Howdy folks! Sorry about the lack of posts here lately, the job has had me stretched pretty thin when it comes to time, so my next (and final) Ghartha post will be just a little bit. I also have a review of the Role Playing game Yellow Dawn by author David J Roger which will be coming before that (a very nicely detailed setting and system), so keep an eye out!
I did want to give notice about a KickStarter I’m pretty excited about. The Realms of Twilight is a campaign world for Pathfinder created by Silver Crescent Publishing that offers a unique and dark twist on the usual epic fantasy fare. As I’m sure you’re aware, I like my fantasy pretty dark. The original product was a quality third party campaign setting, so having a new version coming out that really digs into the history of Relistan and offers a whole host of new goodies is pretty exciting. This is the sort of product I usually put in for, and is the sort of product that I hope to be one day making.
There are 13 days to go as of this writing, and it definitely needs some love. If the original product is any indication, then this is almost certainly worth your time.
Oh, did I mention that Ed Greenwood would be making an appearance as a guest author?
Anyway, just wanted to try and spread the word about this because this sort of third party RPG support is really my favorite thing about the hobby as a whole. I hope you back it, or at least go check it out.
Firstly, apologies for my lateness on this post. I’ve had to transfer to a different work location as my old one has closed down, and I had to help close it, so time became very scarce in the last week or so. Hopefully my posts will become more frequent now that I’ve settled. We’ll see.
I divine one more post about Ghartha after this one, and I invite you to collaborate on this post with me! I’ll be listing some adventure locations, and if you’re inspired to write one in the comments I’ll add it to list!
I’m really excited about this setting and may use it as my main Dungeons and Dragons Next setting come August, or at least as one of them. After the last post of Ghartha, I’ll be working on an update of my Airship Rules, unifying them into a single post and simplifying the mechanics for better ease of use as well as offering more options for designs and stuff. Sound fun?
In this part of the Ghartha series, I wanted to explore Ghartha through the classic class system of Dungeons and Dragons. Essentially, I wanted to list each class and describe how something like that might fit into the world. Sometimes the fit is seamless, and other times some edges needed smoothing. I also wanted to talk a bit more about magic before talking about how the classes of D&D fit into Ghartha. If you want to use this world without a D&D system, by all means do so! This post might, however, give you a good idea about some of the peoples and characters you might find in the tomb-world.
My next post later in the week I think I’m going to talk a bit more about how people survive in the eternal darkness of Ghartha. tl:dr: glow sticks!
I’ve been brain storming about this setting, and I think I’m going to extend it into three or four parts. In this part, I was trying to come up with ways to incorporate the typical Dungeons and Dragons races into the setting. I could leave them out and make it very system neutral, but I had some neat ideas (in my own humble opinion), so I decided to make them their own separate post. If you want to use a system and make this setting human only beyond the nasties in the world, then simply leave this part out.
The idea of subterranean civilization is a powerful one to me. The impossibility coupled with the mystery of what lies beneath the earth has always attracted me to this rather niche trope in both fantasy and outlandish conspiracy theory. Writers like HP Lovecraft and Robert E. Howard used it effectively, and even artists and musicians like Miles Davis referenced the ‘Hollow Earth’ in their works as a spiritual symbol.
This world setting is one that exists completely underground, in large chambers or claustrophobic tunnels. It draws inspiration from the previously mentioned authors and their peers, as well as medieval mysticism and general themes of occultism. It’s a dangerous place, with societies huddled around glowing noxious vents for life support. Rampant religiosity is the engine of civilization, with many of the city-states ruled by classes of priests who leverage their positions with hidden knowledge and wisdom. Sacrificial rites are not uncommon, and are for the most part seen as necessary to appease those that dwell beyond the light of the vents, in the untouched darkness of the deep world.
This first part will overview the setting and focus on a city-state in particular, as well as mention some of the dangers of the world. The second part later this week will talk more about the application of this setting for your role playing game. Enjoy!