Dungeon World – Sapphire Island mini-campaign

Okay, so last night I started up a mini-campaign (10 sessions or so) for my wife and a couple of friends, we’ve been playing a few one-offs together recently and they’d agreed to have me run some Dungeon World for them; people who’ve read my earlier blog entries will know that i’ve just started running a Dark Sun-esque Dungeon World campaign for my regular group as well, truth be told I was keen to see how different a world and game we’d end up with, having a different group of players.
We started off with the players picking their character classes and genning them up, we ended up with the following:
  • Will (known as ‘Strike’ to his “friends”), a hooded human thief, outcast from the northern barbarian tribes after poisoning their old chieftain; although his uncle the current chieftain was unable to take him back since he’s broken one of their most sacred taboos by using poison, the old warrior had seen his nephew safely to the mainland.
  • Demanor, an elven druid from the mainland, her wild eyes belie a deep and spiritual connection with the lands of the river delta, nestled amidst the jungles of the mainland that she calls her home. Once the elves were a mighty civilisation, but they recognise that their time has passed and, with the grace and calm only such an ancient species could possess, they accept their decline, using what little time they have left attempting to shepherd the younger races into a more positive relationship with the land.
  • Korra, a fiery eyed human bard from the distant Sapphire Isles, she is the bastard child of a noble, receiving little other than some basic schooling by way of compensation for the social stigma that she faced; desperate to add something to the status of her noble house and bring some glory to their name (and hopefully gaining acceptance of herself in the progress) she travelled to the mainland in search of ancient legends and to carry news to the mainland outposts of her house.
We followed up the character creation with everyone introducing their characters and the rest of us taking turns to ask questions, fleshing out the characters and the world using peoples responses, via these questions some of the things we discovered were:
  • Will had encountered Demanor when he first came off the boat on the southern coast of the mainland, he was only able to survive this strange environment due to her help and, as a mark of respect, shared blood with her in a northlander ritual of brotherhood.
  • Korra met Demanor whilst exploring the jungles of the mainland eager to discover storied; whilst there she was poisoned by a serpent and was only saved by the timely arrival of the druidess, whilst Demanor melted back into the jungle when she saw that Korra would recover, the bard would often think on the incident and made an effort to track her down so that her tale could be told.
  • Korra also recorded the story of how Will was banished for poisoning the chief after he took advantage of Will’s sister, in her fictionalised version, Korra re-wrote it so the sister did the poisoning and Will took the blame; worried that someone may one day read this and take it as the truth, Will stole Korra’s most treasured possession, an ancient flute given to her by her half-sister and held it as surety to prevent her account of his banishment ever being made public.
We also discovered a lot of facts about the world, including:
  • There are three known species that have built civilisations in the world:
    • Humans: The only species to populate the Northlands, the Mainland and the distant Sapphire Islands.
    • Elves: Once the sole occupiers of the jungle covered Mainland in a bygone age, the elves were the first to notice that the younger races were starting to forget how to communicate with the wild and strove to preserve these techniques by introducing some of their druidry techniques to those younger than themselves. The elves are fading custodians of the world whose time has passed, but they seem mostly restrained and possess a zen-like calm about this, being wise enough to realise that everything has it’s time and everything ends.
      • As the elves have begun to fade from the world, the Ents, once wise and noble custodians of the woodland reaches have begun to sleep, falling into a deep state of slumber rendering them like the trees that they once protected.
    • Orcs: A wild an barbaric people who focus on conquest and a life of constant fighting and warfare, the orcs mix freely with the people of the Northland, both have a very similar culture, their are mixed tribes of human and orc northlanders who raid the mainlands for supplies, particularly in the winter months when the ice sheets form between their lands and those of the Mainland.
  • The Mainland and the Northlands have been locked in conflict for years with the barbarian tribes constantly raiding and harrassing those on the mainland, this allowed the Sapphire Islands many years of peace and time to devote to improving themselves, meaning that the level of sophistication and technology is higher in the Sapphire Islands (late medieval as opposed to bronze age).
  • A hundred years ago the Sapphire Islands aided the ascension of a royal dynasty to the rulership of the Mainland Kingdom and sold them technology allowed King John I to build a wall around his kingdom to protect it from invasion; since that day the rulers of the kingdom have taken the name ‘John’ by traditions, the current ruler is John V.
  • The Sapphire Islands have come under attack from the Northlands since they provided the Kingdom with their aid, and one of their islands is currently occupied by Northland forces.
    • Having faced little in the way of organised opposition the Sapphire Islands are ruled by noble houses who spend their time competing and squabbling with each other, each house rules one of the smaller islands with the largest island (Mercia) being occupied by three houses, including the royal house of the Sapphire Emperor.
    • Even in with the threat of the Northmen bearing down on them the houses have, as yet, been unable to put up a united front against them.
    • Legend says that the Sapphire Islands were formed when two giants fought and killed each other in the ocean, the smaller islands were where their teeth fell and Mercia is where their bodies collapsed.
  • The barbarian tribes of the Northlands (orc and human) occasionally unite under a charismatic leader who is ‘crowned’ in a brutal ritual known as the ‘rite of the bloodhand’; a slaughtered foe has his blood mixed with various berries and dyes, watched over by the tribal shaman(druid) the new leader dips his left hand in the mixture and has his hand dyed permanently red as a mark of leadership.
Here is a picture of our rough world map (although we have left a fair amount of blank space to explore):
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First Session

