Flux Space in Dungeons

Before there was On a Red World Alone, there was Dungeon Moon. I spent hundreds of hours working on on that game, and to this day I love it as much as anything I’ve ever done. For years, friends have been gently pestering me to get it written up and published, which I would like to do someday. The only problem is that Dungeon Moon was an unplayable mess.

My whole approach was based around striving towards this false ideal of a fully realized megadungeon. Even the least important bits of space beneath the flagstone surface of the moon had multi-paragraphs long descriptions. “It’s a kitchen” was never good enough for me. I had to figure out if there was something special about the pots and pans, or if maybe there was a secret passage that led to a trapped treasure vault.

Likewise, the map was as much a labyrinth for the referee as it was for the players. I spread it across a stack of graph paper a quarter in thick, with alphanumeric codes written on the corner of each page to identify which “column” and “level” it depicted. More than once, a single room had to be spread across two pages just to maintain the geometry of the thing.

All for what? Despite my extensive prep work, a group of adventurers could walk off the edge of the map within an hour if they made the right choices. And as bad as that sounds, it would probably make the game better. If the players are off the map, the referee would have to improvise, and whatever they come up with in the moment has gotta be better than pausing for 5 minutes at every door to cross-reference maps and read room descriptions.

I certainly seem to have made it work back in the day. (People don’t show up every week to play in a game that they hate). But it could have been better, and if nothing else, the excessive notes killed my own enjoyment. It was murder, trying to keep up with the pace I had set for myself. If I’m ever going to run it again, Dungeon Moon needs to go easier on the referee.

It’s not just a matter of drawing simpler maps and writing shorter room descriptions, though. The problem of scale is inherent to the setting: its a dungeon which literally fills the entire internal structure of a moon. Constantly branching pathways and infinite expandability are built into the premise. A more manageable size would ruin the setting just as surely as my bad notes did.

Yes, dungeon moon needs shorter, table-ready notes, and a map that doesn’t have to be laid out across the kitchen floor to be viewed properly. But it also needs to feel huge and interconnected.

Recently, I was puzzling over this problem, and recalled a conversation from years ago. I must have been complaining about the issue, because  Gus L. told me I should try running Dungeon Moon as a point crawl. At the time, I kinda blew the idea off, because I didn’t want to waste all the work I’d already done on my maps, but with a few years of distance, the idea is way more appealing. Sorry for blowing you off, Gus. You were right.

In a point crawl, the referee maps a wilderness environment as a series of locations, and paths between them. The players don’t just wander straight towards their objectives, instead following roads, or deer paths, or whatever else they can find. At intersections, (the titular “points,”) they come upon something interesting. They can choose to engage with what they found, or continue on past it to the next path.

Flux Space is a way of doing the same thing for dungeons. Megadungeon feel without megadungeon effort. The big difference, though, is that the paths aren’t just direct connections between points. They’re a series of corridors and rooms just like everywhere else, but they’ve been abstracted to keep the game moving and to make the referee’s job easier.

Like a point crawl, there are two basic building blocks here: Locations, and Flux Space. The locations work the same as any dungeon: there’s a map, and there are notes which describe the map’s locations.

To keep things manageable, a single location should be able to fit on a single sheet of graph paper. Locations also should not directly connect to other locations. Some exceptions can be made for areas that play with vertical space, or for secret shortcuts to other locations. But, for the most part, players should need to go through some Flux to reach a new location.

So what is Flux Space? It’s an abstracted section of the dungeon that exists to connect locations together. It’s mostly hallways and empty rooms, without any specific layout. Each section of Flux has three elements: a description, a size, and an encounter table.

The description is a vague idea of appearance, which remains consistent throughout. Something like “Worked stone,” “Oozing walls,” or “filled with garbage.” This gives each section of Flux a distinct personality, which the referee can use anytime they need to improvise some specifics for it.

The size of a section of Flux Space is just a number. In order to pass through to the next location, players will need to roll that number of encounter checks. Once they have, the referee randomly determines which of the connected locations the players emerge out into. Usually, there shouldn’t be any chance for players to wind up back at the location they started from. Optionally, though, that could happen if the players roll a “lost” result on their encounter die.

The encounter table for a Flux is like any encounter table. It has some locations on it, some wandering monsters, and probably some creatures from its connected locations. (If the Hall of the Gnomes is connected to a Flux, that flux will have some gnomes wandering around in it).

Once a group has encountered everything on the encounter table, that space is considered “mapped.” Players can move through mapped fluxes with only a single encounter roll, and may choose which of the attached locations they emerge into.

The overall dungeon is depicted as a sort of spiderwebbing flowchart, showing how all the locations and fluxes connect with each other. Hopefully you can do a better job of coming up with reference codes than I did in the example above.

As a final note, I want to make clear that when I say Flux Space is ‘mostly empty,’ I do not mean that literally. What I mean is that it’s mostly devoid of tricks, traps, monsters, or treasure. There may be bedrooms, or gymnasiums, or warehouses, but none of it is valuable, or interesting, or trying to kill the players. (Unless it’s on the encounter table, of course).

So if your players ask about where they are and what they see, don’t tell them it’s empty. It’s not empty. It’s just boring compared to moving on to other locations.

(Edit, Aug 4, 2021): I later posted an example of this system in action called “The Cozy Catacombs,” which further illustrates the concepts outlined here.

World of Bellumus

Of late I have become completely preoccupied by the history of the Roman Republic and Empire. In particular, the life of Julius Caesar. I’m in the middle of his Gallic Commentaries, decided to take a break to re-read Shakespeare’s Julius Caesar, thinking I might have a much greater appreciation for it now that I’m so familiar with the characters and events it describes. It also may help that I’m no longer in high school.

There is a soliloquy, when Marcus Antonius is left alone with Caesar’s body, which captured my imagination. It reads thus:

A curse shall light upon the limbs of men;
Domestic fury and fierce civil strife
Shall cumber all the parts of Italy;
Blood and destruction shall be so in use,
And dreadful objects so familiar,
That mothers shall but smile when they behold
Their infants quarter’d with the hands of war;
All pity choked with custom of fell deeds:
And Caesar’s spirit, ranging for revenge,
With Ate’ by his side come hot from Hell,
Shall in these confines with a monarch’s voice
Cry “Havoc!” and let slip the dogs of war,
That this foul deed shall smell above the earth
With carrion men, groaning for burial.

Obviously, Antony is speaking figuratively here, but there’s some god damned delightful images.

