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. ↩︎

Forget the Tavern: Boons, Part 1

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: That Was Me! Part 1

Boons are related to the That Was Me! activity in that they consist of a past event that a player claims for their character. Unlike That Was Me! entries, only the GM writes them, and they tend to be longer than the That Was Me! options.

Here’s an example of one wrote for an Empire of the Ghouls campaign from Kobold Press. The game was set in Kobold Press’s Midgard.

The Stranger

One evening during your trip accompanying Zobeck city Councilor Halsen Hrovitz to Stefansfor Keep on the border of Morgau, you were gathering wood for the fire when a stranger shrouded in tattered clothing that enveloping him as effectively as deep-cowled robe, approached you, holding hands up in a sign of friendship. When you asked who he was, he replied in a raspy, hesitant voice, “I…I…I am…Rufous. Rufous, I think.” Concerned by the uncertainty and confusion in his voice, you asked if he needed help, and told him you had a camp nearby with food and shelter.

“I saw,” he replied. “I need no help. Just questions. Can you answer my questions?” You indicated that you would try. He first asked you where you were, and when you told him he replied, “Not far, then.” He then asked you what year it was, followed by the day when you told him the year. Finally, he asked if you would be traveling into Morgau. “25 miles beyond Stefanfor Keep,” he said, “is the village of Dunmore. Tell Nada that I am sorry.” When you told him you  weren’t traveling beyond Stefanfor Keep, he nodded, and suggested that if you told them in the keep someone might take the message to her. With that, he thanked you, turned, and walked away. You called after him but he didn’t respond, so you finished gathering the wood and returned to camp.

Before I ask players to choose a Boon, I tell them that each boons comes with a benefit. It might be a favor owed, or a reward of future aid. It might be a one-time game mechanic benefit, spell, ability, or magical effect. The effect is, in part, based on the narrative, but it will also be situational — if they call on their boon at 2nd level, it’s going to be of a different magnitude than if they call on it at 11th level. They’re encouraged to call on them when they think it’s appropriate, and I also have the option to invoke their boon at a particularly opportune time. When I write these, I have an idea of what the boom is, but I don’t have predetermined moment for the boon to be used.

After a player chooses their boon, I asked them if they keep the item, fulfilled the request, or whatever the boon involved. In the case of The Stranger, I asked if the PC did leave Rufous’ message at Stefanfor Keep. The player said yes.

So, what’s going on here in the example of The Stranger? Rufous is a newly revived darakhul and already strongly suspects he is a ghoul. Darakhul are free-willed, intelligent ghouls, and The Ghoul Imperium (the Empire of the Ghouls for which the published campaign is named), is governed by darakhul. Because they have free will, not all darakhul are innately evil, although they do suffer the hunger that drives them to eat flesh. Rufous, I decided, would maintain his neutrality, but realizing there was no place for him above ground, he will find his way into the Underdark and, eventually, to the Ghoul Imperium.

At some point during the game, likely when the PCs were in the Underdark or in an outpost or the capital city of the Ghoul Imperium, Rufous would be there at a time of need. Maybe when the party is lost and out of supplies. Maybe when they’re about to be discovered to be living beings rather than undead. Maybe they need a guide. Maybe they need to be broken out of prison. In that moment, Rufous can be there to repay what he feels is a debt.

Rufous is the oddball of the boons for that campaign in that I was much more likely to invoke Rufous than the player, and so I kept open the idea that Rufous might show up more than once. And a couple of times before Rufous was brought into play, I told the player that their character saw, or thought they saw, him but was too far away or the PC was too occupied to pursue.

Having introduced the idea of Boons and how they work, I’ll provide two more examples in the next Forget the Tavern post.

Go to Forget the Tavern: Boons: Part 2

Ruins of Malbeth: A 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 or to the overview of the Micel Kingdoms.

Light pencil drawing of a map of the Mickel Kingdoms which identifies geo-political boundaries and major geographic regions such as forests, swamps, hills, and mountains.
Map of the Mickel Kingdoms

According to the elves, they arrived on Malbeth’s some 10,000 years ago. While they found signs of civilizations — ruins — the continent was sparsely populated, mostly by hunter-gatherer tribes of goblinoid races, along with pockets of giants, fey, and a few aberrations. Based upon their exploration of the ruins and what they could piece together from the stories told by the goblinoids and giants, elven historians believe that Malbeth was once ruled by two vast empires: dragons and their dragonborn representatives in the east (the FIRST KINGDOM OF SHARMENSHARIK) and the Valaraukar (Shadow people) in the West. Goblin oral tradition tells the story of a dragon victory which coincided with a devastating plague that killed off the dragonborn population as well as much the goblinoids who served both the dragons and the Valaraukar.