The first sesson began with our heroes travelling to a frontier settlement that the Kingdom had setup in the ruins of an ancient elven city on the southeastern part of the Mainland, they had sought (and been given) permission by the elves on the understanding that the elves would monitor them to make sure that their logging did not cause too much of an impact on the environment, Demanor had been chosen to check on them; Korra had also heard that a ship from the Sapphire Islands was going to be docking there shortly and wished to hear news of her homeland.
When they arrived at the settlement they find it nought but a smouldering ruin, huge behemoth-like footprints dotted the scene but there were no signs of any bodies; eventually they discovered a single, barely alive old logger tied to a tree, his eyes had been put out, his left hand cut off and a strange geometric web-like design carved into his flesh. Demanor felt a strange sense of unease as though the wilds had somehow been roused or disturbed, making the man as comfortable as possible they headed to the coast, hoping to intercept the ship from the Sapphire Islands and see if they had any news about what had occurred, but on arrival they found only the wreckage of the boat and a number of crew bodies bobbing in the water.
Will waded out to the boat whilst Korra scoured the beach and Demanor attempted to attune herself to the energies of the wild; reaching the boat Will saw that it was not as badly damaged as it first appeared, in the water he spotted an orc body alongside the crew and a number of primitive black orc arrows sticking from the craft, turning to tell Demanor he saw that the druidess appeared to have disappeared, but their was a trail of her footprints heading back into the jungle the way they had came. Will and Korra ran through the trees back to the ruins where they found Demanor, an expression of utter fury on her face, choking the life from the still-injured logger, when they touched her however the fury seemed to drain from her and she released her terrified prey; all she could remember was joining with the spirit of the land and then feeling a red anger come over her, as though the very spirit of the land itself had been roused.
They had little time to ponder this however when the treeline burst open and a huge lumbering tree-like figure strode into the clearing, roaring inarticulately; recognising an Ent, but being quite unaccustomed to the murderous look on it’s face, Demanor gestured for the others to hide; she tried wrestling the blind logger into cover but he screamed and broke free of her grasp. All they could do was watch from their hiding place as the huge treeherder smashed it’s mighty foot down on the screaming man, crushing him to death, before it roaring once more and stomped off into the trees; as it departed Demanor and Will noticed that the same bloody spiderweb was daubed onto the back of the tree and at it’s centre someone had nailed a severed hand to the Ents trunk-like body.
Arrows filled the air around them, our heroes dived behind a stone outcropping as fur clas orcs began to emerge from the treeline, firing black fletched arrows at them; shouting that they had to get to the boat, Will lead the others on a mad race to the beach, easily outpacing the lumbering orcs. Wading out to the boat he dived onboard and began searching for weapons, whereas Demanor focussed the power of the wild through her, once again feeling the red anger but this time she was ready for it and mastered the feelings, transforming into a huge saltwater crocodile biting and snapping at the orcs, felling two as Will threw spears from the boat felling a third huge orc. However the orcs had inflicted several deep wounds on Demanor and she could feel her alligator form ebbing away, transforming she grabbed hold of the boat and, with the aid of Korra, began to haul herself aboard; spotting the last remaining orc about to attack the druidess, Will launched an attack on it, taking some injury himself but felling the mighty beast and allowing Korra time to pull Demanor aboard.
With their opponents seemingly all dead Will was able to limp the boat to the shoreland, but as he waded ashore he briefly spotted another orc, it’s eyes glowing with reflected light, clad in bones and feathers, slinking back into the woods. 
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So how did it go?

