As my Coriolis campaign comes to its extremely violent conclusion, I am completing preparations for the next campaign I plan to GM. The last few campaigns I have GM’d have been science fiction: Coriolis, before that the Spiral Confederacy (Traveler), and before that a post-apocalyptic water-world campaign called Flood (using Cyberpunk rules, natch). My players are craving some high fantasy and so am I, but I am completely over D&D and incapable of running it or playing it any more – I just find it boring in all its incarnations and although I loved it when I was younger I can’t enjoy it past about 5th level, so I don’t want to run it anymore. I considered Warhammer, but I think my players would like to move away from worlds saturated in darkness and I know that when I GM Warhammer I make it altogether very grimdark, which some of my players don’t need. So, I decided to make my own sunny and upbeat campaign world for Genesys, using a classic fantasy RPG setting with orcs and magic and mediaeval scenes and monsters and completely arbitrary but fixed notions of good and evil which mean the PCs can slay any evil monster they want without fear of repercussions or any moral quandaries. The setting I chose is based on a map I found on the internet, and I choose at this stage to call it the Archipelago Campaign.
The Archipelago
The Archipelago is a collection of island kingdoms of manageable size, isolated from any major landmasses and connected by stormy but navigable seas. There are 8 nations of human settlements, a large wild area occupied by human-like tribespeople called wildlings, a single island for dwarves, and a couple of forests where elves live. There are also a few members of a race of people called Changelings, who are like humans but smaller and a bit weird, who live in hunter-gatherer societies and can change their form to perfectly resemble any human they have ever seen. The entire area is also plagued by deepfolk: orcs, goblins, ogres, dark elves and deep gnomes who are implacably evil and hate humans with all their heart and soul (if they have a soul). The deepfolk live underground and come out through hidden entrances and lairs in mountains, hillsides and forests, and there is constant conflict between these nasty creatures and humans. There are also other monsters in the forests and mountains, and one island has been ravaged and taken over by a dragon.
The refugee history of humans
The human society in this land is relatively light on history and politics. Humans arrived in the Archipelago 1000 years ago as refugees, but were immediately plunged into 200 years of constant flight and conflict as the deepfolk tried to destroy them. As a result of these 200 Lost Years they have forgotten their origins and lost all documents and written stories about their past, and so they know nothing about where they came from, why they fled, or how they came to the Archipelago. After 200 years the dwarves took pity on them and helped them found a few pathetic settlements, and after that they slowly formed kingdoms. They had to learn to read and write from the dwarves, either because they had no written language or all those details were destroyed during the Lost Years. They brought a kind of magic with them, learnt a new kind from the dwarves and a third kind from the elves, and slowly settled and spread across the Archipelago. Out of respect for their refugee history they have no systems of slavery or kings or queens, and generally there is not much conflict between kingdoms – I have set this society up to be light on politics and history so the PCs can focus on uncovering secrets and killing orcs, but without having the stultifying and boring influence of feudalism on the society.
In general human society is at the technology level of Britain in the 9th century, with the caveat that they have little access to iron – all iron and jewels are hoarded by deepfolk and can only be obtained through war. So weapons and armour are slightly neolithic. This introduces a new tier of weapons between mundane weapons and magic weapons, and gives additional reasons to kill those pale-skinned underground bastards.
Magic and religion
There are three forms of magic in the world, each connected to a religion: Salt, the magic humans brought with them; Storm, the magic dwarves love, which helps them become consummate sailors; and sun, the magic the elves prefer, which is most like the arcane magic we all know and love. There is no heaven and hell, no demons, no afterlife and no special moral restrictions from religion, so religion is primarily a reassuring force to make pathetic humans feel they have a place in the world, rather than a strong moral code. PCs can be one of the three religions but can never mix magical forms. There is a fourth kind of magic, deep magic, used by deepfolk, which is the only way that one can learn necromancy or enchantments, but no human has ever used it so domination spells and vampires are entirely the province of the deepfolk. Deepfolk are evil!
Races and classes
In this world as in all my worlds elves are dodgy, shonky wild creatures who can’t be understood or trusted, but players can choose an elven PC if that is their thing. Dwarves are simply small, thin folk who live on the sea and are masters of art, culture and craft – kind of like erudite 16th century explorers compared to the 9th century barbarian humans. The wildlings of the north are maybe a lost tribe of humans or maybe a different indigenous race, no one knows, but they’re bigger and kind of more savage than humans. Changelings live in small hunter-gatherer societies on the fringe of human nations, and don’t seem to have much wealth or care for human activities, but are much sought after for their transformation powers. No one can play any form of deepfolk, because deepfolk are evil.
Resources and plans
The document I have prepared for my players to read can be found here, with detailed information about the world and rules for the Genesys system. We will be starting in the next month or two, depending on brutally the players are able to end the Coriolis campaign. I am looking forward to a long, leisurely exploration of a fantasy realm after many years of science fiction!
June 15, 2020 at 10:01 am
If they have no kings or queens, how do they have kingdoms? Is this spelled out in your document for the players?
June 15, 2020 at 10:08 am
Pedant! I have tried throughout the document to use the word “nation” but I think I haven’t been perfect at this …
June 15, 2020 at 12:50 pm
Flattery will get you nowhere.
Ah. Fine.
June 15, 2020 at 1:32 pm
So right about D & D. My group gave up on it a couple of decades back and evolved our own lash-up, as one does. But now back to it, because playing remote. I like this set-up – it’s reasonably coherent. Neolithic – stone and wood weapons? Matting armour?
June 15, 2020 at 3:10 pm
I chose Genesys because it’s hard to find a fantasy RPG system that pleases me. Have you considered Forbidden Lands? It has a similar system to Coriolis and an extensive world and background (<- this can be good and bad), and as far as I know it is implemented in Roll20 so you can have character sheets and dice rollers and so on. I appreciate that D&D seems like the only choice for online gaming, but if you dig around in Roll20 you can often find other systems have been implemented. I was going to use Forbidden Lands but it's too close to Coriolis and I (and my players) probably wanted a change of system.
For armour I'm going to avoid going to neolithic and try to keep things on the standard fantasy RPG escalator of padded/leather/lamellar-scale/chain/plate, so at the start most people will have leather and will need to wait to upgrade. It will mean that knights and champions in serious armour are rare and super scary. So although it means ordinary people will appear neolithic (a bit), this will be largely due to lack of resources and not lack of tech. There'll be a lot of clubs and staves for the first little while I'm sure!
I'm not convinced armour is strong enough in this rule system and may house rule it after a few sessions anyway!
June 15, 2020 at 6:09 pm
Thanks. I’ll look into those. I’m not currently the DM, and we use Foundry – it lets everyone see the space and move themselves, as well as manage dice, spells and the rest. D&D modules, with puzzles and monsters. I prefer something more free. And – I think like you – with less religion/alignment.
Armour is something most games don’t manage well – good plate was pretty much immune to anything but a halberd. This blog is a good background:
https://acoup.blog/