Category Archives: dungeon world

If These Stones Could Scream: Region Map

Victor is normally tasked with taking my crude line drawing and making them into something that you can understand without patience and a magnifying glass, but since he has been busy I thought I would take a stab at it and see what I could do.

This is the region map for If These Stones Could Scream another Dungeon World adventure I am working on:

Not quite satisfied with how the mountains blend, and I’ll need to texture the grassy areas some more, but otherwise it is almost done. Then I will try my hand at polishing up Khajra (city map), and then the Serpent Ziggurat (dungeon map).

If These Stones Could Scream: Khajra Map Take 2

My second stab at Khajra, the primary adventure site for our upcoming adventure If These Stones Could Scream. I made the area with the actual town a bit smaller and added an arena, while the snakeman pyramid is quite a bit larger and circular (at Josh’s request). 
The town started out as a dig site for explorers investigating and/or looting the snakeman pyramid, but due to all the water after it was cleaned out it became a kind of resting stop for caravans crossing the desert. Eventually a would-be noble set up shop (and walls) and began charging people to stay and purchase water.

If These Stones Could Scream: Khajra Map Draft

Now that I am done with the Dungeon World version of Something Stirs in the Blackscale Brakes (13th Age will be coming once there is a SRD that allows use of the default icons), I have started working on another adventure titled If These Stones Could Scream.

After finishing 20 pages I thought I would switch gears and work on one of three maps that will be included in the adventure, starting with Khajra:

Victor is gonna have a field day with this one.
Khajra is located in the middle of an expansive desert, serving as a key stopping point for caravans passing through. Well, it used to until its inhabitants stopped opening the gates or even responding at all.

Dungeon World: Something Stirs in the Blackscale Brakes

Our second product, Something Stirs in the Blackscale Brakes, is finally up on Drivethrurpg. This is a side project that I have been working on when not bugging Josh about A Sundered World, though ultimately he contributed a good deal to the writing.

It is a “campaign front foundation” for Dungeon World that, as the name implies, gives you a solid campaign front and some steadings to start with, as well as some dungeons, new dungeon gear, optional dangers, monsters, magic items, a compendium class, a blank map.

If you like the stuff that we have posted before, then you will probably like this, too. Though it is specific to Dungeon World, if people enjoy the story I would definitely port it over to 4th Edition and 13th Age (when they allow us to, at any rate).

NOTE: I also dropped the price on Seekers of the Sand to $3 for all those looking for a bargain on thematic seeker powers, magic items, and a paragon path.

A Sundered World: What Is Going On…Also Mind Flayers

It has been awhile since we last talked about A Sundered World: I moved and have been busy with a new job, play-testing a Super Dungeon Explore expansion, reading up on 13th Age and Numenera, Josh has been busy with his existing job (and his schedule got a bit wonky for awhile, too), etc.

So partly this update is to say that we are still working on the Dungeon World version of A Sundered World (with other systems to come). The page count breached pages out of a projected 150, and we are still working out the gazetteer, class playbooks, equipment, magic items, monsters, and more.

The other part is to talk about the direction we are taking mind flayers or, given that mind flayers are considered Product Identity by Wizards of the Coast, whatever we end up calling our version of them. Mind you none of this stuff is specific to A Sundered World; it could easily fit in any setting with a Far Realm.

Which should frankly be all of them.

A LONG TIME AGO, IN A REALM FAR, FAR AWAY
Mind flayers come from the Far Realm, a void beyond the known regions of the Astral Sea, where space, time, and reason have no meaning or appreciable purpose. Instead of starting out as defenseless tadpoles they look more like facehuggers: vertebrae-like tails and spidery limbs extend from a fleshy mass covered in eyes of various shapes and sizes. Since they can crawl about this already makes them more dangerous, but they also possess an array of primitive psionic abilities that can induce panic in potential victims, hide them from sight, maybe even a one-target mind blast?