A curse shall light upon the limbs of men;
Those most loyal to Caesar are transformed. Their fingers fall away and their arms sharpen like blades. Their feet become cloven, and their legs bent. They cannot stop running, and they lust for the blood of vengeance.

“Domestic fury and fierce civil strife Shall cumber all the parts of Italy;”
The land becomes a man-made hellscape of endless war.

“Blood and destruction shall be so in use, And dreadful objects so familiar,” 
No one is an innocent. Women, children, the infirm, none leave their house without a sword in hand. It is uncommon to go a week without needing–or choosing–to kill.

“That mothers shall but smile when they behold Their infants quarter’d with the hands of war;”
Damn.

“And Caesar’s spirit, ranging for revenge, With Ate’ by his side come hot from Hell,”
Caesar’s spirit, given new physical form, walks the land aimlessly with Ate the Greek spirit of ruin dancing around him. He seems removed, as though he does not see, hear, or feel anything. If he desires to take a step, 100 men could not stop him. He would crash through a marble wall if he needed to.

The only time he seems to be aware of his environment at all is when someone is within reach of his sword or spear. Without hesitation he will kill them, no matter the love he might have shown to them in life. He is no longer a man, but a force of nature.

“the dogs of war,”
Dogs, as large as horses, roam Italy. They are fierce beasts. They will attack any man they see, and have been known to slay entire cohorts.

Anyone within a 6 mile radius of these dogs becomes immediately aggressive and violent, lashing out at whoever they can until they pass from the dog’s presence.

“With carrion men, groaning for burial,”
The dead, though they lay unmoving, shriek and howl with still lips, cursing the living.
 
 

The Depths of the Dungeon Moon: 20+ Questions

THIS DOCUMENT IS OUT OF DATE. PLEASE CONSULT DUNGEON MOON Q & A INSTEAD.

Jeff’s 20 questions are an exercise to help a GM add functional details to their campaign world. The type of details which will actually come up in play, and which the players will probably be curious about anyway. Since I will (eventually, hopefully) be running open sessions of The Depths of the Dungeon Moon, this may be of interest. (I’ve taken the liberty of adding a few questions I thought were relevant. I may add more over time as people ask me questions which seem to deserve answers).

Does the Dungeon Moon have weather?

Yes, and this is one of the few aspects of the sphere which has remained functioning relatively as it was intended to. Clouds, rain, and wind are common. Rain is the primary source of water for most villages. The natural sun provides the sphere with light and warmth, though due to the artificial atmosphere, the sky is always black.

It should be noted that the Dungeon Moon has no seasons.

What races & classes are available to play?

While many intelligent races inhabit the sphere, the only race available to play at present is humans. However, if you wish to play an elf, dwarf, or halfling, you may play those races as though they are a class. If you wish to play an elf, then your character will be a human with a “Spellsword,” or “Warlock” class. Racial options can be expanded beyond humans if the party is able to make alliances with other races.

Currently, classes are restricted to those present in the Lamentations of the Flame Princess core book. Though if you have a different class you’d wish to play, I would be willing to consider it.

Does this campaign include firearms?

Yes, as presented in the firearms section of the LotFP Rules & Magic hardcover. However, they must be purchased at 3x rural prices.

What is the deal with my cleric’s religion?

The gods of the sphere are not far-off, ephemeral deities. Any such god off is too far away to help you. The only gods of the sphere are the gods which live on or in the sphere. Typically these are normal creatures, such as humans, oozes, or even pigs, which have merged with an indistinct divine energy. The process by which this occurs is not entirely clear, but that does not make these gods any less divine. Notably, gods are as vulnerable to attack as any other monster. But they’re not a force to be attacked lightly.

Becoming a cleric involves finding a god, and making an offering to it which pleases it. The god then blesses the cleric, and the cleric may call upon the god’s divine energy to cast spells. This is one of the few non-insane reasons to leave the safety of the towns.

How did my Magic User learn his craft?

The Sphere is a citadel built by the greatest magic user of all time, and inhabited by a society of magic users for hundreds of years. And while those most gifted in the magical arts abandoned the sphere about 40 years ago, there are no shortage of less skilled practitioners willing to trade their paltry knowledge to an apprentice. It makes them feel important, plus apprentices are very useful for trying new spells on. Not to mention the mountains of magical scrolls and spells and devices which are commonly discovered in the depths.

Where can we go to buy standard equipment?

Standard equipment can be purchased during character creation at city prices. After that, standard equipment can be purchased in the town of Stockton at rural prices.

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

No non-human creatures can enter the towns due to the warding enchantments placed upon them. There are blacksmiths in Stockton with the skills to perform the task, but asking them to step outside the town’s protective runes will require a lot of persuasion, and a lot of silver.

Who is the mightiest wizard in the land?

The Motherless Warlock who created the Sphere was mightier than any wizard who came before him, or any wizard who has been here since.

At present, a relatively harmless Necromancer named Laif Arkturus is probably the mightiest wizard known to exist. He’s primarily an academic, but does not hesitate to prove his power and skill when it is necessary.

Who is the greatest warrior in the land?  

In a land with few warriors, the greatest warrior is whomever braves the depths and survives to tell the tale–and does so more than any of the other warriors in the room.  

Who is the richest person in the land?  

The town of Stockton has heard rumors that there is a woman in a far off town called Noshenburg. Her name is Lia Hune. She found an immense treasure in the caverns, and now lives like a queen.  

Where can we go to get some magical healing?  

Aside from any magical healing provided by player characters, or by items they find, there is no magical healing available in Stockton, nor any nearby location. However, each session of play will begin with full hit points.  

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

Poison and disease can be dealt with by the Old Herbert the Herbalist. His methods are odd, and he’s never managed to teach them to anyone else, but he can get you fixed up in Stockton for a moderate fee. Where he gets his materials is a mystery, since no plants grow within or even within sight of Stockton. But no one ever sees him leave, and he refuses to tell anyone his secrets. Anything else on that list, and I’m afraid you’re on your own.  

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

Magic users are free agents. Any “guilds” which may exist are, at best, loose confederations whose existence is not widely publicized.  

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

None of these services are readily available in Stockton at present.  

Where can I hire mercenaries?  

The members of the party are not the only foolhardy young folk, eager to leave town. Stockton is full of whippersnappers eager to “Step over the line.” Unfortunately, they are universally untrained.  

