Forget the Tavern: Boons, Part 2

This is part of a series of posts on advice for starting a campaign.
Go to Forget the Tavern: Introduction or to Forget the Tavern: Boons, Part 1

Having described the edge case of boons, let’s look at some that better fit the concept. The first is The Weasel’s Favor. The scenario that introduces the boom reads:

The Weasel’s Favor

While guarding the sinkhole entrance to the Cartways, you and the party were confronted by members of the Redcloaks (one of Zobeck’s gangs) demanding you move out of the way so they could enter. As tensions heightened, Goldscale, Zobeck’s famous kobold paladin of Lada, beloved by most Zobeckans, kobold and non-kobold alike, arrived riding his giant weasel steed Shinespark.

With Goldscale’s appearance, the Redcloaks ran off, shouting vague threats of future violence to both the party and to Goldscale. As Goldscale made small talk with the party — if Zobeck has a folk hero, it is Goldscale — Shinespark started nuzzling you. “He likes you,” Goldscale said, right as Shinespark nipped your hand, not breaking the skin. Oddly, the spot briefly glowed with a golden light.

A few minutes later, some unholy, monstrous screech came up from the sinkhole, and Goldscale stopped talking mid-sentence and drew his sword. After a second screech, louder than the first, Goldscale moved to the sinkhole, quickly turned to you and said, “In the greatest darkness, speak his name,” and then he and Shinespark jumped into the hole. You heard sounds of combat, and while you waited, Goldscale didn’t return that night. A few nights later you caught a glimpse of him astride Shinespark leaping across rooftops, so you know they survived.

When you think of Shinespark, the spot where he nipped you briefly glows.

Goldscale is an established kobold paladin of the Midgard setting’s city of Zobeck, which is where the Empire of the Ghouls campaign begins, and Shinebright is Goldscale’s mount. The boon here is fairly clear, though the player may not be exactly sure what might happen when they invoke Shinespark. And, honestly, because the boons scale with level of the characters/tier of play, and because they are intended to be useful when they’re invoked, I couldn’t tell you exactly what would happen. The most obvious response would be to have Shinespark magically appear, but a paladin’s mount ready to fight might not be what that particular greatest darkness might call for. Maybe the player takes it literally and they are in desperate straights and need light. In that case, the little scar from Shinebright’s nip might shine bright enough to fill a vast cavern or shine a holy light that causes radiant damage to undead. Or maybe it’s a ghostly weasel that both illuminates the area and leads the PC to safety. Maybe things are really bad and it’s not just Shinebright but Goldscale too who answers the call.

It’s a one-time thing, so when the player chooses to invoke it, make it memorable.

One more example of a boon:

The Arrow

On your trip to Old Mikhail’s Inn in the Margreve Forest, after setting up camp for the night, you stepped away from your camp where the rest of your companions were and stumbled upon a shadow fey hunting party. Certain you were going to be running for your life, you were surprised when they invited you to join them. Not wanting to risk insulting them, you joined their hunt, helped take down a large boar, and partook in the feast, spending hours eating, drinking, and sharing stories with them. Eventually, worried that your companions would be looking for you, you told your hosts you needed to get back. They laughed, jovially mocked you for your concern, and warmly sent you off. One gave you an old arrow, telling you that you should never fire it from a bow but keep it always.

When you returned to camp and began apologizing for being gone so long, everyone else seemed confused, and you quickly realized they were all still engaged in the same activities they’d been doing when you walked away. And sure enough, it was as if you hadn’t been gone for no more than a minute. Everyone else considers your time with the shadow fey a fanciful story, and you sometimes doubt it yourself. You do, however, have the arrow they gave you.

So, clearly the arrow isn’t meant to be fired, but other than that, I had no idea what it might be or do. When trying to figure out how to navigate the Underdark, the player with the arrow decided it might work like a compass arrow and lead the party on the right path. That sounded reasonable, and since getting to the capital city of the Ghoul Imperium was a goal in the campaign, I decided the arrow would keep working, because it was what the player wanted to happen, so while the arrow didn’t always take then on the safest route, it took them where they needed to go, and the player who choose that boon got their spotlight time.

