Monday, June 15, 2015

Opening post for Oldur

My name is Ben Eastman, and for the past dozen years I've run games of D&D, 13th Age, Dungeon World and numerous other roleplaying games. During this time, I've designed a number of worlds of varying quality and size for players that I've DMed for. For the last three years, I've been working on the world of Oldur, a campaign setting that takes high fantasy and sprinkles in elements of sword & sorcery and horror with hints of science fiction to (hopefully) create a rich an exciting sandbox for my players to play in.

Commonly, when world-building, I would start out a very macro-level and build in more narrowly, providing what inevitably proved to be an overly-detailed and very restrictive setting. Oldur started out quite the opposite. When crafting an adventure for a group new to RPGs, I created a small town (Auldham) set outside a small, walled city (Fallbourne) where the party investigate some missing boys. After twists and turns, they saved the day - but not without some losses. 

As their adventures grew farther and wider, I was forced to create more parts of the sandbox to fit into their overall story line. Eventually, I started to run other groups in Oldur as well, going as far as running a group just prior to the fall of the Gaeltiran Empire (more on this later). I've been finding it hard to keep explaining portions of the world to new groups as well as remember the underlying lore behind the story lines which is not necessarily dug up by the players. The blog provides me three opportunities: (1) to build upon existing knowledge, (2) to straighten out naming conventions, and (3) to provide a macro-view of Oldur as a whole. For the reader, it provides the opportunity to adventuring in my world without having to sit at my table or my Google Hangout.

My goals for the blog are as follows:

1. Detail the races of Oldur. The standard PHB races of most D&D games and their spiritual successors can be found somewhere on Oldur, along with some of the more exotic races. Most races follow the Tolkien-lite tropes in modern RPGs. My intention is to take this expectation and put a twist on it to create a more interesting world in which to play.

2. Detail the nations of Oldur. Within Oldur lie the many great nations. In each nation's defining characteristics, there are ideals which makes the nation great but is balanced with great flaws.

Azaandale is the only democracy on Oldur, but it maintains a system of repressive slavery similar to the antebellum South. Thoros is monarchy with an enlightened despot, but her enlightenment does not stretch to foreign shores where her oppressive mercantile policies crush native populations. Portenz is a nation full of many freedoms for her people, but her rulers dalliances with devils and obsession with ancient artifacts often lead to unnecessary wars. Sylvanheim is one of the last large natural preserves on Oldur, but most of its economy relies on its half-elven members traveling abroad to capture and sell slaves.

3. Detail the lands beyond Oldur. When I refer to Oldur, it can either be the World of Oldur (the campaign setting) or the continent of Oldur. To the east of the continent of Oldur is Aztulocan, an untouched wilderness full of adventure and natural resources. To the west lies Yeilou, a land full of natural spirits, honorable warriors and serene monks. In between these continents lie many islands, such as the archipelago of Aoril, with its decadent port cities ruled by sorcerer-kings and filled with thieves' guilds and cultists to dead gods,  and its wild jungles full of adventure, riches and things-that-should-not-be-found.

4. Detail the gods of Oldur. When I started running games in Oldur, I used the default deities found in the 3.5 PHB. As of late, I've moved towards creating my own deities for use in the game which I would like to flesh out.

In Oldur, a god has no express alignment. The gods have a primary domain along with supplemental domains. For example, Xolei is primarily the god of the sun. His adherents also call on him during the harvest time, and when their souls past from this world to the next (where they will be brought to his great light for eternity).

However, because gods have not walked the earth in an epoch, they are distant from even their closest followers and do not strip the priests and paladins of their powers until they have died. Provided that an adherent knows how to make the proper prayers at the proper times in the proper way, she will continue to be granted the spells that she has requested. Technically, this means that a priest could go contrary to the gods commands yet still command his power.

Compared to most settings with gods, this abdication of divine responsibility by the gods leads to much greater doctrinal conflict within the churches of the faith. For example, while some priests of Xolei may walk the straight and narrow preaching of the sun and the promises of the afterlife, there may be other priests who believe that the only way to embrace the light is to walk side by side with the darkness. Other priests may believe that only through condemning evildoers to the punishment below may those who walk in the light find their true reward with Xolei.

My hope is that this approach opens up the possibility for intra-church story lines as well, giving the DM and players more options for interesting and compelling joint story telling.

5. Detail the Icons of Oldur. If you have played 13th Age, you have most likely run across the Icons for the game. (If not, check it out - the SRD is free). I intend to provide a set of Icons which are usable in Oldur for those who wish to play this excellent RPG by authors Jonathan Tweet, Rob Heinsoo and many other great game designers.

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That's all for now - I will be writing soon about the races of Oldur.