I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.

- William Blake

Showing posts with label settings. Show all posts
Showing posts with label settings. Show all posts

Tuesday, February 03, 2026

Prismatic Planet - Introduction

About RPGs and How to Play Them

If you're reading this, it's likely you've played RPGs before. If not, there are plenty of good, free ways to learn. You can read my short tutorial, learn from someone who already plays, watch online videos, and so on.

This game assumes you're already familiar with RPGs—especially the world's most famous one—and particularly its "old school" versions. While I've tried to explain each mechanic as clearly as possible, you can consider my ideas as suggestions or house rules you can adapt to your own game.

We're not trying to reinvent the wheel here—just grease it so it runs more smoothly.

 

Overview

Primus, the Prismatic Planet, is a place of wonder and pain.

Its earth is scorched and dangerous. Alien creatures roam the land. People are fractured in many ways, divided into different tribes, cities and kingdoms, each with distinct customs and beliefs. Most have no sense of history and no real grasp of technology, being unable to understand where they come from and how to use the mysterious machines that litter the landscape.

Maniacs, mutants, and marauders, wielding obsidian and bone, ride saurian beasts through the Endless Sands. Psionic monks battle radioactive sorcerers, dinosaurs and warlords in the apocalyptic heat of this lost world.

For now, humanity seems unable to bond together over shared difficulties. Instead, they fight for dominion over scarce resources. Slavery, prejudice and violence are common everywhere.

 


Genre

This setting is inspired by books and other works in the "weird" genre—a blend of fantasy, science fiction, and horror. Its primary influence is sword and planet, a subgenre that typically features swashbuckling heroes, alien worlds, ancient technologies, and a mix of science and sorcery.

This book doesn’t feature orcs, halflings, or faeries. Instead, it offers human-like beings, bizarre alien species, psychic powers, and ray guns. If you’ve read A Princess of Mars or similar pulpy sword and planet adventures (see the list below), you’ll know what kind of world you’re stepping into. If you haven’t—go read them! Or check out the movies, comics, and adaptations. You’re in for a wild ride!

Some aspects of the setting have been directly taken from the public domain works of E. R. Burroughs, H. P. Lovecraft, H. G. Wells, R. E. Howard, and many others.

Many Martian tales have inspired the setting, but the exact placement of Primus in time and space is left to the GM’s discretion. It could be an alternate version of Mars, a distant planet thousands of years in the future, or a world in an entirely different universe.



 

Brief History

The history of the Prismatic Planet before the apocalypse is nearly lost to all living inhabitants.

Legends say humanity was once ruled by the Progenitors, mysterious figures who abused their subjects in various ways, including slavery and scientific experimentation. While some poor humans long for the safety of their brutal masters, most are relieved to be free from their cruel grasp – if they remember these days at all.

The reasons behind the great change are lost or misunderstood in history. It is widely believed that the planet endured a catastrophic event that disproportionately affected the Progenitors. For many days, the sun burned brighter and fiercer than ever before. This mythical calamity is known as The Scorching.

The Scorching decimated vast swaths of flora and fauna, seemingly drying out entire regions—leaving behind empty riverbeds and forgotten ruins, now stranded far from any surviving bodies of water. Entire civilizations may have been destroyed or driven underground into the lost shelters that most surface-dwellers fear to tread. The sun’s radiation remains dangerous even today, but the darkest days of widespread mutation, madness, and destruction appear to be behind us.

Unable to withstand the new, unforgiving conditions, the Progenitors disappeared and relinquished their hold onto the world. In their absence, creatures once kept in check by their dominion flourished in chaotic freedom. Now, the planet is inhabited by disoriented humans, unfathomable alien entities, and savage beasts that no longer fear mankind.

 

The people

We call the ruling species of the planet “humans” for short, though they are something slightly different than humans. In appearance, they resemble people of vivid colors—red, green, blue, yellow, chalk white, and deep ebony. Their physiology is largely human-like, with a few notable exceptions, such as heightened resistance to the planet’s atmosphere and environmental hazards. Whether these traits are the result of genetic engineering or natural selection remains uncertain.

There are many other intelligent species on the planet, such as insect people, robots with varying levels of artificial intelligence, and the mythical progenitors, for example. Humans consider these beings—and sometimes even groups with different mutations, cultures or skin colors—as something other than human.

 

The Planet

Primus is slightly smaller than Earth. In its current state, only about a third of its surface is covered by water. Large bodies of water often contain enormous monsters, and humans are cautious about sailing far from shore with their rudimentary boats and basic nautical tools.

Gravity may be slightly weaker than Earth’s, allowing for larger creatures and taller mountains. For most intents and purposes, however, the inhabitants of Primus refer to it as “Earth,” since they possess little knowledge or understanding of other planets.

Primus has one large moon and two smaller ones. Seasons and day/night cycles are similar to Earth’s. The climate varies greatly but is, on average, hotter and drier than Earth, with extreme cold found only at the poles. Vegetation is scarcer and deserts are more common.

The underground is teeming with caves, tunnels, and abandoned structures—some carved out by creatures like the burrowing prismatic worms, others constructed by Progenitors and other forgotten beings. The underground is often inhabited by creatures searching from protection from the scorching sun and harsh environmental conditions.

The “Prismatic Planet” moniker refers to the colorful nature of its inhabitants. Humans, animals, and plants display an astonishing variety of vivid colors. Even the sky often takes on effects resembling the aurora borealis, which the inhabitants frequently interpret as portents of impending doom.

 

Fauna and flora

The fauna and flora of Primus are markedly different from those of Earth. Mammals—especially domesticated ones—are rare. Dinosaur-like creatures are more common. Many native creatures exhibit a blend of reptilian, arthropod, humanoid, and even vegetal traits. Most species retain symmetrical body structures, although large organisms with six or eight limbs are nearly as common as four-limbed ones. Exceptions do exist and are typically referred to as aberrations.

Animals in Primus are often more aggressive than Earth’s beasts. Since humanity spent years in captivity, animals have not learned to fear them. In addition, the Scorching has made many of them more desperate for food and more willing to fight. Anything larger or more numerous than humans can be extremely dangerous.

The flora also diverges from Earth’s, though plants fulfill similar ecological roles. Their coloration is more diverse: green remains widespread but is not as dominant. Some plants possess limited mobility or exhibit rudimentary telepathic communication, either among themselves or with humans.

It is likely that many of the creatures, plants, fungi, bacteria, and viruses on Primus were genetically engineered by the Progenitors, though humans are unlikely to recognize the difference.

 

Society and culture

Humanity is currently in a savage, sorrowful state. Only a few generations removed from The Scorching, they have little knowledge of what came before—relying only on fragmented legends and half-remembered myths. Prejudiced and superstitious, they distrust outsiders and cling to tribal beliefs.