As various humanoid races appear as hunter-gatherers, the elves establish their forest fortress of ALCARINBAR. Small tribes of humans first appear about 8,000 years ago. Non-elven agriculture is first established some 7,000 years ago by goblins living in the Mickelgeflowan River Valley. Dwarf and gnome legend claims that around the same time, the smith god Moradin forged dwarves and gnomes from the rock of the VILLAR CAVES and taught them the secrets of mining, forging, and engineering. Using this knowledge, the dwarves and gnomes establish the mythical KINGDOM OF VILLAR in the Fullangr Mountains. It will be another 2,500 years before elves have any contact with dwarves and gnomes. Meanwhile, some 6,400 years ago, a dragonborn society calling itself the SECOND KINGDOM OF SHARMENSHARIK mysteriously appears on the ruins of the original KINGDOM OF SHARMENSHARIK.

Age of First Empires

Roughly 6,200 years ago, the goblins of the Mickelgeflowan River Valley unite into a goblin empire. According to dwarven and gnomish legend, around this time orc tribes of the Fullangr Mountains unify, attack, and eventually overwhelm the KINGDOM OF VILLAR. Small humans populations, largely formed from people who escaped enslavement by the goblin empire in the west and the dragonborn SECOND KINGDOM OF SHARMENSHARIK in the east begin to settle in to southern Malbeth.

Some 5,800 years ago, the SECOND KINGDOM OF SHARMENSHARIK falls as the fertile plains upon which it stood turn to desert wasteland overnight. The dragonborn population is decimated, and its surviving members settle along both sides of the Gulf of Sharmensharik and northeastern Malbeth. Around this time, the first human cities are founded in what is now southern Ngwolne and northern Thramia.

About 5,600 years ago the goblin empire of the Mickelgeflowan River Valley splinters into rival kingdoms, plunging the region into 400 years of constant war. At roughly the same time, orc tribes move east out of the Fullangr Mountains and into the Wilwarin Steppe, driving out all dragonborn settlements west of the Gulf of Sharmensharik. Around 100 years after the orcs sweep through the Wilwarin, thri-keen and push back against the orcs. A war of attrition ensues, reducing the population of both. Also around this time the humans in southern Ngwolne and northern Thramia develop bronze working and unify into seven kingdoms.

Age of Second Empires

Around 5,000 years ago, a hobgoblin war leader unifies the goblinoids of the Mickelgeflowan River Valley, establishing the second goblin empire, while in the northeast of Malbeth new dragonborn kingdoms emerge, and war breaks out in the human kingdoms in southern Ngwolne and northern Thramia.

Roughly 4,700 years ago, human cities appear in the northwest of Nor. Not too long later, centaur appear in north Wilwarin Steppes as dwarves and gnomes move into the border region of the western steppes and the Fullangr Mountains. Humans also on the move begin to settle in southern Wilwarin. As these populations grow over the next hundred years, they increasingly come into conflict with orcs, who again unify under a war leader.

Humans, centaur, dwarves, and gnomes form an alliance, but even together they are not powerful enough to withstand the orc armies. Eventually, the elves of ALCARINBAR end their isolation and join the war against the orcs, drving them back into the Fullangr Mountains. Dwarves and gnomes teach their new human allies the secrets of engineering and of iron and steel working, and the elves teach humans, dwarves, gnomes, and centaur the secrets of arcane magic.1

Around 4,500 years ago, humans settle the southern region of the Mickelgeflowan River Valley along the coast of the Southern Sea, and in southern Malbeth the human THRAMIAN EMPIRE is founded. Aided by the knowledge of iron, steel, and arcane magic, humans begin to push north into goblin-held lands of the Mickelgeflowan River Valley.

4,300 years ago the kingdoms in Nor begin to unite, and roughly 4,100 years ago the human KINGDOM OF SYNDAL is founded in the southern region of the Mickelgeflowan River Valley. Also roughly 4,100 years ago. the elven fortress of ALCARINBAR Uplift, turning the once beautiful sylvan forest into the Gwathimlad.2 Malbeth’s elven population is decimated and the elven diaspora begins.

