Wednesday, May 29, 2019

The Eternal Empire of Tsan-Chan


Almost settled in the new home (and country!). So, time for another update. Recently I offered to do a “reskinning” of the Player’s Handbook (5E) in order to present a “dark and lovecraftian” campaign setting, without limiting the mechanical options. Here is the (slightly revised) version!

That is not a new subject on this blog. Quite the contrary… you can check my first ideas regarding it HERE and HERE.

The Eternal Empire of Tsan-Chan – a D&D 5E Campaign


Theme: A Dark Fantasy Lovecraftian Setting for D&D 5E

Premise: the Eternal Empire, or Tsan-Chan in the Holy Tongue, is the center of Human power in the Old World. Tsan-Chan is so old and vast that no living bloodline (with the exception of the Elder Races) remembers its dark inception. Even the Empire’s current rulers were merely barbarians that exterminated the last “Heavenly Dinasty” a few centuries ago and took over. More recently, the current Emperor, Hastur the Skinner, declared himself the “Yellow Sovereign”, a living and masked god, forbidding the imperial pantheon of Pegana and throwing Tsan-Chan in civil war.

Who are you? You’re the Heretic, the Banished and the Exiled, living beyond the Eternal Empire’s seals and borders (which hamper much of the old and unsanctioned magic). Maybe you hunger for gold, to conquer a piece of land and become its sole ruler. Maybe you’re a fugitive and desire revenge or the help of the Elder Races (or seek a way to immortality with their Lore).  Perhaps, you’re a member of the Lost Bloodline, the ancient and feared rulers of Tsan-Chan (before it had that name).

Where are you? You live in the Borderlands, either in the last domains of the Elder Races or in the barbaric Dragon Realms, which pay allegiance to the Spawn of Tiamat – Dragons and their degenerated servants, the Dragonborn.  From the Dying West you face the monolithic power of Tsan-Chan; beyond the Borderlands lies the Dooms of this Age – the inhuman might of the Hobgoblins, the ravenous Gnolls, the obscene Sahuagin, which have closed the seas, and – finally – the unstoppable hordes of the Coming Race, the Orcs. It is whispered that orc blood shall run through the veins of the next line of Emperors. Of course, there are older and worse things in Abyss Below and the Stars Above…


Races:

Dwarf – A long time ago the Forgers of Civilizations and True Rulers of the Eternal Empire were banished and exiled to the Abyss Below, the Underdark. Their bane was the loathsome and cannibalistic Tcho-Tcho, forefathers of Humanity. Banished to the depths, the exiled mixed their blood, begetting the Dwarven Races. Dwarves wage an everlasting (and thus far losing) war against Tsan-Chan. Hill dwarves are pariahs whose blood mingled with humans, while Mountain dwarves claim to be royalty. However, they lie and deeply fear “True Dwarves”, who call themselves Duergar. Duergars possess otherworldly magic and knowledge, suffering strange mutations – a few, it is said, can even breathe underwater as a result of their abyssal blood (and perhaps a “gift” from their masters, the Aboleth).


Elf – Beyond the Old World, buried deep in the maddening and deadly fumes of the Lotus, lies another realm, an impossible world of forbidden pleasures, dark joys and unending bloodlust. These are the Dreamlands, which are believed to be Paradise or to hold the secrets to immortality. The Elves are the Souless, the temptation of Man, molded to be perfect of body and untouched by old age. The Elves know in the Old World are the Defeated, the Exiled and the mad Disavowed. Their memories of the Dreamlands are clouded and their crimes are always nebulous. Their drives define their bearing in the Old World. High elves are creatures of art and knowledge, hunting for the forbidden secrets, ever seeking a way back to the delicious madness of their original demesne. Wood elves are satyrs, half-man, half-beast creatures, driven solely by their passions. Dark elves are worst, called by other elves the Disavowed – they voluntarily left the Dreamlands to hunt (and some said, taste) the flesh of humans. Dark elves belief that one day Humanity will release the Great Old Ones or, worse, slay Skarl the Drummer, awakening Mana-Yood-Sushai, the Primordial Law, “and there will worlds nor gods any more”.

Half-Elf – Humans naturally lust after Elves and Elves, also naturally, have many uses for Humans. From that unholy union are birthed Half-Elves, also called Maenads. Creatures of uncontrollable and inconstant urges, Half-Elves are beings of extreme. Many suffer from strange bouts of madness, during which they lose all control and restrain. Half-Elves are easily addicted to the Lotus and many dream of finally entering “in flesh” in the Dreamlands. All Half-Elves are proxies of their elven parents, who can see and hear through their eyes. That is also why Half-Elves are hunted in Tsan-Chan and even in the Dragon Realms. They are natural spies.