Instead of having to be implanted in a victim they just latch on to your spine, digging through flesh and bone with their sharp limbs to get a nice, solid grip. Once the victim is immobilized it is only a matter of suffering through an incredibly painful, lengthy transformation, and that is where baby mind flayers come from.

Sigh. They grow up so fast…

Josh pitched this idea awhile back after reading Perdido Street Station, likening them to the handlingers. I loved the idea of making them more parasitic, but also wanted to make them more dangerous on their own. Since they can move, attach themselves, and are pretty good at hiding I think it will add a lot of tension when creeping into (or trying to escape from) a mind flayer enclave or vessel. This also better allows for someone to get it removed before the transformation is complete, paving the way for a compendium class or one possible origin for psionics.

SAMEY PSIONICS
I think it is kind of silly that 3rd Edition mind flayers had the exact same suite of psionic powers across the board, with customization basically limited to slapping on spellcasting/manifester levels until you get something reasonable. Since mind flayers are derived from other creatures one idea is to have what mind flayers do be layered on top of an existing creature (think 3rd Edition template), even going so far as to affect what kind of psionic powers that they develop.

For example a dwarf mind flayer could manifest powers that let it manipulate metal (or even transform its body into weapons) and regenerate quickly, while an elf would be more graceful, mess with your mind, and manifest precise bolts of telekinetic force. This is not meant to replace one explicitly defined list with another, but give you some thematic groups that you can use or change as you see fit. In Dungeon World this is a pretty simple matter of citing some flavorful moves, while 4th Edition and 13th Age would require power groups and a list of psionic features and/or nastier specials respectively.

OTHER ANCIENTS
Something I pitched while we were talking was if mind flayers were servants, creations, or even just somehow related to an ancient one (probably something that at least looks Cthulhu-ish given all the face-tentacles). Other ancient ones would have their own humanoid-turned-horror servants, like Dagon’s deep one hybrids. This not only adds more variety, but also makes it easier to develop plots where agents working for various ancient ones oppose each other. The characters might have to work for one, or ultimately choose the lesser of two or more impending dooms.

A Sundered World: Shaman Playbook Draft

We have shown you quite a few locations within A Sundered World, so this time I figured we would change gears and give you a preview draft of the shaman playbook (note that there are level 6-10 moves, but I want to get the initial stuff hammered out first).

Shaman
Before the Sundering spirits inhabited all manner of objects, from rocks to trees to rivers to mountains. When the Sundering hit many of these spirits many went insane when they were not outright destroyed. A number survived, though most were wounded by the event. Shamans discover these weakened spirits and give them a new home: their bodies. In exchange the shaman is empowered by the spirit, able to do things that she could never do otherwise.

Stats
Your maximum HP is 8+Constitution.
Your base damage is d8.

Starting Moves
Choose either dwarf, elf, halfling, or human, then choose a spirit companion.

Spirit Companion
You have made a bond with a spirit companion. It can speak any languages you do. Unlike an animal the spirit is about as intelligent as a human. Normally the spirit dwells within you, offering you its strength and sharing your senses, but it can also manifest itself to act independently. Choose one of the following spirit archetypes:

[ ] Bear
Bear is strong and tough. When your spirit is withheld your Armor increases by 1 and your melee attacks gain the Forceful tag.

[ ] Snake
Snake is fast and slippery. When your spirit is withheld you take +1 to evade danger, slip past someone, or escape from someone’s grasp.

[ ] Tiger
Tiger is swift and ferocious. When your spirit is withheld you can run as fast as a horse, and your melee attacks gain the Messy tag.

[ ] Wolf
Wolf is a stalwart warrior and companion. When your spirit is withheld you take +1 when you stand in defense of a person or you and an ally attack the same enemy.

