Category: World Overview

Posts describing the campaign world(s) in general

  • Campaign World Overview

    The World

    Following is a description of my campaign world and the greater environment in which it exists. This differs significantly from AD&D cannon.

    Reading the entire document is necessary for full comprehension. Have fun!


    Table of Contents

    World Description
    World Geography
    Natural Conditions
    Day and Night
    Weather
    Horizon and Magnetism
    Time
    Nexus Portals
    Planar Travel
    Ethereal Travel & The Inner Planes
    Outer Planes
    Astral Travel
    Trivana

    Note: Trivana is a continent in the Great Ocean; it is the initial setting for most campaigns.


    World Description

    The World is a huge ring in space, rotating around its Sun, making a complete rotation every 360 days. The World’s circumference is nearly 600 million miles long and the width is approximately 1 million miles, totaling an interior surface area of 600 trillion (600,000,000,000,000) square miles. This is some 3 million times the total surface area of most habitable natural worlds.

    Once I decided to create a ringworld, I chose to make it “realistic”, so the size ended up huge – massive beyond anything I might ever have a use for. On the other hand, I can do anything I can visualize with this. Anyway …

    The structure of the ring is composed of adamantium tubes, each 100 yards in diameter, welded together to form a structure 10 miles thick. The interior and exterior surfaces have an adamantium plating 3″ thick, presenting a smooth surface.

    The interior of the ring has “rims” on both sides, also composed of adamantium tubes, forming walls 2 miles thick and 900 miles high. As with the ring, the rims have adamantium plating, providing smooth surface inside and out, and along the top as well.

    The interior of the ring is filled with rock and dirt typically 6 miles deep. Sea level across the entire world is fairly consistent, varying by less than 3 yards around the entire world. Mountains rarely peak over 10,000 feet above sea level, but some mountains as high as 40,000 feet are noted.

    The oceans are typically rather shallow, averaging some 300 feet deep. However, some deep trenches have been identified, going deeper than 1,000 feet.

    Given the distances involved, movement around the world is impossible except on a strictly local scale. Traveling by hippogriff, assuming a hippogriff could consistently fly 100 miles per day, would take nearly 28 years to cross the width of the world. At that same rate traveling the circumference would take nearly 17,000 years!

    Obviously, The World is an artificial construct, one of a practically unimaginable scope. The effort necessary to build this world is beyond the comprehension of even the greatest gods. Which begs the question: Who built The World and where are they now?

    Savants who are aware of the composition of The World refer to the unknown constructors as The Builders. No clue exists to identify who or what these people were, or where they went, nor if any still exist. Gods tend to prefer to ignore the idea of any beings greater than they, and some gods grow quite agitated over the concept.


    Horizon, Magnetism, and Direction

    Because the curvature of the world is “in” instead of “out”, the horizon expected on a natural world doesn’t exist. Instead there is no horizon — the view appears to extend into infinity. In reality the sight of things farther and farther away gets hazier and hazier due to light refracting in the air, until the eye is unable to distinguish the object. In good light conditions that distance is about 30 miles for a large ship.

    Magnets align to point in the direction in which The World spins. By common convention this direction is called “north”. When facing “north”, “east” is to the right, “west” is to the left, and “south” is behind.

    Time

    Almost certainly due to the fabricated nature of The World, each year is exactly 360 days, each of which has 24 hours of 60 minutes.

    The amount of light visible each day varies with the seasons. In the middle of “summer” the sun shines exactly 14 hours and in the middle of winter it shines exactly 10 hours. The days in between vary regularly between those two extremes.


    World Geography

    The Great Ocean

    One area of The World appears to be one huge shallow ocean, running nearly the full width of The World and over 5,000,000 miles long. The waters average about 300 feet deep, although some trenches extend down over 1,000 feet.

    In this huge ocean, common called The Great Ocean, exist many continents and archipelagos, all roughly 1,000 to 5,000 miles in length and width, separated by 10,000 to 15,000 miles of open ocean. Given the distances involved each of the more than 20,000 continents is virtually a separate world. Flying between the continent is all but impossible, and the open ocean between the continents is very rough – few vessels can survive the trip.

