I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.

- William Blake

Showing posts with label Prismatic Planet. Show all posts
Showing posts with label Prismatic Planet. Show all posts

Sunday, May 31, 2026

Enclaves (Prismatic Planet)

Most of the planet's inhabitants live in small enclaves: hamlets, villages, and isolated settlements, separated from one another by vast stretches of hostile terrain. Enclaves are often distrustful and ignorant of one another, and afraid of powerful factions and cities. Travelers are usually treated with suspicion, but not outright hostility, since they are often useful for information and trade. Hospitality might be given in exchange for gifts or services. People in need are equally likely to be robbed and slain as to be helped.

Enclaves are built around reliable sources of water and food. In areas where none can be found, people organize in nomadic groups. The population of smaller enclaves is usually of a single color, but towns and cities are somewhat mixed. 

You can create your own enclaves randomly or otherwise, or use the ones described at the end of the chapter. When creating your own, you do not need to describe every aspect of it. Instead, just choose one single distinction to be more noticeable and later flesh things out as needed.


Distinction

1. Appearance

2. Customs

3. Problems

4. Leadership

5. Prejudice (likes)

6. Prejudice (hates)

7. Style

8. Buildings

9. History

10. Roll twice


Noah Bradley


Size

Most settlements are home to have fewer than a thousand inhabitants. The next chapter introduces several city-states, which may be all your campaign needs, at least to begin with. When the PCs approach an enclave, the GM may choose to ignore rolls of 12 or even 11, since the largest enclaves can often be seen, recognized, and sometimes even heard or smelled from a distance. At the very least, nearby enclaves will have heard about this place, and probably will treat it with respect, caution or fear.

 

2d6 | Community | Population | Description

2–3 | Band | 10–40 (d4×10) | A handful of people, maybe a single family. Commerce is unlikely.

4–5 | Clan | 41–150 (d6×20+20) | Clear leadership, conflicting interests.

6–8 | Settlement | 151–400 (d6×50+100) | Permanent walls, clear division of labor.

9–10 | Village | 401–900 (d6×100+300) | Has allies and enemies, crops, some history.

11 | Town | 901–2,500 (d6×300+600) | A ruling class, professional soldiers, taxes.

12 | City-State | 2,501–10,000 (d8×1000+2000) | Often ancient, powerful, brutal, and corrupt.

 

Demographics of colors and cultures

When needed, roll 2d6 to determine color, assigning one color to each number. The result indicates the majority (or ruling) color of the area; use that color unless otherwise specified, in which case use the die on the left.

Although most enclaves share a single color and culture, larger enclaves are more likely to show heterogeneity. To determine this, roll 1d6 and multiply the result by the 2d6 size roll; this gives the percentage of the population (round down) belonging to “minority”,  a non-dominant color or culture. At most, you may end up with 72% of other colors and 28% of the dominant color. It is not impossible that there is a minority ruling over several smaller minorities or even a majority.

For bigger enclaves, you can repeat this process to refine the exact composition when necessary.

Example: First, we roll a 7, meaning a settlement (see above). Let’s say it has 200 people, with blue as the majority color. Then we roll a 3, meaning (7 × 3) = 21% of the population are minorities. That’s about 42 green individuals. Are there smaller minorities? Since 42 is equivalent to a small clan (4–5), we roll again and get a 3, deciding there is a smaller minority of 12% red humans (about four people).

Or, in a town of a thousand, we roll a 6 and get a “minority” of 66% (660 people, equivalent to a village, or a roll of 9-10). Now we roll another die and roll 1 – meaning only 9-10%, or less than 60 people, are a smaller minority. This might mean that a group of 340 people of color A are more powerful than 600 people of color B and 60 people of color C. 


Appearance

A typical enclave is a cluster of tents, huts, and low buildings of mud or stone, sometimes surrounded by a palisade of sharpened wood or bone. There are usually a few sentinels, especially at night, and some activity during the day (cooking, eating, weaving, talking, fixing, etc.). Most have a well and a communal fire pit. Each house is home to four or more people.