Your spirit’s aspect determines what sort of benefits it grants while manifested in the world. Choose one aspect:

  • Might: When the spirit aids someone in combat, they deal +1 damage.
  • Tough: When the spirit protects someone, they gain +1 armor.
  • Tracker: When the spirit helps someone track a creature or detect the presence of creatures or objects using its sense of smell, take +1.
  • Wise: When the spirit imparts its wisdom, take +1 to Spout Lore.

You start with these moves:

Summon Spirit Companion
You can conjure your spirit companion at any time, causing it to manifest itself nearby. While it is manifested you lose the benefits of your Spirit Companion archetype, but you and others can gain the benefits of its aspect. Due to your spiritual connection you both share the same hit point total.

Spirit Healing
When your spirit invests a bit of its energy to heal you or someone else, roll+CON. *On a 10+ the target regains 1d6 hit points. *On a 7-9 the target regains 1d4 hit points, but your spirit is exhausted. Choose one:

  • Take -1 ongoing to use this move until you rest for the night.
  • You cannot summon your spirit companion for the next hour or so.
  • You take 1d4 damage.
  • You draw unwelcome attention or put yourself in a spot. The GM will tell you how.

Speak With Spirits
You are capable of hearing the voices of the spirits that inhabit the Sundered World. When you attempt to communicate with the spirits of the world, roll+CHA. *On a 10+, they are helpful and will provide you with information about the surrounding region that they know. *On a 7-9 they will help you, but want something in return. The GM will tell you what. *On a miss the spirits of the general area are offended; take -1 ongoing to use this move until you leave or you make amends.

Alignment
Choose an alignment:

Lawful
Adhere to the traditions of your clan or the tenet’s of your spirit companion.

Chaotic
Willfully break or violate your clan’s traditions, or disregard your spirit’s teachings.

Neutral
Help an animal or spirit of the wild.

Gear
Your load is 9+STR. You start with dungeon rations (5 uses, 1 weight), and a totem symbolic of your animal spirit, tribe, or clan. Choose your clothing:

  • Loose-fitting leathers (0 armor, 1 weight) and 5 coins
  • Thick hide armor (1 armor, 1 weight)
  • Carved wooden shield (+1 armor, weight)

Choose your armament:

  • Rune-carved staff (close, two-handed, 1 weight)
  • Massive club (close, +1 damage, two-handed, 2 weight)
  • Spear (reach, thrown, near, 1 weight)
  • Pair of claw bracers (hand, +1 damage, two-handed, 2 weight)

Choose one:

  • Adventuring gear (1 weight)
  • Poultices and herbs (2 uses, 1 weight)
  • Halfling pipeleaf (0 weight), 3 antitoxin (0 weight)

Bonds
Fill in the name of one of your companions in at least one:
____________ helped me find my spirit, either intentionally or accidentally.
____________ does not get along with my spirit.
____________ could benefit from the spirit’s wisdom.
Your spirit knew one of ____________’s ancestors. Did they have a good or bad relationship?

Advanced Moves
When you gain a level from 2-5, choose from these moves.

Ambush
When you summon your spirit and immediately have it aid someone in combat, that person takes +1 forward.

Chimeric Spirit
Choose another spirit archetype. You can only gain the benefits of one spirit archetype at a time, and it takes a few minutes of meditation to change the archetype.

Cunning Spirit
Choose one move from the ranger class list.

Dual Nature
Choose another aspect for your spirit. It can bestow either benefit to you or your allies.

Heightened Senses
While your spirit is withheld take +1 to Discern Realities made to spot something, and you can see in the dark.

Imposing Spirit
Your spirit gains the Large tag, and your size increases a bit as well. In addition when your spirit is withheld you deal +1 damage, and when it it manifested it deals +1d4 damage.

Improved Aspect
The bonus from one of your spirit’s aspects increases by 1.

Mentor Spirit
Maybe your spirit is encouraging, or maybe it is overly critical of your every move. Regardless when you try to do something and miss, take +1 forward the next time you attempt that action.

Nurturing Spirit
When you use Spirit Healing, on a 10+ it heals 1d8 hit points, otherwise it heals 1d6 hit points (even on a miss).