    The life on each continent can vary greatly, but overall is surprisingly consistent given the lack of travel. The dominant races are typically humanoid mammals, although on some continents the dominant creatures differ widely. Magic, an inconsistent contravention of the known laws of physics, exists on most continents. On some continents high technology exists, and on a few both co-exist. The one constant is the variety of conditions found.

    Savants postulate that these continents are, or were, a fantastically huge laboratory for genetic experimentation. However, the original purpose of this laboratory is as lost as those who built it.

    The Outer Planes

    On the opposite side of The World is a corresponding ocean, one that balances the first with respect to size.

    This ocean, too, is dotted regularly with continents and archipelagos, although there are far fewer – instead of 20,000+ there are nine.

    The populations of those continents? Demons, devils, daemons, devas, solars, planetars, and the like. Each of these “laboratories” is huge in comparison to the ones in the Great Ocean, stretching roughly 260,000 by 1,600,000 miles with 100,000 miles of ocean between continents. The separation between these areas is so massive that flight between is not possible, and rough waters make it equally impossible that any water vessel would survive the trip.

    Aptly enough, the alignments of the continents appear quite like the common depiction of the Outer Planes, with Lawful Good lands existing in the North West quadrant, Chaotic Evil lands existing in the South East quadrant, and the like for the other alignments. The “lawful neutral” laboratory is a single continent, while the “chaotic evil” is believe to be composed of more than 666 small continents and large islands.

    The two oceans comprised a tiny bit of the overall space of the world, less than 1%. This land is two immense land masses dotted with oceans, seas, and mountains that are filled with every form of life imaginable. No being, not even the greatest gods, has any true comprehension of the scope of these land masses.


    Natural Conditions

    The World rotates around its sun, like a tire rotating around its axle. As The World is not a natural one it should be expected that the sun would shine 24 hours each day, as there is no rotation to turn any part of The World away from the sun.

    Day & Night

    However, a series of fantastically huge plates revolves around the sun, in orbit between the sun and The World, causing periods of light and darkness. What keeps these plates revolving constantly and consistently? As with the fate of The Builders, none know.

    The onset of darkness appears similar to an eclipse, as a plate slides between the sun and The World. The sun is hidden, bit by bit, and darkness falls. At “dawn” the daylight appears in the opposite fashion, like the ending of an eclipse. These periods of dusk and dawn last about 30 minutes with little variation.

    Night time is rarely pitch black – a number of moons circumnavigate the sun at a faster rate both faster and slower than the world rotates. Individual moons are visible for periods ranging from a few days to a few months, depending on which way they revolve and how fast the revolution. For the same reasons, moons may reappear every few months, and at least one appears only once a century.

    None of the moons has a “full” phase, due to the angle between the sun, the moons, and The World. Those that appears farthest to the east or west have the fullest phases, while those near the plates have the least.

    Stars

    There are relatively few stars visible, and only to the far east and west. Sages postulate that The World rotates perpendicular to the overall plane of the universe, so stars are visible. If The World rotated in the same plane, it’s likely very few would be visible.

    Weather

    The sun is exactly where the axle would be if the world was a wheel. While one would expect there to be a lack of seasons, this is untrue.

    The plates are not equally sized, varying from smallest to largest to smallest again. The longer plates mean that section of the world has the least sunlight and solar heating, so the land becomes cooler. During times when the plates are shortest, the sunlight duration is greater and the land is warmer.

    In addition, temperature is also dependent upon elevation, as there is no real latitude in The World. Low lying areas tend to be hotter — sometimes tropical. Higher elevations are colder, and areas more than 10,000 feet above sea level do not often experience temperatures above freezing. Sages who study weather have never developed a satisfactory reason why elevation affects temperature.

    Winds generally come from the north, so northern coasts typically get the worst weather coming off. Ocean currents typically flow from the north-east and north-west and are hot or cold depending on the depths from which they come. These currents make the difference between a tropical coastline and a moderate one.

    Nexus Portals

    The known Nexus Portals are quite similar in nature — they exist in valleys or box canyons that have a single entrance and are filled with a musky smelling, cloying mist that obscures vision beyond 10 feet or so. The mist varies somewhat in density and is lit with a mild glow, similar to dawn or dusk. Animals in the area near a Portal avoid it, and intelligent beings feel an ominous sense of unease when approaching the mist filled entrance.

    The Nexus Portals are an instantaneous transportation system for the world — each Portal is linked to all others, so that one can walk into one and walk out any of the others.

