Showing posts with label D&D. Show all posts
Showing posts with label D&D. Show all posts

Wednesday, February 11, 2026

Permissive vs. Restrictive Design (Or: game systems that let you color inside vs. outside of the box)

 A recent observation on one of my Starfinder/Pathfinder game nights was that some of my gang of players really dig the Pathfinder (and Starfinder) system and relish finding synergies and feat/skill/spell combos and stuff to make for more interesting or effective characters. It's not quite the wild west of the old 3rd edition days where build design and min/maxing was the subgame everyone was so busy playing that actual gameplay was like an afterthought, but it can be noticeably more convoluted and rules-bound than some less restrained systems.

To contrast, Cypher System, and old favorite of mine, is effectively about providing a loose mechanical set of rules that can apply broadly to most situations, and the specifics of how a thing works or what that looks like in play is narratively under the control of the players. 

Then there's D&D 5E which holds a middle ground between the ultra-permissive Cypher System and the ultra-conformist Pathfinder; you have a lot of rules on specific mechanical effects and actions, but within those limits you can generally find some descriptive wiggle room, and its skill system is almost entirely free-form, with lots of area for narrative interpretation. 

What I am realizing is that half my group likes the more creative and expressive RPGs, ones which don't require elaborate system mastery and reward creative expression in play, vs. the other half of the group which loves finding mechanical bits to work together and deploying them within the carefully defined scope of the rules. 

For myself, I prefer the more open ended rulesets, I realize; I do love me some Pathfinder, but only until the harsh realities of the system mastery requirements butt up against the fun and narrative flow; Pathfinder is one of a growing set of games that actually provide defined narrative flow rules (encounter vs. downtime rules and such where you are allowed specific types of actions depending on what mode you are in), while other games such as Cypher System will let the group define such constraints as coincide with the needs of the story, or at least don't encourage restricting the story for the sake of a mechanical contrivance where possible. 

This is not to suggest that a system like Cypher is freeform; it's got rules. But those rules are in service to the plot, and flex within it. It's one of the key reasons Cypher System is so good as a multigenre and weird adventures system; it's mechanics are designed to encourage and exploit creative play. Pathfinder, by contrast, only allows creative freedom when a rules lawyer isn't looking....or put another way, it only  allows for more freeform gameplay when someone breaks the rules.

This has got me to looking at the game systems I have in these terms. Which ones will allow for more creativity and fun within their designs? Which ones want to do that but their mechanical stucture is too weak to allow for it? Which ones are mechanically oppressive and are only fun if you are looking to, as the title says, color within the box?

I know where I put Cypher System: square in Camp Creative, with a rules system designed to encourage and support that creativity. There's the intermediary levels, such as as a game where its rules are loose and freeform, but maybe its not so great at encouraging creativity; I might consider a game like Advanced Fighting Fantasy to fall into that category. There's also a hybrid category, where I think D&D 5E fits: it has "in the box" restrictions on some mechanical elements and then is freeform in other areas such as the skill system. And finally we have the endgame of mechanical rigor: Pathfinder being the aforementioned poster child, but other systems exist out there that fall into this bucket as well, such as the Battletech RPG, Traveller and maybe even Cyberpunk Red.  

More to come!

Friday, July 21, 2023

Sidequest: The Role of Improv in Indie Zine RPGs

 While reviewing this various indie zine RPGs, I realized that an important component of this subgenre/style of RPG is the need for improv and emergent gameplay features. Most of the indie games I have explored in this style of game have a heavy focus on providing tools for unanticipated/unplanned gameplay elements, whether that be from randomized charts you roll on to programmed adventures which include very minimal detail to deliberately allow the GM to riff on the content. All of this leans in to the dominion of the field of improv, which of course goes beyond RPGs, but using improv with these kinds of games is facilitated by also aiming for simpler mechanics; fewer moving parts mean easier improvisation without rules causing a contradiction.

Improv is a necessity in any RPG, but for a lot of bigger name RPGs with more complexity in design and setting an emphasis is on providing a sandbox full of toys. While you can improv a random new monster design in D&D 5E by throwing out some stats real quickly, it's going to be mechanically harder to make it interesting than, say, concocting a new random monster in Mork Borg, Mothership or Into the Zone. 

Likewise, many pre-published modules for games like Pathfinder, Traveller, D&D and other big name RPGs are loaded with enough details that the GM often only needs to consult the module to get the needed answers, and we all are familiar with GMs who are not terribly good at thinking off the cuff and as a result tend to try and hedge the players in to "recognized" actions within the module. Honestly, not everyone is good at improv, and in my many years of gaming I can say that this is a key reason there are far fewer GMs than players out there. 

The indie zine scene modules are emphatically directed in the opposite direction, of course. I think part of this is because there's a large segment of the hobby that consists of gamers who do not actually find satisfaction in muti-hundred page tomes filled with elaborate and preset details. Improvisation in gaming can be immensely satisfying, and for many having a starting point from which to riff off of is much more satisfying than having to parse out an elaborate scenario where all variables are accounted for. I know this is what grabbed me when I ran the Haunting of Ypsilon 14, a tri-fold introductory module for Mothership 0E. The "aha" moment for me was realizing that the tri-fold was taking what amounted to exactly the same level of outlined module details I might make for my own game design, then repackaging it into a format that used the economy of design to improve its utility while necessarily requiring the GM to improv; a room might contain only one sentence with the key information you need to know about it, requiring the GM to elaborate as they see fit on extra details. The monster is basically described, primarily a stat block, so my version of the haunting creature is probably not exactly the same as another GM's would be. But the module goes even further in providing randomized events, including where the monster is in the complex in a given turn, who the next victim is, and so forth. It means that any time one runs the module, the play through will be different. In the end, a double-sided tri-fold module generated nearly four sessions of playtime for my group. I think the expectation is it will be good for one night of gaming....but between the sort of group I have and the level of improv I engaged with on it, the module lasted us much longer. 

In contrast, I tried running some Starfinder and Pathfinder Adventure Paths a while back and found them intensely limiting and restrictive. People complain about railroad type modules an gameplay, and unfortunately Adventure Paths tend to do this. Linear gameplay in this sort of module can be satisfying to a certain kind of player or GM, but it may not work well at all for players who are accustomed to having more directional control over their futures, or GMs who want to be surprised at what happens in play as opposed to preprogrammed narrators who might as well be reading from a pick-a-path programmed adventure book for all the lack of freedom the adventure path allows.

I guess what I am saying is that I can see why this new market of indie zine RPGs lean heavily into playstyles that actively encourage improv and emergent, unanticipated gameplay experiences. This is a market that I think has been underserved for a while now. It's not enough to say something is "OSR" anymore, as OSR gameplay, while it can encourage a certain level of improv and emergent gameplay is still also incredibly restrictive in that most OSR products are slaved to a specific feel and approach of the early hobby defined by original D&D or AD&D, and is why so many OSR games are just different reskins of the same OD&D rules interpretations. In the end, with an OSR game you're still dealing with orcs, goblins, elves, dwarves, magic missiles and any myriad of OGL compliant D&D tropes. The new indie zine RPG wants to build into spaces untouched by game setting convention, and the best of these indie zine RPGs do exactly that. 

