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| Art by Jeff Easley, from Companion Set, DM's Companion |
I’ve been thinking a bit about this campaign I’ve been writing about, and wondering.
Is it getting rather parochial? Sticking to eastern Brun and the Sea of Dread?
Is it rather bland and generic, looking back to Tolkien, Moorcock, Howard and the other classic authors a bit too much? Sticking too close to the early modules and campaign books?
Is it a bit timid, sticking to established campaign formats? Adventurers based in a village or town delving into ruins filled with monsters and treasure, occasionally interacting with the rest of the world by thwarting villainous schemes.
New Worlds
Branching into new worlds offers opportunities for major changes in various aspects of the game.
- How does society work and where do the adventurers fit into it?
- Changes to how magic works?
- Changes to how clerics and deities work?
- New Races? Are humans still dominant?
- New Technologies? Or perhaps regression to primitivism?
- New threats and types of monsters and enemy factions?
- New biomes and environments?
In my mind there is not much point visiting other worlds if they are going to be similar quasi-European generic fantasy with slightly different geography. Yes you could visit Middle Earth, Forgotten Realms or Greyhawk but is it sufficiently different from Mystara to be worthwhile? I suppose you could take the PCs there just to interact with famous NPCs (such as Gandalf, Elminster or Mordenkainen) or visit famous locations (such as the Mines of Moria, or Undermountain or Castle Greyhawk). But I suspect the novelty of that may wear off in a few sessions.
The main way I envision PCs getting from Mystara to the new world is through World Portals, but other methods may well be possible, including Spelljamming or powerful spells, or divine intervention. Back in the World Portals post I also listed a range of possible worlds to visit, some of which might require some conversion to B/X rules. I don't feel the need to reiterate the list but it still stands. Some of these (Tekumel, Kaelaross and the Dying Earth) can be accessed via the world portals in Nehirill's Tower, though getting into the tower is a quest in itself.
Mystara has its own solar system and according to the Vaults of Pandius it has two moons plus the equivalents of Mars, Venus and the other planets. Although some Mystara fans have done great work on these, I think I will keep these planets undefined at the moment. Having said that I like the idea of them being utterly alien, with flora, wildlife and denizens being quite unlike anything on Earth. Yes this will require more effort, but if it's going to be a different planet, I want it to feel like it.
My current ideas about spelljamming and space flight within this campaign are that skyships, used by the Alphatians, Heldannic Knights and a few other nations, are good for within Mystara’s atmosphere. However, to go beyond, one needs a spelljamming helm. This powerful magic item is like a throne that is embedded into the hull of the ship that a spellcaster (cleric, mage etc) sits on, and it allows a ship (either sky ship or even a conventional sea vessel) to maintain an atmosphere around it so that the crew do not suffocate in the vacuum of space, and also it generates artificial gravity, allowing the crew to stay onboard, rather than float away. It also allows the spellcaster in the spelljamming helm to propel the craft at considerable speeds that make crossing the void to distant worlds within the same star system a matter of days’ travel and to other star systems in a year or so. Those who are familiar with the Spelljammer setting may say that this is not how spelljamming works, and officially they are quite right - this is my version of it. But this is my campaign, and you DMs may do as you wish, using the official Spelljammer mechanics or my quick and dirty version.
And I may have been overly dismissive in my introduction here: early modules and Appendix N literature have certainly involved travel between worlds on occasions: The Lion, the Witch and the Wardrobe, Three Hearts and Three Lions, the Barsoom series and the Thomas Covenant series involve protagonists from this world finding themselves in new and fantastic lands. Similarly some of the classic modules also use this trope: X2 Castle Amber has the PCs finding a portal to Averoigne (Clark Ashton Smith's fantasy version of medieval France) while Q1 Queen of the Demonweb Pits is certainly a planar adventure and there is one section where PCs find portals to many different worlds. So there is definitely a precedent.
New Planes
This is where things can get very weird and function very differently. I’ve already taken a brief look at the Elemental planes and the Ethereal plane. These are very different from the Prime Material plane in themselves and various magics are needed to move, function and sometimes just survive on these planes. The BECMI Companion Rules on p18 of the DM's book gives a good overview of this including the Ethereal and elemental planes. It also introduces vortexes and wormholes as connections between planes. I am certainly keeping these established planes broadly as described.
But if you look at 2nd Edition AD&D’s Planescape you get an idea of what the planes of existence can really be like.
- Beliefs shape the plane, or the plane is formed from raw magic.
- Dimensions and time can be distorted or loop back on themselves. Tesseracts, non-euclidean geometry and bizzare Escher-style architecture could be found.
- Alice in Wonderland style surrealism. In film terms think of Inception meets Tenet meets The Matrix meets Doctor Strange: Multiverse of Madness.
This is where normal D&D rules could seem inadequate, and I start looking at completely different rules systems. However, I don’t think I want to go there. This is supposed to be a D&D blog, based on the B/X Moldvay Cook Marsh rules. Therefore any planes of existence I explore here should fit in with these rules (albeit with possible alterations and modifications). I don’t have a copy of the Mentzer D&D Immortal rules but I suspect they would help deal with these sorts of planes of Existence. It is not coincidental that the Immortal rules are considered to be almost a separate set of rules from the previous BECM sets.
Way back in the early days of this blog I outlined the cosmology of Kaelaross, including its planes of Law and planes of Chaos. I think these should still be optional, accessible if the DM allows it and provides suitable magic. The entry for the Malfera in the D&D Rules Cyclopedia mention that they are from the Dimension of Nightmares; My headcannon is that this is one of the Planes of Chaos. Similarly the Soul Eater in the Creature Catalogue is also summoned from another (unspecified) dimension which I assume is also the Nightmare Dimension and thus from the Planes of Chaos.
Going Forward with this Idea
I still want this blog to be primarily focused on Mystara, but not exclusively. I might well start posts on other worlds and planes but I expect these will be for the purposes of short excursions to these places, not with any intentions of running entire campaigns there. Interplanetary and interplanar campaigns could be seen as an alternative for high-level characters who are not interested in settling down and establishing a dominion. Low levels are for exploring dungeons, mid levels for exploring the wilderness, high levels for exploring beyond Mystara.
I have been toying with the idea of ressurecting Kaelaross, the homebrew world I created when I first started this blog (which bears that world's name). Mystara would be where civilization and Law are still fairly strong, while Kaelaross would be a severe example of what could happen if Chaos really invaded and had the upper hand (though not total dominance). We shall see whether I start getting serious about bringing Kaelaross back.