Halflings – The Merry Folk are a conundrum, a mortal race seemly free of the taint of Tsan-Chan. They arrived millennia ago on the shores of the Eternal Empire and became a caste of servants and farmers, easily ignored by most people. But the so called Halflings have long and hidden traditions about the Gates Between Worlds. Halflings adventurers are either Assassins (Lightfoot) or Watchers (Stout), which are here ancient roles, not ancestries (there is only on Halfling People). Assassins face those that desire the knowledge of the Gates that were shut to prevent the coming of the Great Old Ones; while Watchers are those that gather lore and magic items to prevent Humanity and other races from bringing the End. This is a secret to all powers of the Old World, which see Halflings as mongrels and slaves.

Humans – You’re the rulers of the decadent Old World, masters of its greater power – the Eternal Empire! The last Elder Races cower behind dragons, barbarians and the Dooms of the Age. There never was and there never will be a greater realm than Tsan-Chan. Humans followed the imperial pantheon of Pegana, the gods that raised them from lowly beasts to the rulers of the world. Their Creator is Mana-Yood-Sushai, the Primordial Law, who shall one day awaken and destroy everything. Today, many humans follow the heresy of the Yellow Emperor or, worst, the lies that equal Mana-Yood-Sushai to its opposite – the Daemonic Sultan Azathoth.

Dragonborn – It is said the when the Yellow Emperor, the Nameless One, revealed itself in Tsan-Chan, the Dragons came forth from the ends of Old World and created vicious domains in the Borderlands. They used their alien magic to change the land and raised the Dragonborn. However, they did not predict that their servants could betray them. You’re either a faithful servant of a Dragon Lord or the descendent of those that slayed their greedy masters. You’re hated by Elder Races and Humanity, and think in ways that most humans can’t fathom. Most dragonborn find peace only in violence, drinking or in the alien paths of the draconic mind. Heretic dragonborn dream of Ascension, of becoming Dragons themselves and flying beyond the Stars Above. The faithful dragonborn know that the True Enemy lies inside Tsan-Chan… they know that the rumors of gigantic humanoids walking in the heart of the Eternal Empire and devouring cattle, halflings and humans are true.


Gnomes – The Eldest are ancient beyond reckoning. Gnarled and ugly, gnomes are called the Wise Ones because it is said that they stole magic long ago from the gods, demons or dragons (it also said that gnomes could save the world with that knowledge… if only they cared). Gnomes are born looking old and wicked, and are said to be immortal. They are the rarest of the Elder Races and claim to one have ruled the world (although everyone know gnomes are liars and devilish).  Forest Gnomes have skin brittle and colored like bark, with twisted hands and feet that look like roots; they live in the wilds of the Borderlands, acting as a mix of boogeymen and hermits. Rock Gnomes plague the cities of the Dragon Realms and are hunchbacked and deformed.

Tieflings – It is said that an Emperor once lived that was wicked as a gnome, vengeful as a dwarf, lustful as an elf and wrathful as dragon. His spirit was so dark that both the Gods of Pegana and the Great Old Ones of Azathoth rejected Him, seeing in Him a cunning beast without sophistication, uncaring of Law and Chaos, desiring only power. His mortal vassals erased his Reign and Name from all Imperial Records and banished his shade to the depths of the Abyss Below with great cost. But legends are hard to kill and He is known today as the Dark One, the Prince of Darkness, the Teuf or Asmo’dien. He was bountiful and his spawn yet lives, deeply inside Humanity – the Lost Bloodline. A Teufling or Tiefling, also known as Darkling, are those mortals that descended from Asmo’dien. When they reach puberty, their tainted souls reveal in their flesh, marking them as condemned to King of Pit. Each tiefling is unique and monstrous… some have obsidian skin that crawls with worms beneath, others have transparent skin that reveals tainted flesh and others have tentacles and strangers mutations. Tieflings are hunted not only because of their legacy, but also because their organs are sought by imperial magicians as potent spell components. Many Tieflings become horrendous monsters as they mature, the most famous examples being the Beast of Dunwich.

Classes:

Barbarians – Those that desire the end of both the Dragon Lords and the Eternal Empire. They represent the natural state of humans in the Old World.

Bards – These mysterious casters and artists are actually “priests” of the Fey, the timeless rulers of the Dreamlands. They are hunted as heretics in the Tsan-Chan and as dangerous cultistas in most parts of the Borderlands (except in the reclusive domains of the Elves, where they’re the effective priests of the Dreamlands).


Clerics – “Cleric” in this setting means someone sworn to a God of Pegana, with the knowledge of his/her Signs. all true clerics were exiled afrom Tsan-Chan, after Hastur, the Nameless Emperor, declared himself God.


Druids – The old, mad and barbarous priests of Shub-Niggurath. Many druids struggle to serve Humanity, despite their heritage.


Fighters – As in the Player’s Handbook. Eldritch Knights learn their after pledging fealty to a Wizard.

Monks – Servants of the Eternal Empire, most monks orders are loyal to the Yellow Emperor (with the exception of a few exiles in the Borderlands).


Paladins – The so-called Dragonsworn are the chosen mortal champions of the Dragons. Each Paladin is a knight devoted to one particular Dragon Lord. Thus, they’re all enemies of the Eternal Empire.