1. Intertwined with trees

2. Underground

3. Lifted from the ground on stilts or platforms

4. Made of moving tents and wagons

5. Camouflaged

6. Suspended over water

7. Built amidst ancient ruins

8. Huge and mostly empty

9. Carved into rock or cliff face

10. A single massive building

11. Perched atop a great boulder

12. Vivid colors

13. Impossibly tall, narrow buildings

14. Shrouded in mist

15. Dense and tangled, mazelike streets

16. Inside a crater

17. Constantly flooded

18. Built with massive bones

19. Built with scrapped metal

20. Heavily fortified


Customs

Most people hunt, forage, and collect. Some plant crops when the soil and season allow. There is modest trade within the enclave and some exterior commerce. 

The traditional family unit is the most common social group within enclaves, with polygamy and polyandry sometimes permitted to leaders. Bastards, orphans, and prostitutes are common, especially in larger enclaves.

Outsiders are treated with suspicion but can be accepted if they prove themselves useful. Some hospitality is expected, but so are gifts in return. Disturbing customs such as discrimination, cannibalism, infanticide, and slavery are not widespread, but rarely outright rejected either, and some may be temporarily adopted in special circumstances.


1. Property is communal

2. Identity is defined by masks

3. To be accepted, you must be marked

4. Universal vow of silence

5. Adults are cast out at a certain age

6. Children are raised by all

7. Appropriate clothing is mandatory

8. No concept of privacy

9. Visitors have no rights

10. Color determines caste absolutely

11. Travelers welcome for a single day

12. Weapons are forbidden

13. "Couples" are always three

14. Widespread eugenics, infanticide, euthanasia

15. Those who can't fight must serve

16. No activities during daytime

17. Violence is never the answer

18. Everything is permitted

19. You cannot leave without a price

20. Casual cannibalism



Problems

All enclaves face some kind of problem, most of them common to everyone in Primus: scarcity, monsters, strife, and natural disasters. Life is short, danger is common, survival is never guaranteed. Most enclaves, however, are not in obvious danger of immediate destruction, to the best of their knowledge.


1. Besieged by monsters

2. Ruled by tyrants

3. Poverty and hunger

4. Infected by disease

5. People are barren

6. Infiltrated by impostors

7. Filled with criminals

8. Resentful of outsiders

9. Cursed with madness

10. Violently expansionist

11. Ongoing power struggle

12. Damaged by recent war

13. Something sacred was stolen or destroyed

14. Opened a dangerous shelter

15. Half the population is mutating

16. Widespread panic from an unexplained omen

17. Hopelessly indebted to a larger faction

18. Children are disappearing, one by one

19. A prophet has split the community in two

20. Periodic human sacrifice; next one soon


Leadership

In most cases, a single leader (a chief, elder, or warlord by default) holds authority through the implicit consent of the majority and the explicit support of a small circle of allies. They govern for their own benefit as often as they do it for the good of the enclave. There are often rivals and disgruntled minorities who are tolerated but have limited power to change the status quo.


1. The highest bidders

2. Law-enforcing machines

3. A secret society which cannot be mentioned

4. A church or cult

5. An oracle

6. The winners (or losers) of the annual lottery

7. A powerful monster

8. A set of ancient written laws of unknown origin

9. A cabal of sorcerers

10. A psionic who reads every vote before it is cast

11. A semi-mummified elder

12. The wielder of a sacred artifact

13. Whoever survives the local deity's ordeal

14. The family that sacrificed the greatest number

15. The mob rules

16. A conquering warlord (or local thugs)

17. The brain-damaged survivor of hard drugs

18. Blind counsellors, relying on lies

19. A dying monarch with no apparent heirs

20. None - govern yourself


Prejudices

People favor their own enclave first and everyone else at a distance. They instinctively defend the status quo and reject new ideas. They will usually be more welcoming to people of a similar color or language, but many people in Primus are practical and can sometimes set their prejudices aside when there is something to be gained by cooperating, or by double-crossing someone they treat as an ally.

