250 years or so the area of the Wasteland will be occupied by the Phoenix States, a kind of fantasy version of the American Wild West.

In about 150 years Panzoasia will undergo an Industrial Revolution. The remaining Monsters in the Wasteland will launch a final, all-out invasion. By this time, however, they are at a truly massive technological disadvantage. Ha’wakuni firearms had long since spread across Panzoasia, and the Ha’wakuni themselves had developed the repeating rifle and the six-gun. The riders of Ha’wakun smash the hordes of Monsters invading their realm, and conquer the Wasteland. Settlers from Ha’wakun begin restoring the ecology. Rivers begin flowing back into the Wells of Chaos, and they become vast lakes again. The Ha’wakuni government invites immigration, and settlers of every People stream in from across Panzoasia. Eventually the number of non-Ha’wakuni equals (and in some places exceeds) those descended from the original Ha’wakuni settlers. The Tribal Congress in the City of Six Horizons decides that the New Lands cannot be fairly ruled by a far-away government. Rather, its current inhabitants should be granted the right to form independent states, with the proviso that all such states must be representative democracies in an eternal non-aggression pact with Ha’wakun. The new states remain separate entities for a decade, but come together in a plan to build a Great Railroad to link themselves together. That project hastens the joining of the Phoenix States together in a federal union. But, the place remains a wild land filled with both idealistic dreamers and amoral opportunists. Wandering gunfighters battle the last remaining Monsters (and each other), Halfling farmers and ranchers eke a hard living from the land, and the Elven Green Wizards develop (and sell) new magic to make the desert bloom again. And all the while work on the Great Railroad continues.

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The Realms of the Ultimate West, Part I

15 Wednesday May 2019

Posted by Daniel James Hanley in OGL, OSR, Panzoasia

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Campaign Setting, fantasy, old school, OSR


This is the third part in a series documenting the creation of “Panzoasia“, a new Old-School fantasy campaign designed to be suitable for all-ages play.

Also see the first part of the series (“Because What the World Needs Now is Another Fantasy Setting…”), and the second part (“An Overview of Panzoasia and the Ultimate West”).

What follows are are four of the lists I created as quick introductions to the distinctive features of each realm on the map of “The Ultimate West”. As with the other informative lists I distributed to players, they were printed on 4″ x 6″ index cards. Each player was able to look through the cards, and was given the one corresponding their character’s realm of birth.

Ten Things to Know About Auddisland
“The Iron Union”

  1. Auddislanders are famously skilled armorers.
  2. The realm is inhabited mostly by Dwarves, Gnomes, and Humans.
  3. The People were formerly oppressed by Giants, which is why small, highly detailed things are especially treasured.
  4. Auddisland was freed by the Immortal Hero called “The Untiring Lord”, who in life was a Dwarf.
  5. The son of The Untiring Lord is King of Auddisland.
  6.  There are enormous deposits of high-grade iron ore in the uplands.
  7. Many Dwarves across the West consider Auddisland as their true homeland.
  8. Auddisland is also protected by 9-foot tall armored automatons created by the Gnomes.
  9. Kobolds from the Underworld remain a constant problem – sometimes burrowing into people’s basements!
  10. Otherwise, a visitor from Earth would see many superficial resemblances to late-medieval Austria and Hungary.

Ten Things to Know About Bythebia
“The Golden Republic”

  1. Bythebans are famously skilled military tacticians.
  2. The realm is inhabited mostly by Humans and Halflings, with a consular class of Gold Dragons.
  3. The People were formerly oppressed by Red Dragons, which is why the color red is considered especially evil and unlucky.
  4. Bythebia was freed with the help of Gold Dragons, rather than an Immortal Hero.
  5. The People elect a Senate, which in turn elects one of the Gold Dragons as High Consul for a 6 year term.
  6. The original language spoken by the inhabitants of Bythebia was used as the primary basis for the Common tongue of the West.
  7. The laws of Bythebia are mostly fair and just, but Depredators and their allies are zealously pursued (often by bounty-hunting adventurers ).
  8. The Bytheban Golden Circle teaches magic in the Draconic tradition throughout the Ultimate West, and is an alternative for those not wishing to be caught up in the intrigues of the Seven Orders of Magic.
  9. Bythebia has the largest gold deposits in Panzoasia.
  10. Otherwise, a visitor from Earth would see many superficial resemblances to the Byzantine Empire.