Okay, next week I'll review Into the Zone, Screams Amongst the Stars and probably Death in Space!


Tuesday, June 16, 2020

Pathfinder 2nd edition at Level 17; Advanced Labyrinth Lord; and other musings

Used as a pivotal scene in the current PF2 campaign
At last another post! After a prolonged absence I have returned. Our big event for the last four weeks has been moving. Not far...we're still in Albuquerque, but in  a nice house in a better neighborhood with a decent commute.

Anyway, my weekly Pathfinder campaign that has been running since PF2 came out is now hitting level 17. I thought I'd make a few comments about life with Pathfinder at very high levels of play. This all with the caveat that we've been doing our gaming on Roll20 for the last three months, so keep that in mind.

First and foremost: combat in most cases feels as quick and smooth as as lower levels, although with some minor hitches. There are monsters, for example, that I think are a pain in the ass to run. This is less about the mechanical side of things and more about design; when you have a species of rats with adamantine bone and teeth, for example, that soak most physical damage then yeah, they're going to be a tougher (read: longer) fight. With the way things work Pathfinder you as GM will see a bit of the cogs behind the curtain and realize that giving something 15 resistance against physical attacks is a bit like giving something 15 extra hit points for every hit it takes of that type. There are probably easier ways to do this that make the book-keeping or math simpler, while still retaining the flavor of "made of adamantine metal" and all that connotates without the extra layer of tracking....but it's hardly a significant complaint considering how much easier everything else is to run at high level.

The second item is the one that is tripping me up a tad: as many of you know, when you get to high level things get wonky. GMs who plan for serious overland journeys, for example, may be disappointed at the wasted effort when the players simply teleport or planewalk to their destination. In PF2, there are still some "fast track" options at high level, but they are considerably more restrained and prohibitive in their use, such that my players are less likely to attempt them unless they really need to....or are backtracking. As a result, some of my campaign assumptions that they would be fantasy-jet-setting around have been stymied, and I've made up for it with NPCs providing a teleportational lift here and there to keep things moving at the expected pace. That said, it also means I need to spend more time familiarizing myself with the possible realities of travel and  high level play in PF2, and specifically how it is more tempered than in other editions.

Third, and this is an odd one: I swear that as you creep up to 20,  the power balance of +/-4 levels as the ideal safe range for encounter design has narrowed. Encounters 3 or more levels lower may take some time, but they are ultimately mostly trivial threats. Meanwhile levels of equivalent challenge to the party level are even or greater matches, and +2 levels feels about the highest level of difficulty I can throw without too much risk of death. As a note: I am keeping to the rules on pacing magic items to roughly PC level (and in some cases higher). This is an interesting contrast from prior editions, where often by level 15 or greater risk of high level PC death was mostly a conceptual space, but not a thing that anyone took seriously. Could it happen? Sure, but the hapless PC will likely get resurrected, sure. In PF2 this is different.....the risk of a TPK still feels like it exists if the PCs bite off more than they can chew, and these really high challenge level encounters in PF2 leave me wondering just how a level 20 group will take on, say, the Jabberwok which looks to me like it has a nontrivial chance of mopping the floor with half of them. 

Still....all things considered, the next time you talk to someone who complains that PF2 is swingy, just note that you are talking to someone who didn't take the time to understand the game on its own design terms. PF2 is possibly the least swingy of all iterations of D&D I've played to date, and the easiest to predict how combats will go by relative challenge level. I can very consistently identify that a fight will go a certain way by simply dropping it 2-3 CLs or increasing it 2-3 CLs, and a big part of the reason for this has entirely to do with the +/-10 degree of critical success and failure baked into the resolution system. When you are fighting inferior opponents, for example, you know their likelihood of failure with each additional attack goes up more than if they were equivalent level. Likewise, a foe of greater strength against the PCs means the PCs proportionately have greater risk of failure on iterative attacks and are wiser not to use them....meaning the tougher opponent takes even longer.

All things considered I like the fact that I can design encounters with a strong sense of how it will work out, but there are variables. My next campaign will, rather than strive to rush to level 20, focus on level 1-10 play for as long as possible. There are a metric ton of monsters and interesting things at this level of play I haven't has as much time with for the last seven levels on Saturday.

Last week my son expressed more interest in playing D&D, but told me he wants to play "your game," which I realized was Pathfinder. I've been reluctant....it's a bit more complex, but my son appears to be on the path of becoming a budding hipster,* so he wants to play that cool game, not the one the other more plebian D&D gamers are all playing (my summary of the conversation! His statement was more along the lines of "I want to play the cool game, not D&D, that's what the boring guys play." Sigh.....barely nine and he's already edition warring. 

I have tried deflecting, though, by proposing Advanced Labyrinth Lord. I feel like it's at the right level of complexity for him, probably because ALL is at the precise level of complexity that I discovered around his same age with B/X D&D and AD&D, minus the Gygaxian writing. He seems keen on it....after all, it's not "just D&D" (whatever that means to him and his generation). Either way I win as the gamer dad!

In all honesty part of me would like to run a campaign in Advanced Labyrinth Lord just as a contrasting experience, or maybe a palette cleanser to the last twenty years of D&D mechanical design. AD&D never quite frustrated with its power escalation in the ways that contemporary editions of the game (from 3rd edition on) have been capable of, and I'd love to re-explore why that might be. Could you have grossly overpowered PCs back in the day? Yes, but the etymology of how they came to be that way was often easy to decipher, and the GM's power to rectify the matter was ever present. Pathfinder 2nd edition (and D&D 5E) both feel like strong answers to a legacy of questions that started with 3rd edition in 1999-2000, but both answer this issue in ways that draw upon, at least spiritually, the 1st and 2nd editions (and B/X) of D&D. 

Anyway....we'll see. Too much to do and not enough time to game!



*Not just D&D. He lectured me at length on why he won't buy ordinary Hasbro Beyblades, only wants to save his chore money for Japanese imported Beyblades, and the risk of Chinese knockoffs. If your first question is, "What's a Beyblade?" then welcome to my club.

Tuesday, January 15, 2019

On The Masks of Nyarlathotep and other Gigantic Campaigns


I am just now diving in to this, having picked it up --like-- an hour ago, but just wanted to comment that this is a monster of a tome. Like...huge. Two massive volumes of campaign plus a folio of what looks like more than a hundred glossy, full color hand outs and a custom Keeper's Screen.