I thought the game went pretty well, especially considering that it was late and we were all quite tired, however people really seemed to get into the idea of creating the world along with the characters; as previously it took everyone a few minutes to get into the idea that we were going to create the world around their characters (since this isn’t the philosophy espoused by a lot of RPGs), but once they had the ideas started coming thick and fast. We ended up with a very different world to the one that was created for my Dark Sun style game, the first session went very smoothly and everyone seemed to enjoy it; this is one of the things I love about Dungeon World, I went it with just the character sheet playbooks and some very basic ideas and a whole campaign has sprung from that and the players input.

I’m now ready to write out the fronts for the mini-campaign and prepare for the next session 🙂

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Caradoc ap Skegovax – Age of Arthur character

Age of Arthur Character Sheet
Caradoc ap Skegovax

I’m currently filming a review of Wordplay Games excellent Age of Arthur RPG (a game of heroic fantasy with historical/Arthurian leanings) for release on my Youtube Channel on Wednesday 29/01/14, in the review I talk about how easy the character generation is, it occurred to me that it might be useful for people to see the character that I created for a game being run by my friend Dave.
So without further ado below is the character sheet (2 rough pages, 1 final sheet page) of Caradoc ap Skegovax (Caradoc son of Skegovax) a pictish druid who believed his parents dead and was adopted by the aging druid of the pictish settlement where he lived; when his mentor was slain in the great battle against the Saxons, on his death-bed he revealed that Caradoc’s mother had in-fact been one of the fey and that, when his father had died, she had returned to her own people. Caradoc swore to his mentor as he died, that he would always keep the old ways in his heart and would bring the land and it’s people back to the old faith.
These first two sheets are my rough working out and jotted ideas/notes.
This last sheet is the simple final character sheet that our DM printed out for us and has the neat(er) version of my character written up on it.
Looking around on the internet I also looked for a picture to represent my character, since I always find having a visual representation of things in RPGs really helps people visualise characters, items and locations.
This image really grabbed me and represented everything that I wanted to portray about my character in the game, although he is part of the tribe Caradoc is as much at home in the wilds and with the animals as he is civilisation; leaning on his ancient staff and carrying a small leather bag filled with herbs and roots he wears both man-made garments and the skins of animals, seeking to meld the two worlds together, living in harmony as he strives to return people to the ways of the old faith.
Since I played a largely combat character in the previous Dresden files game run by my friend (and because I was eager to try out the excellent looking magic systems in Age of Arthur) I pretty much went for an all out arcane and research-style character; I did have to make some tough decisions regarding what to take since all magic in Age of Arthur requires a skill and a stunt to use it, this meant that a lot of my skills and pretty much all of my stunts were taken up by various magic styles, making me a jack of all (magical) trades but master of none, whereas if I had focussed on one I could have taken additional stunts to expand my capabilities within that domain.
In the end though I have a druid who is capable of placing druidic curses and blessings on people, divining the future, healing with a touch, wielding the illusions and glamours of the fae by calling on his heritage and of changing shape into a number of different animals; this is great but i’m sorely lacking in other departments as a result and will be relying on my wife Hannah’s and my friend Kelly’s characters to keep me safe from more mundane threats, handily their characters are both far more physically capable than my own.