Restraining Attack
Your spirit’s attacks are capable of pinning enemies down, whether by grabbing, constricting, or tackling. When your manifested spirit aids someone in combat, on a 10+ the target is also restrained until the spirit lets it go or it manages to escape.

Spirit of the Land
Choose one move from the druid class list.

Shielding Spirit
When your spirit surrounds a creature to shield it from harm, the target gains 2 armor and any damage to the target is instead dealt to you.

A big problem was trying to figure out the mechanical benefits of the spirit companion. I wanted it to be different from the ranger’s animal companion and hirelings, as well as not be as complex as another character (one version had the spirit companion able to use basic moves). Obviously there could be more archetypes and aspects, but I want to see if this is something that people even like before adding more.

Luansidhe – The Faerie Moon

Before the great Sundering, the realm of Faerie was a lush, verdant mirror to the Prime Materia, brilliantly teeming with life and ruled by capricious spirits. The ancient tales of the Fey say that the faerie lands had grown out in all directions from Duan, the great World Tree and that the rest of the myriad worlds of the multiverse were but fruit on the end of her branches.
Perhaps it was the splitting of Duan’s trunk by the ax of the celestial Chernobog that allowed the Sundering to happen in the first place, but when the veil between worlds was violently torn, the other planes bled into the faerie causing mass devastation. Mortal beings from the Prime ransacked faerie enclaves, while entropic energies from the Netherworld wilted and withered the flora of the perpetual fey springlands.
Panicked…the Fey sought refuge in the last strong of vestige of energies that had permeated their former home, on the great moon Luan. Many of the surviving fey became refuges on the land they renamed to the Luansidhe (Faerie Moon), planting a godtree sapling at each pole, and using their magicks to reshape her face into a more hospitable land for them to settle upon. The fey Summer Court, planted their tree on the light side of the moon, while the Winter Court planted theirs on the dark side of the moon, with the unaligned fey settling the lands between, and the monstrous Fomorians living within the moon’s subterranean core.
Summer Court
The fey of the Seelie Court settled in the lands surrounding the Dayspring Tree on the moon’s northernmost point. The Dayspring Tree absorbs darkness and toxicity through it’s vast system of roots, while radiating a warm, healing aura from it’s foliage that gifts the fey people with vitality and longevity. The impurities that are consumed by the great trees roots are distilled into it’s fruit, the juices of which are a deadly poison that is highly prized by assassins across the multiverse.
Because of their proximity to the Dayspring Tree’s bright, reinvigorating light the fey of the Seelie Court eventually became known as the Summer Court. The fey of the Summer Court are primarily comprised of high elves, satyrs, centaurs and wood nymphs. They revere inspiration, passion, valor and all things that ignite the flames of the heart. Summer fey are widely regarded as producing the most beautiful songs and poetry in the multiverse, but they are also the most openly warlike and imperialistic. They revel in acts of love and pleasure, particularly with members of other species, and celebrate acts of daring and bravery.
Summer Court fey are also renowned for their skill at magically shaping their darkwood trees into weapons and armor. Even their ships are constructed entirely of magically shaped wood (think Jurian tech from Tenchi Muyo). Each Summer Court “Dryark” has a Dryad navigator who establishes a connection with a sapling planted by a fey pilgrim along a path known as the Hamadryad Way”, which then draws the ship toward it in an inexorable fashion.
The court is ruled by the Summer King, known as Oberon “The Black-Handed” and his consort Titania. The Black-Handed is named for his withered and burnt sword hand, an injury he had sustained in a great, ancient battle by plunging a sword wrought entirely of cold iron into the heart of the Fomorian King Arawn – an act that freed the fey people from the cruelty and subjugation of the Fomorians and made Oberon a hero and king.
Winter Court