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

Showing weapons within towns is generally considered impolite, but most people are understanding when they know that a person frequently leaves the safety of the town’s protective charms. People’s opinions on Magic Users tend to go either way: either they’re “the ones who got us all stuck on this rock heap,” or they’re “the ones who might figure out how to get us off this rock heap.”   Most towns are very small communities, and don’t have much in the way of formalized laws.

Which way to the nearest tavern?

Stockton has no booze. This sad fact has led people to develop some very strange hobbies.

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

There is a herd of Acidhoof Antelope outside of Stockton. Ending that threat would mean that the few trade caravans which exist would make their way into Stockton more often.

Are there any wars brewing I could go fight?

No. Most people are afraid to leave their own towns, so war is out of the question.

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

The town closest to Stockton, Aberton, has such a place. Recall that these places have no booze, and thus people tend to develop rather odd hobbies. Fortunately, this barbarism has been banned in STockton.

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

Plenty. But they are secret.

What is there to eat around here?

Flavorless, disgusting gruel. And water. The gruel congeals from the air each day in a giant dish at the center of every town. It’s probably all you’ve ever eaten. If you were lucky, your parents were able to give you a loaf of bread for your birthday one year, and it was the greatest birthday gift you ever received.

On the Sphere, actual food is one of the greatest treasures you can uncover.

Any legendary lost treasures I could be looking for?

It is said that somewhere on the sphere–everybody has a different idea of where–is a lush valley of vegetation. To find this, and to be able to distribute its bounty across the sphere, would make a person wealthy indeed.

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

It’s nothing more than a rumor, but when Ulfric of the Blasphemous Dead left the sphere, it is said he left his gold and many of his magical devices behind. It is also said that he left four undead hekatonkheires to guard his citadel in case he ever chose to return for his things.

A campaign setting which is most certainly NOT called "Dungeon World."

I mean, that’s what I wanted to call it, but somebody else got to that name first.

When I returned from hiatus, I made a big show of abandoning Pathfinder, and moving on to Lamentations of the Flame Princess as my game of choice. And for the last few weeks, on and off, I’ve been working on the setting where my first LotFP game will take place: “Not Dungeon World.” (It will have a better name soon). As you might infer from the lack of proper name, the world is far from complete. At present it’s mostly a series of amorphous chunks of content which connect together in some way with which I am not yet acquainted. But I’ve agreed to run the first group of people through the world next week, so I thought I’d start talking about it here.

I have two major goals with this world. The first is to create a setting which I can use for numerous groups of people. I like the idea of running a bunch of different one-off games in this world once its more polished, as a way to get to know more of the tabletop community. Second, I want to make a world which is is weird. I like high fantasy, and I like low fantasy, but now I want to try something which no one has ever done before. And if someone else has done it, please don’t tell me, because I’m enjoying being a special snowflake about this.

Some large-ish quantity of time ago (400-150 years), a great magician known as “The Motherless Warlock” decided to build himself a sanctum. But no mere tower would suffice for the warlock born of man, so he crafted instead a sphere of stone and mortar. He set it adrift in the heavens with the sun and the moons. He took with him his servants and his followers, and reigned unchallenged on the magic-made-world, above the world of mere men below.

A generation ago, The Motherless Warlock left, and did not return. Why he did this or where he went is uncertain. Some speculate that he died, but this seems unlikely as he never appeared to age a day after 30. Others speculate that he ascended to an even higher level of power, beyond the need for his kingdom. Most, however, do not care where he went. They just want to find a way off of this accursed rock he left them stranded upon.

The players were born to this world. Their parents remember living on the green and blue sphere which rises in the sky each day. They tell stories of plentiful food, bustling cities, green grass, and blue sky. The players have known none of these things, but they want to. Everyone wants to! It’s terrible here. The only thing to eat is flavorless grey slop which appears three times a day in the village square–and there’s never enough of it. Supposedly, when the Warlock was here, magical feasts would appear each day. But most of these magical apparatus are broke, and no one knows how to fix them. A few towns have found patches of dirt and tried farming, or tried to domesticate some of the more edible creatures, but these attempts are fraught with danger. The magical runes carved around each town prevent non-human creatures from entering, but that protection does not extend to farms or herds. Most of these are mercilessly destroyed by some magical monstrosity or other.

The only hope for the future, most agree, is to find a portal to the world below. One must be hidden in the labyrinthine depths which fill the innards of the sphere. But who is foolhardy enough to venture down there?

(See why “Dungeon World” would have been a perfect name? Damn).

LS and the Fuzz Covered Vessel

You know how any time there’s a new phenomenon popular with children, there’s always some group of nutjob adults who make a scene about how it’s corrupting the youth? They’re always kinda funny when they go on TV and rant about how “pokemon” is jap-talk for pocket monsters, and monsters are like demons, ergo the pokemons are subtle attempts by the devil to get into the pockets of our children. It’s less funny when you’re a child and those nutjobs are your parents.

A lot of stuff was verboten for me as a kid, ostensibly because of demonic influence. Sometimes I cared enough to subvert those bans, as I did when I started playing D&D in secret. But other times I didn’t want to risk it. And that’s how I made it to the venerable age of 26 without exploring a single piece of Harry Potter media. It’s really too bad, actually, since I was 11 years old when the first book was released in the U.S. Same age as the series’ eponymous protagonist.

Over the years I’ve seen enough parodies of it that I became thoroughly familiar with the source material, but it wasn’t until a few weeks ago that I decided to sit down and marathon the films and see what I’d been missing. I’ll spare you any review, since I’m pretty sure I was the last person on earth who hadn’t seen them. I will say, though, that I was surprised that they actually lived up to the hype. After a lifetime of hearing about how great this story was, I honestly did not expect to like it very much. But 2 minutes into the movie I felt like a kid again. It was like watching Star Wars for the first time. I was captivated, and plowed my way through the first 3 films in a single day, and all 7 by the end of the week. I got my hands on the books 3 days ago, and I’m halfway through the second one already.

And because I’m me, discovering such an interesting world naturally led to thoughts of what a marvelous tabletop game it would make.

Hogwarts is basically a dungeon-hub. It’s a huge, intelligent castle with countless secrets to explore. In the Philosopher’s stone the children must sneak past a three headed dog, escape from a large entangling plant, find a door key in a room filled with hundreds of flying keys, play a deadly game of life-sized chess, solve a riddle to discover which potions will protect them and which will kill them, and finally confront an evil wizard, all in pursuit of a magical treasure. That sounds a lot like D&D to me. It’s the same in the second book, where the children must find a well-hidden secret passage, leading into a complex of caves, where they eventually encounter and fight a basilisk.