Ten Things to Know About Corthis
“The Platinum Magiarchy”

  1. Cothisians are famously skilled conversationalists and wits.
  2. The realm is inhabited mostly by Elves, Humans, Gnomes, and Halflings.
  3.  The People were formerly oppressed by stupid Ogres, which is why mental acuity is so valued.
  4.  Corthis was freed by the Immortal Hero called “The Peerless Lord”, who in life was a Human.
  5.  Magic-users and Elves bear non-hereditary noble titles, such as Baron, Comte (Count) and Marquis, but day-to-day government is administered by a class of hereditary Chevaliers (Knights).
  6. The nobility of Corthis are known to hire agents (often Edisterian) to steal magic items (or information) from other nobles.
  7. The Seven Orders of Magic are headquartered in Corthis.
  8.  Almost any excuse is used to hold a costumed parade or procession in Corthis.
  9.  Besides producing platinum, Corthis is also a major exporter of food.
  10.  Otherwise, a visitor from Earth would see many superficial resemblances to France under Louis XIV (except for the absence of gunpowder).

Ten Things to Know About Edister
“The Pewter Commonwealth”

  1. Edisterians are famously skilled spies.
  2. The realm is inhabited mostly by Humans and Halflings.
  3. The People were formerly oppressed by sneaky Bugbears, which is why Edisterians learned to be stealthy themselves.
  4. Edister was freed by the Immortal Heroine called “The Clever Lady”, who in life was a Halfling.
  5. The Clever Lady is also honored by the Thieves’ Guild throughout the West.
  6. Edister is the only realm of Panzoasia whose Immortal patron is actually Chaotic (albeit good).
  7. The realm is traditionally ruled by a Queen elected by the titled aristocracy (many of which are descended from wealthy adventurers who bought their titles). The current Queen was once the daughter of a fishmonger.
  8. Edisterians (both Human and Halfling) are well-known for their strange senses of humor.
  9. Although they are renowned for their skill at stealth and espionage, Edisterians are also accomplished merchants.
  10. Otherwise, a visitor from Earth would see many superficial resemblances to Elizabethan England.

Note

When a Campaign world is assembled from preexisting cultural components, players understand expected in-character behaviors much more quickly. So, each realm of Panzoasia is assumed to be similar to some specific real-world culture in many ways, but fundamentally different in certain others. Accordingly, the last listed fact about each realm is the society (or societies) which it superficially resembles, and which can be used as a rough guide for creating background details for such things as clothing styles, food, architecture, etc.

I don’t feel it is necessary to present every aspect of a fantasy culture with perfect fidelity to the real-world culture that inspires it. It fact, one probably shouldn’t, because it’s fantasy. It can be a pleasant surprise when something that at first looks familiar and mundane is suddenly revealed to be fundamentally strange. Naturally, however, I urge anyone who takes a similar route to avoid portraying any fantasy culture in a way that inflames prejudice against real world groups. But if, on the other hand, the fantasy version of a culture sparks a desire to learn more about its real-world inspiration, so much the better.

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An Overview of Panzoasia and the Ultimate West

14 Tuesday May 2019

Posted by Daniel James Hanley in OGL, OSR, Panzoasia

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Campaign Setting, fantasy, old school, OSR


The Ultimate West of Panzoasia

The Ultimate West of Panzoasia

This is the second part of a series outlining a new, “all-ages” fantasy setting for Old-School gaming. If you’ve come to the blog for Ghastly Affair material, don’t worry – I’ve definitely not turned my back on Gothic Romance! I’m just stretching my creative legs a little. Perhaps this will turn into something more serious down the line, perhaps not. Right now I’m just enjoying myself.