The Age of Nor and the Dragons’ War 

Around 4,000 years ago, humans, dwarves, gnomes, and elves work together and take the eastern half of the Mickelgeflowan River Valley, from the Southern Sea all the way north to the Cir Falls. Dwarves found the KINGDOM OF FRANGANG in the Fullangr Mountains, and high elves found the CIRTOL north of the Cir Falls. The EMPIRE OF NOR is founded by the High King of Nor, an archmage who sought but failed to find the secrets of becoming a lich. Around this time the elven and gnomish KINGDOMS OF EDHIL and EDHILDUN are established.

One-hundred years after the High King of Nor founded the EMPIRE OF NOR, his grandsons, powerful wizards all, discover the secrets of undeath and become the Lich-Kings of Nor. They raise powerful armies humans, goblins, giants, and undead to expand their empire south and east into Mickelgeflowan River Valley.

Roughly 3,500 years ago, the THRAMIAN EMPIRE disappears overnight, with hundreds-year old ruins left where the human empire once stood.3 Some 3,300 years ago the Lich-kings of Nor have conquered all of western Malbeth except for the human KINGDOM OF SYNDALA and the dwarven KINGDOM OF FRANGANG.

Roughly 2,400 years ago, the KINGDOM OF FRANGANG was attacked by the powerful united armies of the Underdark, while in eastern Malbeth the dragonborn of KHELEKDRAUG suffer a mysterious plague that decimates its population.4 Within a year, the Lich-kings of the EMPIRE OF NOR attacked the human KINGDOM OF SYNDALA, so neither the humans of Syndala nor the dwarves of Frangang could come to each other’s aid. The KINGDOM OF FRANGANG falls, and its survivors flee, resulting in the dwarven diaspora.

Meanwhile, the war between NOR and SYNDALA wages for a few years, and as forces of NOR seem to be on verge of a decisive victory, dragons appear in great numbers, coming to Syndala’s aid, marking the start of the Dragons’ War. The war lasted 7 years. While the forces of NOR were devastated, the victory was costly. The power of SYNDALA was greatly reduced, and few dragons survived the war. The Lich-kings themselves were never accounted for, nor heard from again, and few who traveled deep into the lands of Nor returned. 

The Mickel Kingdoms

Today, historians mark the start of the MICKEL KINGDOMS with the birth of High King Tslantyr, 1,504 years ago. In the Mickel Kingdoms, dating conventions indicate the year of Tslantyr’s birth as MK 1.

Go to Thoughts on the Pre-history of the Micel Kingdoms

  1. The scholarly magic of wizards as opposed to the innate arcane magic of sorcerers and pact-based arcane magic of warlocks, both of which were already practices in those communities.
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  2. The Uplift was and creation of the Gwathimlad (Shadow Valley) was inspired by the Lake County uplift in the New Madrid seismic zone and other devastating effects of the earthquakes along the New Madrid Fault of 1811-1812 (USA). The uplift is 50 kilometers long and 23 kilometers wide, and raised the earth up to 10 meters. What was once woodland became a geothermally active land of chaparral and fens, with frequent eruptions of geothermal and volcanic activity that create temporary boiling mudpits, fiery fissures (resulting in wildfires), and clouds of noxious and toxic gases that kill the surrounding flora and fauna. 
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  3. If you’re noticing a trend of cataclysmic events happening overnight (and I mean literally rather than figuratively) — the lands of the Empire of Sharmensharik turning to desert, the Thramian Empire existing as a thriving empire one day to nothing but old abandoned ruins the next — you’re not imagining it. The material plane upon which Malbeth resides is unstable. By design, I included this to create both a sense of mythic history — legends and stories to be assumed figurative rather than literal — and an existential threat to reality itself that could come into play with cities, populations, kingdoms, geography, all disappearing or becoming something else in the blink of an eye. Obviously, one doesn’t want to overdo this, unless your setting is a plane of dread, but it’s the kind of thing that will capture player’s attention. How they respond, on the other hand, is up to the players.
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  4. Deep history for players to discover should the campaign go in that direction: Both the Underdark attack the led to the fall of the dwarven kingdom of Frangang and the plague that decimated the dragonborn of Khelekdraug were orchestrated by the Valaraukar. And, actually, the Valaraukar also taught the Lich-Kings of Nor the secrets of undeath, too, as well as caused the cataclysmic Uplift that created the Gwathimlad, because seriously, if you’re going to create a shadowy, planar existential threat to your campaign world, they need to be doing things. And yes, they’re also the reason why Malbeth’s reality is itself unstable, though that is an accidental consequence of the Valaraukar breach into the material plane rather than one of their designs. ↩︎

Ruins of Malbeth: The Micel Kingdoms Overview

Light pencil drawing of a map of the Mickel Kingdoms which identifies geo-political boundaries and major geographic regions such as forests, swamps, hills, and mountains.
Map of the Mickel 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.