    However, those who enter a Nexus Portal rarely return — due to the terrible number of Portals and the mist filled interiors, it becomes all but impossible to retrace one’s steps. Some creatures with extraordinary scent abilities have been able to track others through a Portal, or to retrace their own steps, and some powerful magics allows the wielder to do the same, but for most — any trip into a Portal results in an exit from a random Portal. Re-entering that portal results in transport to yet another unknown destination.

    Savants postulate that more than 1,000,000 Nexus Portals exist, all across the World. Even with that huge number the Portals are rarely found, as each exists in nearly 600,000,000 square miles of land.

    If evenly spaced the Portals would all be 24,000 miles apart, literally years travel with the swiftest flying mounts. However, the Portals are not spaced evenly, some a mere 1,000 miles apart, while in the lands populated by the demons, daemons, and devils, virtually none exist.


    Planar Travel

    The differences between The World and the planar arrangements described in the Players Handbook, Dungeon Masters Guide, and Manual of the Planes, and other resources makes for some differences in planar travel.

    Ethereal Travel and The Inner Planes

    The arrangement of the inner planes, including the ethereal plane, is exactly as described in the official AD&D resources. In addition, most reference materials published in The Dragon regarding these planes also hold true.

    Outer Planes

    Placing the Outer Planes on the Prime Material Plane (The World) dramatically alters most of what is written in the official AD&D manuals about the Outer Planes. There is no need to use the astral plane to get there. Teleport works as expected within the area of The Great Ocean, assuming the caster has the necessary references regarding the destination. Teleport will not transport anyone outside of the ocean area – Plane Shift or similar magic is required. Sages do not have a satisfactory understanding why this is so.

    It should be noted that Teleport works as expected without each individual land mass in the Outer Planes, but does not work between land masses. One school of thought believes that each land mass was a separate laboratory and magical controls were places to avoid contamination.

    The Outer Planes keep that name in this book, even though they are physically continents and large islands. This simplifies nomenclature and keeps in mind that the “Outer Planes” are not Trivana.

    While the ocean Trivana exists in has fairly regular placement for the continents, the arrangement of the Outer Planes is different. The groupings depicted in various depictions of the Outer Planes holds true — in the north-west quadrant are the “planes” of the Lawful Good creatures, in the north-east the planes of the Chaotic Good creatures. In the south-west are the planes of Lawful Evil, and in the south-east the planes of Chaotic Evil. In between everything is as expected. In total there are nine major groupings of continents and islands.

    In the south-east there are no continents, merely a vast number of relatively closely spaced large islands. While the number of large islands is commonly stated as 666, the actual number is somewhat greater than that. Legends of strict travel limitations from one plane only to those directly “above” it and “below” it stems from the spacing of the islands. Some islands are as close as 20 miles apart, while others are nearly 1,000. Travel between the closely spaced islands is relatively simple, while in the other cases not so.

    The super-continent in the central west portion of the planes is another exception. This “plane” is far larger than any other plane. This is the land of the Lawful Neutral creatures, the modrons. It’s doubted that they would have it any other way.

    The other planes are more similar to the continents on the other side of The World — the above two examples are the extremes.

    If the other side is a huge genetic laboratory, this one may be even more so, but with different parameters. The spacing between the nine groups of “planes” is much larger than 10,000 to 15,000 miles — it’s typically 30,000. This enforces all non-magical travel between the groups.

    Astral Travel

    With the Outer Planes as part of The World, what good is the astral plane? Does it exist, and if so, what is it good for?

    The astral plane is as described in the various official AD&D publications. There are no differences in travel and existence there.

    What differs is what the astral plane touches. As suggested in an article on the Ecology of the Mind Flayers in The Dragon, the astral plane is a conduit between difference realities, different alternate worlds and dimensions. Via the astral plane it is possible to travel to alternate universes, one where evil is good and good is evil — where demons are lawful good and planetars are chaotic evil.

    Or places with less drastic differences, say The World where the Lords of Rendelshod stomped Jxtl into paste and returned home to eventually assume rulership of the Trivana and close by worlds.

    Or to other dimensions, such as one where James T. Kirk protects the Federation of Planets and proves that humans can and will couple with anything vaguely humanoid! Or to more mundane places, such as Greyhawk or the Forgotten Realms. The possibilities are endless.