The Winter Court was once known as the Unseelie Court in the time before the Great Sundering. Long ago when there was a single unified fey court, The Winter Queen Mab was the consort of Oberon. Though the fey don’t prize monogamy as mortals do, the Black-Handed’s indiscreet dalliance with the mortal songstress Titania was an insult that the prideful queen could not bare. In a rage, Mab fled the court for the lands of the Goblin King Conchobar, taking fully 1/3 of the court with her, and for centuries thereafter dedicated herself to thwarting and undermining Oberon’s court.
After the Great Sundering, the Unseelie Court settled the lands surrounding the Eventide Tree, which devours life and light through it’s leaves and branches, while bleeding a gloaming coldness into the very ground that in turn protects it’s denizens from enemy incursions, which is what keeps the forces of the often indignant Summer King at bay. The fruit of the dusk tree can be distilled to make healing potions and other curatives. It’s said that this fruit is an important reagent in rituals that grant eternal youth to mortals, such as the one that granted the Summer Queen Titania her immortality.
Winter Court Fey are guileful and full of pride. They view deftly executed games of intrigue as the highest form of art, and revere cunning, ruthlessness and subterfuge above all. Though they are prone to cruelty and they have no love of mortals, the fey of Winter are not abjectly evil as much as they are insulated and self-interested. This survival mechanism is a necessity in a society where deception, manipulation and casual betrayal are a part of daily life.
The Winter Court Fey, comprised of high elves, changelings and goblinkin, tend to be skilled spies, negotiators and mercenaries. The watershapers of the court can form beautiful sculptures of water richly dyed which are then magically frozen into solid, dry and unmelting ice crystal. In fact, even the weapons and armor of Winter Court warriors are also made from magically shaped and hardened Ice Crystal.
The Winter Court do not have their own means of transdomain conveyance like the Summer Courts’ Dryarks. Instead, they have a reflecting pool which acts as a magic portal between their capital city of Frostspire, and it’s twin pool in the city of Silverspire at the edge the Bhalen’lad Cluster, where they hire transport to other domains as needed. As a result of this open pathway, they maintain primacy in trade relations with the mortal races.
Ironheart
Ironheart is the name for the cold iron core of the Luansidhe, as well as the home of the imprisoned Fomorian scourge and their king, Arawn the Heartless.
However, the first inhabitants of the moon’s core were the cyclops. In the most ancient of times, cyclops were a race of beings created by the clockwork Primordial Antikythron to act as custodians of it’s giant mechanical body of spontaneously forming pistons and gears. Slowly, the cyclops attained sentience and will of their own, after which Antikythron banished them along with it’s other organic components, becoming a self sustaining monstrosity of independently functioning mechanisms.
The liberated cyclops took refuge on the faerie moon in the time before the sundering, where they lived and worked and crafted, often making forays planetside to trade with the denizens of faerie. When the fey rebelled against their cruel Fomorian overlords, the cyclops formed a treaty with Oberon, fighting alongside the various faerie tribes and helping construct a prison that would hold their mutual enemies for eternity.
The prison of Ironheart is designed as a sphere of pure cold iron, which feeds upon the innate magical energies of the Fomorians, keeping them in a dormant state. Though still physically imposing beings, the powerful magicks that helped them rule over the other fey and threaten the cyclops and races beyond the realm of Faerie are dampened.
After many centuries, the fey forgot about the treaty they held with the cyclops, and after the Sundering they quickly moved to colonize the moon which resulted in a great war between the former allies. To make matters worse, the Dayspring and Eventide trees that were planted to terraform the moon fed on the energies leeched from the Fomorians by their prison, which weakened their magical bonds and allowed them to escape. The Fomorians made a pact with their former gaolers and joined forces with the cyclops, but were ultimately defeated once more by the combined might of the Summer and Winter Courts as well as the Wyld.