People are divided into many small tribes and villages, with great cities being exceedingly rare. Communication between settlements is rare and often erupts into violence. While most human groups have learned to survive within the planet’s harsh environment—at least in their small, isolated regions—they remain largely ignorant of its flora, fauna, and even its unpredictable weather.

One trait many people share is a strong sense of practicality. Empiricism reigns—most are more concerned with what they can see (or what can harm them) than with abstract philosophical ideas. Charity, compassion, and self-sacrifice are valued, but not to the same extent as they are by earthlings. Instead, traits like courage, decisiveness, and ruthlessness are prized—qualities that signal one is not to be trifled with.

Charity often serves as a display of wealth, and mercy typically comes with the expectation of future repayment. It’s not uncommon for the elderly to walk away and die alone once they can no longer contribute. Unwanted and disabled children fare even worse.

Religion, likewise, is the worship of the strongest. Local rulers often title themselves as gods. In other tribes, a powerful monster, aberration, automaton or artificial intelligence may be elevated to deity status—knowingly or not. Most cultures lack a clear concept of Heaven or Hell, believing sin to bring doom to themselves or their people in short time. Terms like “god” and “demon” are often used interchangeably to describe incomprehensibly powerful beings. A “god” usually denotes something beyond direct communication, while a “demon” tends to have clearer—though often malicious—intentions, and might even be willing to bargain.

Technology is mostly at a Bronze Age level, with one exception: humans often find and use lost Progenitor devices—though they rarely understand how they work. Most powerful items belong to the ruling class, although any random child can potentially own a small trinket of unknown purpose.

 

Mature themes and the dark side of the prismatic planet

As you can see, life on Primus is far from easy. Humanity engages in many evils—infanticide, slavery, human sacrifice, prejudice, wars of aggression, and the wanton destruction of ecosystems, among others. On top of that, it must contend with man-eating monsters, hostile machines, destructive technologies, radiation poisoning, and severe environmental catastrophes.

This book does not dwell on these themes, though they are mentioned in passing. The bleak setting of Primus need not lead to bleak or hopeless adventures; on the contrary, it can serve as a backdrop for brave characters striving to save the world—or at least their own necks.

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Monday, November 17, 2025

The progenitors (Prismatic Planet)

The progenitors are a nearly extinct species, and little is known about them. Humanity’s knowledge comes mostly from the observation of ruins and half-forgotten legends - fragments often twisted by time and error, that few humans know.

Whatever remains of the progenitors that can be found lie deep within damp, shadowed caves. They seemed to shun the scorching sun and suffered greatly from the scarcity of water. They might have been amphibious, or at least partially so, as their lairs contain vast networks of pipes, basins, wet chambers, and pools.

Their minds were far more advanced than those of any amphibian, reaching extremes that not even human intellect can fathom without risking madness. Their tools have often been salvaged for human use, suggesting the presence of hands and feet, though some of these artifacts may have been crafted for their human thralls instead.



The way their bodies are depicted in art and myth reflects this dual humanoid and aquatic nature. A common motif is a powerful human-like body crowned with the head of a water-dwelling creature such as a crab, octopus, or lizard. Others portray them as disembodied heads or brains suspended in liquid, connected to robotic shells or grafted onto decapitated human hosts. Wilder storytellers speak of tentacles, bat-like wings, bioelectronic appendices, claws, or amorphous blobs twisting into unnamable shapes that defy all classification and analogy.

Progenitors were mostly solitary and arrogant beings. They viewed other creatures as mere tools for their purposes and their own kind as little better. Though they seemed to share a common language, they rarely shared common homes. Their lairs were cloaked in secrecy and often protected by cruel locks and traps, their experiments jealously guarded from even their peers.

They possessed powerful, but limited, means of communication across vast distances, aided by strange machines and immense psionic abilities.

They appeared obsessed with experimental science and technology, using humans as guinea and creating incredibly intelligent machines, on the verge of artificial intelligence, to serve their whims. The planet itself, like all other life, was exploited with little regard for the future. The regions surrounding their dwellings remain especially grim and lifeless even by the standards of this already hostile world.


The Progenitors and Humanity

Humans were very likely the progenitors’ favored thralls. Their versatility and aptitude for tool use made them ideal servants. Any inclination toward rebellion or resistance seems to have been suppressed through psionic or technological means, though bloody uprisings and wars certainly occurred.

Humans were likely bred, cloned, and altered to better serve their masters. They were also subjected to endless experimentation, their capabilities tested and catalogued. The abhorrent treatment that lingers in humanity’s collective subconscious would appear as wanton cruelty and sadism, but in the eyes of the progenitors, it may have been explained as scientific curiosity akin to what a human would nurture for an unusually clever group of mice.


As always, all feedback is appreciated!

Thursday, November 13, 2025

The shelters (Prismatic Planet)

The Fallout setting has the best rationale for wacky dungeons being scattered all around. Each "vault" was designed with a unique, often disturbing social experiment. This means every underground facility can have wildly different themes: psychological horror, body horror, mutated monsters, utopian simulations, illusions, traps, advanced technology, and so on.

Here are a few examples compiled by A.I.:

Vault 11: Residents had to sacrifice one person annually or face annihilation.
Vault 108: Filled with clones of a man named Gary. All they say is “Gary.”
Vault 12: Deliberately left unsealed to expose residents to radiation—birthplace of ghouls.
Vault 22: Botany experiment gone wrong—plants infected and consumed the inhabitants.
Vault 75: Children were taken for genetic enhancement; adults were exterminated.
Vault 81: Secret medical experiments conducted behind a facade of normalcy.
Vault 95: Rehab center for addicts—later flooded with drugs to test relapse.
Vault-Tec University: Training ground for Vault Overseers, filled with simulation chambers.


I find this much more satisfying than "crazy wizard did it because he is crazy" of some D&D modules.

My Prismatic Planet setting has something similar, with a few twists of my own.


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Most Prismatic Planet "dungeons" were created by the progenitors. These are inhuman creatures that view humans as little better than common beasts. Before being driven to the brink of extinction, they not only enslaved humans but also ran various twisted experiments on them to test their physical, mental, and moral limits.

[Other dungeons are created primarily by gigantic prismatic worms and later repurposed by humans or other beasts]

The progenitors knew they were a dying breed even before the scorching of the planet, so they used the much more numerous and expendable humans for various tasks.

This means that their "shelters" often contained actual labyrinths, tricks, and traps to test or even mutate humans in various ways, treating them like lab rats. Some of them might have included small prizes to encourage people to complete random tasks, while others were deathtraps designed to cull the herd and leave only the most apt humans for breeding purposes.

Each trap can contain information of various bygone ages, humans (different, crazy, or unharmed) and even surviving progenitors. Some are found intact, while other have been invaded, robbed, or overtaken by monsters or bandits.

