Darklands: A Grim World of Adventure!

Do you dream of riding through undiscovered lands, seeking out the unknown?  Trusting no one but your steed and your blade?  Bartering with blood-lusted barbarian tribes for your life? Rummaging through the disregarded artifacts of extinct civilizations?  Knowing that you will brush with danger and death every morning when you pack up your bedroll and mount your horse to move on over the next horizon?

You've come to the right place.  Darklands is a dark and dangerous fantasy world overrun by corrupt merchants, tyrant rulers, and brutal warlords.  The unknown places (of which there are no shortage) are infested with creatures and monsters from this world and the next.  Common folk live in fear of the mutations of chaos on the land and the demonic powers that cross over into their world.  

However, in the midst of this savage land lies much to be discovered by those who have the heart to go forth and explore it.  Most common folk can recall at least one story of some brave soul who fought against unbelievable and insurmountable odds to claim great riches and prestige.  Even those who have no direct connection or lineage to some hero, are familiar with the old songs of Horace the Wanderer, or the account of Barlimen One-Eye's victory over Angavar the Liche King.  As insular as local society is, there is always some young labourer who, on hearing the old legends, takes what gear they can gather, and heads into the unknown, often never to return.  Such is the pull of ambition!


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The People:

The History of Darklands is mostly unknown and almost completely undocumented.  Some "history" is kept alive in the old songs of the Bards and the ramblings of the local Loremasters and seasoned travellers.  The average person lives a common existence.  The economy in most areas is very localized and subsistence based - farming, animal handling, logging, quarrying, hunting, fishing, trapping and so on.  Furthermore, Darklanders are, for the most part, ignorant of the world only a few miles beyond the boundaries of their small towns and villages.  Most commoners don't care to know what lies beyond their immediate areas, and often consider it bad for their health to inquire.  Those that lead lives of adventure are often viewed with suspicion and are ignored at best.  

An average village will have most necessary tradesmen and artisans residing within their walls - a town blacksmith, carpenter, brewer, innkeeper, tailor, priest of the local gods, sheriff, washer woman, miller, and so on.  There are some major centers with more specialized industries - weaving, wine-making, smelting, stone-cutting, and so forth.  However, most people will have no knowledge of where exactly these places lay with respect to their homes, if they have heard of them at all.  

It is an illiterate world, full of people unlearned by modern standards, yet singing many long epics and reciting ancient ballads.  This is of no great consequence however, as fact and legend are woven into one and accepted as truth by the mass of the population.  


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Geography:

The geography of Darklands is about as well documented as its history.  If maps of the whole continent exist, they are kept secret by a small few.  Since most people are concerned only with their immediate surroundings, there is generally no motivation to map the continent or even its regions.  Those who are well-traveled find their way by using milestones and memory.

This being said, there are some general locales that most of the land's occupants have heard of or reside near.  The continent stretches from the Chaos Wastes and Kali Desert in the West to the shores of the Sea of Nefera all along the southern and western parts of the land.  The north stretches on into a cold wasteland of ice and snow that no civilized communities know much about.  The area between these major boundaries runs for a few thousand miles in both directions.  This huge expanse is divided  by some major geographical features.  The infamous Blackwood runs east to west for hundreds of miles throughout the north-central part of the continent.  A couple of major river systems run for over a thousand miles each, however, the names of these rivers change every 20 or 30 miles.  Most people are familiar with stories of the expansive Hell's Peaks mountain range, as well as the accounts of the horrors it houses.  There are a few others, but for the most part, common folk are only familiar with smaller geographic features, closer to their homes.  There is no limit to the local "histories" and lore that surround anything from a small stream to an overgrown hillock. 


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The Forces of Chaos and Evil:
Many residents of the world live in complete ignorance of the rising evil that abides in their lands.  However, make no mistake - as most adventurers and travelers know - the world of Darklands is aptly named.  Although usually hidden from view, evil powers in the form of demon princes and their minions infest the world and its inhabitants. More than one traveler has stumbled into a small out-of-the-way settlement, seeking a meal and a bed, only to find the remnants of mysterious slaughter and destruction.  Some of the old wives say that whenever a back is turned, a demon appears, contemplating your eternal demise and damnation!

Of course, seeing a demon lord in the flesh is a rare event, and one that most Darklanders are thankful for not experiencing.  There are other dangers however.  Bands of beastmen skulk out an existence in the vast expanse of dark forests and mountain passes.  Trolls and other such monstrosities hunt the plains and mountain valleys by night.  Perhaps the greatest danger are the Mutated - those humans who have given their existence to their demonic lieges as servants and agents in the physical world in return for the gifts of dark mutation and power.  

