Wednesday, December 25, 2019

Grayharrowing Adventures


Design & Development

Because a few people have actually asked some questions, and because I do benefit from examining my own creative process, I’d like to share some notes and observations for a campaign setting built from the ground-up. Avremier has been building for nearly forty years and I actually struggle to recall many of the earliest details. Grayharrow was started within the last few years – though its origins do lie in an earlier iteration of Avremier (from the mid-1980s). Very little from that Grayharrow survives to this project, but those small kernels are very important.

Project History

Vythakhar was an unused realm in the first iteration of what is now the Avremier setting. It was a place of strange magic and an atmosphere I could only describe as, “eldritch.” It was a weird place created by a very young me, and none of my players ever reached it. Maybe a shadowy reflection of Melniboné. When I set out to bring Avremier “to the masses,” I found that Vythakhar just didn’t fit my current vision of the setting. So, rather than attempt to force a triangular peg into a round hole, I decided to create an Avremier spinoff, of sorts. Not that Vythakhar is part of Avremier. It is just a mini-setting that takes much of its flavor and detail from the early days of Avremier’s development. Like an archaeological site recently unearthed for study and possible appreciation. What you have here is Vythakhar placed within a more suitable setting, developed by a more mature and experienced me. It is my hope that both have aged well.

So – that’s where Grayharrow comes from. An exotic kingdom that never saw use in my game, poised at the edge of a hand-drawn map that no longer exists. The players just never travelled that far. Possibly for the best. Recently, when I dusted off some of my notes from the 80s and 90s, Vythakhar and its environs came fully to my attention after years of neglect. The timing seemed right, because I immediately began brainstorming a new campaign setting. But, I was no longer a kid living at home, with hours and hours to spare in the building of another sprawling and detailed fantasy world. I’d have to exercise some restraint – something I’m rarely good at when it comes to creative endeavors.

Guidelines and Ground Rules

This was not going to be a project that would grow and develop at a leisurely pace after extensive playtesting. I had set out to build a fantasy world with boundaries and some measure of focus. I would have an overall genius loci, in the form of a fallen deity that left behind titanic skeletal remains. The initial visual was very appealing to me – creating a landscape around a massive skeleton. In fact, this dominant physical feature would help define the true scope of the setting. With a bit of number-crunching and mathematical reckoning (not my personal strengths) I determined that the divine remains would be about 38 miles long. So, Vythakhar would have to be at least that size. And, I just had to place Imharra, the main city of the setting, directly into the palm of one dead hand. Nothing less would do. Also, the skull would be one of the most important features of the setting. The place where the mind of the departed deity would reside. A crucial focal point for the intended flavor and subtext of the campaign world – psionics.

Those who know me are aware that I generally exclude psionics from my own game and campaign setting. Still, over the years, I have come up with psionics-based ideas that seem fun to me. Grayharrow gives me an environment suited to those ideas. A showcase, of sorts. A psionic lich-king with an exposed crystallized brain, served by lawful-neutral psionic paladin enforcers, with leashed crystalline intellect devourers as hunting hounds. Clans of psionically-endowed grell totake the place of a certain type of octopoid-headed humanoid known for psionicallytenderizing and physically devouring the brains of its victims. Hidden domains of mad duergar. Isolated orders of psionic monks. Psionics that originated within the brain of the Dead God – emanating outward into the surrounding realms. I wanted a source that I could isolate and control – just in case.


Imports & Recycling

Honestly, I have a lot of ideas that just don’t suit my existing settings. Tons of stuff that don’t really fit within the established framework of Avremier. Concepts that aren’t funny enough for Duckin’ & Braggin’. That’s how the ‘Color-Titledsettings came about. Each one embodies a distinct atmosphere or flavor that I’d like to explore in-depth.  Grayharrow’s signature flavor is something I sometimes struggle to describe in simple terms. It is built upon a solid foundation of psionic-based science-fantasy, with a pseudo-Victorian veneer. Not quite Steampunk. Gothic Gaslight, but not always traditional Gothic. There are a few strong literary influences, but I don’t really want to dwell on them. I’ve taken them in different directions and woven them into something more my own. There are other Avremier concepts that have been transplanted fully into Grayharrow – the pivotal city of Imharra being one. Then, there are concepts that were introduced in Avremier, but taken to different levels and in other directions for Grayharrow. Gargoyles, sphinxes, paladins, monks, arcane magic, nonhuman PC races, nonhuman domains, psionics-aided combat, other dimensions, undead, psidead, and more. Just a lot of standards or trappings that I wanted to twist or repurpose into something I found engaging.