It doesn’t take much imagination to extrapolate from these starting points. If there is one chamber of secrets, why not twenty? Hogwarts is a megadungeon, and you need to escape from its depths by the end of every session, because otherwise you’ll miss class.

Here’s what I would propose. Players start as first year students. Every student is a magic user of course, but some class-like distinction could be made by allowing the players to sort themselves into one of the school’s four houses. A player in Gryffindor, for example, might have bonuses against fear effects. Whilst a kid in Ravenclaw might be allowed a bardic-lore style check for knowing any random piece of information the party needs. Perhaps further class distinctions could be gained by the choices the player makes in which classes they will take. At the start of the year they choose the classes they’ll attend between dungeon-delving sessions, and at the end of the year they’ve gained some bonus or ability from that course.

Magic would be particularly fun, since magic words are such a large part of the source material. Spells could be divided into “spell levels,” representing the years in which they would be taught to students. There is no limit on the number of spells which can be cast per day, or how many times a spell could be cast. HOWEVER, in order to cast a spell, the player must be able to recite the proper magic words. No magic notes would be allowed at the table, forcing the player to actually keep the spells in their head. (Functionally, a no-notes rule would be impossible to enforce. But in the spirit of fun, I think most players would acquiesce).

Rather than progressing according to experience, players would progress by years of education. In lieu of gold, magic items and “house points” would be awarded for successful adventures.

I can’t be the first person who thought of this, right?

Vampiric Classifications 2: Types

Last week I posted regarding Vampiric Hierarchy, detailing how the hidden society of vampires interact with one another in my campaign worlds. With that out of the way, I’ll move on to specific vampire types, and a broad generalization about what those types represent. But that’s all which can be offered here: generalizations. A player would be a fool to assume two vampires of the same type will present the same challenge, because the curse of the nosferatu affects each of its victims in a unique way. As the great monster hunter Van Richten wrote, “Unfortunately, there is no such thing as a ‘typical vampire.’ Vampires are perhaps the most individualistic of undead. What is true for one is an outright–and dangerously misleading–falsehood for another.”

Types According to Hierarchical Ranking

Fledgelings are newly created vampires, and the lowest on the vampiric hierarchy. Since vampires gain in power as they progress in age, a fledgelings powers are understandably weak compared to most of their brethren. Their strength and spell-like abilities have not yet come into their full potential. Each fledgeling develops at a different rate, but it is common for the vampire’s physical abilities–great strength and speed, the ability to climb walls as a spider would, resistance to mundane weapons, etc.–to be available immediately upon the vampire’s creation. While the more mystical and subtle of a vampire’s abilities, such as domination or changing shape, often take longer to develop. Conversely, all of a vampire’s weaknesses are in full effect immediately after a fledgelings creation, and in most cases the fledgeling is significantly more vulnerable to them than a more powerful vampire would be. While a vampire Lord, for example, might survive several seconds in sunlight, a vampire fledgeling would be instantly incinerated by it.

Coven Vampire. Though stronger than fledgelings, coven vampires are considered weak because they were unable to rise to the rank of soldier or lord/lady. Most commonly, coven vampires live in groups of 5-30, though larger covens have been known to exist. A coven vampire’s abilities are developed more fully than a fledgeling’s, but coven vampires cannot create spawn. In a game like Pathfinder, coven vampires would not have PC class levels.

Soldiers are most likely the vampires which you find under “V” in your Bestiary, Monster Manual, or what have you. They are fearsome foes with full mastery of all the basic vampire abilities. They can create fledgelings if they so choose, but the creation of fledgelings is often considered a declaration that the Vampire wishes to establish themselves as a Lord or Lady in their own right. Despite the title ‘soldier,’ this rank does not necessarily imply that the vampire fills a combat role. In addition to bodyguards and warriors, soldier vampires can include advisers, diplomats, or even consorts. A fully developed vampire who is in direct service to their Lord or Lady is termed a soldier, regardless of specific occupation.

Lord and Lady vampires are undead aristocracy. They rule over impressive lairs or even castles. Occasionally they will even rule over a populace of the living, keeping their unlife a secret by shrouding themselves behind layers of bureaucracy, or using a trusted majordomo to carry out their edicts. Vampiric Lords and Ladies have grown in power beyond anything which could be called ‘typical.’ It is at this level of power which a vampire’s unique traits truly begin to emerge. Some vampires gain physical prowess in the extreme, becoming far stronger and faster even than their already strong and fast fellows. Others may gain unnatural mystical prowess, allowing them to call upon more powerful versions of their spell like abilities, or even developing new abilities altogether. Still others may actually become resistant to their vampire weaknesses, allowing them to ignore the upheld holy symbol of a cleric, or walk freely across running water. And the older a vampire grows, the more powerful they will inevitably become.

First is a rank which cannot be achieved through a vampire’s growing power. While even a commoner could rise to the level of Vampire Lord if they had enough ambition and talent, the rank of First Lord and First Lady is reserved for those who are a direct descendent of the Highlord or Queen of their bloodline. And while a Lord or Lady’s power may be immense, the power of a first dwarfs it. The purity of the curse which afflicts a vampiric first allows them to evolve at twice the speed of any vampires they or their descendents create.

Highlords and Queens are without peer. Often they are so powerful, that they are immune to typical vampire weaknesses. Even sunlights, while painful and disorienting, cannot destroy without prolonged exposure. These rulers of vampiric bloodlines frequently have unique and devastating powers. For example, The Blind Empress, a vampiric queen, was actually capable of causing a solar eclipse, allowing herself and her vampire warriors to devastate rival bloodlines easily by attacking them during the day. Highlords and Queens also develop physical changes as well. To again use The Blind Empress as an example, she had permanent wings, and skin which cut like a blade.

Anomalous Types

Feral Vampires are hungry. They have been without any blood for months, or even years, and they have lost their grip on reality. A feral vampire is a beast who pursues blood without a thought for subtlety or personal safety. Mind you, feral vampires will not foolishly destroy themselves, and they maintain enough intelligence to recognize and avoid danger. But they will brazenly attack in plain view of dozens of people, and they are not very good at keeping track of how much time they have remaining until sunrise. The only cure for a feral vampire is to consume massive amounts of blood. The equivalent of about 100-200 people in the space of a week. Any fledgelings created by a feral vampire will be feral themselves, and incurable.