Where this table indicates a prejudice, it should often be noticeable. An enclave might slaughter any beast on sight, or skillfully employ domesticated creatures found nowhere else. A mutant or sorcerer might be hanged at the border as a warning to strangers, or the enclave's ruling elite might be composed entirely of psionics. An aberration could be the object of worship or hatred by the whole community. Lost technology might be feared or carefully studied and hoarded — and wielded exclusively by the tribe's most skilled warriors.

If you want to gauge how significant the prejudice is, roll 1d100. A preference of 90 or more toward technology might mean that all inhabitants are automatons, or at least partly machine. A hatred of 80 or more toward other skin colors indicates a dangerous supremacist culture that is likely to attack outsiders on sight. A near-100 fondness for warriors might resemble a stereotypical ancient Sparta, while a 100% dislike of outsiders calls to mind Clark Ashton Smith's "The Isle of the Torturers".


1. Other skin colors

2. One particular color

3. Mutants

4. Sorcerers

5. Warriors

6. Beasts 

7. Lost technology

8. Outsiders

9. The rich

10. Religion

11. The weak and weary

12. Psionics

13. Nearby communities

14. The poor

15. Automatons

16. Slavery

17. Cannibalism

18. Aberrations

19. Wanderers

20. Hallucinogenic plants


Style

The usual attire in Primus is light clothing, suited to the heat. Modesty is not a common cultural value. Practicality, combined with some natural resistance to the sun, reduces clothes to straps and harnesses to carry tools, weapons, and jewelry. Adornments double as status symbols, worn close to the body rather than displayed on fabric. A good pair of boots or sandals is far more common than pants. Capes and wraps are sometimes used as tools or protection from the elements.


1. Bare skin, little else

2. Tattoos or ritual scars

3. Colorful body paint

4. Skulls, bones and ashes

5. Filed teeth

6. Demon masks and weird armor

7. Colorful silk

8. Lots of spikes

9. Corpse paint

10. Dinosaur or beast hide

11. Camouflage

12. Feathers, wood or straw

13. Machine parts as amulets

14. Piercings or skeletal alterations

15. Closed helmets

16. Completely bald or hairy

17. Heavy robes

18. Face wrappings and goggles

19. Colorful hair, beads or braids

20. Sun-scarred, barely clothed, unkempt



Enclave Buildings (d20)

At the center of most enclaves stands one main hall, larger than the rest, used for gatherings, disputes, celebrations, and the occasional shelter during a crisis. Other buildings exist but are rarely larger or more noticeable than this.


Castle or citadel

Monastery

Prison

Asylum or hospice

Underground vault

Labyrinth

Abandoned ship

Temple or shrine

Pyramid or ziggurat

Mausoleum or catacomb

Tower

Library or archive

Coliseum or arena

Tavern

Slave house

Crashed vehicle, repurposed

Sacrificial altar or blood pit

Quarantine ward

Public market



History

Most inhabitants know a handful of legends about how the enclave began, who the great leaders were, and what enemies were defeated long ago. Most of these are fabrications with no apparent use other than tying the community together, justifying their rights to the land or their possessions, or hiding something much darker than the official story.


1. Escaped slaves or thralls

2. Survivors of a destroyed enclave or tribe

3. Nomads who turned sedentary

4. Woke from vats with no memory

5. Founded by a prophet, now deceased

6. Wiped out the former inhabitants and took everything

7. Remnants of a defeated horde, now forgotten

8. No memory beyond the current generation

9. A union of several refugee groups

10. Nobody talks about it

11. Cut off from the world by natural disaster

12. Built around a single water source that is slowly failing

13. Once believed to be the only enclave in existence

14. Exiled to this location by a larger faction

15. Welcomed by former residents; a rare act of generosity

16. Waiting for a sign that hasn't come

17. Once ruled the world, or so they say

18. Inbred descendants of a single family

19. Fled from something scary that’s still out there

20. A group of raiders, now tax collectors, and their victims


Entering an Enclave

Most enclaves treat visitors in a practical way. Strangers are noticed quickly and someone with authority, or close to it, will approach before long. In smaller enclaves this is often the leader directly. In larger ones, visitors are more likely to be intercepted by a guard or a random inhabitant. Either way, the questions are the same: who are you, where do you come from, what do you want, and what do you offer in exchange?