Culture, Myth, History & Folklore

Quite a few real-world cultures manage to inspire and flavor the creation of my fantasy civilizations or concepts, but not always to their fullest extent. I’m not interested in creating a fantasy version of Egypt, Greece, Scandinavia, or China – but I do like to take bits and pieces of the look or feel of older cultures for a foundation or framework. I like to give players something they can recognize, but not necessarily something they’ve seen before. I’m not re-creating cultures for use in my game. This is true of Grayharrow even more, perhaps, than Avremier.  

Monday, December 23, 2019

Mothshade Underworld - Part Three


Continued from previous entry.



Naming Names: Just to immerse myself a little in the ambiance of the place, I’ve been jotting down some names for rooms and encounter areas. Descriptive bookmarks designed to prompt my weary mind when it comes time to assign and describe these places. In some cases, the names are evocative of the atmosphere of the area. In other cases, the name may give some hint as to the nature of any danger or reward to be had. On any official map or floorplan, these are the assigned designations.

·         Stormsong Hall
·         The Angled Hall
·         The Black Solarium
·         The Bloody Cubiculum
·         The Broken Gallery
·         The Clockwork Ballroom
·         The Cursed Cloister
·         The Crystalline Atrium
·         The Hall of Scroll Columns
·         The Haunted Apodyterium
·         The Indigo Sleeping Porch
·         The Ivory Vestibule
·         The Ivy-Bound Cryptoporticus
·         The Jasmine Boudoir
·         The Lost Attic
·         The Mossy Den
·         The Old Inglenook
·         The Owl Parlor
·         The Scorched Counting-House
·         The Sealed Library
·         The Shield Wall
·         The Silent Antechamber
·         The Silver Scriptorium
·         The Stygian Undercroft
·         The Sunken Calderium
·         The Wasp Loft
·         The Waterfall Rotunda
·         The Willow Cloakroom


Friday, December 6, 2019

Mothshade Underworld - Part Two

Continued from previous entry.



CHATEAU MOTHSHADE

Location: Somewhere near the shared border region between the Marchlands, Mauvolg, Undomni, and the Pearl Principalities. Far from the centers of human civilization, but still in the middle of the action. The closest human village will be about 30 miles away – a good day’s walk. It may be a Volgate village. It may be a Marchlands village. I want it to be out-of-the-way, but not inaccessible. Would prefer to have something of a “home base” for the PCs – but have no need for them to be TOO comfy and secure. Besides, the village will be a little odd.

Base Town: Have yet to decide which town this will be, specifically. I do have a list of unused names and choosing one will be easy enough. But, I don’t want the town to be an entirely safe haven. It will have opportunities for adventure in itself. It will be a frontier town where strangers come through and surprises can come at you from the wild. The people will be tough, independent, and wary. The place will be a bit of a melting pot of races and nationalities. Always an opportunity for good times and bad times.

The Ruin: Somewhere between the base town and the Chateau, there will be a ruin. Probably the remains of whatever fortified residence the first human ruler of the place had built. Some march lord that didn’t quite make it. Self-proclaimed human government didn’t go over well beyond the bounds of Dhavon and Mauvolg – not until the March Lords came to an agreement with the giants of Undomni. Even then, there were no human rulers – only guardians and caretakers. The ruin will offer at least one entrance to the Outer Ring of the Dungeons.

Outer Dungeons: Part of the dungeon complex will not be affiliated with Mothshade, but it will intrude upon one region of the Mothshade Underworld. The architectural and ecological differences will be striking enough to recognize immediately. These ‘Outer Dungeons’ will consist of abandoned cellars, lost vaults, an actual dungeon of cells and tortures, part of a collapsed mine, a kobold warren, an abandoned and accursed goblin fane, and a planar pocket intrusion left over from the Planewrack.

Planar Pockets: The Planewrack caused untold damage to all of reality. It’s possible that we will never know the full extent, or be able to repair it. Still, it is possible to come across a tiny piece of a planar realm beyond this one – piercing our own, and become wedged in tight. One moment, you’re skulking down a dark dungeon corridor – then you find yourself in what seems like a natural cavern hollowed out of a huge amethyst geode – orbiting a writhing green star. If you turn around quickly enough, you might be able to return to the dungeon corridor.