When a vampire goes feral, it draws a great deal of attention to itself. For this reason, feral vampires are typically hunted down and killed by other vampires. The last thing anybody wants is for one vampire to go on a killing spree, and inspire a dozen towns to put bounties on vampire teeth.

Recovered Feral vampires are uncommon, since most are either killed by those they wish to hunt, or by their fellow vampires. However, it does occur, and when it does the effects of their feral period are not kind to the vampire’s appearance. Their face becomes much more sunken, and their teeth and fingers both become much longer, even to the point of being somewhat unwieldy. While most vampires are able to pass for human if the need arises, a feral vampire would be unable to do that without great difficulty. They appear much more like an animated corpse than their fellows, and will always lust for blood more than a typical vampire would. Recovered ferals are generally looked down upon within vampire society.

Rhonin Vampires are a rare breed. Somehow they managed to overcome the powerful magics which prevent a vampire from ever attacking their master. Every time their attention was diverted, or they lost consciousness, they powered through, until they had broken the magic’s hold over them. At this ponit they are already dangerously unbalanced, and the final act of killing their own master drives them fully into maddness. They become completely severed from their bloodline. Normally they are left to their own devices, and their maddness is used as a deterring example to other vampires.

Damphyr, or ‘half vampires’ can come about in several ways, none of them common. A pregnant woman who is turned into a fledgeling, for example, will not give birth to a full vampire, since the child was already partially formed prior to her transformation. Likewise, it is sometimes possible for congress between a vampire and a living mortal to result in pregnancy. The child who is born part vampire does not have access to the full range of vampiric abilities, but does have many of the traits of their vampiric parent, though to a lesser degree. Damphyrs are also afflicted by a vampire’s weaknesses, though again, to a lesser degree than their parent. A Damphyr can go out in daylight, for example, but will find the experience both painful and disorienting. If a damphyr refrains from consuming blood, then both their powers, and their weaknesses, will lessen over time, allowing them to live as a normal member of their species. If at any time they do consume blood, though, their powers will return in full force.

Survivor Vampire. After a vampire is nearly destroyed by one of its weaknesses, they occasionally develop an illness which incapacitates them for weeks. This illness is extremely painful and draining, requiring the vampire to feed a great deal more often than normal. When the illness ends, the vampire will find they have become resistant to the harmful agent which caused the illness. For example, a vampire who was nearly destroyed by sunlight would be able to last in sunlight for up to a minute without dying. Or a vampire who was doused in holy water would find they now had greater resistance to holy magics.

Revenant – Spectral vampires. The exact method of their creation is unknown, but it is suspected that they are destroyed vampires who have been reanimated through the most powerful and evil necromatic magics imaginable. Revenants lose the ability to create spawn, as well as any interest in participating in the political machinations of vampire society. They are indiscriminate death-dealers who spread disease and discord wherever they go. In many ways they are like feral vampires. But while ferals are driven by hunger to become beasts without intellect, revenants are driven by hate to become beasts without affection or restraint.

Vampiric Classifications 1: Hierarchy

If I had to select a single fantasy creature as my favorite, I don’t think there’s any competition for the vampire. I know it’s not a particularly original answer, but I don’t care even slightly. Vampires take everything I love about the macabre, and inject it with intellect, and grace. As monsters they tap into something so primal within the human psyche, that an equivalent to the vampire can be found in dozens of folkloric traditions. And as characters, vampires project an air of dignity, and elegance. The allure of the vampire is strong, which is why so many excellent tomes have been written about them already. The AD&D 2nd edition Ravenloft supplement “Van Richten’s Guide to Vampires” has a special place on the shelf above my desk.

I don’t think my take on vampires is even particularly original. At best you could call it an amalgam of traditions. Regardless of how original it is, though, the way I depict vampires in my games is something I’ve spent a lot of time thinking about. I’m happy with it, and the Halloween season seems like as good a time as any to share what I’ve devised. In this post I’ll cover the hierarchy of vampire society, while a later post will detail specific types of vampires.

The basic structure of vampiric hierarchies is the bloodline. Each campaign world has between one and five elder bloodlines active. Typically a bloodline will include hundreds, thousands, or even tens of thousands of vampires, scattered all throughout the world. Relationships between different bloodlines may vary, but no two will ever form anything more than a temporary alliance. It is always the ultimate goal of every vampiric bloodline to eliminate all others.

While vampires of different bloodlines may not have any distinguishing features to a casual observer, the creatures themselves are able to determine what bloodline another vampire belongs to based on appearance. This ability is not magical in any way, but instead is based on minor physical features which may not be regarded as important to a mortal. The shape and size of teeth is a common indication, as is the hue of the eyes and the palor of the skin.

Each bloodline is led by either a highlord, or a queen vampire. Every other member of a bloodline is descended directly from them. Unlike most vampires, highlords and queens were not (for the most part) created by having their blood consumed by another vampire. Instead they are rare creatures who were granted the gift of eternal unlife by a powerful demon or evil god. Rarely the Logos itself creates a vampire when a person of sufficient evil and temperament dies. It is also possible for a mortal to become a highlord or queen if they fully consume the blood of a vampire. This would both destroy the vampire, and cause the mortal to die and rise again as the first of a new bloodline. This last method is almost entirely unheard of, and only a select few know that it is even possible.

Often, young highlords and queens do not last long, unless they sequester themselves in a small area of the world and make no attempt to grow their bloodline. Even then, elder bloodlines are uncomfortable with the prospect of young bloodlines growing powerful enough to challenge them. A newly risen highlord or queen may quickly find themselves marked for assassination by the elder bloodlines if they are not careful to maintain a low profile.

The vast majority of vampires are not highlords or queens, though. Most are created when another vampire drains the blood of a mortal, killing them. The victim (whether they are willing or not), then rises as a fledgeling vampire subservient to their creator. At first, a fledgeling will be completely obedient to and reliant upon their master. As time passes and the fledgeling grows stronger, however, they will gain some measure of independence from their creator. As they grow in power, a fledgeling may become a member of a coven, or soldier for their master. Someday they may even become powerful enough to be a Lord or Lady in their own right. Though no matter how powerful a vampire becomes, they can never disobey a direct order from, nor can they plot against their creator. Nor can they disobey or plot against their creator’s creator, nor any other vampire they are descended from, all the way back to the highlord or queen of their bloodline. This restriction is not a social one, but rather it is a simple fact of a vampire’s nature. Any attempt to plot against one’s master would likely result in immediate distraction, and a concerted effort would only cause a loss of consciousness.

