Campaign Setting Questions

So, after some hanging out and lurking on the OSR Discord, I talked to some really cool people who mentioned that they had “questions about YOUR campaign setting” on their blogs.  What are these questions and why/how are they used?  Glad you asked!  Basically, they are interesting questions to ask yourself about your campaign in order to flesh it out.  Maybe the question is, “Where can a necromancer find work?” and you take a moment to think about it, then come up with where a necromancer could get a job in your setting.  S0me questions are mundane and broad, while others are odd and extremely specific.  Sounds fun right?

So, each of these lists of questions stemmed off of someone else’s blog, then grew and grew. I followed them back to (I think!) the original source, and will now attempt to answer these questions as best as I can for my strange dark science-fantasy setting: Goan.

(Though Goan is the campaign setting and world where I base my games, it is only the “known world”, and there are many places that I have yet to create.  Also, as all of the adventures have only taken place in a small area of my world, known as Káletaria, all answers will be about that area.)

The original 20 questions – Jeff’s Gameblog

  1. What is the deal with my cleric’s religion?

I use my own heavily homebrewed rules, called Falchion, in which there is no cleric class/archetype.  If a player would like to play a cleric type of character, they would pick the “occultist” archetype, which grants immediate access to various sorceries.  A player playing some sort of religious holy person or zealot can then flavor these sorceries as “prayers” or “miracles” if they wish.  As for the religions of Goan?  There are many and varied, and I highly encourage each player to create their own, even if it is as simple as what deity/god they believe in.  The idea of religion and Goan is that there are many different belief systems in play.  If feel that this helps players and characters feel more anchored to the world, and give me, the GM, ideas on how to world build farther.  So far there has been a creepy cult that worships a giant tree in the woods, a large religious group spreading from an ancient cathedral with animated suits of armor as soldiers and monster hunters, a group of small villages in the woods that worship a gigantic wolf, and a small group from the south who worship “the jackal-headed deity”.

  1. Where can we go to buy standard equipment?

General goods such as adventuring gear, weapons, and armor (basically anything found in the rules) can be purchase at most mercantile in decent-sized villages.  Firearms (wheel-lock) are more specialized and can only found in bigger towns or cities, such as the capital Pušek of Káletaria or one of the cities where a lord or duke lives, such as Vodatržní in northern Káletaria, Tulsk in the central-western part of the small empire, or Šivitica in the south west.  Smaller villages and hamlets may have a smaller selection of wears, and the price may be higher or lower depending on scarcity.

  1. Where can we go to get platemail custom fitted for this monster I just befriended?

If you somehow manage to befriend a monster, you would then need to travel to a large town, like those listed previously.  Platemail is not cheap (2,000 sp), and isn’t something your average blacksmith is going to have on hand.  Most platemail needs to be specially made for its wearer.

  1. Who is the mightiest wizard in the land?

There is a handful of those that openly practice the arcane and eldritch arts, but the true masters in the known realm are three witches: Attala, Gosvintha, and Helchen.  Various tales of the crones have spread across Káletaria, some depicting the sisters as helpful towards folk heroes, others paint them in a more sinister role, stealing children for dark sacrifice among other heinous acts.  There are ancient tales of a young man supposedly aided by the three in his quest to defeat Vod, the basilisk in the heart of Mount Čevik.  Where the three witches can be found is a mystery in itself, as it is said that their small hutt has the ability to sprout spider legs and move about the mountainous forests of the region.

  1. Who is the greatest warrior in the land?

The greatest warrior known in the region surrounding Káletaria is a man known as Kern.  A folkalbian from northern Colino, he stands at 6’ 3” with corded muscles under his pale skin.  A wanderer and nomad by nature, tales have been told about his ventures from the lowliest saloon in Káletaria to the greatest spice dens of Alzred to the east of the Inner Sea.

  1. Who is the richest person in the land?

Duke Kosimo Sfar is the wealthiest person in the Duchy of Stoharad, of which the capital is Vodatržní.  Duke Kosimo is a brooding, robust man.  The lands which is controls are in the northern part of the empire.  There is no real threat of invasion of outside forces, so Kosimo’s paranoia turns inwards to his various lords and even his own son.  His son, Arkhon, is a spoiled brat that pays more attention to his food than to any matter of the duchy.