While Malbeth was an entire continent, the focus of my Malbeth-based setting was the Micel Kingdoms. As with the Malbeth map, the embedded map to the left is a scan of a pencil drawing I intended to eventually use to make a hex map with Hexographer hex map software.

Referencing the Micel Kingdoms map as needed, I hope this summary overview of the Mickel Kingdoms will make some sense. As I consider what I might want to take from Malbeth for future D&D campaigns, in future posts I’ll look at specific locations within the Micel Kingdoms. In this summary, I used all-caps to mark political entities such as a kingdom and italics to mark geographic entries such as a forest or mountain range.

Overview of the Micel Kingdoms

The campaign is set in the western half of continent of Malbeth in the lands in and adjacent to the Micelgeflowan River valley, one of the most continuously settled regions of Malbeth. The lands of the Micel Kingdoms, all of which once belonged to the MICEL EMPIRE, include a number of human, dwarven, gnomish, elvish, and halfling kingdoms, duchies, and communities along the Micelgeflowan River as well as the Cir Gap, the Western March, the Western Wilderness, parts of the Eastern March Forest, and a few islands in the Southern Sea.

The Micelgeflowan River valley is bordered by the Onnar and Fullangr Mountains to the north. Between them lies the Cir Gap, a broad cleft in the mountains that is dominated by the Cirelin Lake from which the Micelgeflowan River begins. The Cir Gap is also home to the high elf island kingdom of CIRTOL and the independent city-state of CIRLONN, which includes the mountain dwarf and rock gnome community of CIRABLE. North of the mountains and the Cir Gap is the Lambuletal, a tropical rain forest, and beyond that are the Hringtor Mountains and the Northern Sea. Along the northern shore of the Cirelin Lake is the sparsely populated LAMBULETAL FRONTIER, in which the only permanent settlement of note is the town of Cliff on the northern shore of Cirelin Lake.

South of the Onnar Mountains and west of the MICEL KINGDOMS is the Galarr Forest, a vast forest home to various goblin races. South of the Galarr Forest is the Bay of Nor, and below that is Norwood, another vast goblinoid-dominated forest. The far northwest of Norwood, along the southern mouth of the Bay of Nor is the high plateau known as the Ruins of Nor, home of the Lich-kings who ruled the EMPIRE OF NOR. Little is known of the Gallar Forest and Norwood, and even less is known of the Ruins of Nor, although tales and legends of its powerful artifacts and wondrous magics almost outnumber the tales and legends undead armies, dragons, deadly monsters, and all manner of nameless horrors that reside there.

Stretching south of Norwood along the coast to where the Western Sea meets the Southern Sea is the Western Wilderness, a sparsely populated frontier region dominated by the three coastal city-states of the WESTERN LEAGUE, the CITY OF NOR, VINDSVAL, and SYNDALA. Between the Western Wilderness and the Micelgeflowan valley is the Western March, a region also lightly populated except for the hill dwarf Kingdom of DVARLINN, unique in that it spans a number of underground dwarven holds along with a number of surface dwelling halfling and human farming communities, all connected by a network of fortified and surface roads. 

The northeast region of the Micelgeflowan valley is bordered by the Southern Fullangr Mountains. The eastern region of the MICEL KINGDOMS south of the Southern Fullangr Mountains is the Eastern March Forest, home to the wood elves of THILCAMA and the forest gnomes of the EASTERN BURROWS. It is also home to the Gwathimlad, once the elvish homeland of ALCARINBAR, destroyed some 4,000 years ago in a cataclysmic event the elves call the Uplift.

Off the southern coast of the MICEL KINGDOMS are the halfling island KINGDOM OF KALBATHNOSS and the magocracy of OSSE.