Ironheart no longer keeps the Fomorians imprisoned and dormant, but it does serve as their home, having become a great subterranean city in the years since the Sundering where they dwell along with their cyclops allies. The city is ruled by Arawn the Heartless, whose cold iron pierced heart was replaced by another godtree sapling, which fused with the ancient Fomorian king keeping him alive, and giving him great powers and an empathic link to the godtrees of both fey courts. He and his subjects are always scheming ways to reassert dominance over the faerie and peoples beyond the moon.
The Wyld
The lands between the warm embrace of the Summer Court and the Grasping, icy talons of the Winter Court are known as the Wyld. It is a vast expanse of lush, overgrown forestland that is inhabited by wood elves and other fey, as well as firbolgs and awakened animals who live together in independent tribal communities.
The denizens of the Wyld revere freedom and independence above all things, and recognize no king or queen. Though they have no unified ruling body beyond the leadership of their individual tribes, the free fey of the Wyld are unified in support of the Horned King, a sort of folk hero who defies and thwarts the expansion of both Summer and Winter, as well as incursions by Arawn and his Fomorian scourge. This is done through the Wyld Hunt, a practice of meticulously planned and executed guerilla strikes upon the forces and infrastructures of their enemies.
Whereas the Summer Court fey are masters of light and wood magic, and the Winter Court fey are masters of ice and water shaping, the Wyld Fey are masters of magical animal husbandry. Among their number are many awakened animals, such as intelligent, talking beavers and scholarly bison. Wyld Fey are able to form powerful bonds and partnerships with wild animals, who help them cultivate crops, build villages and even fight in battle. Imagine a stampeding army of firbolgs with stone tipped spears charging forth on angry dire bear mounts.
Some Wyld Fey shamans are even able to summon Astral Narwhals for passage tot he outlying territories and planetoids if the ancient beasts deem the fey’s cause worthy enough.
No one knows for sure the true identity of the Horned King. He appears as a cloaked and hooded figure in hunter’s leathers with stags horns growing from his cowl, and wielding a mighty lightning spear or ornate bow. Some say it is the once mortal bard Taliesin, former husband of Titania who was cuckolded by Oberon. Some say it is Duan, spirit of the original god tree, some say that the Honed King is just a symbol and a diversion, and that it matters not who is beneath the hood.
The Illusory Moon
The Dream Moon, otherwise known as the Monstrous Moon, or the Illusory Moon is the shadow of Luan, the body of an ancient primordial and sister to the world tree Duan. Before the sundering, both Luan and her shadow were visible to the people of the Prime, Fearie and the Netherworld, but after the sundering it can only be seen from the Faerie Moon.
The Illusory moon slowly and inexorably orbits the Luansidhe in phases, much like the moon did before the sundering. Each phase lasts close to a century, and the fey people have come to fear the Dream Moon’s waxing and rejoice in it’s waning. Despite it’s name, and it’s incoporeal body, the Illusory Moon is no mere illusion. Though their nature is uncertain, things most certainly live on that moon. The ancient tales call the Illusory Moon the mother of nightmares, and that Luan had sacrificed her life to keep the Monstrous Moon imprisoned within a pocket dimension. It is said that the nightmarish nature of the Dream Moon is what caused the fey to learn the practice of trancing in order to escape the danger of sleep.
Adventure Hooks
  • Pirates and sellswords paid with leprecaun gold have been taking over Ark Branches along the Hamadryad Way, meanwhile Cyclops have annexed the reflecting pool in Silverspire. Why are the Fomorians trying to cut the Faerie Moon off from the rest of the multiverse? Are they finally declaring all out war, or up to something more insidious?
  • A prince of the Summer Court has absconded with a princess of the Winter Court into the Wyld. But is this a simple case of star-crossed lovers, or is this a plot of the Horned King and the wyldlings to undermine the power of the Courts?
  • The Dayspring Tree has been poisoned! It is held within a sleeping state during the waxing fullness of the Illusory Moon, it’s boughs and branches quivering in the throes of constant night terrors, tainting the land around it. Who could have done this and why? Surrounded by foes on all sides, the heroes will have their work cut out for them solving this mystery.