Other boons included an option for a player character to take a unique Warlock Patron with a custom subclass I cobbled together from the Great Old One warlock patron from the Player’s Handbook and the Elder Influence warlock from Sandy Peterson’s Cthulhu Mythos for 5e. It included the Yog-Sothothery skill and the Mythos Formula Caster feat and formula casting, both from Sandy Peterson’s Cthulhu Mythos for 5e, and while the player had to choose either the Great Old One or the Elder Influence pact as their base subclass, they could choose features from the other as they gained levels. In this case, I also let the players see the pact description before choosing boons so the player who chose it really wanted it.

While boons function more as cool spotlight time for each player/player character, they come with stories, some of which other members of the party were present (the situation that lead to the warlock pack), or resulted in things the PC carried and would get commented upon (the arrow, the light from Shinebright), or was a story to tell the party (the stranger — if the party hadn’t heard the story before Rufous’s return, they certainly would want to know who Rufous was after he showed up).

Ruins of Malbeth: Thoughts on the Brief Pre-history of the Micel Kingdoms

This is part of a series of posts on about an old D&D campaign world called Malbeth.
Go to the original Ruins of Malbeth post, the first post about Micel Kingdoms,
or the Pre-history of the Micel Kingdoms.

One of the purposes of reexamining this campaign world I abandoned for Kobold Press’s Midgard setting is to think about what I might find useful as I begin world building a new setting, but I’m finding I want something different. I want a hex-crawl frontier/kingdom building campaign, and while I’ve thought about setting it in Midgard’s Arbonesse Forest that’s part of the Grand Duchy of Dornig. The saying amongst the Kobold Warrens is that the World Tree, Yggdrasil, has many branches, and on those branches are a multitude of Midgards, and I’m currently contemplating how distant this variation of Midgard might be, or if it becomes something else.

The pre-history of the Micel Kingdoms was written for players who like to delve into setting, and because of that, it’s fully of mysteries. Who are the Valaraukar? When kingdoms simply disappeared or were destroyed “overnight” is that figurative or literal? Where did the elves and the other humanoid species come from?

The first thought here is that while it’s useful — interesting — to create a world with mystery because that makes it interesting (to use that word again), and it can serve as inspiration for exploration and discovery. You don’t need to answer everything, even for yourself. That’s a world building lesson we can take from Tolkien. He never explored, even for himself, at least he didn’t write it down, the history of the two Istar (wizards) who went to the east because his focus wasn’t the eastern realms of Middle-earth. Nor did he work out exactly who or what Tom Bombadil was. In fact, he felt it was better that the question of Bombadil not be answered because not everything can or should be known.

That said, I do have some thought ands explanations.

Upheaval
The brief pre-history of the Micel Kingdoms is full of conflict, rising and falling civilizations, diasporas, and cataclysmic events such as the seismic activity that destroyed the elven kingdom of Alcarinbar to the seemingly supernatural ends to the dragonborn Second Kingdom of Sharmensharik and the Thramian Empire.

If you’re going to write a pre-history of your game world, make it dynamic, and dynamic in ways that can resonate well into the future that is your campaign. (In case it’s not clear, I’m using pre-history here as what happened before the present rather than before recorded history, regardless of whether that means the written record of history or remembered history that includes oral tradition.

A lot of this history is connected in ways that may or may not ever become apparent to players, and its all tied together through the Valaraukar.

The Valaraukar
In campaign player materials, the Valaraukar are mystery, something from the deep past, but also a current threat. In the player documents, I include a faction that calls itself the Watchers. In terms of character knowledge, the only characters who know about the Watchers are those who choose to join the faction, either as part of character creation or later during play. The Watchers are a secret society founded by elves after the Uplift (see the Age of Second Empires and footnote 2). Those who founded the Watchers had learned that the Uplift which had destroyed the elven kingdom of Alcarinbar and created the wasteland known as the Gwathimlad wasn’t a natural geological event. It was an attack by the Valaraukar, and they were a persistent existential threat to the lands of Malbeth, making periodic incursions to scout, recruit followers, and strike as they could.1

So, who are the Valaraukar? The Valaraukar are tieflings, only they aren’t standard D&D tieflings but infernal tieflings, mechanically fiends rather than humanoids, and they come from a different reality. Their first serious incursion that resulted in the Valaraukar-Kingdom of Sharmensharik war which ended in a scorched earth retreat. By unleashing a plague that killed everyone, humanoid, dragon, even Valaraukar, they hoped they could once again return to Malbeth and rule it unopposed.