Duchess Luiža and Duke Lukaš are the wealthy twin nobles of the Duchy of Gromegen, their estate in the capital city Tulsk.  The two twins inherited their lands and wealth equality, and as such, no law is passed and no decision made unless they can both agree upon it.  On the surface, the two look like loving siblings, but they have been secretly trying to outdo, and at times, “remove” the other in order to gain total power.  So far, neither has realized this of the other, and neither has been too successful in their exploits.

Duke Lokeil Mufmien is the wealthiest in the southwestern Duchy of Vizemíh whose capital is Šivitica.  Lokeil rose through the ranks to dukedom through various military conquests, as the territory which he controls is on the northern side of the river Ringleche, there have been various skirmishes from kingdoms to the south.  The largest of these threats is the Thalafilian Empire.

The title of the wealthiest person in all of Káletaria easily goes to the Widow Tsarina Ursula, Duchess of the Grand Duchy of Ružova, and Empress of Káletaria.  Her husband, Tsar Eckart Nos, passed away mysteriously some 5 years ago.  The official proclamation was death by plague, but there are whispers of assassination.  Widow Tsarina Ursula is now never without her captain of the guard, Zbincza Brotz.

  1. Where can we go to get some magical healing?

Magical healing is extremely rare and extremely painful, as bones are snapped back together, and flesh stitches itself into its original form.  Some look at this type of magic as miracles bestowed by a god, using the practitioner as a conduit.  Others see it as a vile blasphemy against everything that is natural within the world.  Whispers have been told of various beings in the forests and mountains to the west that are able to heal with but a touch, but the price may be more than a person can bear.  Most healing in Goan is done via tonics, tinctures, and potions.  These herbal remedies tend to stave off death, at least for another day.

  1. Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath?

For poisons and diseases, there are various antidotes one may buy at a mercantile or apothecary.  If not antidote is readily available for the ailment, adventurers may need to venture forth to gather the ingredients.  

For curse or level drain, these more “mythical” afflictions can only be remedied by services afforded by those trained in the sorcerous arts.  Even then, the adventurers may need to take up a particular nasty quest in order to rid themselves of the affliction.  

Lycanthropy can be reversed by killing the were-creature that originally afflicted the adventurer, skinning it, and then sleeping beneath the skin under a new moon so the folk tales say.  

Those unlucky souls that find themselves polymorphed into another creature entirely must feed a creature the same as the polymorphed adventurer something which that character held dear.  The creature must then be killed, its heart cut out, and fed to the polymorphed adventurer.  

There is no alignment in Falchion.  

To bring back a mortal from death, the person must have died recently in the past 7 days.  Once again, it takes someone extremely talented in the sorcerous arts, much like those that can administer magical healing.  The mortal that is brought back from death loses 1d4 HD/levels as well.  

Those poor souls that find themselves afflicted with “undeath” must forever walk the world of the living with one foot in the realm of the dead.

  1. Is there a magic guild my MU belongs to or that I can join in order to get more spells?

All occultists are able to commune with a higher power when they gain a level, with the possibility of being bestowed a new sorcery.  Sorceries may also be found through rummaging around abandoned ruins and general adventuring.  However, if an adventurer is looking for specific knowledge of certain sorceries, there are a few organizations that may prove to be helpful.

Those that follow the dominating religion sweeping the empire, The Grand Cathedral of Ostrata, may make a pilgrimage to the holy city of Božchrám, home to the ancient, grand cathedral in the Bruhtar Mountains.  Here they may commune and learn from the priests and sisters of Ostrata, take their vows, and learn the various prayers and miracles worked there.

