Great article, and resource for my Chicago CoC setting

https://magazine.atavist.com/2025/the-talented-mr-sheridan-bruseaux-chicago-granady-assassination-thompson-capone

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World-Building (History edition)

In tune with my last post, I think it’s time to review my world history and perhaps add in, or refine/revise some details. Those posts were also written up in 2014, so there’s details to be added, probably a couple of things to be revised, and just generally make it a better resource for my players. At the very least some reorganization of the detail within those posts would probably be a good idea.

For example, some vague explanation of where, for example, Barovia fits in? Or, like I don’t think I have any mention of Korre – the city that they are based out right now. I certainly have minimal (if any) mention of the Atlan Empire because it simply wasn’t important/relevant at the time.

I expect I could do the same for my write-up of the Church of the Lords of Light, the En Khoda Theos Kirk, and the Heptarchy (upload around the same time). In the current campaign we’ve seen a real development of the latter two, with a Priest and Warrior-Monk of the En Khoda Theos Kirk and a Champion (Paladin) of Sol Invictus (Heptarchy) playing large roles – which means things have been fleshed out.

One of the keys of world-building is having enough detail of history to provide an overview and an explanation of things – but to not get bogged down into the details that don’t, at the time, matter.

Leave that stuff for later, when it does matter.

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Continuing on the Theme (World Building)

Last post, I was bemoaning the process involved in adding a new ethnic group of humans to my fantasy game world (of multiple decades and rules editions). Some of this is rooted in long ago, conscious choices about my game world because I wanted a cosmopolitan, realistic setting that was recognizable to players without them having to do a bunch of work to understand things (lol, the typical misalignment of a DM’s knowledge base and that of the typical player).

  • That my main campaign area was a fantasy analog for Europe (really England, Ireland, France, and Spain), with additional expansion areas to match the Middle East, Scandanavia, and even Asia/China. Some nods to a jungle area (Africa-ish) and an arctic area.
  • That, ala, the Deryni series by Katherine Kurtz, I’d just use “real world” religion instead of an imaginary religion(s). This meant that I could just use the old Deities and Demigods as is, and place pantheons with their respective analog placeholders.
  • Deal with the comically long list of evil humanoids (and good demi-humans) that somehow where supposed to be coexisting with humanity on this world and competing for resources. The idea of Faerie for the elves (which also then evolved into the separate Shadowlands for my not-Drow), came out of that, as did collapsing many of the evil humanoids into the goblins (Goblins, Hobgoblins/Redcaps/Border Goblins, and Bugbears/Black Goblins) and moving many of the “evil humanoids” into versions of humanity that are either cults or ethnicities rather than somehow distinct species.

The problem is that over time (and research) I came to the (not surprising in hindsight and education) conclusion that things like geography and climate and history and the interaction of people and cultures play much more into the development of cultures and religion than was at first apparent to my 15-ish year-old self.

And so, my world evolved and changed – many times as way of thought experiment. But also, long before it was “fashionable” (or “woke”) it changed because I learned more about this culture or that ethnicity, it was quite apparent that it was depressingly easy to take all of the negative, Hollywood stereotypes associated and miss the positives or any sort of richness or nuance.

To be clear, that’s something I still struggle with – not with the desire to do, just the attempt to do things justice and not be ridiculously offensive. So in addition to my 15-year old “Xul Tribesmen” version of indigenous African culture (under the domination of the Ithian Serpent Folk, an admittedly ham-handed way of talking about slavery), I ended up adding the Free Nubians in one area and the City-States of Kush in another so that players wanting a non “primitive tribesman” African-coded character could have one. It also reflected my own research and understanding of various rich cultures across the history of the African continent.

I also realized that I really needed to drop the “real world” religion thing, that was probably the first to go as I created drastically re-imagined things as much I could. The next to go was the idea the central adventure area was “analog fantasy Europe” and instead changed into “generic Western fantasy setting” known as the Heartlands – and took various vague cultural touchstones that would resonate with players (and myself). A distant Atlan/Atlantis (being vaguely Greco-Roman), the Hill Folk (Celtic in flavor) as the original inhabitants before a wave of colonization (by Atlan in the distant past), the Society of Light instead of Christianity (and drawing from early Jewish, Christian, and Islamic culture along with Sikh influences) being a stigmatized minority culture in the Heartlands while being the majority religion elsewhere (and which is itself a colonizing power in some places).

So rather than analogies, the regions of my world have real-world touchstones that provide players (and myself) a starting point to inform role-playing – within the other constraints of the game world and the things that we know have changed.

I think the biggest thing I did was utterly abandon the idea that my game world is, well, a “world” – it’s not a planet, it’s “the prime material plane” (actually, in my game, “the Mortal Realm”) and the various continents and regions are anchored in a great endless sea. I’m not anchored anymore by the restrictions of real-world climate or geography or size so I always have conceptual room to add new campaign areas – the existence of magic means that travel is not entirely restricted to land and sea.