Ruins of Malbeth: Religion, Part 3: Pantheon

This is part of a series of posts on about an old D&D campaign world called Malbeth.
Go to the Ruins of Malbeth: Introduction post or to The Ruins of Malbeth: Religion, Part 1: Animism

The third pillar of Malbeth’s religious practices was a pantheon. As you can see here, I’d begun to revise the pantheon to incorporate elements of Kobold Press’s Midgard, working with the Deep Magic for 5e pdfs and Pathfinder campaign setting before the 5e Kickstarter was launched.

Major Deities of the Pantheon 

NameAlignment/WorshipersDomainSymbolNotes
Bahamut the Dragon GodLawful Good / lawful good, neutral goodLife, LightGolden dragon’s head in profileRepresented as a golden dragon
Baleygr the BrightLawful Neutral / lawful alignmentsLight, KnowledgeBlazing sunRepresented as a female with a blazing sun on her clothing
Tiamat the Dragon GoddessLawful Evil / lawful evil, neutral evilTempest, WarDragon’s head with five clawsRepresented as a five-headed black dragon
Sigrdrifa the ValiantChaotic Good chaotic good, neutral goodNature, WarSpearRepresented as a female warrior with spear
Motsognir the StormChaotic Neutral / chaotic alignmentsTempest, TrickeryForked lightning boltRepresented as a male with a lightning bolt on his clothing
Vargeisa the WolfChaotic Evil / evil alignmentsDeath, TrickeryWolf’s headRepresented as a black wolf
Gunnhrafn the RavenNeutral Good / good alignmentsKnowledge, WarRavenRepresented as a black raven
Simul the EternalNeutral / neutral alignmentsLife, Death, NatureTriangle within a square within a circleRepresented as naked agendered humanoid
Bakrauf the CunningNeutral Evil / neutral evil, chaotic evilTrickery, KnowledgeClosed bookRepresented as a male holding a closed book
Hluti the Weaver (of Fate)Neutral /worshipers of fate, weaversKnowledgeLoomRepresented as loom with a half-finished cloth or tapestry
Moradin the ForgerLawful Good / dwarves, smithsKnowledge, ClockworkHammer and anvilRepresented as dwarven or gnomish smith. Creator of dwarves and gnomes.
Farex the BountifulNeutral / agricultural and food workersNature, BeerAgricultural toolsRepresented by images of harvest or food
Sehanine, elf goddessChaotic Good / elvesKnowledge Crescent moonRepresented as female elf with a crescent moon diadem.
Again, the idea underlying the tripartite religious beliefs of animism, dualism, and a pantheon is all three were entwined. Very few people were a strict animist, dualist, or pantheist.

Ruins of Malbeth: Religion, Part 2: Dualism

This is part of a series of posts on about an old D&D campaign world called Malbeth.
Go to the Ruins of Malbeth: Introduction post or to The Ruins of Malbeth: Religion, Part 1: Animism

Dualism is baked into D&D and its source material from swords & sorcery fiction. It’s what gives us the original alignments: Lawful, Neutral, and Chaotic, and seen expanded with the inclusion of the good-evil axis as well as the law-chaos one.

I decided to deviate some from that, and use the Feywild and the Shadowfell as the opposing forces. I explained this in the player’s guide:

The dualists of Malbeth believe that the Feywild and the Shadowfell are more than echoes of the Material Plane; they are, instead, dual forces that bring the Material Plane into existence. For Malbeth’s dualists the Feywild is a realm of perpetual dawn. They regard the Feywild as the source of potentiality and becomingness that creates existence. The Shadowfell, on the other hand, is regarded as a dark, bleak realm that is the source of corruption and destructive forces, a warped and twisted dark parody of the Material Plane. While the Feywild is free neither from death nor from evil, the Shadowfell is home to little good and the source of undeath.

The dualists of Malbeth often refer to the Feywild as the Coming Dawn and the Growing Light, and they often refer to the Shadowfell as the Never-ending Darkness, the Shadow Realm, or, simply, the Shadow.

All but a few of Malbeth’s dualists, regardless of alignment or race, worship the power of Shadowfell, but instead see it as a threat that must be resisted and contained.

Using that as the basic framework for dualism, I imagined the divine caster classes along the following lines.