They can also work as a great campaign starter, similarly to a Fallout game: the shelter is all the PCs ever know, until the systems stop functioning for unknown reasons, forcing them to venture out into the wider world.

It would probably be a good idea to list a few examples in the book. Here are a few of my own. I think I can also use some from Dark Fantasy Places.

1d6.
1. Controlled by an AI with an [helpful, hostile, erratic, suffocating, jealous, mischievous, dishonest, bargaining] personality.
2. Clone factory, has several humans with little to no memories or understanding and [helpless, aggressive, childish, curious, submissive, rebel] personality, or preserved in cryogenic chambers.
3. Mutation lab, including mutated humans, beasts or plants of various kinds.
4. Arena, created for entertainment and selection purposes, with various systems prepared to pit humans against [each other, robots, clones, beasts]. 
5. Mazes, sometimes resembling escape rooms, created to test the subject's [intelligence, morality, courage, resistance].
6. Experimental science labs, dedicated to the research and improvement of [weaponry, armor, transportation, communication, medicine, psychotropics, psychic powers, robots].


As always, all feedback is appreciated!

Monday, October 13, 2025

Prismatic Planet - Table of Contents

This is a Table of Contents for the Prismatic Planet setting. It’s unfinished—just a rough draft based on what I have in mind so far. I’ll update it as we go.

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Intro
  1. Humanoids
  2. Insect people
  3. Beasts (incl. dinosaurs)
  4. Robots and AIs
  5. Prismatic Worms
  6. Oozes
  7. The Progenitors
  8. Great Ones
Places
  1. The City of Evil (draft)
  2. The Black Hexagon
  3. The Shelters
  4. The Underworm
Religion
Mythology
Tech & Treasure
Sources of Inspiration 
Random tables (draft 1)

Saturday, October 11, 2025

Prismatic Planet

Okay, I'm giving this a try. 

I've wanted to write this setting for a long time, and now I've finally found a name I really like.

I'd prefer to have a full product to offer you, but instead I'll start a series of posts under the Prismatic Planet tag. Maybe one day I'll compile the whole thing and publish it. 

For now, I hope you enjoy these posts!

This is a sword and planet setting, inspired by my love of Edgar Rice Burroughs’ Barsoom and its spiritual successors like Dark Sun and Carcosa. It also draws from Lovecraft, H.G. Wells, other pulp and weird fiction, traditional D&D, and various other works.

The planet itself is roughly the size of Mars and inhabited by savage humans of different colors—chalk white, obsidian, red, blue, green, and yellow, at least for now. Water scarce but there are a few huge lakes, forests and frozen regions.

The world is populated with strange creatures, including dinosaurs, banths, morlocks, and nightgaunts, and a few ideas discussed in my Teratogenicon

There is no centralized government or kingdoms, only a few large cities that rule over nearby villages. While there are no lizard or snake people for now, a few insect colonies do exist. Religion is present but remains materialistic, with no active demons or deities introduced yet.

Psionics are common across all creatures. Advanced technology exists, but few understand or know how to use it. The beings who created it—the progenitors—might be Rykors, Mahars, brains in vats, or something else entirely. They won’t appear soon.

I do not have an specific system for that, but if one is needed I'll certainly use some flavor of OSR. But hopefully it can be used across several systems.

Leave any questions in the comments and I'll answer them to the best of my ability!


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Wednesday, April 02, 2025

Minimum viable setting

How to make the "minimum viable setting"? 

What I want to do is create something that leaves almost NO work for the GM.

But writing down every detail of the setting is not only nearly impossible but also mostly useless; the GM will only use a fraction of it, and facing a 1000-page book might be fearsome even in PDF format.

One alternative is creating the entire thing randomly as you go - e.g., using appendix B

As you can see in the link, I find it a bad idea. You should know where mountains are, and see them from a long distance. The same goes for the sea, major cities, countries, but... what about small villages, etc?

Well, these could be randomly generated. Maybe you start with a more detailed map of your surroundings, but after a few hexes you're in uncharted territory.

When I think of it, I find that this is exactly what my favorite setting, Dark Sun, is missing. You have a good hex map and a setting description that is detailed enough, but it definitely needs its own appendix B (and C!).

Notice that you cannot just use the existing appendices; you must create new ones that take into account the setting's unique ecology, climate and demography.

Once you have these two (big map plus generator of smaller features and encounters), you are almost good to go.


You'd still need a few random tables of relevant details, so you don't need to keep coming up with new ones on the fly. For example:

- Names.
- Special features (i.e., things that make each village memorable; there are good example in Dark Fantasy Places).
- Relation with existing factions.

The third one deserves further explanation. In some settings, there are important conflicts (e.g., Law vs. Chaos, Magic vs. Religion or Technology, Good vs. Evil, Guelphs vs. Ghibellines) that will affect settlements and NPCs. 

Sometimes they are obvious and generalized: all dwarves hate orcs, etc. You don't even need a table for that. But if you have something more nuanced, you could use a table with results like "strong support for the king", "this village is divided between Guelphs and Ghibellines", or "this town hates elves/magicians/knights/etc.". 

As you can see, even without an overarching conflict, these tables can add flavor to otherwise boring villages.

If your setting has dungeons, you probably need those too. Maybe we can reach a similar compromise here: a few big dungeons (or even a megadungeon) written in advance and a few randomly generated dungeons if you find one by accident. 

Suffice to say, I'm not a big fan of dungeons generated with the appendix A. But maybe you could make different tables (with fewer 45º corridors and more coherent layouts) to create something worthwhile.

Other than Dark Sun, here is how some of my favorite settings deal with this stuff:

Carcosa. The setting is incredibly interesting and detailed. Every time I read it, I want to run a campaign (and it might be my next one). Still, I think it is not quite ready for use.

Some villages/castles are too lean and a bit simplistic/boring. You could easily replace most villages with a random generator that gave you not only color, numbers and alignment, but also some distinctive features.

Or just add such a random table or one line to each village: "this village hates sorcerers", "this village loves fighters and centers around an arena", "this village is built underground", etc. [I'm sorry to sell it gain, but: Dark Fantasy Places is PWYW!]

The map is not great either; I find the positioning of mountainous and rivers a little weird and random. Not a big problem but I'm tempted to create my own.

Qelong: I find this a great example of a setting that is both small and complete. It has hex descriptions, coherent random encounters and a satisfying meta-narrative.

Curse of Strahd, Tomb of Annihilation: say what you will about 5e, these are both awesome, well made settings, with detailed places, good encounter tables, and clear factions/conflicts.

What they lack is more organization (as described here) and a few additional random tables. Both have HUGE hex maps but very sparse; most hexes are empty.

Fortunately, there are several 3rd-party product detailing additional dungeons, features, etc.

And I must acknowledge that they got the map almost exactly right:

This means everyone knows the coast, and the mountains are obvious from afar, but the inner area is not known by adventures.