The Cataclysms and Upheavals
The Uplift wasn’t the only cataclysm caused by the Valaraukar. The plague that decimated the later dragonborn of Khelekdraug was also engineered by the Valaraukar — this time, a more targeted attack. The attack on the dwarven kingdom of Frangang was also orchestrated by the Valaraukar, and the forces the dwarves fought included fiends. It was the Valaraukar that taught the secrets of undeath to the Lich-kings of Nor, and urged and aided the Lich-kings in their war with the human Kingdom of Syndala.

Any player character who joins the Watchers learns that the Watchers believe the Valaraukar killed off the dragonborn of Khelekdraug, and that they suspect the Valaraukar are behind the fall of Frangang as well as teaching the Lich-kings of Nor the secrets of undeath. They also know the Watchers have uncovered and responded to numerous smaller-scale or less successful incursions, as well as disrupted Valaraukar cults. But even the Watchers don’t know just how much an existential threat the Valaraukar pose to Malbeth.

By breaking through reality to enter the material plane to which Malbeth belongs, the Valaraukar fundamentally damaged the fabric of Malbeth’s plane’s reality. The “overnight” cataclysmic events such as the fertile lands of the dragonborn’s Second Kingdom of Sharmensharik turning to desert and the Thramian Empire’s population disappearing and its infrastructure turning to centuries-old ruins overnight did happen instantaneously. The “overnight” there isn’t an exaggeration of legend.

And much closer in time to the present of the present day, the island nation of Ossa appeared in the souther sea just about 100 years before in a well-traveled area of ocean. One day, the island and kingdom were just here, and the people of Ossa remember and their written records document hundreds of years of interaction with the Micel Kingdoms. In fact, before the island kingdom was found, people of Ossa appeared throughout the Micel Kingdoms. Likewise, nine years before the present, the elven kingdom of Uinen, another island nation, simply disappears. Examination found that the Uinen Islands upon which the elven kingdom resided showed no signs of habitation.

Not even the Valaraukar know that their incursions have caused this weakening of reality. That’s something for the player characters to uncover, if, in fact, one wants to go that route. Maybe instead other cataclysms just happen with no explanation to them other than they are part of the fabric of Malbeth that makes it a living, dynamic world , a Tom Bombadil if you will.

So, Thoughts
One thing I’m noticing here, beyond what I’ve already pointed out such leaving mysteries and creating dynamic history, is what Wolfgang Baur calls stacking gunpowder.2 A good campaign setting isn’t static; it’s not just there for the PCs to stroll through. Stacking gunpowder means world building with volatile elements that might or will go off whether or not the PCs light the fuse, but cause chain reactions. Changes to the world create ripples, sometimes strong ripples, that serve as triggers setting off other events and other ripples.

It’s not just the Valaraukar here or the rip in reality they created. The Lich-kings of Nor aren’t all dead, but are biding their time. The orcs and goblins around the Micel Kingdoms are periodically active, and not of the Micel Kingdoms get along even if open war isn’t currently underway.

  1. The Watchers established a mountain monastery where elven paladins, monks, and assassins trained to resist Valaraukar incursions. For centuries, they recruited agents who in turn recruited agents to watch for and report Valaraukar incursions, and to help resist them when they happened. That’s a hook at least one player jumps at.
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  2. Baur is founder and CEO of Kobold Press, and worked for Wizards of the Coast and TSR before that. After falling in love with Midgard setting and the early 5e material they were releasing prior to the 5e Kickstarter, I learned that Baur had written some of my favorite material for Advanced Dungeons and Dragons, 2e in the early 1990s. ↩︎