I dream of running this campaign, but I also dream of having lots of free time, a prerequisite for the former, so who knows if I'll ever get to do more than read through it. Still, this is a really impressive looking tome, and some serious effort went in to making this the definitive edition of Masks of Nyarlathotep.

This seems to be a book that is part of a trend, though....is it just me, or is this an increasingly common thing? By thing, I mean the periodic and distinct manifestation of gigantic, immense, almost overwhelimgly large scenario books, featuring campaigns that test the memory of the GM, the attention span of the players, and the will of humanity to survive an experience longer than a Steven Erikson or Robert Jordan epic novel series.

Examples I have on my shelf include:

D&D's Waterdeep (Dragon Heist and Dungeon of the Mad Mage)

13th Age's Eyes of the Stone Thief

Traveller's Pirates of Drinax and The Great Rift

And now Call of Cthulhu's Masks of Nyarlathotep

I have others, but these all stand out by volume, weight, and sheer audacity.

So one thought I have is that some of this is a throwback to the old days of boxed campaign sets, but with the modern disposition toward excessive word count and minutiae in design. Where once a boxed set might have some handouts, maps, and three books usually of 32, 64 and maybe 96 or so pages, now we have multiple hard cover tomes and accessories, often totalling hundreds of dollars in cost. See Invisible Sun for a fine example.

Maybe some of this is spinning off from the dominion of board games? Board games often command significantly more money for a boxed set, then yet more for supplements....or maybe it's the manifestation of the Kickstarter, which often heaps a metric ton of additional goodies into the mix, leading to an escalation of content. Never mind that the books I list above were not purchased from Kickstarters, and I'm not even sure if they were Kickstarted....but it certainly could make sense.

In the end, I'm not really bitching (um, much), there remain plenty of shorter campaigns and modules for all such games. But....it's interesting seeing this trend toward expansive, elaborate and lengthy campaign scenario books, designed to take a great deal of time. I could argue that I wish I had the time to read and run these, but then I am reminded of an important fact: I have never really had this time to run such a monster of a module. Indeed, the last time I attempted (and even succeeded in doing so) was the much smaller and more focused (relatively speaking) Return to the Tomb of Horrors for AD&D 2nd edition, many many years ago.

The irony of this rant sounding like an old gamer complaining about new trends is not lost on me...ah well, plus ça change, plus c'est la même chose.

Sunday, September 9, 2018

Cypher System Session Seven and Friday Starfinder; How One System's Style Bleeds into Another

Slidikin and other beasts from Numenera are sneaking their way in to the campaign.....there's a lot of cool stuff in Numenera, and if ever I will run a prepublished setting, it's going to be this one. I recently received my copies of Numenera: Destiny and Discovery, the massive two-volume second edition of the setting, and in a few weeks or months when I finally find the time to properly read it all and run a campaign, I suspect I will.

Until then, I have my ongoing Ensaria campaign, which is walking a fine line between classic high fantasy and weird science fantasy. This allows me to liberally borrow from sourcebooks for both Numenera and The Strange with impunity.

I don't know yet if my current obsession with Cypher System will last forever, but I have to say I think it's got some very long term prospects.

Meanwhile, Fridays have resumed with Starfinder and we had a more or less full group for once. Running Starfinder before Cypher is a good idea; I spend less time questioning why D&D-style systems have to embrace escalating damage and hit point values, and more time just playing it straight....albeit without minis lately. I'm more or less convinced right now that the best way to enjoy the overall D&D style game (or Starfinder, or anything else) as I want it, at least, is without minis.

I know not everyone agrees; on Wednesday nights, where I run my D&D ongoing Chirak campaign, the entire downstairs is filled with Adventure League games, with GMs who often go through painstaking effort to lay out terrain for carefully modulated adventures. D&D can work great that way, I am sure.....but the sorts of games I run make that really difficult, because I often have no idea what direction the players are going to go....and as such, I have to show up with loads of maps and minis to cover any possibility. Moreover, it seems inevitable that the entire pace/flow of the game changes, and not for the better I feel, when you have to start laying everything out.

So for Starfinder and D&D, although I didn't precisely call it as "short/long" range for terminology purposes, I have dramatically encouraged players to think in terms of more fluid movements. "Can I get to this guy?" is a yes/no situation with closing being more relevant to the general headspace of the story flow; it is not as important for the scenario that "PC A" have to spend two rounds moving to close for an attack than it is that he gets there and makes the attack. Doing it this way made for a better integration of combat and narrative; now only the ridiculously high hit point totals and need to land repeated blows over many rounds get in the way of a smooth experience.

That did, of course, leave me with thoughts on how I bet Starfinder could work great with a health system sort of like Savage Worlds; but even as the thought arises, I still feel like the full experience works best as intended, even if its narratively intrusive at times (well, all the time). The simple fact is, part of Starfinder's charm is watching how much damage the operator, soldier or solarian can manage to dish out in one round, so a system where total damage became more static seems...ah....counter productive to the game's spiritual intent.

Anyway.

Lot's of good inspiration across the board for both Cypher and Starfinder. I'll see if I can post some of it next week!