    Trivana

    As mentioned above, Trivana is the setting for most of my campaigns.

    Trivana is one of the many “worlds” in the Great Ocean, located near the eastern edge of The Great Ocean. It consists of a large continent with a few medium sized islands off the northern edge, and a group of large islands off the southern edge. The east and west coasts have few islands of any significance.

    Twin cold currents come from the north, one paralleling the east coast and the other the west coast.

    Due to the fairly cool temperatures and the frequent violent storms, the north coast is sparsely inhabited. Summer and fall hurricanes often come inland, making life between the coast and the various mountain ranges some what chancy. Life on the very northern parts of the east and west coasts is similar, but storms tend to veer back out to into the ocean so the lower parts of the coasts are more moderate.

    Due to a warm current passing by the southern islands, the southern-most islands experience tropical weather, especially the southern coasts. However, the mountain on those islands experience the same conditions as those on the main continent.


    This page last updated: 13 January 2020
    Copyright 2020 Bryan Fazekas

  • Bryan’s D&D Background

    Current Gaming

    January 2020

    At the current time I am playing in a Monster of the Week campaign and DMing a new AD&D campaign. Several members of the gaming group are interested in trying their hands at DMing, so I’ll be playing in a few short-term D&D 5E campaigns. We play 1 night each week, so the campaigns are running in a round-robin fashion – each campaign runs an adventure of 1 to 4 sessions, then we rotate.

    Previously I played in 2 different 5E campaigns, both of which ended.

    My AD&D Background

    September 2006

    In January 1983 I was introduced to Advanced Dungeons & Dragons at SUNY Potsdam in Potsdam NY. I was involved games under 2 radically different dungeon masters. It made for an interesting introduction — the game took a major role in my life and I developed an enjoyment of the game that has carried through to the present.

    I left SUNY Potsdam that spring so my association with those dungeon masters ended — but I didn’t give up the game and I immediately started a campaign in my own fantasy world, running different groups of characters as high as 13th level. My brother Kevin started a campaign (set in the same world) and I ran characters through his adventures in the same time period. This lasted until about 1990 when all the old players had moved on in their lives to other things and other places.

    I boxed up my materials (which are quite extensive) and they moved around with me for 5 years until I bought a house, at which time they took up permanent residence in my attic.

    In May 2005 I started talking about the game with my sons, then aged 7 and 8, respectively. They got very excited about the idea, so I pulled my box out of the attic, helped them roll characters, and I was a DM again!

    Since that time, I’ve gotten involved in what is a surprisingly large AD&D 1st Edition online world. I’ve published an article in Footprints, the eZine published by Dragonsfoot. I’ve cleaned up most of my materials which I had on disk [I had all my old paper materials retyped into the computer — while I never expected to play again, I periodically putzed with it.]

    Last year I looked at D&D version 3 or 3.5 (not sure which it was). I gave some brief thought to switching up to the newer version.

    Sorry folks, that was me coughing up my lungs when I saw the price tag of $40/book and realized how many books were required!

    That convinced me that AD&D is good enough for me! Since that time OSRIC has been published, and while I wish they had included some of the more recent materials in it, OSRIC is still a fantastic effort and it’s keeping the AD&D alive!

    I intend to publish as least some of my home-grown materials, starting with my article Clerics Turning Undead, and I intend to do it in a more timely fashion than I did my wine making or Visual Basic materials. Time will tell …

    Trivana

    Trivana is the fantasy world I created for my campaigns. It developed over many years and took different directions at different times. The current version publish here is what I expect to be the final version of the world — structure wise.

    As time goes on I will publish additional material about Trivana, and the greater world in which it exists. The back history and the future history will continue to grow in the telling.

    Sages of Trivana

    I originally wrote much of the history of Trivana in the form of writings by sages of eons past. This made the information far less dry, and gave me the ability to experiment with different styles of writing, using different “voices”. This section contains the writings I have typed — I need to go through old adventures as I have more writings that were written as the background information. These were written on a typewriter in the mid-1980’s and will need to be re-typed into a word processor — don’t hold your breath until this gets done!
    As time allows I’ll add new material to the list published here. I’ve also realized that at some point it will be useful to cross-reference the time periods in which the different sages lived. This could easily get complicated enough that I’d get lost ….