Blackscale Swamp Map

A map that Victor whipped up for a Dungeons & Dragons/Dungeon World/probably FATE (which I picked up last week) adventure I am working on in between writing A Sundered Dungeon World (which is almost at 100 pages). The hard part is getting the plot squared away; once it comes to monsters/encounter building it is a simple matter of just switching up the mechanics.

Star Wars As Lovecraftian Horror-Fantasy

I mentioned in my review of Edge of the Empire that I know of Star Wars, but am not really a fan of it. Gamma World came out some three years ago, and I have on occassion thought of running a campaign by taking the Star Wars universe, and cramming everything onto one planet.

In this setting alien species would either be mutants or actual aliens from other worlds or dimensions, while planets would be represented either as geological regions or locations; Tatooine would be a desert, Hoth a frozen wasteland, Dagobah a swamp, Naboo an island chain, Coruscant a bit city, etc.

While playing The Old Republic another thought occurred to me while I watched my jedi smack humanoid-sharks with a sci-fi bokken (that apparently everyone has): why bother with the sci-fi elements at all? Also, what if the world was the battleground for numerous aberrant stars vying for control (making the name Star Wars a literal thing)?

The high concept is a…relatively nightmarish world where mortal races get caught up in the conflict between the denizens of various otherwordly entities, giving rise to many bizarre creatures that you would expect to see from Star Wars, like those aforementioned shark-people or gungans.

Just kidding, even Cthulhu has limits.

If you want to use some 4th Edition flavor, the Feywild could be a major player (though it could have also been destroyed).

In this setting the Jedi would be an order designed to instruct people on the proper usage of psionics (aka, the Force), which in most cases can cause insanity to those “gifted” with it that go untrained, the Sith would be those that have been corrupted by elder gods, lightsabers could be psi-blades, spaceships become airships, and various types of warforged take the place of droids.

Hyperspace would be a method of travel by which travelers exploit distortions in space and time due to the Far Realm encroaching on the world. The Death Star could be a kind of gate intended to allow an elder god to enter the world, or a weapon to destroy the prison of one. Maybe the world is a prison, and it is designed to destroy it? Maybe it will only annihilate all life to pave the way for a new race of an elder god’s design?

A Sundered World: Bodil’s Bounty

One of the problems I ran into during my first draft of A Sundered World, was figuring out where people got the basics like food and water. Since it was not immediately important in the greater scheme of things (like sailing around the Astral Sea to loot the ruined dominions of the gods), I made a mental note about spirits being able to provide food, or maybe that things could still somehow grow in astral space despite a lack of sunlight or water, and left it at that.

Bodil’s Bounty is a free realm located just at the edge of the Bhalen’lad Cluster, near a gulf of unclaimed space that divides it from the Platinum Span. Much of the realm is dominated by jagged mountains and thick forests, though there are enough open fields to support several villages of hard-working humans and dwarves, in no small part due to their patron spirit: Bodil, an old, powerful bear spirit that lays claim to much of the region, though she was not always so.

The Sundering shattered the mountains that represented her corporeal form, wounding her greatly and forcing her into a state of hibernation while she recovered. Some centuries later while she slept dwarves tried to settle, building fortresses and riddling the mountains with tunnels in their search for metal and gems. This wracked her spirit form in pain, but not only was she still recovering from her previous wounds, their work was akin to slowly drilling holes into the flesh and bone of a living creature. She was powerless to stop them, and her pleas were ignored.

A massive horde of orcs arrived and slaughtered most of the dwarves, keeping a few on hand for slave work and other orcish amusements (both of which promised a painful demise). Bodil appeared to them again, offering to free them if they left her mountain forever untouched. The dwarves agreed to this, swearing blood oaths, and with her help were able to drive the orcs off. Though the dwarves could no longer mine the mountains, the rest of the region had plenty to offer in the way of farmland and lumber, so they established fortified villages to exploit those resources instead.