Which isn’t to say vampires haven’t found loopholes in the past. But it is not easy, nor is it common.

Within the first hundred years or so of their existence, fledgeling vampires are expected to become powerful enough to serve their masters as soldiers. Soldier vampires, while not independent from their creator as a lord or lady is, are none the less respected, and normally well treated by their masters. Some vampires are even content to remain soldiers, without seeking to establish themselves as a lord or lady in their own right.

When a fledgeling is not strong enough to rise to the rank of soldier, they are relegated to a coven. These groups, often composed of several dozen vampires, are the lowest rung of a vampiric bloodline. They are regarded as failures who must band together in order to survive. While they do ostensibly serve their creators directly, as soldiers do, most vampire lords and ladies have no use for their covens. Most covens are thus established far from their master’s home, and are called upon only rarely to serve. Covens are only created by common Lords and Ladies. The vampires created by Highlords, Queens, and Firsts are always powerful enough to become soldiers and lords. Though there has been some speculation that these high ranking vampires may merely kill their weak fledgelings to maintain this illusion.

Occasionally an upstart adventurer will actually succeed in killing a vampire lord or lady, creating a hole in the hierarchy of the bloodline. Any fledgelings created by that vampire are immediately destroyed or driven mad by the destruction of their master. Any soldier vampires which do not die protecting their master will likely be recruited by another vampire lord or lady in the same bloodline. If they do not wish to serve another, the soldier may attempt to become a lord or lady in their own right. Covens left behind by a destroyed vampire are either forgotten about and left entirely to their own devices, or destroyed by more powerful vampires who do not wish to leave any loose ends which may cause problems down the line. All of the vampires which were created by a deceased lord or lady become a little more free. However, they are still subservient to the remaining vampires from which they are descended.

In the rare event that a Highlord or Queen vampire is killed, every vampire in their bloodline with 6HD or less is immediately destroyed. Every other vampire in their bloodline takes 1d12 damage per hit die. So a vampire with 10HD would take 10d12 damage if the Queen of their bloodline were destroyed. A bloodline which loses its leader is often reduced to beneath half of its former strength in the space of a heartbeat. When this happens, any surviving first lords and ladies are presented with an interesting choice. They may opt to separate from their bloodline, and declare themselves and their descendants to be a new bloodline altogether. Alternatively, if a single First  is able to consume the blood from, and destroy, every other First within their bloodline, then they may seize control of whatever remains.

Given the nature of vampires, the destruction of a Highlord or Queen almost always results in a bloody scramble for power among the remaining Firsts. After which the victor must move quickly to defend their severely weakened bloodline from any challenger bloodlines who would use this opportunity to destroy them.

Using an Open-World Video Game as a Campaign Setting

I’ve had this idea in the back of my mind for awhile now. It’s stupidly simple, but it’s one that I want to share, and get some feedback on. Often when I don’t have any strong ideas about what I’d like to write, I think I’ll just write about this. But I can never quite figure out how I want to express the idea, and so I just come up with something else instead. That’s been going on for almost a year, and it’s about time I got this down on digital paper, so it can stop rattling around in my brain. Forgive me if this isn’t my most elegant or interesting post. More than anything, it just needs to be out of my brain.

As you no doubt have gleaned from my frequent mentions of it, I used to play World of Warcraft. When I type ‘/played’ on my main character, the accumulated time I’ve spent in that game comes to about half of a year of my life. I loved, and still do love that game. I noticed yesterday when I was spending time with a friend that despite the fact that neither of us have played the game seriously in years, we still start arguing about patch notes and design philosophies for WoW anytime we spend more than a few hours together. And every few months, I spend a few weeks listening to the game’s numerous soundtracks, reliving the emotional highs and lows.

For a long while, I’ve wondered if I could run a game in the world of Azeroth, relying on my memory alone to recreate the setting as a persistent world. There’s no reason this idea needs to be limited to Azeroth, mind you. The worlds of the Elder Scrolls games would work as well, as would perhaps another world like those featured in the Fable or Fallout games. I think the only real criterion would be that the world needs to be large enough and have enough going on in it that you could drop a party of adventurers into it and let them run wild without needing to add additional content. For example, the world of Hyrule from the Zelda series wouldn’t work, because it’s extremely small, and there’s really only one thing that ever needs to be done in that world: defeat the arch-villain.

Open world video games seem to be unique in this possible application. With a movie or a book, you may get a very good sense of what the setting is. With a particularly long series of books, you could even start to develop a complete picture of how a world worked and what it looked like. But if you wanted to turn it into a campaign setting, there would still be a lot of work to do. A traditional story is told with a focus on the various characters. The narrative is about them, and their problems, rather than what is going on in the world itself. Whereas an open-world video game attempts to create an entire setting which functions without characters, but is none the less geared towards a player’s involvement. For example, in a book you might read about the far-off threat of an encroaching empire, but if that empire is not central to the plot beyond explaining food shortages, you’ll never learn anything more about it. Whereas in an open world game, there’s almost never any place or group of people which you can’t eventually interact with.

Having spent so much time in World of Warcraft, I have a mental map of thousands of acres of landscape. I know the names of towns and important NPCs. I know that Fargodeep mine has been infested by Kobolds. I know that the town of Lakeshire is trying to fend of Gnoll bandits in the hills, and Orc invaders from Blackrock mountain. I know that Ogres have established a stronghold in the high elven ruins of Dire Maul, and I know that the Grimtotem tribe hold many of the plateaus in 1000 Needles. I have an entire world nearly memorized inside of my head*, and at present I’m not doing anything with that knowledge. So why couldn’t I run Azeroth as a campaign setting?

The best part about the idea is that it would fulfill a long time fantasy of mine. Any time I fall in love with a world, I never really want to leave it. I want to stay there and continue having adventures. Many of my early projects when I first tried working on tabletop games were clumsy attempts to find a way to return to a fictional setting that I didn’t want to leave. The LOZAS system which I’ve been working on is an (I hope) more sophisticated attempt to do the same thing.