    In the documents published on the web I’ve chosen to supplement the material with editorial notes — snippets describing how or why I used the information to further my campaigns. This explains why some material is incomplete, and why some things worked or didn’t work.

    DMG Section

    Back in the mid-1980’s I read Dragon Magazine voraciously. In its pages I found an incredible wealth of information and ideas. Some things I used “as is” (maybe with some modification); others I used for more for inspiration.

    The Dungeon Master’s Guide section contains rules I use in my campaigns. Some were taken or adapted from Dragon Magazine, others from other sources. Some were just “common sense” modifications to existing rules.

    Included here are HTML versions of various tables I either took straight from Dragon Magazine or adapted from ideas I found there. Copies of these tables have existed, paper-clipped to the inside of my DM screens since then — I’m still using copies I typed on a typewriter 20+ years ago! Fifteen or more years ago I typed all this information into a word processor to preserve them and have now translated them into HTML for others to enjoy.

    Over the span of time I have no remembrance of what I took straight from Dragon Magazine and what I adapted from ideas I found there. Regardless of which, I take no credit for most of the content of these pages — if I did contribute to the material I did it standing on the shoulders of others; they had the original idea and I merely contributed to it.

    Anything that is my original work I have noted as such — everything else belongs to others and I am merely republishing it.

    Articles

    These articles I wrote and published in other venues, such as Dragonsfoot. I may write new articles strictly for publication here, but haven’t decided that as yet.

    I have in mind to write articles like the “Ecology” articles that Ed Greenwood published in Dragon Magazine in the 1980’s. If I happen to do this these will be published here as well.

    Adventure Modules

    I’ve got literally dozens of adventures in hard copy format, mostly handwritten with a few typed. As time allows I plan to re-type at least the most interesting ones into HTML format and publish here. No promises on when that will happen.

    New Monsters

    Since most of my players in the past had the Monster Manual I, Monster Manual II, Fiend Folio, and every other reference memorized, it got tough putting them up against the unknown. So I delved into Dragon Magazine, a wealth of new information. Sadly, since I believe it’s a copyright violation I cannot publish those monsters here.

    However, the ones that were created in my campaign by me and my players? They will be published here, a few at a time. While I’m not overly impressed with the newer versions of D&D, I have to admit the monster write-ups I’ve seen are great! So I’m using a format I’ve seen in multiple places, expanding the descriptions to include Appearance, Combat, Habitat/Society, Ecology, and Variants sections.

    It has occurred to me to use the OSRIC approach and write up new, generic descriptions using the newer monster description format. That will allow me to include the old monsters and really beef up the descriptions. This will take more of my already limited time, so we’ll see how it goes ….

    New Spells

    As with monsters, I and my players created a bunch of new spells, as well as taking published ones from Dragon Magazine. In this section I am publishing players spells, although I am also publishing the list of all spells I allow, which include the Players Handbook, Unearthed Arcana, Dragon Magazine, and other sources.

    Copyright

    I retain the copyright for all original materials published on my web site. This includes Trivana related materials and any original articles that I authored.

    I give permission for use of all writings in the AD&D section of this site for personal, non-commercial use. No one is allowed to republish any documents or use it in any way for gain. Don’t copy my materials, but feel free to link to my site.

    Questions regarding use of this material can be sent to me — I’ll cheerfully answer all questions.

    Any non-original materials published here, such as reprints of tables from the DMG, are not copyrighted (well, not by me). Anything not my work will be noted as such. If there are questions regarding my right to publish such materials, please contact me. If I discover I’m in violation of anyone else’s copyright I’ll withdraw the material immediately.


    This page last updated: 13 January 2020

  • Bryan’s Campaign Manual – Introduction

    January 2006

    This is where I bore everyone with a brief telling of where all this came from.

    For those that haven’t already lost interest … this is an online version of the MS Word document I created to contain my campaign materials. By campaign materials I mean not “house rules” for my AD&D game; rather descriptions of my campaign world. Each of the pages in this section corresponds to a chapter in my campaign manual.


    Background

    This volume truly got its start in January 1983, when I started playing Advanced Dungeons & Dragons at SUNY Potsdam. I played that semester and learned a lot, and over the summer started DMing for a local group. I ran several campaigns over the next three years, and my brother ran a couple, all set in a shared world.