Rangers – As in the Player’s Handbook. Their magic comes from the Fey, very old Gnomes or Elves.

Sorcerers – Children of the Gods, sorcerers are hunted and burned at the stake. Most are tainted by dragonblood or the lineage of the Dark One.

Warlocks – The first spellcasters. Both Clerics and Wizards are “modern” developments of the warlock arts. The most common warlocks are pledged to the Dreamlands (Fey), the Dark One (Fiend) or the Great Old Ones. A few rare warlocks serve the Empyrean Spheres, a strange and elusive coterie of otherworldly realms or entities that values harmony and beauty above even Law or Chaos, these men and women are merciless, amoral and deeply feared*.
*And that’s how I would explain a celestial in a lovecraftian setting.

Wizards – They may deny it, but wizards are actually a type of priest here. They learned their secret craft at the feet of the same Great Old One – Nyarlathotep, the Crawling Chaos and Master of the Arcane Arts. Yes, each wizard is occasionally visited by Nyarlathotep, in dreams or (poor soul) in person. The Crawling Chaos has a plan and He also is an enemy of the Yellow Emperor (and the Dragon Lords, and the Gods of Pegada and, even, Azathoth Itself).



Saturday, May 11, 2019

My daughter’s first RPG creation!



...sort of! First of all, sorry for the absolute disregard for this tower in these last months. I could mention, as a proper excuse, that I just moved with my family to another country, but I know that Dungeon Masters are heartless creatures that feed on dead character sheets, so no one would believe me. Anyway, moving on!

As any other hobbyist enthusiast, I’m probably not the first one to try to get his children playing RPG as fast as possible. I’ve two lovely and devilish goblins, ages 7 and 4. I’ve run a few “RPGs” for them from time to time (they call it “Monsterslaying Games”). Of course, they aren’t conventional tabletop RPGs because my little ones still prefer more ludic and dynamic experiences… actually only 25% of our table time is actually at the table; for the rest of the game session I’m usually creating physical activities and mini-games like “Let’s hunt the dragon hidden in the blankets” or “Sneak through the dinosaur guardian in the living room” (I also use lots of LEGOs as minis/props). In the end, I even created a small resolution system so that my kids get their first taste of rolling dice. I hope that in a year or two both are playing a complete RPG with me and my wife.

While that time doesn’t come, I like to show them my RPG books (I discovered that they love bestiaries) or to talk about game stuff. To my surprise my daughter recently suggested a few “cool powers” that she would love to have in our next RPG session. Here is the closest adaptation of her ideas.

New Spell

Anaoj's Annoying Tickles

[Swords & Wizardry/OSR]
Spell Level: 2 
Range: 30 feet 
Duration: Instantaneous
This spell affects people and living monsters, who start feeling an intense tickling over their entire bodies. If the spell succeeds (saving throw allowed), the creature lose her next action, dropping any items and falling to ground. During combat, the unfortunate victim may open her guard, offering one nearby enemy the chance for a free attack (Referee’s call).
Usually, creatures with natural armor (AC 4[15] or better) are impervious to this cantrap.


[D&D 5E]
Enchantment
Level: 2 
Casting time: 1 Action 
Range: 30 feet 
Components: S, M (harlequin doll and a feather) 
Duration: Instantaneous
A creature of your choice that you can see within range start feeling her entire body tickling. The target must succeed on a Wisdom saving throw or lose her balance. During combat, a creature that fails her save triggers an attack of opportunity.
A creature with natural armor of 12 or higher has advantage on the saving throw. Creatures of the construct, elemental, plant, ooze and undead type are immune to this spell.


[Pathfinder 1st] 
Level: Bard 1, Sorcerer/Wizard/Witch 2
School: Enchantment (Compulsion) [Mind-Affecting]

Components: S, M (harlequin doll and a feather) 
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature; see text
Duration: 1 round
Saving Throw: Will negates; see text
Spell Resistance: Yes
The target start feeling her entire body tickling and must succeed on a Will save or become Stunned for 1 round. Creatures on difficult or dangerous terrain (like walking on a tightrope) also fall Prone. Finally, a creature that fails her save triggers an attack of opportunity.
Targets with a natural armor bonus of +2 or higher gain a +4 bonus on their saving throw. Creatures of the construct, plant, ooze, outsider (elemental), undead and vermin type are immune to this spell.
Some spellcasters know this spell as ‘Nightgaunt’s Tickling’.



New Magic Item

Anaoj's Misleading Potion of Ruin

After drinking this fiery and bubbling concoction, the target’s skins gets red and hot as a forge. One round later the target explodes, dealing damage around them as if they were the point of detonation of a 5th level fireball.
The drinker materializes in the next round, totally unaffected by his self-detonation, 30 ft. away in a random direction.

[In D&D 5E this is a very rare potion. In Pathfinder 1st this item practically works as minor artifact.]