  • Clerics: Dualist clerics who serve the source of the Feywild may be of any alignment and choose from any of the following divine domains: knowledge, life, light, nature, tempest, trickery, and war. Dualist clerics of the Shadowfell are always evil and affiliated with the divine domain of death.
  • Druids: Circle of the Moon druids are dualists who draw their power from the verdant powers of Feywild.
  • Paladins, Oath of the Ancients: Oath of the Ancients paladins are dualists who draw their power form the Feywild. Because of their commitment to Light, paladins who take the Oath of the Ancients must be good. While there is no “Order of the Ancients,” paladins who take the Oath of the Ancients are trained by and affiliated with some order, be it one connected to a temple or religious order dedicated to the Feywild, an order of druids of the Circle of the Moon, a special military unit, etc.
  • Paladins, Oath of Vengeance: While extremely rare, dualist paladins who take the Oath of Vengeance are lone individuals whose deep commitment to destroy the forces of the Shadowfell channels the power of the Feywild. Most such paladins start by seeking vengeance against a particular target such as a vampire, a pack of ghouls, or dark cleric or necromancer whose undead servants have brought harm to the would-be paladin. Once the initial vengeance has been meted out, an Oath of Vengeance paladin may retire, losing all divine powers (and becoming a fighter with the champion archetype if appropriate), or continue their war against the Shadowfell. Oath of Vengeance paladins are most commonly neutral or lawful neutral in alignment, although some may be neutral good, chaotic good, lawful evil, or neutral evil.
  • Shadow Knights: Shadow Knights are Paladins who serve the Shadowfell. Some Shadow Knights are fallen paladins who had once sworn the Oath of the Ancients; other Shadow Knights begin seeking to serve the Shadowfell and swearing the Oath of Shadow. Shadow Knights are considered Oathbreakers. They are evil in alignment and are granted control of the undead (channel divinity).

In the next Ruins of Malbeth post I’ll take up Malbeth’s pantheon, the third pillar of Malbeth’s religion: The pantheon.

Go to Ruins of Malbeth: Religion, Part 3: Pantheon

Ruins of Malbeth Series Index

The Ruins of Malbeth series is a sequence of posts about my old, abandoned D&D campaign world Malbeth, designed in 2014-15, and my current examination of it to see what I might want to use in a future campaign.

For context, you’ll want to read Ruins of Malbeth: Introduction. As I add posts about Malbeth, I’ll list them here by topic.

Religion in Malbeth

The Micel Kingdoms

Ruins of Malbeth: Religion, Part 1: Animism

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.

As I mentioned in the first Ruins of Malbeth post, one of the things I wanted to do with Malbeth was create a comprehensive world that included a diversity of options. One way this design goal played out is the complex, overlapping system of religion.

As I wrote in the player’s guide:

Religion on Malbeth is both complex and fluid, made up of a mixture of animistic, dualistic, and pantheistic systems. For intelligent and semi-intelligent species of Malbeth, religious practice may incorporate any or all of the three systems. For instance, a devout worshiper of the pantheon god Motsognir the Storm may also honor the spirits that inhabit the world around her. Likewise, a devout animist might call upon various deities of the pantheon from time to time, possibly regarding them as powerful named spirits. Even clerics, druids, and paladins may honor more than one system or deity, but their primary devotion will be to the force that grants them their divine powers.

In describing each of the three overlapping systems: Animism, dualism, and the pantheon, I included descriptions of how all this played out with character classes.

Animism

Animism, simply put, is a system of belief which believes spirits or souls inhabit all things living and non-living, or that there is a supernatural power whose existence permeates and animates the material world. Working with that concept, I thought about how animism might play out within the standard D&D cosmology, and wrote this:

The animists of Malbeth believe that spirits inhabit all natural existence, with “natural existence” broadly defined so as to include everything of the material plane natural or constructed, including magic. Likewise, to the extent that they are known, the Astral, Ethereal, Feywild, Shadowfell, and Inner Planes are also inhabited by spirits. While the nature of the Outer Planes are up for debate, strict animists believe that the Outer Planes are no different than the rest of existence.

Some animists believe that the deities of the pantheon are spirits of the Outer Planes so powerful that they can reach out to the Material Plane, while others believe that the pantheon deities are powerful named spirits who govern conceptual realms rather than physical locations and objects.

Monstrous aberrations and the undead are seen as unnatural and, therefore, outside the animistic system.