Read part one in the series to learn what precipitated my current foray back into fantasy.


What follows are four lists that I provided to the players in my new Old School campaign, printed on the fronts and backs of two blank, 4″ x 6″ index cards. Also, each player was given their own map of The Ultimate West (shown above). The condensed, index-card format was well-received by the players, and I recommend it to all GMs. The idea of a “Top Ten” list is already quite well established, and in my experience information provided in that format tends to generate immediate interest. Also, I think the the physically small size of the index card helps to make whatever information is on it feel more manageable.

Ten Things to Know About Panzoasia

  1. 200 years ago the Five Peoples of Panzoasia lived as tribes and clans who had not yet learned to make steel, had only the most basic forms of magic, and had built only a few cities.
  2. The lands of the Five Peoples were colonized by Monsters that invaded from the Underworld and Wasteland. They relentlessly plundered, and despoiled nature.
  3. At the time of the Great Invasion, many of the intelligent Monsters (especially the Hobgoblins) possessed better technology than the Five Peoples .
  4. While the Monsters reigned, they were aided by Clerics of evil Chaos called “Depredators”.
  5. The Reign of Monsters continued for two generations before the Immortal Heroes and Heroines were born. They discovered better technology and magic (which they spread throughout Panzoasia), and led the Five Peoples to eventually overthrow the Depredators and Monsters.
  6. The Immortal Heroes and Heroines are referred to by poetic titles – never by the names they bore before becoming Light.
  7. Panzoasia is situated “at the ends of the Earth”. It is possible to deliberately travel between it and Earth (and even more fantastic lands), by sailing the Ocean in the correct direction, in the correct manner, and at the correct time. Objects and people from Earth are sometimes lost in Panzoasia – and vice versa.
  8. The realms of Panzoasia are grouped into four regions: The Ultimate West, The Ultimate East, The Ultimate North, and The Ultimate South. Each was liberated by a different group of Immortal Heroes and Heroines.
  9. Each region of Panzoasia has its own Common Tongue created by the Immortals. A person from Corthis can understand someone from Ydez, but neither can understand someone from the Ultimate East.
  10. Even now, colonies of evil Monsters and Depredators persist in many places – especially the Underworld and Wasteland. The treasures they have stolen wait to be reclaimed.

Ten Things to Know About the Five Peoples of Panzoasia

  1. The universal symbol of the Five Peoples is a pentagram with the point upwards, while the upside-down pentagram symbolizes the evil Monsters and Depredators.
  2. The Five Peoples (Humans, Elves, Dwarves, Halflings, and Gnomes) originated in the Terrestrial Paradise, but left it for Panzoasia thousands of years before the Monsters came.
  3. Humans native to The Ultimate West usually have pale to olive complexions, with any color hair and eyes. Northerners tend to have pale complexions, with light hair and eyes. Southerners usually have complexions ranging from dark brown to tan, with eyes and hair that tend towards dark colors. Easterners tend to have complexions that range from pale amber to deep tan, also with a tendency to dark eyes and hair. Many Easterners have uncreased, almond-shaped eyes (especially in Amikura, Hian, and Xidu), as do some Southerners (especially in Tezaca).
  4. Because they are all one race and freely immigrate, Humans from any region of Panzoasia can actually have any possible complexion, eye, and hair color.
  5. The Elves of Panzoasia can have hair, skin, and eyes in any shade of any hue – including pink, purple, green, and blue.
  6. While Elves can live for a thousand years or more, they can only remember the last 30 years (or so) of their own life.
  7. Dwarves tend to share skin and hair tones with nearby Humans, but use body paint made from clay earth pigments, chalk, animal fat, and charcoal on their skin and hair. Their jewel-like irises can be the color of any gemstone.
  8. Because of their eye colors and body paint, there is a popular rumor/joke that Dwarves are made of earth and stone.
  9. Halflings tend to have the same skin, eye, and hair colors as the majority of the local Human population, although their complexions tend to be ruddier in all cases.
  10. All Gnomes tend to have deeply tanned complexions, with gray or white hair; and blue, green, or gray eyes.