Returning to those fictional world in tabletop a  game has another marvelous benefit as well. The players can change it in any way they want. WoW is understandably static in many ways–the quest needs to be there for the next character to complete. But in a tabletop game, you can see the world grow and evolve based on player input in a way which isn’t possible when you’re sharing that world with 11 million other people. You can solve problems in more interesting ways as well, using your wits to develop new tactics which simply woulnd’t possible in a video game. Perhaps in the tabletop version, players could recruit the noble red dragonflight to render aide in the battle against Nalfarion. Or maybe A noble Orc could lead a successful charge against Stormwind, capturing the city and reducing the belligerent humans to a species of refugees, begging for scraps from their allies.

That would really be the extent of the idea. As GM, I would ask the players to choose their races and their starting city, and I’d start them off as level 1 characters in Vanilla WoW at the start of the game’s story. Through their play they might develop the story along a similar path, or they might change everything completely. Though certain events, such as the opening of the dark portal or the scourge invasion would probably be far outside of the player’s control. Doubtless a few details would change based on the holes in my memory, but it shouldn’t be difficult to improvise based on what I do remember.

I know a lot of tabletop players have some inexplicable animosity towards WoW, but what do you think of this idea? Would you be willing to play in a game world like this one?

*Except for Stonetalon Mountains. Don’t ask me why. I’ve got several loremaster achievements, but in all of my years playing, I never once spent more than a few minutes in Stonetalon Mountains. Maybe the fucking drop rate on Basilisk Brains the first time I went there left a bad taste in my mouth. (I don’t care what anybody else says, that drop rate was below 5%).

The Problem with Diversity

“The Problem with Diversity” is not the kind of post title I ever would have expected to see on Papers & Pencils. The site just doesn’t have enough confederate flag icons to justify that sort of thing. I mean, fuck, I’m the kind of hippie who uses words like ‘privilege,’ and ‘cisgendered.’ Yet there it is, and here we go: there is too much racial diversity in modern fantasy gaming, and it’s hurting us.

Allow me to be perfectly clear: I do not mean ethnic diversity. Frankly, I think we could use a few more black elves. It’s pretty fucked up that the only ones we have live underground and worship an evil spider goddess. I get that drow are not intended to have any connection to real-life black people, but that doesn’t make it much better. And while we’re at it, some Asian dwarfs might be cool. So, with regards to ethnic diversity, we need more. It’s racial diversity which we need less of. Racial as in the human race and the dwarven race and the elven race, etcetera.

Most large towns or cities in most fantasy games are expected to have a variety of humanoid species present. Often they’ll have a primary race which exists in the majority, but a “human” city could easily have a population which is 15% dwarves, 10% elves, 8% gnomes, and 5% miscellaneous. I’m not sure what compels us to do this. Maybe we’re all instinctively creating allegories for the real world and trying to craft diverse cultures where everybody gets along. Or maybe we’re just being children who mix 10 flavors of soft drink together and think it’ll taste amazing. (Hint: it doesn’t).

The races of a fantasy world are different. Far more different than any real-world humans might be. Regarding the aforementioned human city, why would enough dwarves to constitute 15% of its population choose to live there? To a dwarf, human cities are ugly and uncomfortable. A dwarf is used to being underground, where even outside of their home there’s still a roof over their heads. Dwarves enjoy the natural beauty of stone formations and mineral deposits, not the natural beauty of flowers and trees. The elves make just as little sense. Elven cities incorporate much more nature into their design than human cities do. And why would a creature who will live thousands of years want to live in a place where most of their neighbors will die of old age in just a few short decades?

The problem with diversity is spawned from another problem more well documented in the tabletop community: the problem of humans in funny hats. It’s hard to see the world from a different perspective–that’s absolutely true. I have a hard enough time putting myself in the shoes of a woman, and I’ve lived with and around women all of my life. The idea of being able to put myself into the shoes of someone who grew up in a completely different culture from me is almost too much to conceive of. And a dwarf? A completely different species with a completely different evolutionary history, living in a completely different kind of world? There’s undoubtedly more to them than short, strong, taciturn humans with Scottish accents.

Gary Gygax realized this. Which is why 1st edition Dungeons and Dragons is explicitly described as a “Human-Centric” game. Now, personally, I don’t like the extremes Gary went to. I don’t like the idea of race being used as class, I don’t think races should have an inherent alignment (at least not an absolute one), and I don’t think we should view other races as being less important to the game than humans are. However, as I’ve mentioned before, we do need to make a concerted effort to make each fantasy race distinct. Part of that is that they should all live separately.

I sometimes feel as though modern fantasy is trying to emulate the cantina scene from Star Wars, without understanding that scene’s full effects. On the one hand, the cantina scene shows us just how diverse the Star Wars universe is. We’re overwhelmed by the amount of fantastic creatures we encounter all at once, and we gain a better appreciation for how large and varied this universe is. Everybody understands that part, and it certainly seems like something we’d want in a fantasy game. The second element of the scene, however, is that nobody cares. Aside from Luke, the wide-eyed farm boy, none of the characters give the slightest indication that the scene before them is as impressive to them as it is to the audience. And even Luke just walks up to the bar and orders a drink. So yes, that scene shows us just how diverse the universe is. But it also shows us that diversity is old news. The various species of the galaxy have lived with each other for so long that they’re all on pretty familiar terms. Is that really what we want in a fantasy world? By placing humans, elves, dwarves, and the rest into a single environment and making them as bored with one another as the species in the Star Wars cantina, we take away a lot of what makes them interesting to us in the first place.

Now, I’m not saying there should be no mixing of the species at all, but it should be much less frequent. Two or three orders of magnitude less frequent. For example, a human settlement could have a 1% chance per 1000 people to have [population/1000]d4 member of a different species living there. As an example, a city with 10,000 people would have a 10% chance of having 10d4 dwarves living there. And those dwarves would probably be outcasts among their people, or have some other extreme reason for living amongst humans. Greater diversity could always be achieved in other ways as well: a human city might have a delegation of 100 elven diplomats in residence. Halfling merchants may frequent the town to sell their fine textiles. Or perhaps there’s a gnomish settlement half a day’s travel away, and only one of the two towns has a high level cleric. But regardless, the different races should live apart, not together, except in special circumstances.

Far be it from me to tell anyone how to run their game. There’s nothing worse than somebody who thinks it’s possible to have fun “the wrong way.” But I sincerely believe that most games would be more fun with better distinction between fantasy races. I’ve certainly been guilty of shoehorning pointless amounts of racial diversity into my game’s settlements. But I’ve known for awhile now that it reduced the impact of my game worlds. It’s only now that I’ve put it into words that I can say with conviction that I am officially done with it.