In short, maybe that is all you need to start:

- A good, incomplete map, plus some random tables to add villages, ruins, lairs (geography).
- Random encounter tables (ecology).
- Random villages (demography).
- A few factions/conflicts (history).

What else I'm missing?

Thursday, November 07, 2024

Create a sandbox map in 7 easy steps (or 10)

I've written several posts on similar subjects; they are mentioned below. This is a compilation of sorts.

You only need a piece of paper and pen to start - I'm not getting into "hex maps" for now.

1 - Place the starting point. This is usually a starting village, city, or stronghold. If you're using a piece of paper, make it near the center. You can put it near the edge if there is something in the edge discouraging the PCs from going off map - for example, sea, tall mountains, or "back to civilization" (if the goal is exploring the unknown lands). See the map below - you can use something similar, and start your game anywhere in the East coast (even Florida, near the edge). You can cut it in half keeping only the East coast and Midwest. 

2 - Separate land from sea - just draw the outline of your main continent, add some islands if you want.

3 - Add "mountain lines", representing the tallest altitudes. Put a big range of tall mountains to a random direction. Add a smaller mountain range, with hills etc., somewhere else., for variety.


4 - Add rivers. They look like trees with lots of "branches" and trunks on the sea. They run to the sea. They do not cross mountain lines.

5 - Add cities. Most cities are near the water (rivers or seas). In D&D-ish worlds, there are probably few cities and lots of areas inhabited by monsters instead. You do not need to map every village.

6 - Add vegetation. You already have mountains, hills and rivers. Just scatter some big forests, swamps, deserts, plains, etc. I don't usually bother with much realism here. Deserts are usually next to mountains (mountains can stop humidity, so you'll often have desert on one side as humid/lush conditions on the other). Vegetation needs water, especially swamps.

7 - Name some regions (no borders needed): "here be goblins" (or "goblin territory"), and do the same for "giants", "dragons", "drow", "slavers", "franks", etc. These "vaguely known" areas can be different human kingdoms, monster territory, or anything else you want to add to you game (e.g, "poisoned swamps", etc.). Use flavorful titles rather than specific names ("Dark forest" rather than "Hullbeck forest"), unless the name is obviously referring to something mythic or historical (Cimmeria, Albion, etc.).

And there you go! You map is ready! Here is my current example (using hextml, but again, you don't need to). Belarte is the starting city. Mektlan is Tamoachan (recommended!). Ilmare is Illmire (recommended!). Savakir is DCC #66.5 (also recommended!). I wrote down "goblin territory" somewhere up north, but it wasn't included in the beginning.


Now, a map is not ALL you need to run a sandbox campaign. So I'll leave you a couple of extra steps that will get you most of the way there.

8 - Detail the starting area. You need some additional detail on the starting area, since the PCs will be more familiar with it. Keep on the Borderlands is a classic campaign starter, but not one I can recommend as I haven't used it. I used BFRPG's BF1 Morgansfort, and I like it - it is FREE! You just have to assign all the relevant locations to somewhere in your map.

9 - Prepare some random tables. It should be obvious by this point that I do NOT encourage you to randomly generate the map, as I've never seems a randomly generated map that looks better than what anyone can do following these simple steps. Besides, mountains can be seen from  A HUNDRED MILES away or more; it is absurd to suddenly enter an hex and find a mountain. What you need here is random encounter tables, plus some random tables to add villages, lairs, castles, ruins, and landmarks if you want to do so. I am using this for random encounters, but I still have to find or create some table for locations. I also encourage you to use random events.

10 - Ask PCs where they want to go. They find some random stuff on the way, and when they arrive you should have something prepared. I use classic modules: I use B10 - Night's Dark Terror for "goblin territory" - I really like this one! You can use G1-3 for giants, maybe Desert of Desolation for deserts, etc. Or use the BFRPG versions.

In old school D&D, it is assumed the PCs are searching for gold & glory, so there is enough motive to go around the map. If they need further motivation, you might have to prepare some hooks, backstories, etc.

Sunday, October 06, 2024

Martian Community Hexcrawl

As you might know, I've been a bit obsessed with Barsoom lately. 

While I haven't managed to write my own version of the setting so far, I've been invited to an interesting project, the Martian Community Hexcrawl. Here is part of the blurb:
This is a game jam for us to all to contribute hexes to an OSR-compatible hexcrawl  set on a science-fantasy, sword-and-planet style-”Mars”. After the game jam ends, a compilation of everyone’s work – with the caveat that I will edit it and may reject some submissions for not meeting the criteria – will go on sale. All accepted contributors will get 1 share of the 1st month’s sales profits for each 1 hex that they contribute. After that point, any further sales will go to me as the editor. Everyone retains the rights to do whatever they want – including republishing – with their own work, as well as rights to use the other contributor’s work IF AND ONLY IF they are doing so in the context of releasing their own version of the Martian Community Hexcrawl with at least 50% of the word count of their version being specific to their version. 
Anyone can participate, and there are already a few very cool hexes for you to check out.


It's been a while since I participated in community projects, but I really like the idea. I'll see if I can come up with something to add to this project... in any case, check it out and see if you can contribute too!

Tuesday, September 10, 2024

Corrupt + Evil = good? (factions)

A quick thought about factions.

In my current campaign, I have two "empires" fighting for a land that is divided into several unaligned clans. The PCs are within the eastern empire and assume these are the "good guys", despite my (too subtle) hints that they can be brutal invaders.

They heard tales about the western empire and it looks undeniably evil. But I didn't want to turn this into a "good versus evil" game. What am I missing?

One thing might be the absence of selfish, corrupt traitors in the OTHER side.

The PCs met several bad people on THEIR side (although they haven't always realized that). But the opposition seem too orderly; everyone is a zealot for their evil cause (well, most of them are undead...).

Against such a determined enemy, there is not much to do - except fighting.

Now, if we add some opportunists to the opposition... the PCs have someone to deal with. Evil, despicable maybe, but someone who can be reasoned with.

Not simple turncoats that "become" good like Han Solo or even Lando, but irredeemable foes that can still be USEFUL.




Come to think of it, adding some corruption and backstabbing to the "evil" side might be an important aspect of dark fantasy. In "epic" fantasy, it seems you only leave the "dark" side by joining the good guys.

Of course, making deals with mercenaries, opportunists and sadists has a price - and they are likely to turn on you later on.

In having a hard time coming up with examples other than Elric, who uses the help of the Lords of Chaos until they finally turn on him (or vice-versa).

In addition, dark fantasy may include people that ARE good fighting for the dark side BECAUSE they have an oath etc. to fulfill. But these are people the PCs are not likely to reason with, no matter how noble they are.

Thursday, September 05, 2024

Amarod (I) - Creating a sandbox

I started my current sandbox campaign in late 2022. 

I'm using Dark Fantasy Basic with a few updates.