Ten Things to Know About alignment & Religion

  1. In addition to being Lawful, Neutral, or Chaotic, Players can also choose to indicate if their PCs are also Good or Evil, by writing it in parentheses after their main Alignment.
  2. Most people pray to the Immortal Hero who freed their realm, but there are ten greater powers who are actual Gods.
  3. The cosmic patrons of those who are purely Lawful are the Lord and Lady of Destiny, who are King and Queen of the Archons, and reside in the The Perfection of the Celestial Spheres.
  4. The cosmic patrons of those who are purely Chaotic are the Lord and Lady of Chance, who are King and Queen of the Daimons, and reside in The Whirl of Limbo.
  5. The cosmic patrons of those who are Lawful (good), Neutral (good) and Chaotic (good) are the Lord and Lady of Light, who are King and Queen of the Angels, and reside in The Refuge of Heaven.
  6. The cosmic patrons of those who are Lawful (evil), Neutral (evil) and Chaotic (evil) are the Lord and Lady of Darkness, who are King and Queen of Demons and Devils, and reside in The Outer Darkness of Hell. Note that the Chaotic Demons and Lawful Devils hate each other.
  7. The cosmic patrons of those who are purely Neutral are the Lord and Lady of Life, who are King and Queen of the Fairy Folk, and reside in The Harmony of the Summerland.
  8. The Immortal Heroes and Heroines who freed the Realms of the Five Peoples were all Good and served Heaven. Most were Lawful (and aided by Destiny), but The Clever Lady was Chaotic (and succeeded by Chance).
  9. In the Ultimate West, the holy place of pilgrimage for those who are (or aspire to be) good is The Sacred Isle of Albelon, while The Cursed Island of Nerolan is the most unholy site for the Depredators (and other evil beings).
  10. The Depredators who aided the Monsters were aligned with evil (rather than pure) Chaos, and served the Outer Darkness.

Ten Rules Modifications

  1. Magic Users start play with their choice of either a random minor potion, or a scroll of one random, 1st level spell.
  2. Magic Users can make an Intelligence check to know some bit of arcane knowledge, identify a Monster or obscure creature, translate a scrap of lost language, or discern a general idea of what a magic item does.
  3. Fighters can make an Intelligence check to identify a strange weapon or piece of armor, discern the workmanship of arms & armor, or identify their materials.
  4. Thief Abilities are all 66% at 1st Level. They increase by 1% each Level. Alternately, the character instead receives 8 additional percentage points each Level, to be allocated among their Thief Abilities as desired.
  5. Thieves can make an Intelligence Check to quickly appraise items, or know how many coins are in a hoard without needing to count them.
  6. Thieves who successfully appraise will be told the information privately – they can choose to lie, or honestly share what they know.
  7. Clerics can make an Intelligence Check to remember lore relating to the Immortals, the Gods, or the entities that serve them.
  8. Clerics can promote Law, Chaos, or Neutrality as abstract concepts, instead of serving a specific spiritual entity.
  9. Druids are all Neutral in Alignment, but they can be Neutral (good), and be aided by the Angels of Heaven; pure Neutral, and be allied with the Fairies of the Summerland, or Neutral (evil), and serve the powers of Hell.
  10. Gnomes are a playable Class.

Tomorrow, I’ll begin posting the lists of “Ten Things to Know” for each realm shown on the map of The Ultimate West.