Thursday, October 22, 2015

A Gazetteer of Irkalla

Irkalla: A Gazetteer of the Continent of Erebas

The Arvillias
The Arvillias is the city of fae elves, the Isminari, who have served as the quiet guardians of their world for countless generations. Their queen is Evathia (an Orichani) and their lord is Regalios (a Mercurian).
   The Arvillias elves belong to four tribes: The Mercurians (fire elves), the Aqualians (water elves), the Penumbrans (shadow elves) and the Orichani (light elves). They co-exist within the walls of Arvillias, where all elven kind meets to keep the peace among the four great tribes.
   Outside of the Vale of Arvillias are the vast and untamed lands of the Narrian Forest. The closest human neighbors to Arvillias are in two regions: the mountains of Rekosk contain the barbarian tribes of the Nulmir, a rough and uncultured folk who regularly war with the Vakoshkan trolls, and southward, along the shores of the Glimmering Lakes, is the colony of Sinar, a city founded a century ago by the seafaring people called the Memarik. The Memarik have maintained pleasant relations with the elves ever since.
   The main threats in the region are the trolls of the northern mountains, The Yengasi lizardmen of the distant eastern steppes, and the local threat (as always) of the volgarak wolven. The volgarak wolven are enemies of elf and human alike, and migrated here three decades ago after they were driven out of the westlands by an even more ominous threat.
   Traveling southward, to the northern tip of the Glimmering lakes reveals the fishing port of Sinar. Sinar is a small but well-established fishing community and trade port for merchants who venture northward for commerce with the elves and barbarians. Sinar’s patron deity is Enki, although there is a local cult dedicated to Nergal.
Some famous characters from Sinar include:
Marshall Ardan: the gatekeeper and commander of the local militia, which consists entirely of local men and women who volunteer for city defense.
Elder Pharian: The elder orichani elf who represents his kind in their private ward within the city.
Dredaris the Artificer: A maker of fantastic devices, Dredaris is known for his most remarkable water clocks. He is also an arcanist, and dabbles in elemental gadgets.
Rekath’s Mansion: Not a person so much as a famous haunted mansion, with an ancient curse upon it, so some say. Known to have been occupied by the great antiquarian and treasure hunter Rekath the gnome, and his beloved Emma Pareel, who both passed away mysteriously within.
   The Ruins of Nakark (also called Elrin’zenarde, or “Lost Ancients” in elvish) predate the elves by at least a hundred thousand years. They are thought to have been founded by an ancient, long extinct race of multi-limbed giant quadrupeds, who could see in spectrums of light beyond normal men. The elves have spend at least two centuries excavating, exploring, and trying to render safe the immense, mostly subterranean ruins of this miles-wide city complex. Many unique and sometimes unfathomable devices have surfaced in these explorations.
   The Draegul is a large, almost giant-like warrior armored head to toe such that his true species is unknown. He arrived in the region recently, with a company of a thousand swell-armed mercenaries from all species and lands, and established an encampment on the far southern edge of the Nakark ruins. There, is has begun his own forays in to the ruins, and intrudes with force regularly upon the elvish archaeological sites. The elves have attempted parley and now secure their sites with armed warriors, but being peaceful folk, have resisted conflict whenever possible. It is not known what this being is looking for.
   Wintersbite is an elder Wyrm of the north, one of the dragonkind, who traveled to the region recently. The dragons of Irkalla are intelligent, but suffer from a bloodthirst, which drives them mad with hunger at least once a month. They do not recover from this madness easily, and much damage is usually done when they succumb. As such, most dragons prefer to be recluses, to avoid instigating too much conflict with the lesser species around them. The one called Winterbite, however, has recently appeared near Arvillias and caused much damage to local towns. It is not known why.


The Kingdoms of Revarik and Vald

   In the deep wilderness of the Northeastern kingdoms of Revarik, where no True King has ruled for almost eighty years, a lone stone fortress juts out from the high peaks of the Theranic Mountains. It is the highest settled point in all the wild kingdoms of the north, and from the watch peak, one can see across the distant mountains in to the domains of Vald, as far south as Altanar Lake with its misty expanses, and as far east in to the Wilderlands of Combrias as the eye will allow. From this peak, all of Revarik in the west lies exposed, hidden only by its perpetual canopy of dark forests and snow-capped mountains.
   This high peak is Firemount, and the Citadel of the same name is an ancient construct formed from immense stone blocks carved right from the very mountain upon which it rests. It is here that the dwarves of the mountains stand as vigilant guardians to the Theranic Mountains, and watch over the land around with a fierce dedication.
   Though the dwarves of Firemount Citadel are most often found defending their subterranean kingdom from the incursions of orcs, trolls, ogres and goblins, they also dedicate their time in the citadel to managing an efficient cavalry, dwarves who ride war ponies and who serve the community at large. In times of warfare, the dwarves have sent forth their mounted cavalry to the aid of the True King, and should another such man arise in the future, they will do so again. For now, they content themselves to helping the local men of the mountains in times of need. Dwarves, after all, can never resist an opportunity to scrap with the giant-kin and goblinoids of the land, an these beasts threaten men as often as they do dwarves.
   This land is set in a corner of the world of Irkalla. The region and its various potential adventures will be described in elaborate detail, to allow for an open-ended campaign to adventure in. Some important facts about the world of Irkalla are worth mentioning, however:
Dwarven Spiritualism: The dwarves are animists. They do not believe in gods and goddesses, but in spirits of the land. There is a spirit of each element, and it is said that the element of earth (male) and water (female) bonded to create the dwarves, who think they are minor elementals. There is a war spirit, hunt spirit, civic spirit, and so forth. They think that malicious spirits are often responsible for the giants and goblinkin they war with, and that the goblinoids were sprung from a forbidden commingling between the spirits of air and fire, for example.
   Revarik is the first free kingdom north of the Altanar Lake region, which acts as the borderland with the Narzhamid province of Visinare. Although the Narzhamites could easily siege Revarik in an effort to bring unity to the land, it has been over a century since an Emperor of Narzham has been motived to do so. These days, most of Narzham’s military might is found south, across the ocean fighting the forces of Old Sumar. This keeps Revarik’s environs relatively safe.
   Revarik’s history is tumultuous. It was said that the land was occupied by wild men and demihumans for centuries before any civilized rule of law came to the land. The first such civilized men to enter the wilderness were of Brythanic descent, regarded as barbarians by most standards even now. The Brythanics were part of a great western movement, a nomadic people who were moving from unknown conflicts in the north, heading southward until they effectively ran in to the ancient fortifications of the Narzham-united provinces. When they arrived, the Brythanics tried to take the lush agricultural land of the Narzham Empire, and a war lasting generations carried on. The people of Revarik are said to have descended from one Brythanic warlord, named Revarik, who grew weary of the fighting an decided to take his tribes and settle elsewhere, peacefully.
   This founder, Revarik, was the first True King to unite the land. The old lore of his coming to the lands of Revarik speak of a legendary tale, about how the dwarves of Firemount were engaged in a bloody war with the trolls and ogres of the Theranics, led by the Fire Giant Gnosros. As the tales go, Revarik slew Gnosros in one-on-one combat and brought his head as tribute to the dwarven king Gromsatter. Gromsatter was so impressed that he swore allegiance to Revarik and his line henceforth.
Revarik’s lineage was the basis for all future kings, and they ruled for seven centuries, it is said, before the time of troubles, which started about 120 years ago as historians reckon. A split between the northern regions, called Vald, and the southern nobles who were loyal to the Revarik line, heralded the time of troubles. The king at that time was Ail’goth, and though he was a sick man from many years of hard living in the cold north, he nonetheless took up arms to quell the Vald uprising. The Valds, led by the traitorous Lord Kale, had secretly made a pact with the goblinoids and orcs of the Northern Theranics. They managed to decimate the armies of Ail’goth and swept over the southern cities one by one. Only when Lord Kale proclaimed himself Emperor of the North in the capitol of Votenhold did the orc king Ragganamos and his vile queen Thracia announce that they would accept his empire as tribute for their assistance. Lord Kale and his men fought wildly against the orcish uprisisng, but it was too late.
   The orcs overran the land. In a curious turn of fate, it was the wildermen of the Theranics and the dedicated dwarves of Firemount who rallied the fractured Revarik soldiers in to an army that could stand against the orcs. For twenty years the humans, wildermen, and dwarves fought, along with elves out of Illvynir and even Halflings from Combrias who were well aware of the troubles in the west, and didn’t want any more of it spilling in to their quiet lands.
   In the end, eighty years ago, the united forces, led by the dwarven general Gadruman, and the sole heir to the Revarik line, a young woman named Ilmyrith, at last slew Ragganamos and drove the horde back in to the northern Theranic Mountains. Now, decades later, the only presence of orcs in the Southern Theranics remains in the underground fortress of Blackrock, where some claim Ragganamos fell, and his body lies entombed. The orcs have shown such dedication to keeping hold on that mountain that the dwarves have even conceded it to them.
   Unfortunately, the queen-regent Ilmyrith was a bastard daughter to the deceased king, and the men of the land, as grateful as they were for her aid, could not support her rulership over all. The land fragmented, and now, today, the reign of queens continues in Votenhold, where the young Resara Ilmyrith III rules in her grand-mother’s wake, and the many cities of Revarik are split among petty king-regents who can barely agree on anything save common defense against the monstrous wilderness. She is the only one the dwarves recognize as the True King of the land.