In practice, this means that animists might greet and thank their tools before and after using them, or touch a doorframe in recognition of the spirit within before walking through a door or entering a building. It might mean not just thanking the spirit of a spring before drinking of its waters but uttering a short pray that recognizes a bottle, cup, and liquid before one drinks.

One that that appealed to me about this was that towns and cities would be as deeply rich in nature spirits as the wilderness. The street one lives on in a city has its own spirit, as does each building on that street, and all the objects and distinct parts of things one wants to count. Ordinary practice developed ways to acknowledge broad swaths of spirits at one time just so people could go about their day, but what all this means is druids can be as much at home in a large city as they traditionally imagined to be deep in the wilderness.

Working with the original 5e subclasses, I designed divine magic classes and animism as such:

  • Clerics: Animist clerics may be of any alignment and choose from any of the following divine domains: knowledge, life, light, nature, tempest, trickery, and war.
  • Druids: Circle of the Land druids are animists who gain their powers from the spirits around them. 
  • Paladins: Oath of Devotion paladins may be animists.
  •  

Go to Ruins of Malbeth: Religion, Part 2: Dualism

Ruins of Malbeth: Introduction

Back in 2014, when I mentioned that I would occasionally buy and read ttrpg books even though I hadn’t played or run a game in over a decade (the most recent books I’d read was the Cubicle 7’s The Laundry ttrpg and some Atlas Games’ Ars Magic 4e supplements), a friend told me I should check out the forthcoming D&D 5e books as an example of ttrpgs as technical writing.

That did it, and I used Meetup to find a local D&D game to join while I indulged in my long-unpracticed love of world building, the result of which is Malbeth (the continent) and the Mickel Kingdoms (the western region).

A light pencil drawing of the continent of Malbeth. It includes geo-political regions as well as major geographical ones such as forests, swamps, deserts, hills, and mountains.

The last serious world building I’d done was in the early 1990s. The map here was drawn over 12 sheets of 8.5 x 11 inch paper, and I wanted it to include a bit of everything. (The thumbnail image here is hard to see — the lines and names in the digital file are light as I was intending to use the to create a digital hex map. Clicking on that ghostly image (or this link) will take you to a larger version — still not a great image, but better.)

Not only did I give every region its own Köppen climate classification, I wanted every player character species to be represented by multiple cultures of varying stages of technological development from nomadic hunter-gatherers to high medieval city-states. You want to play a barbarian halfling, elf, or dwarf (or gnome, human, or dragonborn)? There was a tribe for that, wether it was nomadic halflings shifting from hunter-gatherers to an agrarian culture, cloud forest wood elves, or a stone-age dwarven kingdom that rejected smiting and metal other than than to create religious symbols. (Gnomes, dragonborn, and humans had their own hunter-gatherer tribes, too.)

There was a dragonborn empire modeled on the Ottoman Empire, a millennia-old mesa-top human kingdom where high elves had found refuge, living in protected forest groves on the mesa and a roughly square mile of forest inside the walls of the capital city. Other realms included a hill dwarven kingdom with a vast network of tunnels connecting dwarven holds to the fortified villages of human subjects who had pled fealty to the dwarven monarchs. There were swamp elves who helped others transport goods through the vast swamp, and a halfling island kingdom known for its scholars and great libraries. There was even a hobgoblin-ruled kingdom open to everyone who consented to live under the hobgoblin’s firm but fair rule.

And there was an order high elf assassins and monks ever keeping watch from their mountain monastery for a return of the Valaraukar, the shadow people who occasionally made incursions into Malbeth after their civilization disappeared some 10,000 years prior, roughly 2,00 years before elves first came to Malbeth.

In 2016, I started a campaign there, but eventually abandoned it because I’d become too attached to it. Malbeth had become a place to tell my stories rather than stories collaboratively created with players. I could have fixed that, but at the time I’d come to realize that I’d discovered Kobold Press’s Midgard setting, and I when I realized Kobold Press’s founder and publisher Wolfgang Baur was one of my favorite D&D designers from the early 1990s, that was that, and I have run 4 campaigns in Midgard since.

As I’m thinking about my next D&D campaign, I’m finding I want to run in a new setting, and that’s got me thinking again about Malbeth. Not as an already made setting but as something to pillage ideas from just as I’m going to pillage ideas from Midgard as I come up with something new.

And so, I’ll revisit Malbeth and how I might use it through a series of posts using the Ruins of Malbeth category.

Browse the Ruins of Malbeth Series Index