Not that I do, for 40 years my players have all pretty much been keen on staying in generic Western fantasy, with only very occasional and very short interludes elsewhere – a long ago trip to the Silver Waste (sort of an anti-Eden), a very short trip to the Ith and the Xul Jungles, a short jaunt to the Shadowlands (goth Faerie), a couple of jaunts into the Maelstrom (the Ethereal), and that’s pretty much it – other than occasional weird little pocket realms like Castle Amber or the current expedition into Barovia.

In any case, in the aftermath of my last post, I did come up with a handful of new ethnicities, the Bharatese (touchstone the Indian subcontinent), the Malatese (touchstone being the Malaysia, Indonesia, and the Philippines) and the Khasar (touchstone Mongolia and the Caucuses) – all because as I have been fleshing out my Warrior-Monks (for one of my players), which somewhat naturally leads to Khitan (the China/Japan touchstone) I ended up thinking about the influence China has had on Asia and how that might also look in my not-Asia.

Plus, random thoughts about knife culture as mentioned before.

Which leads to Bharayatt, my not-India, and the notion that it was colonized – not by Islam, but by Society of Light (from my not-Arabia, Khem) – with their own Tribal Folk who are the remnant of the original indigenous people (corresponding to the Dalit or Adivasi in actual India) and who maintain their own customs, religions, and identity. From there I just went with it and realized that should at least “what if” a bit about Mongols and Indonesia/ Malaysia – and now I at least have a couple of placeholders if nothing else. But the idea of Bharayatt and a relatively oppressive Society of Light provides a good counterpoint to their minority status in the Heartlands and their rather enlightened rule of Khem.

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World Building Blues

Ok, not really, but I had decided that I wanted to add in another ethnic group of humans to my world (as I have a series of very rough analogies to real-world ethnicities) and when I added one I realized that I needed to add another one if I was “going to be fair”, which led me to one more because I have a section of my world that has people there that I’ve never really done anything with…

Which now led to a rather heavy sigh because I have to re-examine human languages (because those ethnic groups each need their own language.

All of which happened because I was having fun thinking about cultural customs (specifically the wearing of knives and daggers) which led to some cogitating about a handful of weapons that exist in this world but had not in my game world and what those might look like – things like the urumi and the katar.

But re-examining language at this level means I have to at chart out language families again, consider linguistic drift, and the like – and all of my notes from the last time I did this are long gone.

Time to make the donuts…

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Arcane thoughts…

Or, as is the case, thoughts about Arcane, two thoughts, or, I suppose, three thoughts.

One, an interesting depiction of mental illness and the effects of trauma.

Two, in my campaign setting the High or Ancient Atlantean civilization has always been the “home” of magitech – this is where Darters and their variants originated, not to mention a bunch of other stuff. There’s a few other places it can show up, other sources that figured it out, but that’s the main one. Gunpowder, firearms, and various alchemical solutions are independent of magitech, Dwarves being a prime example (like in Warhammer Fantasy), along with the Skaven.

Hextec is a really great example of what it can look like – other examples are the small hints from the Dungeon Masters Guide (mostly via an artifact or two, but also the Apparatus of Kwalish), the Blackmoor setting, the Eberron setting, Guild Wars 2 (a strong inspiration over the years), the Dishonored franchise, and the Talislanta game setting.

Third, the Warforged in my setting are actually transformed humans not pure constructs like they are in Ebberon. Plane-wandering refugees (“the Great Fleet”) of a cataclysmic war (that they lost), this was how they learned, the sacrifice they embraced, to survive the long years and harsh conditions. I have to say,  Viktor and Arcane has given me some food for thought about the how’s and why’s of that original process.

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House Rules…

It’s amazing how quickly after I have gotten back to “AD&D” that is a really a new edition of the game given the number of house rules that I use. Fundamentally, some of this is just a reflection of how much of “how the game was played” was actually already houseruled by either myself or had been by the DM that I had played with.

I recently took a much-needed vacation to Jamaica, and during that I read “Of Dice and Men” by David M. Ewalt (which was not particularly interesting for me as a long term gamer) but also The Elusive Shift: How Role-Playing Games Forged Thier Identity and Playing At The World Vol. 1: The Invention of Dungeon & Dragons both by Jon Peterson which I found much more interesting given that both essentially “end” aright around when I started gaming. So it was great insight into the way I played because I was often playing with people directly coming out of that early framework of play D&D and AD&D.