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Because What the World Needs Now is Another Fantasy Setting…

13 Monday May 2019

Posted by Daniel James Hanley in OGL, OSR, Panzoasia

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Campaign Setting, fantasy, old school, OSR


This weekend I ran a game where the age range of players was between 11 and 46. A tween, a teen, and four Gen-Xers (including myself). It was the eleven-year old’s first real game as an actual player, while her 15 year old brother had already played with the group a few times. Since many young people’s first association with RPGs is “Stranger Things”, I thought it would be nice for her and her brother to experience D&D the way is was actually played in the mid-80s. So, out came my original Rules Cyclopedia! Now, I had a previous campaign world, called “Vaozum”, that I used for Old-School style games. The problem is, there are mature themes baked into that setting. So, I set myself the challenge of creating a “PG-rated” campaign world that could be easily explained to an eleven year old, but would still be interesting enough for the adults present (who were among the original “Ghastly Affair” players). I actually welcomed the chance to stretch myself creatively beyond the adult-oriented Gothic material I’ve been focused on for a few years now.

I set myself the following design goals:

  1. This setting is meant to be a positive, “all-ages “ one, deep enough for adults, but not dwelling on topics unsuitable for young people. I have already created an RPG specifically for adults to explore mature subjects – this is for families, mixed-age groups, and public play.
  2. This is a game setting, meant to be played rather than read. Everything will be minimally defined.
  3. Each chunk of setting info is to be presented in an impactful and easily referenced “list of ten” format that can fit on one side of a 4” x 6” index card.
  4. The setting is meant to be compatible with as wide a range of OSR fantasy games as possible, and to be defined loosely enough that third-party modules and adventures could be easily “slotted-in”.
  5. This is meant to be a fun and accessible setting, which doesn’t take itself too seriously. Humorous characters are OK.
  6. Every dungeon / adventure should be “winnable” with minimal bloodshed (if the players so choose), and good play should be rewarded. No “nega-dungeons”.
  7. It is possible to make the world a better place, and although there is still a tremendous amount of evil and danger, positive change is happening.
  8. Any reasonable, rules-legal concept a Player has for their character should be possible. The setting will be written to accommodate the players’ most probable desires.
  9. Areas are to be specifically left open to accommodate stronghold building and domain creation by Player Characters.
  10. I will use the “fantastic twist on a real-world historical society” conceit, so that Players can quickly grasp the setting. The unique twists on each culture must be easily remembered, so other details can be filled in as required from general knowledge, without any worry about contradicting an intricately detailed setting “canon”. Likewise, there will be many echoes of real-world legends and mythology.

I decided to use the name “Panzoasia”, which I’ve had lying around among my creative notes / half-finished work for years now.

Ten Distinguishing Qualities of Panzoasia

  1. There was never a Golden Age or great empire. The technology of today is much better than that of the past.
  2. None of the Five Peoples (Humankind, Elfkind, Dwarfkind, Halflingkind, and Gnomekind) has an older history than any of the others. Rather, they have always lived together. Humans are not less developed or sophisticated than Elves, for example.
  3. The current nations of Panzoasia are all relatively young – no more than a century old.
  4. Each realm was once colonized by large numbers of a certain kind of Monster, which left an especial impact on the realm’s modern culture and society.
  5. The Monsters aren’t horrible because they look and act differently, but because they cannot, or are unwilling to, live in harmony with the Five Peoples. They can’t be tolerated, because they they do not tolerate others in return. Those creatures who are willing to live with the Five Peoples as equals, however, are accepted – and not considered “Monsters”. The Monsters are invasive species that waste resources, pollute their environments, and ruin local ecologies.
  6. A character’s realm and culture of birth is generally more important to them than their kind of People. For example, an Elf from the realm of Corthis would generally consider herself to be primarily “Corthisian”, and only secondarily “Elven”.
  7. People are not seeking to expand their wealth and territory at the expense of indigenous Monsters, but engaged in an ongoing effort to win back all the wealth and territory the invasive Monsters once stole from them.
  8. Many of the realms are some variety of republic or elective monarchy.
  9. Ruined castles, ancient cities, and ancient magic items found in treasure hordes are likely to have been created by intelligent Monsters.
  10. There is assumed to be ongoing contact between the mundane Earth and Panzoasia, although the average inhabitant of either place is unaware of the other.