Though the official religion across the empire is the Ostracian faith (due to the Grand Cathedral’s help with their Tahrot Knights during the last great war against the Thiafilian Empire), a new religion, and with it new sorceries, has begun to take hold in the various boroughs in the empire’s capital.  This so-called “blood sorcery” has one foot in the occult with the other in science.  Practitioners of this style of sorcery have injected themselves with the “blood of the true god” rumored to be found deep within the catacombs and ruins beneath Pušek.  Calling themselves the Communion of Vhadhex (the supposed name of the buried god), this religious order is considered a dangerous cult by The Grand Cathedral of Ostrata, a point of contention between Božchrám and the Widow Tsarina Ursula, since she allows the order to practice their religion within the walls of the capital.

For those with a more scientific orientated mind when it comes to the arcane arts, they may wish to study at the ancient College of Orerod north of  Pušek.  Besides various experiments when it comes to sorcery, the college is also a place of study for those wishing to gain advanced knowledge in the new science of alchemy.  The college itself is an archaic, centuries-old building, with many vaults and passages connecting its halls.  Some suspect that the working college only uses 10% of the space available.  The various schools of thought tend to cause heated debate upon the source of the arcane within the world, sometimes even coming to violence between departments.  The Grand Cathedral of Ostrata regards the college as an abomination upon the land, and only tolerates it due to its backing by the throne.

Besides these more well-known resources for sorcery, players are encouraged to uncover ancient pagan gods and temples of great power in order to feed their need for more sorcery.

  1. Where can I find an alchemist, sage or other expert NPC?

Alchemy can take many forms across Goan, from apothecaries and herbalists to doctors and actual alchemists.  In smaller villages and hamlets, there may be a local healer that knows which herbs in the area to mix to create helpful tonics and potions.  In larger towns and cities, you might find more learned doctors and alchemists.  The difference between a doctor and an alchemist is that a doctor focuses only on the healing arts of medicine, while an alchemist focuses on all the chemical possibilities regarding science, and isn’t afraid to experiment.

For other expert NPCs such as sages, they can be found as hermits in the wood with hidden knowledge.  The College of Orerod houses an impressive library on the arcane and eldritch arts, as well has many ancient books detailing long-dead civilizations and some that maybe didn’t exist at all.

  1. Where can I hire mercenaries?

Though most hearty warriors are trying to ply their trade to the south in case a war breaks out with the Thiafillian Empire, mercenaries can be hired in nearly any part of  Káletaria.  The easiest route would be to hang a flyer on a settlement’s notice board, or perhaps ask around with some coin in a saloon.  Dangerous characters are often closer than one might think.

  1. Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?

Many temples and churches require weapons to be left at the entrance.  If a person has an appearance with a duke, lord, or royalty, weapons are typically forbidden.  Sorcery is seen as strange and dangerous in the lands of Káletaria, and while it may not be outlawed, it is certainly looked upon with suspicion and mistrust, leading it to rarely being used out in the open.  The Grand Cathedral of Ostrata has taken upon itself the task to determine if found sorcery is a miracle or witchcraft.  If it is decided that it is a miracle, the worker of the sorcery may be brought into the folds with other brothers and sisters.  If the investigation finds it to be witchcraft, a trial followed by execution is the typical response.

  1. Which way to the nearest tavern?

Saloons are plenty, no matter where you find yourself in the empire.  The larger the settlement, the more saloons one can find.  Notable drinking establishments include “Greta’s Fjork & Spoon” in Vodatržní, “The Winking Gentleman” in the small village of Kralona, and “The Suckling Pig” in the logging village of Řezivo.

  1. What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?

The largest group causing the western frontier of the empire trouble are creatures known as vukálar, viscous humanoids with the body of a man and the head of a boar.  They have been known to savagely attack entire villages, leaving nothing but chopped up corpses in their wake.  Lycanthrope sitings have been on the rising, leading the elders of villages to assume dark sorceries are afoot.  Far to the west, nestled in the Bruhtar Mountains, it is said that lights have appeared in the once deserted Castle Auchfoth, and with them, the dead have been rising from their eternal slumber.  To the northwest, rumors say that there is a cult that worships a colossal tree and that more than fruit sprouts from its wicked branches.