Brythania
   The Brythanics are a vast and warlike collection of rough feudal chiefdoms in the northern reaches of Erebas. The Brythanics have on three occasions united under a strong leader, to pose a real threat to the borders of Narzham. The last great conqueror of the region was one hundred years ago, named Nathirion, also called Dragon Killer. His armor was a potent artifact, said to contain the spirits of all who wore it before, offering compelling tactical advice, but the bearer of the armor was cursed, in turn, to find his soul trapped at death, as well.
   Major cities of the region today include Denandir, which is the largest and strongest chiefdom in the land, ruled by King Hazad Altiros. Cadwl, in the west is the second largest city, and a viable river port. It is dominated by high lord Ultanaris, who defers to King Hazad, to avoid needless bloodshed, but most consider his standing army stronger and more disciplined.

Memarik
   The people of Memarik are situated along the coast of the Glimmering Sea. The Memarik are a predominantly seafaring culture, still bronze age, who remain allies with the Narzhamites and are tenuously considered a client province to the empire.
   The Memarik are a loose collection of city-states dominated by local chieftains, who in turn are elected from among the local democratic electorate, consisting of the land owners and businessmen of the land. This is the system that has been in place for centuries now. The oldest known records of the Memarik refer  to their migration in to the region and fierce conflicts against Yengasi invaders about six centuries ago.
   The Memarik venerate a deity of the waters not seen by the Narzham, called Scylla. Other than Scylla, they maintain shrines and temples to Anu, Nergal, Innana, Sin and Ninurta.


Narzham
   Narzham is the largest single unified realm in the world today. Its dominion stretches from the western tip of the straights of the Cortadarian Sea, all the way to the Glimmering Lakes of Memarik, its easternmost province. It is surrounded by wary neighbors, and depending upon who is king or emperor in any given moment, warfare can easily break out. Narzham maintains a large, mandatory standing army that can muster one hundred thousand men in a matter of weeks, if necessary.
   The capitol of the empire is the city of Narzham itself, from which the empire is given its name. Narzham is widely regarded as the seat of civilization and the center of all culture and learning by most people, even Narzham’s enemies (save perhaps for Phaerik, which prefers to think of itself as such).
   Across the waters from the capitol, on the Isle of The Mother is the sacred city of Eridu, said to be the oldest city of man in the world. Here lies the temple of the gods, to which all gods are worshipped and their deeds recorded. The sacred order of the Oracles of Law resides here, dictating the mysterious visions and declarations that come from the spirit world, and the island itself is scattered with the ancient tombs of countless kings and nobles who sought to be buried before the monument to the gods.
   Other prominent cities of Narzham include Netruar, where eastern commerce is conducted, and Chalidash, where the trade between the north and south along the western coasts is conducted. Chalidash is also where the legendary general Varizhan sailed westward, and became the first Narzhamite to set foot on the continent of Umbiras.

Ildaniir
   The Brythanic people are always at war with the Ildaniir, or perhaps it is the other way around. Ildaniir is a region without unification, of ancient cities from a very old civilization that some scholars believe is the oldest continuous region of human occupation outside of the venerable city of Eridu. The Ildaniir are so insular and xenophobic, however, that as a people they remain pure bred, and their language is untouched by other cultures. Only certain Ildaniiri, charged with learning the ways of foreign cultures, are even allowed to learn the languages of lesser men. These diplomats in turn are eventually forced to exile, for they are no longer allowed to marry within their own society once they have been corrupted by foreigners. Thus it is from these diplomats and some soldiers who became enamored with the ways of foreigners and fled their native lands that most of what is known about the Ildaniir has been passed on to others.
   The two chief cities of Ildraniir are Camyros and Eldrasan, but between these two city-fortresses rest dozens of smaller keeps and forts, all built to keep the enigmatic nobility of the Ildraniir safe. The society is held aloft by slaves, who are bred locally, although it is said that when new slaves are needed, the Ildraniir dispatch armies to slaughter neighboring cities and steal their children.
   Ildraniir are a taul, gaunt and fair skinned people. They are seen by some as almost inhuman, with deep red eyes and hair in shades of light grays, blacks and whites. As a people, they are so universally strong in their belief in Ildraniir superiority that a dedicated Ildraniir will refuse to even acknowledge a foreigner speaking to him, save perhaps to run him down or slay him.
   The only reason the Ildraniir have not come to direct blows with the Narzham is because of Brythania. The wildermen of the lands between these two kingdoms have perfected warfare to an art form, but have never had success in conquering either of the neighbors, preferring instead to engage in persistent warfare for a quick grab of resources, while defending their own from Narzhamite land-grabs and Ildraniir slave runs. 

Old Sumar
   This southern land lies in burning deserts across the Cortadarian Sea. It was once a great empire from long ago, but is now dominated by wandering nomadic tribes. Further inland, beyond the nearly inpenetrable desert there is said to be a land of jungles and dark kingdoms, but few have penetrated that far. Narzhamites periodically mount expeditions to these southern lands beyond Old Sumar, to bring back fabulous beasts and slaves for the arenas.

Phaerik
   Phaerik is a southern neighbor, along the Ultradamic Sea. Phaerik is the only true rival to Narzham. It is ruled by the self-proclaimed Emperor of the Sun, Mazrathar, and dominates a wide swath of territory in the deceptively lush Phamarian Deserts.
   Phaerik is the most recent incarnation of a legacy of older kingdoms, and ancient pyramids and ziggurats dot the land, monuments to old and forgotten kingships. The people of Phaerik worship most of the Irkallan gods, but there is a strong and unique cult to Nammu in the region, the goddess of the formless abyss of creation, to which the lands of the Phaerik are likened at times. This cult of Nammu is disliked by Phaerik’s emperor, who seeks to stamp it out, for the cult of Nammu suggests that all gods before the abyssal goddess are mere shadows of thought who must be cast down.
  