We play a bit more than a couple of hours every couple of weeks, so it went slowly... but the system is simple and I hand-wave some stuff, so things hopefully are not too slow.

As it approaches a (possible?) ending, I thought I'd make a brief recap - but this post also has some advice on how to build your own sandbox campaign, including sharing some of my mistakes.

The first thing you have to do is to draw a map. This is really easy - I do NOT recommend random generators here. 

I used (and recommend) Hextml. It allows you to expand the map as you go. The PC map currently looks like this:


MY map in Hextml is a bit bigger, but the PCs haven't explored much of it. Their map was even smaller when they first arrived in Belarte (the capitol) by boat, from a distant land that is NOT part of the campaign.

My advice here is start small and add more stuff as the PCs explore.

I wanted to try an hexcrawl, but I'm thinking maybe a pointcrawl would be better, with an old-looking map. 

In any case, as you can see I eventually wrote down the distances in the map (6d = 6 days, and so on) to make things easier. There are few roads beyond Aplos, so they are currently back to counting hexes.

I wrote a brief story of the region (Amarod), which is very simple: an ancient (western) empire fell, now the land is full of warring clans, but the (eastern) new empire is invading these lands. The PCs are mercenaries trying to make a buck, owning no allegiance to either "side", but taking advantage of the eastern invaders relative safety.

These are some important aspects of most D&D settings: ancient empires, ruins/dungeons, a social order that is between stable and flexible, factions and shades of gray.

The second step is scattering a few dungeons, caves, towers and villages around. In my case, I used various BFRPG modules plus Doom of the Savage Kings, The God That Crawls, etc. Mektlan is Tamoachan - the PC's latest exploit.

I did not have all these modules memorized, of course, which caused some issues. Read this post - it contains some important sandbox experience IMO.

Using mostly 1st-level modules was sub-optimal; when they got to level 3 or so, things quickly became too easy. In a future campaign I might start them at level 2 or 3 so the curve is less steep.

I assigned the area around Belarte as "safer", meaning encounters are less likely.

Now, I could say that PCs were free to roam around... but they'd be lost. So I offered them a few rumors and quests about nearby places, and several NPC expeditions they could join. 

It kinda worked. By level 3 or 4, they were planning their own expeditions and hiring their own guides without me having to offer anything.

I recommend starting with three suggestions per session. Some of them should be time-sensitive, but I haven't really implemented a system for that. This deserves further reflection, as the PCs have been treating time as an endless resource ("let's rest for three days to recover", "we will come for the goblins some other day", etc.).

NPC guides and hirelings are very useful, but RUNNING them was a hassle. Now I leave this mostly to the players.

So far, we have the PCs basically going around exploring rumors and places. As they went, I wrote down questions about the consequences of their actions:

1) What will happen in the village of Marval after the priest’s death?  A: A new priest (Father Ostid) has been appointed, you don’t know him well yet.
2) Did Polgrim and  Wolson - the NPCs who went with you to the church in Marval - talk to anyone about what happened? Remember they left when you planned to attack the evil priest.
3) Who sent a letter to the priest saying “the Lord suspects nothing”, signed only with the letter S?
4) Are the kobold ruins empty now the PCs have cleared most of them?
5) What will happen to the Jarl of Savakir (and his seer) now that the beast is dead?

Also some notes, such as "The PCs became heroes in Peranegra after defeating the local elves", etc.

One mistake is that I should have written MORE notes. Maybe every session. It would help me to get a clear picture of the events potentially unfolding.

I've been answering this questions as the adventure advances. Again, the question of TIME deserves reflection. The answer may be different depending of how long it takes for the PCs to go back to any location.

I organize ALL of this in discord channels. The players have access to maps, NPCs, questions, etc. One channel is exclusively for momentary concerns (monsters, dungeons, etc.), other channel is for dice rolls. The list of text channels goes more or less like this:

# general
# rules
# setting maps
# local maps
# adventures (momentary concerns)
# PCs and NPCs
# rolls
# questions

The map channel contains a summary of known cities and events. Each entry after the first was added as they visited new places.

Belarte: the largest port, where you arrived. Lord Belarte. 
Peranegra: famous for its pigs. You expelled the elf king who kidnapped children, and you are well-liked there. Lord Figworth (count). 
Marval: a small town with a church that has a giant slime underneath. You threw an evil priest down there. 
Savakir: a town surrounded by palisades. You killed the local monster but fled because the Jarl was chasing you. Bernier (the Jarl) and Sylle Ru (seer). 
Ilmare: a swampy city with rumors of monsters and bandits roaming the area, as well as abandoned mines. Lord Montegel. 
Mektlan: a cursed place with ruins of an ancient buried pyramid. 
Glani: a prosperous city in the region, but occasionally attacked by native clans. Duke Darvon. 
Aplos: the largest city in the region, famous for its large cathedral, with somewhat labyrinthine streets. Cardinal Godebert lifted Pete’s curse and spoke about the Heretic. You rescued the Cardinal during the siege of Glani.

To sum it up, if you want more advice: TAKE NOTES and KEEP THINGS ORGANIZED.

Anyway, that is what I've got for now. Let me know if you have any questions so I can expand this further in an eventual part II!

UPDATE: I just realized I was missing one important channel: #calendar. KEEPING TIME is extremely important. See here:
https://methodsetmadness.blogspot.com/2024/09/random-ticking-clocks-simplified.html

Friday, August 23, 2024

Random Wilderness is too random

Last post, I briefly mentioned some reasons why I dislike randomly generated dungeons. I think they can be fun, just not my favorite.

I feel random wilderness is a lot worse.

Theoretically, you could run a "no prep"* hexcrawl, deciding randomly upon entering an hex if you're in a forest or desert, and if you see ruins or nothing.

BTW, "no prep" is the idea that you can run adventures with no preparation - by using random tables, improvising on the spot, using other procedures to generate adventures/situations, etc. This issue deserves a post of its own in the future, but I think this "random wilderness" idea illustrates why I think "no prep" is a bad idea if it requires random terrains.

One problem with random terrain is that even the best tables I've seen (the ones who default to a "next hex is similar to this one" rule) cannot create a simple, coherent map like this:

Now, think of how many random hexes you need to run a campaign. Sure, you could set the entire campaign in a single hex, but Outdoor Survival - the original hex map - uses more than a thousand and is representative of an area much smaller than the US.

If you draw a big mountain range, and maybe add another small mountain range, and decide for yourself which way is the ocean... you have created a map that looks more believable and saved yourself more than a thousand rolls.

There are other reasons to set the mountains and the ocean before the PCs start travelling:

- Mountains can usually be seem from several hexes away. It would be absurd to walk from a plain to a "sudden" mountain in a clear day.
- Most people in history have at least a vague idea to which way is the sea.
- Mountains and seas function as natural barriers to your sandbox - crossing them requires more preparation than walking over plains.
- Once you have mountains and seas, rivers are very easy to figure out. Draw rivers like trees, with a trunk that ends in the ocean and several branches (tributaries) towards mountains.

