A collection of my thoughts about The Forbidden Lands, a table-top role-playing game which isn’t quite generic fantasy. A common theme is how I try to make it even less generic fantasy than many players or even game authors were expecting.
Recent posts in “Fixing things”
Coins are boring
Always make your players talk to the other side of the trade
If a random encounter gives you a monster egg that’s about to hatch, the last thing you want the PCs to do is sell it and forget. They should negotiate with buyers instead, which can and should get interesting.
If a brewer has been robbed, don’t just rescue him and let him go home; instead, wonder why he had to leave his village and/or why maybe supernatural creatures want his beer. Maybe you’ve now recruited a brewer for your stronghold?
If a village is sacrificing a youngster to a great serpent, do they have enough people that they can afford to? Even if they, did the Bloodmist change everything, by supporting more people / allowing people to leave? Or is this a desperation tactic?
My favourite asides: the buyers are working with the monster, Batman reference, another reference to trading a dead gryphon for horses.
Blaudewedd didn’t create the ice in the Bitter Reaches. Ferenblaud did.
This doesn’t actually change anything of significance in the Bitter Reach campaign
The Seals are lost and unprotected, Ferenblaud and his people are still safe (some of them guard the seals), and there is every incentive to break a Seal and stop the winter.
The summer elves would have liberated the land and taken Ferenblaud and his monsters away, not cursed everyone with eternal ice.
No, what happened was that Ferenblaud rigged the curse to happen if he was losing. Elves don’t fear the passing of time, especially not if the prison actually protects them. The freezer-burned look isn’t accidental, it’s a deliberately-chosen look.
The Redrunners’ situation is still politically tricky. They should find and choose one seal to defend.
How does Nekhaka help a ruler?
It tires you out just when you need to be looking out for plotters and assassins
Nekhaka will Break you, which is a problem as you want to use it all the time, and if you don’t people can tell when you do. This is excessive compared to other elf artifacts.
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The problem with Maha
Who hammered a spike into Teramalda, and why?
Krasylla’s contract
Merigall’s weakness is rubbish
All posts in “Fixing things”Recent posts in “My headcanon”
What is it like to be an elf?
Awesome, of course; always has been, always will be
Elves don’t die, so aren’t restricted by age, and keep their numbers in hand so there’s no struggle there either. Elves Gone Bad are probably self-limiting also.
If you’re immortal, though, you need to actively manage your memory: remember, fade, or forget, or, in a society, note. That includes forgetting current visitors or politics if you don’t care. This influences elf language.
The end result is that elf villages are beautiful, and therefore it’s hard, but interesting, to make elf PCs work.
Gracenotes: elf punks, elves with tails or more, if all elf names end with “iel” then “Derekiel” is the funniest elf name ever, elves are all about colour, can elf memories be forged?, there’s living stuff everywhere in an elf village, elf fighters are scary, elf rogues are nails also.
Elves are social creatures
Ferenblaud’s tragedy is that he isn’t
Elves like surprises, and the best surprises are other elves.
The best way of explaining contradictions between the Bitter Reach and Raven’s Purge is to consider that the Bitter Reach is written from the perspective of Ferenblaud, whose big ruby didn’t shatter when it landed, so of course his instinct is to subjugate everything that moves.
Sidenotes: Mard the Freak, Neyd split herself up into many elves to explore Ravenland.
My headcanon on Stanengist
Creating a crown is an act of defiance, which attracts and repels demons
The elves had no want for slaves, but if they did, why was there no attempt to restore the status quo? Why can Stanengist seal the nexus for good, which includes no sneaky “opening another nexus” takebacks?
Nebulos’s original circlet was reforged into Stanengist, and immediately used to enslave the orcs. That created a single ruler of the land, which inherently attracts demons, but also fatally repels them if they don’t know any better.
Stanengist is expanded like the other ancient artifacts, notably adding a help me Obi-Wan, you’re my only help mode so other PCs can interact.
Sidenotes: Kalman Rodenfell was there and it was his decision, which Iridne disagreed with violently. When the PCs find Stanengist, some of the rubies should have fallen out, to increase the scale of “what have we found? there’s more rubies?”.
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Expanded ruby and item descriptions
Who knows the Shardmaiden’s name?
Turning the previous elf house into Stanengist was what enslaved the orcs, and made demonic incursion possible
All posts in “My headcanon”Recent posts in “Rules-related questions”
Monster attacks and Strength
Shouldn’t monsters eventually slow down, just before they die?
PCs get worse at fighting as they take damage, which is great; but monsters have too much Strength to use in rolls, so we end up with separate rules for them. OK, but that means that monsters don’t show signs of weakness until they die, which is unfortunate.
What does casting spells involve?
Grimoires are more interesting than you probably thought
On the assumption that if one spell specifically says it involves a thing, then all other spells don’t, we can assume that casting spells doesn’t involve somatic or verbal actions. How about material components; how near do you need to be?
Casting a spell from a grimoire is an aide-memoire rather than reading it, its pages have thickened with magic, so it makes sense that you could have ingredients in your grimoire.
Why would a spell-caster ever cast spells given the rules’ description of magic mishaps?
Ordinary magic use shouldn’t involve summoning angry demons
Perversely for a dice pool game, rolling more dice is bad for you. Maybe when you learn spells it’s not a problem, and obviously a grimoire helps; maybe the Lucky talent can help. There should be fewer magical mishaps, e.g. only when you push a roll
Recent posts in “Stuff for your campaign”
Bimbubbbudge and Whee: a friendly neighbourhood demon
I gave them stats but I really hope you don’t fight them
Three demon heads joined together, each of them with a potentially-crippling weakness to ordinary Ravenland materials, but they and their friend who can turn into a protective zorb work together. They joined up when realising how treacherous Ravenland was.
Gracenotes: ether, they live with an ent who’s interested in demon natural history, weaknesses aren’t all-or-nothing.
Gifts of the sea
Things that have washed up at Pelagia before Raven’s Purge
Gifts of the Sea should be in a sea cave, normally flooded except for rare tides.
Neyd’s staff, and the dwarf legend “the world was perfectly spherical” vs probable fact Neyd was annoyed with dwarves building mountains like engineers. A portal to the sea and all that can go wrong with something like that. Devices that will help you talk to underwater elves. Sacred tablets of Wyrm that don’t rust (heresy!).
Gracenotes: how many moons does your world have?, whiner stone, permanent delegation from Farhaven, don’t salt your neighbours land by accident, rubbish artifacts could have been snuck in.