Esgatana Wilderlands
   This wild region is ruled by the Esgatanan tribes, fierce and primitive warriors who are  barbaric even by Brythanic standards. The Esgatanans live in large communities, but have not mastered better than simple bronze weaponry. Still, they breed like rabbits, and the only successful foreign colony on Esgatanan soil to date, Daladron, is sieged as often as it makes peaceful treaties with the locals.
   Narzham emperors have, at stressful times, approached the Esgatanans for aid in warfare, hiring large numbers of them as mercenaries and dispatching these soldiers once properly equipped as frontline troops.
   Esgatanans are said to revere only Gugalanna and Ereshkigal, although some Narzhamid soldiers claim that a cult to nergal has become popular, as well. In addition, the Esgatanans engage in strong spirit and ancestor worship.

Yengasi Steppes
   The Yengasi steppes are dominated by fierce nomadic lizardmen, descended from a breed of such that was said to have once conquered half of the continent, and was stopped only by great unified effort of the men of that time. Today, they are not unified, but travelers in the region must be wary, for the Yengasi can vary in attitude, with one tribe friendly and helpful, and another prone to attacking all humans.

   The lizardmen have a strong worship of Tiamat and her children. Yengasi also have a belief that their old empress, the warrior-woman Nadirata, daughter of Tiamat, will rise again one day and return to lead the Yengasi people to conquer all of the world and subject the tall apes to their rule.

Wednesday, October 21, 2015

Gods of Irkalla

Pantheon of Irkalla
   The oldest religion of the world, indeed the only religion which all recognize and from which all iterations derive, is that of the ancient Irkallan gods, worshipped first in Narzham. Narzham is a powerful, expansive realm as such goes in Irkalla. They are the first humans, so the myths say, and claimto be directly descended from the Anunnaki (the first gods). Each city of the Narzham is given a grand temple, usually a pyramid or ziggurat, dedicated to a key patron deity from the many gods they worship. The capitol city of Narzham holds Enki as its patron, but the Emperor Serigas considers Marduk the patron of the Empire.

(Edit: sorry for the background/font error. Not sure why that was happening when NONE of the other copy/pastes from Word carried any weirdness over!!!! Hotfix to make it readable in...)


The Pantheon of Narzham is summarized as follows:

Anu, The god of Heaven
Enlil, The god of the air (from Lil = Air) and storms. He was usually portrayed in human form but also appears as a snake to the humans eyes. (Jupiter)
Enki, The god of water and the fertile earth, (Mercury)
Ea, the god of magic, wisdom and intelligence
Ninhursag, The mother-goddess representing the earth
Ashur, god of the sky
Kishar, the goddess of the earth
Ninlil: goddess of air (possibly the south wind) and wife of Enlil
Inanna, The goddess of love and war (Venus)
Marduk, originally Ea's son and god of light, also now god of kings. (Jupiter)
Sin, god of the moon
Shamash, God of the sun - the god of justice as well
Ninurta, god of agriculture and crafters (Saturn)
Ereshkigal, goddess of the underworld, Mistress of Irkalla
Gugalanna, The wild bull of heaven, hsuband to Ereshkigal
Nergal, The lord of death and son of Enlil and Ninlil (Mars)
Isimud, the two-faced androgynous steward of Enki
Tiamat, the destroyer goddess, mother of monsters, and the goddess from whose body sprang the earth of creation and the salt seas.
Ninshabur, patron of the evening and lady in waiting to Inanna
Apsu, the counterpart to Tiamat, goddess of the fresh water bodies and spirit of creation
Nammu, the formless abyss of creation

   Narzhamite cosmology is complicated. The short version of creation involves the appearance of two powerful beings, Tiamat and Apsu, were created from the formless abyss of Nammu, the goddess of chaos and creation. In turn, the world was created from their bodies, and they spawned the Lahamus and Lahmu, who then gave birth to Ashur and Kishar, who in turn birthed Anu and Ninirsag. These were the first Anunaki.
   The stories of the gods go on, with protracted tales of their conflicts between one another. The belief of most Narzhamites is that these tales are happening, right now, in the spirit world of the gods. Indeed, some priests feel that the gods are cursed to relive their lives over and over, in one form or another, giving birth, making love and war, and conspiring against and with one another endlessly.
   There are moments where it is believed that the mortal world and the spirit world are inextricably linked. There is the tale of Tiamat’s wrath and betrayal, for example, in which she takes Kingu as her consort, and then tries to destroy the world in her anger. The younger gods go against her and Apsu, and in trying to stop the young gods they are instead slain by Marduk, who then uses their bodies to recreate the creation which they had unwrought.


   Other myths tell of the creation of humankind. The younger Igigi gods (called the Watching Gods) go on strike, refusing the work of keeping creation working and the Gods consulted Enki for a solution. He suggested humankind be made from clay, mixed with the blood of the captured God Kingu, son and consort of Tiamat. Most Irkallans take this fable to refer to the time before man descended to Irkalla to escape destruction.

Tuesday, October 20, 2015

Secrets of Irkalla

Secrets of Irkalla
   The information below is for the GM’s eyes only, and should not be revealed except under most unusual circumstances to players.
All creatures of Irkalla are foreigners
   Even humankind is saved from its own destruction by the spirit-entities they call gods, to preserve mankind from a terrible destruction wrought by the the presence known only as The Force, or the Other. At one point or another, every sentient (and most nonsentient) beings were brought here to be preserved, by the same mysterious gods, it would seem.

There is an ancient enemy that seeks to destroy all of creation

   The exact nature of this force is not known, but the dreams and visions of the faithful often provide visions of such a terrible force that all of the gods and spirits stand in awe and fear of it. The oldest texts from the most ancient of ruins speak of this force as an insidious Destroyer of Worlds, a being or beings so terrifying that they thrive on the spectral energy of spirits and souls, and can only release such energy through total destruction.
   Irkalla is a region of time and space from which few points intersect: those few cosmic travelers who come here assure those learned scholars who study celestial mechanics that Irkalla is very, very difficult to find or get to. They suggest that it is for this reason that so many beings and gods have come to this world, in the wake of the destruction caused by The Other. Indeed, some planar scholars from other realms have made it their lifelong obsession to determine what this malignant force is, which caused the native deities of Irkalla to seek such a remote refuge for they and their followers.

Mankind is ignorant of the cosmic war

   If there are ten million sentient beings who ponder the cosmos when they have time in the world, then there are maybe ten thousand of those beings who even begin to understand the basic physics and laws of the universe, and of those maybe a thousand who go on to try and divine the nature of magic, the spirits and the gods. And of those men, maybe one hundred have discovered that Irkalla is but one of countless universes, and of them, maybe ten have met other beings from these worlds, or even traveled to them. Fewer still have lived to tell the tale…
 The spirit world exists as a gestalt
   The Spirit World and all of its inhabitants are real….but exist as a part of the Weave of the Mind, a unique planar realm which is created by the conscious (and dreaming) state of all living beings. If all creatures died, the Weave of the Mind would die, and so then would the spirits and gods of Irkalla. As such, one could argue that all men can communicate with the gods at any time, are indeed a part of them, but in fact, the two worlds are very different, and can do little to directly influence one another. The distinction of the mortal and spiritual realm is one for the philosophers and theologians, however, for few now understand the true meaning of this concept of a world of the mind, and fewer still can even say what were to happen if a mortal being were to transcend in to the spirit realm.    