The red lines represent the tallest mountains: rivers do not cross them.


Notice that the presence of a second, significantly smaller mountain range to the east makes the map more interesting.

You might say that US topography is too simple, but it is like that over most of the world. 

South America is similar. Russia has basically sea to the north, mountains to the south and east. Asia has many mountains but the Himalayas can be used as the primary delimitation between various regions (and the source of many rivers). 

Etc.


I'm not saying you need to establish every hill and every trade route. Maybe you can even generate vegetation randomly as you go (although forests and deserts are related to rivers and mountains). I'm just saying having a good outline is incredibly useful - and easy.

Letting PCs wander around with no preexisting terrain has other problems. For example, why there are no map in this land - and what happens when the PCs find a map in random treasure? How can there be significant rumors of goblins "in the North" if the DM doesn't know what lies in the north?

But anyway, this is about drawing maps - and I reckon the easiest way to do that is simply:

- Separate land from sea.
- Put a big range of tall mountains to a random direction.
- Add a smaller mountain range, with hills etc.
- Rivers are easy to draw once you have that.
- Most cities are near the water (rivers or seas).

Additional reading:

Saturday, May 18, 2024

Fallout: Carcosa


(Nine years. Whoa. That is quite a lot. And it was fast. I have to think about that. Anyway.).

At that time, I mentioned the Fallout series as one inspiration - besides Barsoom, Carcosa* and Dune.

A few things have changed since then - maybe one or two authors mentioned in that post turned out to be contemptible at best, so I'll avoid them - but, once again, I've been thinking of Fallout and Barsoom, and wishing to run a campaign in such setting.

It was probably the TV series that made me want to play Fallout again. I had only played Fallout 3, and now I'm playing New Vegas. 

It really makes me want to create my own post-apoc setting - "with blackjack and hookers", as the saying goes, but New Vegas already has some of those...

Carcosa* is one of these games that I always wanted to run but never quite got around to it. It is full of awesome ideas, but I think it stops just a bit short of being an amazing setting like Dark Sun. I hear that the author has other modules in the same setting, but these are not in DTRPG.

Here are a few elements from New Vegas I'd like to add to Carcosa in order to make the setting more interesting.


Vaults

Fallout vaults are a source of endless possibility and fun. 

First, each one is a dungeon to explore - but a dungeon with a real purpose and history. 

Second, vaults are created as different experiments, so each vault can be unique and even contain different creatures (including mutants, robots, etc.). Some experiments are social, so different forms of government are to be expected - you can check this post or Dark Fantasy Places for ideas.

Factions

New Vegas has several interesting factions. Some evil, some neutral, some trying to do 
good, with many shades of gray,

"Everyone wants to save the world, they just disagree on how" as the show mentions.

There are several factions that think that things will be a lot nicer when THEY are in power, even if they need to brutalize some folks to get there.

Carcosa doesn't have much of that - all groups are similar, and governed by a single individual. Add a few details and things start to get interesting.

In addition, Carcosa has "men" int he encounter table, but doesn't give you anything else - are these merchants? Explorers? Adventurers? We should probably add some ideas here.

Lost technology

This is another fun part of both Fallout and Carcosa - projectile weapons, power cells, power armor, robots and cyborgs are in both settings.

Maybe the system deserves some kind of "repair/tech" skill, allowing some PCs to try to access technology they cannot fully understand.

Mutated monsters

In Carcosa, "The spawn of Shub-Niggurath are the innumerable and typically unique monsters [...] These [...] are the most common type of monster on the planet of Carcosa". There are also numerous oozes, jellies, worms and dinosaurs.

Which is fun. But I think mutated/giant insects (or other beasts) might be an interesting addition to the setting. 

Unique monsters are cool, but not every monster needs to be unique - sometimes, fighting a bunch of giant cockroaches or giant scorpions can be fun.

Sandbox & Hexcrawl


It doesn't make sense that an adult wouldn't know at least vague directions to nearby lands. The idea that you enter a new hex and suddenly see a new city (or the sea!) sounds absurd. There are exceptions - maybe when discovering a new continent, etc. Still, if there are intelligent people around, it should be easy to ask for directions.

Unless...

What if the PCs are vault dwellers? When they come out to the world, they have no idea where they are! They still can see a mountain at a distance, but not much more than that. It would be a nearly ideal setting for a hex-crawl.

Can we use Carcosa hexes?

Carcosa hexes are often interesting but sometimes very repetitive and terse ("Castle of 29 Black Men led by a neutral 5th-level Fighter"). 

Human groups are very small, somewhat similarly to Fallout.

Maybe we can combine existing hexes with some random tables to add detail.

Do we still need magic?

Fallout doesn't have magic spells. Carcosa has rituals, but they are very unique - unlike anything I've seen in other RPGs. Dark Sun has proper spells. But do we need them?

Maybe psionics would work better here. And, of course, technology that is "indistinguishable from magic".

But the rituals in Carcosa are so interesting and unique that I'm doubtful about getting rid of them.

---

Well, that is it. I hope I can actually do something with this before nine more years have passed!

* Affiliate links.

Saturday, February 10, 2024

Diluting the dichotomy

Another random thought about races/species (such as elves, dwarves, etc.). Continued from my last post (see also "additional reading"). 

(I might get a bit repetitive, sorry.)

I have a feeling that having innumerable races (elves + hobbits +tabaxi + tieflings) just dilutes the whole concept on "demi-humans".

All demi-humans are created in comparison (and opposition) to humans.

Human/faerie is a strong dichotomy (e.g., in The Broken Sword).

A trichotomy becomes weaker, and again with each new element.

Of course, in TBS there is also an elf/troll dichotomy, but both are contrasted to humans as "aliens". They are, in a way, equidistant to humans, but closer to one another.

Notice that TBS is about characters that are right in the middle of this human/faerie dichotomy.

Likewise, in A Princess of Mars, the dichotomy is between the red and green Martians. The red are unmistakably more human, but in the end, our (human) protagonist is caught between the two.

[In the subsequent books, we get humans of different colors: white, black, yellow, but each with a different culture (cannibalistic, pirates, domed cities, primitive, etc.). This is an interesting distinction, but cultural differences do not a different species make. We also get a few additional interesting humanoids, but I don’t find them as interesting as green Martians. You can check them here].


What about Tolkien? He was able to create great stories with humans, hobbits, elves, orcs, dwarves, ents... Still, there is an obvious dichotomy here too: good and evil. Humans can align with both, but most orcs align with Sauron, and Elves against him.

In Moorcock's Elric, the dichotomy is between Law and Chaos, and Elric gets caught up in the middle. The "races" are not as important here, except for the fact that Melniboneans are traditionally aligned to Chaos.

