PREMISE: Having spent much of my personal Old School Renaissance blaming Gary 'G for having included elves and dwarves and hobbits and clerics instead of barbarians and gritty science fantasy in D&D, and trying to find new ways to bring yog-sothothery and 70's science fiction into my games, I used to find a little "strange" my impulse to write a Tolkien-based Supplement for OD&D. Now, finally, I've found out what I love so much in the game that often prevents me in putting too much weird stuff in a campaign. Reading jamal's musings on Tolkien and D&D made it all clear. I love thinking about D&D as kind of a perverted, way humanized Middle-earth RPG. I really love those wonderful illustrations in my first edition manuals, where everything, from clerics to elves, is gritty and dirty. That's also why I don't like art in any of the newest editions: shining armor? C'mon, look at the amazing Paladin in Hell: shining a dick!
A Paladin in Hell |
Therefore, I have decided to see what happens if I try to write up a dirty tolkienian campaign. One in which all character classes are pretty much out of the box (including clerics) and you have only tolkienian races plus half-orcs (which is, everything but gnomes). Something pretty easy, where you have some kind of proto-catholic religion, but it's still not that important. And having decided so, why not try to give a megadungeon a try? And what's better than a twisted and perverted view of Moria? Crazy! Let's call it Khuzud-dâm.
An Army of Goblins enters Khuzud-dâm |
The history of Khuzud-dâm is ancient as the earth itself, and only a few people still remember it. Some call it The Lost Bastion of the Dwarves, others The Ancient Home of Tharànduil, but the original dwarven name of Khuzud-dâm is almost forgotten. It is told that Tharànduil and his folk arrived at the Grey Mountains aeons before the rise of the Empire of Men, when the mountains were young and the moon still unbroken. For five thousand years they delved into the mountain of Kardhass, creating the highest and brightest reign of the dwarves ever ever known. And then the darkness fell. Perhaps they had dug too much and too greedily into the heart of the Kardhass, perhaps a new Shadow rose from the depths of the earth: none dare to discover. The dwarves began to leave the upper levels, slowly losing interest in the affairs of the ground folks, until the gates of Khuzud-dâm were closed not to be opened again. During the following two thousands years, many things changed around the Grey Mountains. The Empire of Men rose, and great wars were fought. The Necromancer, the enemy of all the Free People of the Known Lands, was defeated, and the Empire declined and fell. A new age of order was yet to come, and the forgotten halls of Khuzud-dâm were still waiting in the dark. A hundred years ago, a great expedition of dwarves hailing from the north, under the leadership of Bjiør, returned to The Ancient Home of Tharànduil to found a new reign. At first, there were encouraging signs from the dwarves of Bjiør, then darkness fell again. Nowadays orcs are residing in the Grey Mountains again, and the King of the human city-state of Hârnstadt is growing increasingly worried about the future of his people. Now, in the darkest hour of the free city of Hârnstadt, a party of heroes will rise against the perils and the otherworldly creatures who haunt the forgotten depths of Khuzud-dâm, gaining priceless treasures and mighty powers, or die trying.
More to come.
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