It also gave me some nice framing about how different expectations are of TTRPG’s now vs. then, and the just overall willingness to houserule almost anything (heck, the need to houserule so many things). One of the big debates covered prompted me to ask my gaming group when the last time they had used Intelligence or Wisdom for their characters outside of a couple of very specific circumstances because I’m really debating just removing them – for exactly the same reasons that people were debating the question 40-50 years ago.

I’m also really debating dropping the whole Lawful Good, Chaotic Good, etc system of alignments for pretty much the same reasons that people have dropped them for years now – but keeping the idea of an Alignment more in keeping with the original flavor of the game and the more Moorcockian or Andersonian notion of “Aligned to a cosmic force” like Order or Chaos.

Heck, I’m even debating switching from AD&D “to hit tables” and moving to a level-based bonus to hit vs. straight AC in the same way that 3e D&D+ did. I already switched to ascending AC when we picked up AD&D again because it was arguably much simpler, I’m not sure holding onto the tables from the DMG is adding anything to the gaming experience.

Something I haven’t mentioned or discussed here is that I fundamentally revamped how spell initiative works for my game – and in a way that all my players found much more accessible than the official segment-based system. There are now four “casting times” – Instant, Fast, Slow, and Ritual.

Ritual Spells cannot be cast during combat period, Slow spells start on Initiative and take effect at the end of the round (and can be disrupted by combat), Fast spells are cast and take effect on Initiative (and can be disrupted), Instant spells are also cast and take effect on Initiative but cannot be disrupted. Very few spells are Instant, there’s some that are Fast (mostly lower level spells), and the majority are Slow – with a large minority that are Ritual.

Much, much clearer (and playable) than the official rules of 1e or 2e AD&D.

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Old Lessons, New Students…

They wrapped up the Temple of Elemental Evil despite TW not being able to make it – luckily “Arrow” Flynn the Ranger is probably easiest character of them all to pick up and play by the rest of the party. The party also finally saw the benefit of the good deeds they’ve done along the way.

The Sh’dai minstrel, Syri, who had shown up “as thanks” for rescuing a merchant from the cult bandits was revealed to be… more than just a minstrel and was there to deliver “a message” (of the sharp, pointy, and final nature) to the cult leadership from somebody important. That did an excellent job of tying up the remaining clerics as they dealt with an invisible assassin throwing various bits of metal at them while the ranger drank a potion of flying and flew up to start raining arrows down on them.

Fonkin made his own call for Divine Intervention to the Old Faith, and given that we’d already had two different deities show up, when he rolled amazingly well the Old Powers gave everyone in the party an almost max Cure Serious Wounds (also a Cure Disease and a Neutralize Poison, but they didn’t really need it). It also “cured” him of being a Shade – which was not what he was expecting, but MR (the player) took it in stride.

Additionally, Kella, the disguised Druid from the actual module had their spells refilled. Which meant that she could cast another Wall of Fire and that made very short work of the zombie horde – and quickly took care of the remaining hill trolls and ettins lurking in the adjoining corridors.

Druid + Wildshaped Bird Form (spine-tailed swift if you want to be disgusting about it) + Ring-version of Wall of Fire is probably the most effective canon battlefield spell combos out there. Yeah, all you really need to deal with an overwhelming horde of basically normal bad guys is a Druid that can cast Wall of Fire

So now, next game session we’ll starting dealing with the aftermath. There’s looting to do, treasure to divide, and the inevitable politics to play…

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Down and Dirty

So, we’re in the final stages of the Temple of Elemental Evil, though it’s been a rocky path to get here. Politics and the wider world (aka, some random encounter rolls that needed to be explained) has brought various forces to the area of the temple and competing groups are now trying to be the heroes of the day. Elements of the En Khoda Theos Kirk, especially those devoted to the Great Dragon of Fire, have been making little headway on the Temple itself, but Nulb is firmly under thier control at the behest of the local lords. In turn, the Old Faith is quite unhappy with how things are being handled, and the Church of the Heptarchy is also concerned enough that they have sent a number of soldiers and knights under the command of Sir Lucian to keep an eye on things and hopefully prevent them from getting out of hand.

Kind of like the DMZ in Korea…

The party has just finished the second of what will probably be three game sessions in the final fight. First session was getting all the way down to the final level, second session was fighting their way down a long corridor to the main temple (with aid from a hidden Druidic ally, and the unexpected and somewhat terrifying appearance of not-Iuz and not-Cuthbert), next session will be the fight with a whole bunch of zombies, some hill trolls and ettins, and the remaining Temple leadership that will likely wrap up this phase of the campaign (at their level I don’t they’re think ready for the nodes, etc.)

Facing the forces of the Temple is Brother Demetrius, an 8th-level Monk, Iszh, a 7th-level Wizard (armed with Blackrazor and two familiars, Ahjah the Snake and Bosch the Chaos Spirit/not-Quasit), Sir Lucian, a 5th-level Cavalier-Champion (Paladin), “Arrow” Flynn, an 8th-level Archer-Ranger, and Fonkin, the Gnomish multiclassed 8th/7th-level Illusionist/Gambler. The various hirelings and henchmen all remain in the camp outside the temple.