[This Law/Chaos dichotomy would separate the many species of original D&D in a strong dichotomy, but it is worth noticing that Moorcock contains some additional nuance, as mentioned in the link; Law/Chaos are not exactly Good/Evil].

In The Witcher books, there are humans and "Elder Races" (dwarves, elves, etc.). Geralt is a human turned mutant, and he often finds himself in the middle of this dichotomy.

In addition to this dichotomy idea, the fact that other species are interesting in comparison to humans makes them more interesting if they are rare

A Green Martian is a strange sight for John Carter, but wouldn't stand out walking in Ravnica between the elephant-people, minotaurs, blue elves and goblins with jetpacks.

In Ravnica, these "demihumans" aren't strange. Instead, the world is strange.

Another (counter) example is the D&D Honor Among Thieves movie. Simon is a half-elf. What difference does it make? None. Doric is a tiefling, and this explain some of her motivations (she was shunned by humans and accepted by elves). She was shunned because of her “demonic heritage”. But that heritage does nothing. She has no business with demons or demonic powers and traits, and the only difference in her appearance are small horns. She might as well have been rejected for being a red-head or left-handed.

How does Star Wars movies manage to get a few non-humans to work? First, they are individuals. The “wookie” race is an afterthought for Chewbacca. Second, they are non-human every time they appear. Chewbacca and R2-D2 do not utter one word the audience can understand. C-3PO’s reminds us every minute he is an android with his actions, tone, etc.

Too create "my own Barsoom", I still have to decide:

- Can different peoples create viable offspring? Or at least have diverse communities?
- If positive, how are they different?
- Does your species affect your stats? Or customs?
- Is it common for different peoples to adventure together?
- How does appearance affect reaction rolls?
- Can the PCs discover "secret communities", like Carter often does, if they are part of the same people?

Once again, I have no solutions for now, just random thoughts.

Additional reading:

Thursday, February 08, 2024

How many races/species?

I've been obsessing over Barsoom and thinking of "my own Carcosa" setting again...

I dislike there are so many colors of men with so little detail about each one - they are "suspicious" of each other for no apparent reason. Well, maybe that is the point - similarly to John Carter, the PCs are destined to unify different people under a single banner.

I recently wrote a post about some "clans", which I might use as inspiration to distinguish different communities.

But how many races should I have in my own setting? I'm certainly tired of elves, dwarves, orcs and hobbits, but maybe we can replace them...

Let's try to get at least seven different concepts.

First, we have:

- Humans.
- Superior/magical/advanced humans (e.g., Atlantes, X-men, Witchers, John Carter in Barsoom, some Elves, etc.)
- Strong/big humans (e.g., dwarves or goliaths)
- Small/weak humans (e.g., hobbits).

So, humans, elves, dwarves, basically. We could add "evil" axis: orcs are strong and evil, goblins are short and evil, etc. But I don't think inherently evil creatures to be suited for PCs. And, if they aren't inherently evil, the difference is usually only cultural/aesthetic.

"Superior humans" are a problem for games where the PCs should be balanced. OD&D solves this by requiring elves more XP to level up, etc. Likewise, "inferior humans" (e.g., gully dwarves, kobolds) can be a problem for the same reason.


These four basic groups represent most common PC races. But there are also:

- Hybrids (including human-beast hybrids).
- Aliens.
- Artificial humans.

I wrote about hybrids here. One problem is that they are either so common as to feel human, or so uncommon to make role-playing harder. Usually, they behave like humans, or as "divided" people looking for their place.

Of course, for this "divided" angle to work, there must be a clear distinction between the two "halves".

Human-beast hybrids (e.g., Tabaxi) make me a bit uneasy in world that have actual beasts. Is a tiger-man a cross between a tiger and a human, or something else entirely? What are their relation to tigers? The more feline characteristics you add, the stranger it becomes. Which is why I might prefer blue tiger-people and wingless bird-people (e.g., kenku).

Alien PCs are doable. We often fall on the hybrid problem, but at least their physiology can be different enough to provide some role-playing challenges. For example, being unable to speak or use human weapons/armor.

Likewise for artificial humans (including robots, golems, clones, etc.). Like hybrids, they might have an interesting "find myself" quest, to prove they have souls and maybe can find a way to reproduce. Or just display some challenging non-human characteristics (e.g., no sense of self-preservation).

Finally, there are near humans: red martians, zabrak, etc. Except for the visuals, it is hard to make them interesting. Some cultural differences might help, but even non-"medieval european" customs feel unmistakably  human (e.g., Spartan or Aztec cultures).

I wonder if there are ever only three races: human-like, half-human, and mostly alien. In Barsoom, most humanoids races are indistinguishable from humans, and John Carter repeatedly disguises as one of them. The exception are the four-armed Green Martians. The only "inhuman" beings are apes, plant people, and similar creatures of lesser intelligence.

In "The Witcher", there are humans, elves (dwarves are of the same origin IIRC), Witchers and monsters. 

In Fallout, humans, mutants and androids. 

The Broken Sword has humans on one side, and elves/trolls in "fairyland". Howard and Lieber barely mention non-human humanoids (even Cimmerians are rare in Howard's stories).

In Star Wars, again, characters are mostly human, while different species are portrayed by single individuals (e.g., Chewbacca, Yoda, Darth Maul). There are no distinct "races".

Tolkien might be the only one who was able to create actual distinct "peoples" that are not human, and I am not sure this works in other settings (but it might - I am enticed by Ravnica, for example, although - again - most important characters are human).

Anyway, just a few random thoughts for now, will continue working on it.

Monday, January 22, 2024

Clans of Amarod

These area few clans for my current hexcrawl. If my players read this: there are dozens of clans, you might encounter these ones or not. 

Otherwise, feel free to use them in your own settings! Some entries might be specific to my setting, adapt as needed.

One thing that occurs to me is that I should have decided this beforehand - see this. I think I'm doing this for every setting from now own, as I cannot stand orcs anymore (I unfortunately already introduced dwarves and kobolds from published modules - dwarves are useful, as goblins IMO, but kobolds scream "we are in D&Dland" for me).

I think you should try it too - even if you like orcs, it is nice to have distinct clans, some more aggressive than others. And having FEWER creatures gives a setting a stronger theme and feel.

The last part is from Dark Fantasy Places (which you can get for free/PWYW), and not particular to this setting. I pasted here for convenience.


Uzumaki (goblin cannibals)
One of the most hated groups. Easily recognizable for their sharp teeth and spiral-shaped ritual scars. Hide in the woods, attack on sight, and laugh as they fight to death. Probably insane. When fighting other goblins, they prefer capturing to destroying, and will buy/ "rescue" goblin slaves if they are available.