  1. Are there any wars brewing I could go fight?

The largest spot of tension for the empire is to the south with the Thalafilian Empire.  50 years prior, the southern empire attempted to invade Káletaria in order to expand, and also to claim the region’s rich lumber and ore supplies from the mountains.  Their troops managed to get all the way to the gates of Pušek when the late Tsar Eckart Nos’ father, Tsar Hildiger Nos, signed a pact with The Grand Cathedral of Ostrata, making them the official religion of the empire in exchange for their Tahrot Knights. With the help of the Ostracian warriors, they were able to push back Thalafilian troops to the river Ringleche and hold them there these long years.

  1. How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?

The rare festival that springs up may have jousting tournaments where competitors face off while riding dromorn bird-mounts.  These types of contests also occasionally include hand-to-hand bouts, as well as swordplay.  As for gritty blood-in-sand style gladiatorial arenas, those are found in the far south in Thalafilian Empire.

  1. Are there any secret societies with sinister agendas I could join and/or fight?

The Order of the Ivory Owl is a secret society made up of some of the wealthier families across the empire.  Their aim is to overthrow the Widow Tsarina Ursula and divide up the empire amongst themselves.  Rumor has it that they may have been talking with leaders of the Thalafilian Empire, helping with their efforts in exchange for keeping or expanding their own lands and holdings.

The Cemetary Walkers are an underground group of intellectuals obsessed with the idea of bringing back the dead.  Their methods have been found to be both occult and scientific in nature.  There have been rumors of hordes of rotting corpses walking again, hungry for the flesh of the living in the border towns to the far north, but no official word has come through.

  1. What is there to eat around here?

Káletarian cuisine is typically made up of root vegetables such as potatoes and carrots, rice, and meat in the form of cattle, goats, or chicken.  Their dishes tend to have an earthy but pungent aroma, thanks to the main spices of paprika, garlic, and caraway seed.  Hearty stews are common in the winter, while lighter, sauteed offerings are common in warmer weather.  Common food popular among the general population are roasted potatoes, spiced rice, a thick stew of goulaš over rice, beef stuffed dumplings, roasted and herbed goat, and roasted chicken.

  1. Any legendary lost treasures I could be looking for?

Centuries ago, it is said that the first emperor of Káletaria, Tsar Vladan Nokto, was gifted a sword of fire by the old god Huzel.  With this flaming sword in hand, he was able to drive back the barbarian tribes to the north and unite the small kingdoms under one rule.  Tsar Vladan Nokto was the first to be entombed where the present-day catacombs now sit under the capital.  After many long centuries and many additional burials, the tsar’s tomb has been lost.  Somewhere within, lies the ancient emperor with this flaming sword “Plameč” by his side.

The Auchfoth family at one time rivaled the emperor in terms of wealth and power. There was also a rumor that the Auchfoth family had a legitimate claim to the throne of the empire.  After a bloody civil war, the entire Auchfoth family and their followers were put to death, and the Auchfoth fortune was raided… At least that is what supposedly happened.  Rumors circulate about a hidden treasury below the dungeons of Castle Auchfoth, not only in silver and gold trinkets but in odd scientific and occult experiments as well.  One item of note said to be kept within the secret vaults of the Auchfoth family is a sentient sword known as “Iktš the Devourer”.

  1. Where is the nearest dragon or other monster with Type H treasure?

Dragons are thought to be long extinct, only living in ancient legends and tales.  That said, there are rumors that ancient, sleeping dragons are starting to wake up.  One such rumor speaks of Ylbor, the Eater.  This ravenous wyrm is thought to be slumbering in the Dirkdilv mines at the foot of Mount Osudrak.  Some say that the miners dug so deep they found the giant forge of some forgotten civilization.  This forge used Ylbor’s own infernal flames to create magnificent works.

Off the western coast of the Thalafilian city of Aktíurpolis is an ancient, stone lighthouse.  Atop the lighthouse there still shines a glimmering warning to any passing ships.  It is said that within the basement of the lighthouse is a door that opens to a staircase that descends further into the deep.  Half drunk sailors swap tails of where that stare case leads.  Some say following the staircase will take a curious soul all the way to the ancient city of Ry’lantis and all the technological marvels within.  Other sailors hold their holy symbols close when speaking of the guardian of that doomed city.

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