    Sometime in early 1984 I created the basic map of my world, which I first envisioned as a pocket universe, e.g., the entire universe consisted of a single limited area. That took care of issues such as space travel, other planets, etc. The world was a single continent surrounded by ocean. Go a month’s travel by ship in any direction and a thick impenetrable mist was encountered, then a bleak, rocky, lifeless shore. Go inland a mile and you reach the River Styx, the absolute boundary of that universe.

    At the time it was a great idea. But like many initially great ideas it had it’s limitations. During the second campaign in the spring of 1985 I added a new section to the map, a group of islands to the south of the continent. That provided a new playing field for a new campaign, keeping the characters of the original campaign separate from the original.

    In the course of playing we invented several other pocket universes, settings for specific series of adventures. Places that the original universe didn’t have a place for but proved necessary for the story line.

    That got me thinking yet again, that and Larry Niven’s Ringworld series. So my world morphed from a pocket universe into a ringworld. An artificial construct that had enough room for every possible adventure idea I could think of. It even allowed for other games systems — as part of the Search for the Rod of Seven Parts, I ran my strongest party through a Gamma World scenario.

    The concept of mixing magic and technology worked in this ringworld idea. Magic might work in some areas and not in others or be known in some but not in others. Same for technology, and in some areas, both could work just fine.

    Note: For the most part I avoided technology — the weapons my party brought back from Gamma World proved to be VERY unbalancing, but a creative DM who rules that the power packs degrade quickly with usage fixed THAT problem! But that particular adventure and the subsequent ones proved enjoyable.

    The original concept of the known universe ringed by the River Styx? Well, that was just a myth. With 10,000 to 15,000 miles of open ocean between continents terrestrial travel between the continents proves impractical, so legends spring up. Nothing ever said in the game was violated by changing the basis for the entire universe.

    Then came the idea of eliminating the outer planes; or rather bringing them in to the Prime Material. That cleared up inconsistencies in outer planar travel, and in problems I found in dealing with astral travel.

    The last campaign I ran in 1989-1990 brought this idea to better fruition, although that campaign didn’t last long enough to really test it. I got married, moved, and my AD&D materials got boxed up and put in storage for 15 years.

    Last year (2005) I dug the box out of the attic and showed my sons, then 7 & 8 years old. They got very excited by it, rolled up characters, and suddenly I was a DM again!

    I still had all my materials on disk — I had updated them every few years, in my pack rat way hanging onto things I never thought I’d use again. This volume, and the others I’ve put together, are the results of renewed enthusiasm in AD&D!


    This Volume

    The other volumes (see note) I have written/edited/compiled have all been generic in nature. Any dungeon master could pick up any of the volumes and use any of the information in any campaign setting — Greyhawk, Forgotten Realms, home grown, etc. Those volumes contain general DM information, general player information, and general monsters. *

    In contrast this volume contains information specific to my campaign world. Herein I have defined specific items in my world, including some of the history, the pantheons of gods, and non-player characters and artifacts of note. Nothing all that different from what may be found in a commercial campaign world such as Greyhawk or Forgotten Realms. For lower level parties this campaign world is really no different from a commercial world. Even for parties beginning to travel the Ethereal Plane to any of the inner planes, there is no difference.

    But for upper level parties traveling to the outer planes? Well, there are no “outer planes”. Well, there are outer planes, but they exist on the Prime Material Plane, at terrestrial distances that are practically insurmountable to even modern technology. Distances that require magic to travel, as even a modern jet airplane would have difficulties in covering such distances.

    Practically speaking, though, this world functions the same as the commercial worlds. The interactions with gods and with the outer planes works the same from the players’ point of view. Getting to those outer planes is different mechanics, but effectively the same.

    What this world offers is a framework that can be extended for any use. It’s got the mechanics built in to allow for pretty much any game system, including technological rather than fantasy systems. I didn’t really intend that much flexibility, but it kind of worked out that way. I may never use it again, but as James Bond said, “never say never again”.

    Note: Other volumes include Bryan’s Dungeon Master Supplement, Player Handbook Supplement, and Monster Manual Supplement.


    This page last updated: 31 October 2008

    Copyright 2008-2020 Bryan Fazekas