   The universe as most scholars understand it (the Planar Realms) consists of Five Tiers: The Underworld, the Mortal Realm, The Spirit World, The Dreamlands, and The Beyond; The Mortal Realm is believed to be infinite. Irkalla itself is such an enormous world that, though it is known to be curved by its own scholars, few think it has an end. Instead, the picture of Irkalla is like that of a sea of rolling hills, and the shallows are filled with water, the oceans, while the continents are like steeply curved hills jutting from the water.

Monday, October 19, 2015

Irkalla: The World

Years ago I created a new setting for some AD&D 2E/C&C gaming I was doing back in 2007-2008. It never really went anywhere beyond the intial very fun campaign, but I still think about revisiting it sometime (despite all the other worlds I've got rolling around). I'll see if I can find the map to scan in.

Irkalla is the name of the Mesopotamian underworld where Ereshkigal and Nergal dwell. The inference in this setting is twofold:  that Irkalla to "us" is actually a mischaracterization of this other world.....or possibly the realm in which the spirits of Earth reincarnate in death.


The World of Irkalla


   Captured within a timeless age, the people of Irkalla exist in a world not unlike our own in the ancient past, but frozen during an age of classical enlightenment and medievalism, intermixed with the magic and creatures of fantasy. No true renaissance has come to Irkalla; its people seem mired in an ancient sense of tradition, brought about perhaps by the looming presence of truly ancient pagan gods. Some scholars claim that Irkalla is a world beyond time, where these ancient gods have come to savor their own existence after being driven from another realm entirely. Much of the modern religion of Irkalla is dominated by the presence of the Narzahm Empire, a powerful rule of man which has spread its ancient faith to many conquered lands.
   Despite the rich religious and cultural heritage of the people of Irkalla, there is little supernaturalism directly evident. Strange creatures, unusual beings and terrible monsters do walk the earth, but magic is a rarity, and sorcerers are looked upon with suspicion and reverence. Divine clerics who can perform miracles are just as rare, and often become the leaders of local cults to the gods they profess to worship. Because of the rarity of magic, some traditional elements common to other worlds are not found here. For example, magical contraptions are almost unheard of. A magical weapon, ring, staff or other such object is always considered a sacred or arcane artifact, usually a relic of the gods, as such devices are usually beyond the ken of most mortal men to make. Although sorcerers and clerics can sometimes make such devices, they are exceedingly rare, and never given away without a significant and often dangerous price.
   Ancient gods often seek to awaken the minds of their followers, to unlock the secret keys of magic within the psyche, to open ancient portals to dark nether regions of the unconscious. Mysterious beings walk the lands, spreading mystical secrets both sacred and profane. Some of the only people of Irkalla to rightfully, perhaps, claim knowledge of the gods and their inner workings are the Zepharim, winged men and women who dwell in their ancient sky aeries, and the Mountainfolk of Azcar, who dwell in the distant western continent of Umbrias, creating and caring for the ancient Sky Lines of the Divine Plains of Azramora, where it is said they commune directly with the ancient gods of the sky.
   The history of Irkalla is mysterious and mostly unwritten. The oldest tales of the longest-lived kingdoms tell of a time when man first arrived, spirited to Irkalla by the old gods, to save man from a great cataclysm which was brought upon himself. These ancient men say that it was but for the grace of the old gods that man survived, and in exchange, they expected his unwavering devotion and worship. Man willingly consented, grateful to have survived, and began to rebuild their ancient kingdoms from scratch. Indeed, the word Irkalla stems from the ancient tongue, and originally referred to the underworld, the land of the dead. In some ways, Irkallans feel that they did indeed descend in to the underworld, to spiritually die and be reborn in to the new world.
   During the earliest period of man’s arrival, he encountered the diversity of races that already existed on Irkalla. The Zepharim were winged men of the skies, and they dwelled in ancient sky-continents and the aeries of distant mountains. Many other beings of a bewildering variety could be found wherever man went, and most all of them were peaceful, or at least prone to regarding their fellow beings with kinship and mutual respect. Unfortunately, with the introduction of militant humanity, all of that changed over time.
   Thousands of years have passed since this ancient era. Mankind has spread to all of the four continents (Erebas, the central continent, Urthas the southern lands, Colebras of the frozen north, and Umbrias of the utter west). In some lands he has come to venerate and respect the gods, spirits and strange beings that dwell in darkness and remote lands. In Umbrias, for example, the men of the Azcar and other lands have learned to commune directly with the gods. In Erebas, however, man has forged a mighty empire and conquers all he can. In the utter north of Colebras, humanity struggles against the mighty elements and the strange and inimical beings which dwell in the frozen wastes. In the south, where the land stretches in to a realm of endless deserts, draughts, and unending heat, mankind barely manages to survive, against those entities well-equipped for such harsh domains.

Key Campaign Themes


Ancient world
Irkalla is an ancient world, and men are fairly young to it. There were numerous much older species before man to inhabit the world, and the ruins of their ancient and mysteriously forgotten legacies still stand in the deep wilderness.
One human pantheon
The men of Irkalla brought with them their gods, who are considered the first gods by most, though the dwarves and other more ancient races know better. This pantheon is effectively the ancient Mesopatamian pantheon of old Sumeria, and the people who have believed in these gods for thousands of years now claim that they were descended from the true faithful of man’s early years. As the story goes, the gods carried their fondest worshippers with them to a new realm, called Irkalla after the afterlife of their beliefs, where they were safe from an ancient terror. That terror is generally believed to have been the destructive rage of Tiamat and her monstrous offspring, though others feel that it was the villainy of Ereshkigal that might have driven the gods to this new world.

The gods are remote and mysterious

Followers of the gods occasionally receive visions and dreams from their deities. Drug induced hallucinations can lead to divine revelations and prophecy as well. The gods, however, never physically manifest upon the mortal plane, unless, on very rare occasion, they channel their presence through a mortal form (possession).
Low magic
   Irkalla is a low-magic world. Few magic items abound, although they do exist and are impressive when discovered. What this means is that while a local town may have a hedge wizard, be wary if there is also an alchemist; you might be drinking real mercury, and not a health potion! Furthermore, it is mortals who are the movers and shakers of Irkalla. Gods have never physically manifested in the land, and chances are if something claims to be a god, it’s probably not. The movers an shakers will be the priests, warriors, and men of politics who have their own ambitions and interests.
Limited access to other dimensions
   Irkalla is distinctly hard to reach through planar travel, and even harder to escape. For practical purposes, there are believed to be only four planes of existence: the mortal world, the afterworld, the dream world, and the prison world of the Monstrous Gods. The Dream world is where the gods are believed to dwell, and can only be reached through meditation, visions, and dreams. The afterworld is best reached through death, though descending deep enough in to the earth can lead to portals, and there Nergal, Ereshkigal and other dark gods dwell. The prison world is believed to be a separate portion of the dream world, a place of nightmares corrupted by Tiamat and her dark spawn. Though Tiamat is believed to be the creator goddess, she is also believed to seek the destruction and rebirth of the world, and so she and her spawn seek forever to send out their dark influences in to the mortal world from this realm, that they might cause its destruction and allow Tiamat to escape once more.