Darklands is a dangerous world.  No one can be trusted.  Everyone is a potential agent or servant of darkness and chaos.  Be warned...


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The Lost Art of Magic:

Darklands is a magical land, and there is certainly no shortage of the unexplained nor the mysterious.  Many ancient places exude strange auras, illusive sounds, and other hair-raising phenomena.  In some cases,  eccentric old men and suspicious travelers are suspected of being mages, being able to harness the power of magic as it is described in the ancient songs.

However, if magic was ever learned and understood in the Darklands, it has become a lost art in most of the settled world.  People believe in it, but expect not to experience it their own lives.  If there are Loremasters with power over magical forces, their secrets are well-kept.  

Characters will never start with magical abilities.  Any sense of what is involved (or if magic is at all possible) to harness arcane powers is beyond the experience and knowledge (not to say ability) of starting characters.


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A Few Words on Atmosphere from the Game Master

I have been playing role-playing games in some form or another ever since I was 13 years old.  My first game was D&D (whose wasn't?), but since that time I've run the gamut of games, settling on MERP, WFRP, and some table-top wargaming in recent years.  However, there was a certain "magic" about the old "hack'n slash" fantasy RPG that we've all played.  As we (hopefully) matured, the "Cleaning out the Dungeon" routine got pretty lame, however, there were elements of those early games, especially D&D, that still appeal to our nostalgia and fuel lots of fond memories.  

One of these factors (I think) was the barebones and often scantily-detailed world that the adventures took place in.  Remember the days before the dozens of supplements, publications , and painstakingly descriptive books covering everything from geography to religious beliefs?  There was a sense in the early days of game play of really not knowing every detail of the game world.  Even the Game Master never knew what lid beyond the borders of the immediate gaming area.  This created an atmosphere of unbound possibility from both the players' and the Gamemaster's perspectives - quite a desirable goal for fantasy gaming.

This same philosophy fuels Darklands.  After reading the intentionally vague description of the gaming world above, I hope you experience the rush of embarking into the unknown, much in the way a character heading out from their small family farmstead would feel after taking their first step.  When creating your own character, please feel free to use this vagueness of detail to your advantage.  Use the character creation process as an opportunity to contribute to the creation of the world of Darklands.

The world of Darklands is not only about capturing the nostalgic feeling of early fantasy gaming.  The gaming world is a grim, dark, and corrupt world.  The line between friend and enemy is grey at best.  Dark plots, great and small, are always happening all over the land, and the characters will undoubtedly find themselves wrapped into this dangerous world.  The other major ingredient which will create the game's flavour will be the player's willingness to become engrossed in the dark and semi-melodramatic style of the game.  More on writing posts that suit the Darklands' atmosphere can be found in the About Posting section of the site.


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ABOUT FUDGE: Fudge is a role-playing game written by Steffan O'Sullivan, with extensive input from the Usenet community of rec.games.design. The basic rules of Fudge are available on the internet at http://www.fudgerpg.com and in book form from Grey Ghost Games, P.O. Box 838, Randolph, MA 02368. They may be used with any gaming genre. While an individual work derived from Fudge may specify certain attributes and skills, many more are possible with Fudge. Every Game Master using Fudge is encouraged to add or ignore any character traits. Anyone who wishes to distribute such material for free may do so - merely include this ABOUT FUDGE notice and disclaimer (complete with Fudge copyright notice). If you wish to charge a fee for such material, other than as an article in a magazine or other periodical, you must first obtain a royalty-free license from the author of Fudge, Steffan O'Sullivan, P.O. Box 465, Plymouth, NH 03264. You must include at the beginning of each derivative work the following disclaimer, completed with your name, in its entirety.

DISCLAIMER: The material based on Fudge, entitled Darklands Pbem, are created by, made available by, and Copyright (C) 2001 by Jason Tilley, and are not necessarily endorsed in any way by Steffan O'Sullivan or any publisher of other Fudge materials. Neither Steffan O'Sullivan nor any publisher of other Fudge materials is in any way responsible for the content of these materials unless specifically credited. Original Fudge materials Copyright (C)1992-1995 by Steffan O'Sullivan, All Rights Reserved.

All images on this site were created by Jason Tilley (c) 2001 or taken from free for use images sites with explicit guidelines for use.  All guidelines have been adhered to.

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