Moonchildren (tabaxi mystics)
Curious students of the occult. Wear silver amulets, usually moon and starts. Like spellcasters, enjoy wine and singing. Collect books and memorize songs, exchange information. Usually nocturnal.

Ironfolk (silent dwarves)
They do not speak much Common, but do not look for trouble either. Found in mines and forests. Use body paint, usually white, with red and black details. Not much armor (bare chested), but carry heavy iron weapons. Their caves are decorated with stone statues - rectangular cuboid carved to resemble dwarves.

Skullfolk (human skeletons)
These thin folks use white and black paint to resemble skeletons when they are in battle (or raiding, invading, stealing, etc.). They are pale and have no body hair at all. A few of them cut their own noses. Their weapons are poisoned and they are extremely hostile when in paint (50% chance).

Dragon claw (wild elves)
These tattooed, scantly clad elves have a deep respect for dragons, although they recognize not all dragons are good. They are distrustful of anyone wearing heavy armor, as these are more common in the invaders. Discreet body paint, long braided hair, curved blades. Nomadic, claim no lands as their own.

Glowtoads (shy frogfolk)
They live in the marshes and avoid getting close to civilization. Sometimes they use special paint (usually curves and dots) that make them glow at night. Will use as a diversion tactic when needed. Otherwise, they are usually friendly to humans but hate mantisfolk.

Warp folk (human mutants)
These misshapen humanoids worship a green rock which has a strange glow. A few generations of natural selection made them a bit more resilient to negative mutations, but they still look ugly (scaly skin, asymmetrical features). Feared and despised by most, but not actually as aggressive as other clans.

Sky terrors (cupendiepe hunters)
Nocturnal, blood-drinking, winged humanoids that fight with moon-shaped axes. Very aggressive. Live in caverns near mountains tops, steal treasure for no apparent reason.

Firestarters (human/goblin pyromaniacs)
The worshippers of the Lord of Fire cover their bodies in ashes and burn their enemies to commemorate victories. Fight with oil flasks and fire traps. Occasionally worship at the crater of an extinct (?) volcano, but the location is secret to everyone except their shamans, who have been "touched by fire" (burn scars).

Greenscales (powerful lizardfolk)
The greenscales are the most powerful lizardfolk clan in the land. They take a nuanced view of the invaders; they know they are feared, but can make powerful allies. They might engaged peacefully with smaller groups. They were enslaved under some of the ruined empires and they hate magic and the cult of Apopep with its corrupted sorcerers.


Random clans

Type (1d20)
1. Tabaxi
2. Lizadfolk
3. Goblin
4. Cupendiepe
5. Dwarves
6. Elves
7. Mantisfolk
8. Frogfolk
9. Kobold
10+. Humans

Looks (1d20)
1. Naked
2. Tattoos
3. Body paint
4. Skulls
5. Sharp teeth (in mouth or necklace)
6. Demon mask
7. Colorful silk
8. Spikes
9. Ritual scars
10. Reptile hide 
11. Camouflage
12. Feathers
13. Wood armor
14. Jewelry
15. Snake motifs
16. Jaguar skin/motifs
17. Shell necklace
18. Light robes
19. Colorful hair/ beads
20. Braids

Like/dislike (1d20) - [or: respect, fear, worship, etc.]
1. Heavy armor
2. Strangers
3. Cannibalism
4. Spellcasters
5. Nearby tribe
6. Dragons
7. Castles
8. Undead
9. The Water Lord (main Lawful deity)
10. Alcohol
11. Commerce
12. The Ruined Empire (Apiaka, etc.)
13. Lord Belarte (or other nearby leader)
14. Monsters (like: 50% chance of pets/mounts)
15. Hallucinogenic plants/fungi
16. Other species (like: 30% chance of mixed clan)
17. Mercenaries / dungeon delvers (like: can be hired)
18. Agriculture
19. "The Natural Order"
20. Slavery/slavers

Some additions and variations

Tabaxi. Cat, cougar, red, blueish. A rare lionfolk might be found in the North. Many tell legends of ruined Muru, the circular city that stands in ruins - but ascended, "in spirit", to higher planes.
Lizadfolk. Red, mustard, blue, dwarf, horned, rarely white, black, chameleon. Most distrust magic, but a few are loyal to Apopep and the serpent-people that enslaved them in the past.
Goblin. Alchemists, tree-jumpers, burrowers (gray and earthy).
Dwarves. Albino, explorer, slaver, merchant.
Elves. Types vary, but mostly the typical "wood elves", closer to nature, or "underground elves" that enjoy tricks and illusions. Both are familiar with fey, dryads, etc.
Mantisfolk. Dark, mustard, red, green. A few clans are psionically held to a "hive mother" like bees and incapable of independent thought while near. Some gain individuality to perform outside jobs, and some gain it permanently due to genetics, accidents or death of a hive mother.


Morlocks.

Other clans

Orcs - None. Replace by lizardfolk.
Hobgoblins - None. Replace by morlocks, pictured above. As hobgoblins, "dwell underground, but commonly seek prey above ground."
Aaracroka - None. Replace by cupendiepe, a more aggressive species of bat-people.

Etc.

Villages & Cities

From Dark Fantasy Places. Unlikely to be used until the PCs decide to interact with one of the clans.

d20 Appearance
1. Intertwined with trees
2. Buried
3. Lifted from the ground
4. Made of moving tents
5. Camouflaged
6. Suspended over water
7. Built amidst ancient ruins
8. Huge and mostly empty
9. Dug up in rocks
10. A single building
11. On a mountain top
12. Brightful colors
13. Tall buildings
14. Misty
15. Narrow streets
16. Inside a crater
17. Constantly flooded
18. Poor and ruined
19. Beautiful and frail
20. Heavily fortified

d20 Society
1. Property is communal
2. No concept of privacy
3. Identity is defined by masks
4. Rigid protocol for every conversation
5. Universal vow of silence
6. Adults are cast out
7. Appropriate clothing is mandatory
8. Visitors have no rights
9. All burials must be in pairs
10. Children are raised by all
11. A proper season for each action
12. Travelers welcome for a single day
13. Weapons are forbidden
14. “Couples” are always three
15. Those who can’t fight must serve
16. No activities during daytime
17. Violence is never the answer
18. Everything is permitted
19. Might makes right
20. Casual cannibalism

d20 Problems
1. Besieged by monsters
2. Ruled by tyrants
3. Plagued by poverty
4. Infected by disease
5. Fiercely territorial
6. Infiltrated by demons
7. Filled with criminals
8. Resentful of outsiders
9. Ongoing power struggle
10. Cursed with madness
11. Violently expansionist
12. Falsely utopian
13. Mutated by Corruption
14. Malignant religion
15. Screwed morals
16. Widespread panic
17. Hopelessly defeated
18. Hiding dark secrets
19. Inhabitants cannot leave
20. Periodic human sacrifice