Bronze age technology

   While it is sometimes found as forgotten or lost technology (often found from the ancient ruins of lost cultures) all current technology in the world is comparable to classical iron-age (around 300 A.D. earth time) and more sophisticated devices and discoveries are considered arcane knowledge.
Humanity is the dominant
   While the various intelligent beings of the world all exist in some numbers, humankind’s arrival on Irkalla led to a massive imbalance in the world ecology, and humankind rapidly expanded to fill the gap. As such, with such an expansion happening so far in the ancient past, only the very long-lived species can remember a time when humanity was not dominant.

World steeped in antiquity

   The world of Irkalla has a history that goes back millions of years. Indeed, the best historians have ascertained that the ages of man are the very recent in Irkalla’s history, even though man has been on the planet for ten thousand or more years now. Ruins over one hundred million years old, sometimes containing the mutated descendants of forgotten races and even more ancient, terrible secrets have been unearthed.

A vast and ancient wilderness

   Throughout the world are vast and unplumbed wilderlands, throughout which the diaspora of sentient beings are thinly dispersed. When warfare and conflict erupt between species, it is not for lack of breathing room. The world gives a sense of being ancient, and the great expanse of emptiness that pervades much of the world is evidence of the land’s eagerness to reclaim that which men and their civilization have so rudely impinged upon.
Vast and Unpopulated
   Irkalla is an immense world. It is so large that the need for resources is easily satisfied by moving over the next hill or range to seek them out. The domain of Revarik, once a united kingdom but now fragmented in to a series of city-states spread out over a 900x500 mile region (about 450,000 square miles). There are perhaps no more than 100,000 humans in this region, which works out to about 4.5 people per square mile, though it is much lower than that when you factor in that most of this population dwells in one of five major cities.

The etheric Spirit World is important

   The spirits are the only direct form of phantasmal and otherworldly communion known to the diviners and mages of Irkalla. As such, all divination and secret lore makes its way to and through the spiritual medium of the ether, and mastery of this form of divination becomes a significant factor in magical lore. Wizards can “listen in” on the etheric waves and commune with chatty spirits to discover what their sorcerous neighbors are up to, for example. Long distance communication between two diviners is possible when the right mechanisms for sending and receiving messages are created. Nonetheless, the malign and dangerous spirits of the etheric realm like to make victims out of these mages as often as help them.

Magic is powerful but rare, and accepted by most civilizations

   Magic is a mnemonic force, an energy of unknown nature (probably a form of etheric essence which soaks through in to reality) that can be harnessed by various mechanisms or devices used to channel the energy properly. Runes, spell incantations, pentagrams, and glyphs are common mechanisms. The actual nature of the vessel is not necessarily important, but the means by which the mage focuses to harness the ether is. Rune stones and other sacred or magical objects are exceptions. These are physical objects which act as persistent conduits for etheric energy. Anyone who learns to focus on the energy of such a rune can tap in to it and use it, even unlearned commoners. Still, such stones are rare and prized, for they exist only in nature, the ancient ruins of lost empires, and   occasionally materialize spontaneously. No one can make them.
   Because of this, magic is not feared or even very restricted by most civilizations. It is considered a fact of life, one that is respected by those who can not use it and guarded by those who do wield it. Still, magic is a rarity. The ratio of magic using people to those who are without is roughly equivalent to the ratio of geniuses to common folk, though intelligence is no factor in magical ability.

Exploration is common

   Thanks to the Narzham Empire’s long standing focus on exploration and discovery, the tradition of explorers in the world remains strong. In addition, the legacy of ancient and lost civilizations, as well as the seemingly endless trackless wilderlands, prove to be an irresistable temptation to the inordinately high number of wanderlust-stricken adventurers.

Irkalla’s maps are tabula rasa

   But for the graces of the Royal Cartographer’s Society of Narzham, as well as the salvaged relics of bygone ages, less than ten percent (estimated) of the known world is mapped, and considerably less of it is recent or accurately charted in any meaningful way. The job of working as a Royal Cartographer is a lucrative an dangerous profession. The edict of the emperor under which the RCS operates is sufficiently funded to spur many risky, if potentially profitable ventures in discovering and charting new lands, but the mortality rate is exceedingly high.

There is no absolute moral power

   Irkalla is a world of ethic ambiguity. There is not defining power of good or evil, save as decided upon in the minds of men. No spell can ever speak to the nature of good or evil in a man’s heart, nor is the world a place divided by chaos and law, as with some other fantastical realms. Nonetheless, the presence of the inimical and unknowable Force suggests a strong, destructive embodiment within the universe that some consider a source of evil, though in truth it might merely be the lack of any regard for mortality and the mundane realm that makes this Force so ominous.
   When running adventures in Irkalla, it is extremely important to be reminded that the ethical and moral dilemmas can not, and will not ever be solve through simple use of magic. Like the real world, ethics and morality are relative and culturally derived dilemmas.

The religions of Irkalla are amalgams of ancient earth mythology

   The world of Irkalla is rife with entities which stride forth from the mythology of humankind. Some are similar, some direct, and some not at all familiar to traditional Earth mythology, and there is a certain mystery as to the true relationship of these beings to our Old Earth.
   A modern human visiting Irkalla would notice that the religious beliefs of this world appear to have been frozen at around 3,500 BC in our own time line. The significance of this would seem to be that this is roughly the period in time when humanity reached Irkalla, presumably by planar gate. The greater mystery is: why has religious belief and thought remained the same ever since? The Irkallans believe in the same gods now that they did thousands of years earlier, with almost no change to the core pantheon and man’s perception of it. This is an unusual, almost supernatural dedication to a specific faith.
The strongest movers and shakers of the world are legendary, but not gods.
   The spirits are an ephemeral presence, and those who espouse godhood still must act through mortals. As such, the great figures and heroes of the world, the villains and perpetrators, are mortal men (though some learn the secrets of long life). Epic beings do not exist in Irkalla, as such. Likewise, there are no true demigods or divine beings in physical form walking the realm. Powerful beings that can be mistaken for gods do exist….but even they bleed.

   It is also believed that some gods will manifest through possession, taking over the body of a loyal follower, to speak or act using their corporeal form as a vessel.