Eventually the orcs returned, and given that a fortress filled with dwarven warriors could not withstand them, neither could a handful of villages. The villagers fled to the ruined fortress within mountains, hoping that if they ran far enough that the orcs would be satisfied with easy spoils and leave. They were not: from the mountains the villagers could not only see the columns of dark smoke rise from the smoldering remains of their former homes, but also the black formations of orcs marching towards them.

The story of Bodil and how she saved the dwarves decades ago was a local legend: survivors of that night and relatives of avenged victims occasionally visited the mountains to give thanks to her, and she was the subject of many tales. They would need a miracle if they were to survive this, and so they begged and prayed to her. Her answer was destruction on a scale that neither side had seen before, nor expected: where before Bodil had merely freed the dwarves, giving them an edge, this time she summoned arctic winds to hold them in check, and unleashed thunderous roars to shatter their ranks. 

It has been many years since the Second Orcfall, and the villagers have long since rebuilt. They treat Bodil as something akin to a deity, making regular visits to her shrine within the mountains–now known as Bodil’s Teeth–so that they may pray and offer sacrifices. These acts of devotion empower her, granting her the strength to protect them from more powerful threats, as well as allowing the land to grow food more quickly and in greater abundance. It is for these reasons that Bodil lays claim to the region, something that the Bhalen’lad nobility only grudgingly accepted because they are a notable source of exported food.

However, Bodil is not the only spirit to inhabit the demiplane. Among potentially others the river Sindri also gets along with the villagers, providing fish and water in exchange for prayers, songs, and wine. Bodil enjoys his company well enough, especially since it means that the villagers can bring her fish as part of their offerings. On the other hand the Oak Sisters are an enigmatic pair that dwell within the Blood Forest. While their mother, a large oak tree, spends her time tending to the forest and crafting animals, they embody a more savage side of nature and hunt anything within the forest’s border, something that people have learned through harsh examples.

Characters 
For Next and Dungeon World the druid and ranger make sense, though a barbarian could also work.

I envision Bodil occasionally appearing to the villagers, either in person or through an avatar of stone, to select one of them to teach druidic magic. The commoner and guide backgrounds (Next-only) are obvious choices, but a noble or knight might also be stationed there as a kind of ambassador for the Bhalen’lad Cluster.

For 4th Edition, I would round out the class choice with shaman (especially with guardian spirits), sentinel, berserke, hunter, and fey pact warlock/hexblade. Aside from humans and dwarves, there could be a satyr or wilden dwelling within the Blood Forest.

Adventure Hooks 

  • Before Bodil came into power, a darker force inhabited the land. It was almost roused during both orc invasions, but since she has come into power she has been able to keep it dormant. She has been been regularly training druids for the day when it finally re-awakens.
  • Dragonborn crusaders from the Platinum Span invade Bodil’s Bounty, attempting to establish a steady supply of food for their crusade against Tiamat’s Reach (or vice-versa).
  • A chunk of aberrant star, or perhaps a mass of land with its own dormant spirit, collides with the region. This could corrupt one or more spirits, or cause conflict between them.
  • Angels from the Golden Road and/or pilgrims that worship them arrive, hoping to convince them to worship “true” gods.

Bonus Featurette: Duergar 
Dwarves were crafted from stone by Moradin before the Sundering, and as they get older gradually “return” to stone. At first this starts out with skin becoming more rock-like, which can make them resilient to damage (including disease and poison, even more so) and allow them to benefit from rune magic by carving them directly into their skin, but eventually they start to move more slowly and sleep longer, sometimes for years at a time (which can make it difficult to determine when a dwarf has truly, fully returned).

Duergar are the result of devils abducting sleeping dwarves. They take them to the Iron Circle, where ritualists carve infernal signs into their flesh, transforming them into powerful, durable vessels: once possessed, the devil is able to access the dwarf’s memories and skills, and dwarves that begin to slumber typically have several centuries of experience to draw from.