Accompanying the group is Syri, a Sh’dai 7th-level…Minstrel (and other things to be revealed as needed), and, per the module, helping out is a 9th-level Druid named Kella who has been disguised as one of the Hill Trolls. They had met her earlier when she had spoken to them secretly and given them rough maps of the temple which greatly aided their endeavors.

Perhaps the most amusing and very “1e” part of the fight is where a couple of psionic blasts directed at the temple guards unintentionality caught the Temple leadership – whereupon bad saving throws and effects charts ended up one of them in Confusion and attacking the rest of leadership and killing one (which happened to be the mage). That whole debacle changed the flavor of the fight almost immediately, and the paranoid Chaotic Evil leaders all reacting accordingly (which is what prompted the summoning of not-Iuz).

The biggest thing about the game is that I ended up having to ask a player to leave the gaming group. It’s someone that has been with us for many years, and post-COVID something changed and while we tried to remediate and otherwise adapt they just ended up becoming too disruptive. Sad, awkward, and disappointing I can’t still otherwise note that the game has been much smoother and enjoyable for everyone since they left.

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Plans within Plans

So, as I prep for the next game session the party is in an interesting spot. The Temple of Elemental Evil (TOEE) is very different adventure when you have a character possessed by a Demon Prince with a grudge that’s systemically leading the party deeper and deeper within and beating down any large doors in your way.

After exploring the upper floor of the TOEE proper, the party descended down stairs that they had discovered and exploring the empty corridors that were revealed. The demon Prince would rouse when confronted by occasional sealed and warded door and batter it down with a handful of strikes from the now-corrupted warhammer Vasara, with Iszh ever-ready to draw Blackrazor and hopefully deal with the threat once and for all. The resounding noise seemed to scare off any potential threats in the lower levels of the TOEE, and the party soon found themselves in a richly appointed chamber where an old and feeble crone on a jewel encrusted throne confronted a confused Favion/Demon Prince, and seemingly killed herself through a magical mishap. The party then began to explore a bit, with Fonkin trying to read the runes inscribed on the walls and tearing his eyes out before a falling unconscious. In the moments after, as the party dealing with that, they were attacked by a pair of minions (a Khazan assassin and a human mage) of the TOEE who caused much havoc (many were wounded by bolts of lightning, with Lucian nearly dying, and Devon being rendered unconscious by a psionic blast) until the opponants were slain. While recovering from that fight, and with no further attacks, the party removed the gems and jewels from the throne and then fled the bowels of the TOEE with their wounded companions.

But they cannot escape the feeling and growing knowledge that whatever was trapped in the depths of the TOEE has now been freed, so now they have both the possessed Favion and this new evil to contend with – plus whatever remains in the lower levels…

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Two out of three wasn’t bad…

So the party managed two out of the three forks, ending up escaping White Plume Mountain with Whelm and Blackrazor. They only lost one character in the process, MR lost Tony when he became trapped, alone, in a room with an enraged air elemental. The player took over Valka, Iszh’s henchwoman, for the remainder of the adventure, and the party handled the situation relatively well. Ctenmiir, the guardian of Whelm, was dispatched almost immediately via a lucky critical hit and very high base damage being rolled, so that was rather anti-climactic. The party used the services of Nine, the flesh golem they had acquired to help with several of the challenges and blew a some very powerful consumables to deal with the “menagerie room” (trying to avoid spoilers, lol) right before having to deal with the Oni Qesnef. Interestingly, they didn’t fight him, they made a wager with him and won the wager. It was a clever suggestion, so I rewarded it as I didn’t think that Qesnef was especially happy with the terms of his servitude and almost certainly would like to be rid of the constant presence (and threat) of Blackrazor.

The party totally avoided Wave and any possible complications there, but they are now safely back at their camp outside of the Temple of Elemental Evil – sans Tony but plus Devon and a flesh golem (nominally under the control of Iszh). All-in-all the party did a good job of avoiding the worst of the issues through either some creative spell use or by churning through a variety of potions and other consumables they’d acquired over the last few adventures. Much like we brought Devon back, MR had an old character from the same campaign that was arguably in a position to return, so his Gnome (Shade) Fonkin will be returning. We’d already been talking about the possibility of him bringing Fonkin back so we’re well-along the process of converting the 5e version to a 1e version (especially since I don’t have anything that works well as a Warlock analog).

I’ve stated up a slightly different version of Blackrazor (same as before, plus some extras) and have leaned into it as this world’s version (or one of this worlds versions) of the Moorcockian Black Sword.

We’ll see where things go next!

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