Negune: The Nation of Stekett

This is the third in a series of posts about the continent of Negune. Negune is the setting for my Ascendant Crusade campaign, as well as The Girl and the Granite Throne series of short stories. Previous posts in this series have provided an overview of the continent as a whole, and a detailed account of the nation of Regalia.

Stekett traces its roots back to a paladin named Grephar Siveren. More than eight hundred years ago, during Grephar’s adventures with his six legendary companions, the group pursued a clan of violent stone giants into the mountains of present-day Stekett. There, the giants regrouped, and called upon other clans to help them in their fight. The adventurers nearly met their end in that battle, but they managed to scatter; Horatiana’s limp form slung over Grephar’s shoulder. What had been an attempt to stop a single giant raid turned into a two year guerrilla war against all the stone giants of that region. During that time, Grephar frequently remarked to his companions that if the giants were clever enough to utilize their natural surroundings properly, the adventuring party wouldn’t stand a chance.

Years later, when the party went their separate ways, Grephar decided to return to Stekett. At heart, he was a solider and a tactician. If he was to found a kingdom, he decided, it would be one that could defend itself from any attack. Even long after he was dead and gone.

Stekett is the second largest autonomous nation on the continent, after Regalia. It is also the most geographically separated from the other nations. Anyone who wishes to travel to or from Stekett must choose either a long and dangerous journey through the wildlands, a long and dangerous journey through the unpredictable island of Argania, or a voyage by sea. Most opt for the latter, and Stekett maintains a thriving trade relationship with the two Regalian provinces of Shield Haven and Centralia by utilizing the small sea that connects the three.

Military life is a major part of Steketian culture. While the law does not require enlistment, nearly every citizen spends at least a few years in military service, and it is regarded as a high honor to defend one’s homeland. Only about 5% of Steketians never serve in the nation’s armed forces, and many of those are simply unable to do so based on physical frailty, or chronic illness. Those who do not spend time in military service are not actively discriminated against, but find themselves cut off from Steketian culture, since they lack an experience which is considered to be fundamental. This causes them to miss out on opportunities available to the majority of their countryfolk.

Due to the relative peace on the continent, the Steketian military focuses its attention on preventing the monstrous races from organizing. There is usually at least one flotilla of ships active on the sea, and two legions of ground soldiers active in the wildlands–though they obey the ancient dictate to never establish permanent bases in that area. Stekett is also the only nation which sends regular expeditions into Argania. These missions are dangerous, and consist entirely of volunteers. It is hoped that in time, a safe method of passing through Argania can be devised.

Given the importance of the military in Stekett, it is perhaps not surprising that military leaders are powerful figures in politics as well. Since the death of Grephar, the nation has been ruled by a triad, the members of which share power equally: the Commander General, the High Admiral, and the Prime Minister. The three represent the Steketian army, navy, and civilian government, respectively. Most decisions require only a majority vote between the three. However, any decision to go to war with another nation requires a unanimous vote, and any single member of the triad may choose to call an end to war.

As Grephar noted, the geography of Stekett is uniquely defensible. Treacherous mountain ranges limit any invading army to a very few avenues of attack. Aside from attempting to cross the dangerous Arganian island, invaders must choose between two paths into Stekett. First, they can travel across the wildlands and attempt to breech the northern boarder, but to do so they must cross the Iron Lake which is defended by numerous barriers, traps, land based weaponry, and an elite flotilla of freshwater ships. The only other option would be attempting to land on the southern Steketian coastline. However, most of the southern coast is formed by high cliffs and rocky waters. There are only four safe places to land ships, and each one is home to either a port city, or a shipyard. Each is defended by the peerless Steketian navy.

Furthermore, nearly a third of Stekett’s total landmass is within a natural encirclement of mountain ranges. The only passage through the ring of mountains is a gorge, roughly 300 feet wide, called Stone Giant Pass. One of Grophar’s first edicts upon founding Stekett was that a great barrier should be built to seal that opening: The Obsidian Gate. It took three generations of Stekett’s most gifted stonemasons, wizards, and iron smiths to fully construct and reinforce the gate. The outward swinging double doors are 20ft thick, and their movement is supported by massive railings built into the ground along their swinging arc. With a full compliment of men and beasts operating them, the doors can be opened or closed in 20 minutes time. While not being used to defend against an oncoming enemy, however, the gates are left open.

Economically, Stekett produces the finest meats, fruits, and armaments anywhere on Negune. A military force in the Wildlands will commonly return bearing its weight in meats from the beasts there, and Steketian methods for preserving and preparing that meat are as advanced as their military forces. Most of the land within Stekett’s boarders is used to cultivate various types of fruit. A few farms even use minor magics to cultivate fruits which would not normally grow in the area–though these farms are generally quite small, and the fruits they produce are considered delicacies.

In the West most region of Stekett, nestled against the mountains, is the city of Anvilholm, known across the continent as the “City of Swords.” This multi-tiered metropolis was built by humans, but incorporates many designs most commonly found in dwarven citadels. The entire township is designed to function as a colossal smithy for masters of arms crafting. The ring of hammers is constant within the city walls, lasting all day and through the night. So single minded is the populace that even food and other basic items must be brought several times a day from nearby settlements, which are sustained entirely by providing support to Anvilholm. The settlement first began as a mining colony, but when a vein of Mithril was discovered, craftspeople flocked to the town in droves. Over the centuries the mine has continued to be a source of materials for Anvilholm. Not only of Mithril, but many other metals as well. It has been speculated that the Anvilholm mine is the richest on the entire continent. A claim which makes the dwarves of Shornholm none too happy.

Stekett’s legal system sometimes appears draconian to outsiders–or at least overly security conscious. The most noted example of this is Stekett’s treatment of arcane spellcasters. While the casting of arcane magics is not prohibited, it is strictly regulated. All such spellcasters are required to register with the ministry of artillery, and are subject to four random inspections each year. These inspections are generally conducted in a friendly and respectful manner, but some wizards understandably object to having their entire spell repertoire, as well as all of their research, tracked by the government. Some spells–including most of the enchantment and divination schools–are strictly regulated, and require a dictate from a military officer of general’s rank or higher. Additionally, while Stekett has never instituted a draft among its general population and allows members of the military to retire at their leisure, arcane spellcasters are always considered to be in reserve. Spellcasters visiting Stekett will need to submit their spellbooks for inspection, and based on their contents, may be required to leave their spellbook in a government office during their stay within the nation’s boarders.