Tomorrow I’ll start posting the resulting setting…

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20 Ominous Weather Events

15 Friday Apr 2016

Posted by Daniel James Hanley in Ghastly Affair, Gothic Gaming, Random Tables, Weird

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Dark Fantasy, fantastique, fantasy, Folklore, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothick, Random Table, role-playing game, rpg, science-fiction, scifi, strange, Weird Fantasy


Here are twenty examples of portentous meteorological phenomena besides the generic “dark and stormy night”! Use them as background (or even central plot points) in your Gothic, horror, science-fiction, or fantasy games/stories. Surprisingly, many of the events described below have actually been reported. More examples of bizarre weather throughout history can be found in the books of Charles Fort, and at http://www.phenomena.org.uk/index.html.

20 Ominous Weather Events

  1. A fireball streaks across the sky.
  2. Small fish or frogs fall in a rain.
  3. A rain of small stones.
  4. The entire sky suddenly darkens (during the say) or illuminates like midday (at night).
  5. A fall of enormous, strangely colored hailstones (blue, green, red, etc.).
  6. A red rain.
  7. Green or purple lightning.
  8. The clouds form the unmistakable form of a human skull.
  9. All the stars have disappeared, but there are no clouds.
  10. A sticky, gelatinous substance falls from the sky.
  11. Freakishly unseasonable precipitation (a blizzard in the summer, warm rain on a freezing winter’s day, etc.).
  12. Sparks fall from the sky.
  13. Large raindrops fall, emitting electric discharges on any conductive materials they hit.
  14. Caustic rain that burns like lye.
  15. A howling wind that sounds like a clearly comprehensible word.
  16. A number of glowing orbs move slowly across the sky.
  17. A swarm of common insects (ladybugs, flies, butterflies) so large and dense that it obscures the sun.
  18. Rain falling only on a single house, tree, or other feature. The sky is clear all around it.
  19. The sound of galloping horses in the turbulent clouds overhead.
  20. A tornado, in which swirls numerous corpses lifted from shallow graves.

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20 Weird Mornings

08 Friday Apr 2016

Posted by Daniel James Hanley in Ghastly Affair, Gothic Gaming, Random Tables, Weird

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Dark Fantasy, fantastique, fantasy, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothick, Random Table, role-playing game, rpg, strange, surreal, Weird Fantasy


Roll a d20 to determine what bizarre situation awaits a character once they open their eyes.

The Character Wakes Up To Find…

  1. Their mouth full of black feathers.
  2. They are wearing the clothing and body-paint of a distant, primitive tribe.
  3. A headless body lying next to them.
  4. They have become an animal (but retain the ability to speak).
  5. Their entire body covered with iridescent scales.
  6. Bags of money strewn around their bedchamber.
  7. Themselves naked, surrounded by beautiful (and also naked) people they can’t identify.
  8. Themselves in a cell, charged with a bizarre crime (theft of the color orange, contempt of gravity, etc.).
  9. An extra eye in the middle of their forehead.
  10. The whole world is upside down (i.e., they are asleep on the ceiling and looking down on the floor).
  11. Everyone else in the world has become a walking, talking skeleton.
  12. They now have wings.
  13. The entire population of the town has vanished.
  14. A door in the wall of their bedchamber, that wasn’t there when they went to sleep.
  15. They are standing outside of their body, which is still asleep.
  16. Everything that was once delicious is now disgusting, and everything that was disgusting is now delicious.
  17. The world is subtly different, because a certain historical event apparently never happened.
  18. It is still dark, because dawn never came.
  19. A letter inviting them to join the “Sodality of the Desolate”.
  20. A small man perched on their chest, asking if “today is the day we finally make our move”

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Highdark Hall – A Regency Setting for Gothic Roleplaying

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