The results of such conversations, including the enclave's distinctions and the players' Charisma, languages, and skills, will shape how the enclave treats the characters.

Sometimes, however, the enclave's reaction will surprise the characters entirely. The GM can decide this before or after an initial conversation, or even after a mission or quest has been failed or accomplished. Such unusual reactions might occur whenever the GM finds it appropriate, or on a roll of 1 on a d6.

The tables below should be interpreted according to the enclave's disposition toward the characters. A marriage proposal, for example, might be offered warmly, negotiated coldly, or forced outright. An interest in one of the characters, or one of their possessions, could be expressed with a generous offer or outright theft. A duel or game could be a friendly contest where losing is expected and winning earns instant respect — or a fight to the death fixed against the visitors. A neutral disposition might indicate a mixed result — for example, a gentle offer to participate in a heroic but suicidal expedition.


1. An interesting marriage proposal is made.

2. Your skills are exactly what a local problem requires.

3. They need guards or muscle for a current — and possibly dubious — project, conflict, or quest.

4. You are expelled, denied entry, or welcome to come and go freely.

5. There is a permanent position to be filled and you seem adequate.

6. Your exotic stories, customs, and objects provoke admiration or mockery.

7. They seem eager to share information with you.

8. You are chosen as impartial judges of a local dispute or duel.

9. Invited to share the beds of willing partners. Probably no strings attached.

10. The enclave values your gold or possessions highly.

11. They offer you something valuable for a reasonable price.

12. You are invited to participate in a welcoming party or local ritual.

13. They want you to carry a message, package, or person somewhere.

14. Someone invites you for a meal, with unclear motives.

15. You are encouraged to participate in a game or duel.

16. One specific character is treated with awe — because of a prophecy, a resemblance, or a sign on their person.

17. A powerful figure decides, on instinct, that you are to be loved or feared.

18. You are mistaken for someone or something else entirely.

19. They insist on trading gifts of unequal value.

20. You provoke different reactions in different factions within the enclave.

---

This last table was inspired by something I read from Taylor Lane. Thank you for the inspiration!

---

Here are some three cities I generated instantly using these. I used one main distinction plus three traits, but maybe two traits would be enough.


Mud city

~300 people; Distinction (Appearance): Constantly flooded

Customs: No concept of privacy.

Problem: Widespread panic from an unexplained omen.

Leadership: A psionic who reads every vote before it is cast.

A ruined, primitive version of Venice. Lots of mud. I can see it. People are panicked, the leader might be going crazy or causing the panic for peculiar motives.


Mistwalkers

~20 people; Distinction (Customs): Universal vow of silence

Appearance: Shrouded in mist.

Problem: Infiltrated by impostors.

Prejudice: Hatred of wanderers.

This looks like a creepy encounter more than a village to wander into. Unlikely to be a peaceful encounter. As the PCs cannot count how many there are in the mist, they'll have to be very brave to start a fight...


Spire city

~1,500 people; Distinction (Problems): Half the population is mutating

Appearance: Impossibly tall, narrow buildings.

Customs: Appropriate clothing is mandatory.

Leadership: A conquering warlord and their thugs.

Now this is more interesting. A big city, tall spires, maybe elaborate clothing (with 1500 people, some are recognized only by that; there is a possibility of infiltration...), ruled by thugs, with a severe mutation problem. Maybe he main building resemble something out of the Judge Dredd movie.


I think it works. I will try it in practice this week, as the PCs are approaching a new settlement!


Feedback is welcome! Leave a comment below!

---

Back to the table of contents.

Saturday, May 23, 2026

Zothique revisited, and more Ashton Smith

I have wondered many times (and even tried to investigate as best I could) why Clark Ashton Smith is not in the Appendix N. Not only because his stories, genre, and era would make him a perfect candidate, but because he would be even MORE fitting than most of the books that are actually listed there.

He is certainly a precursor, considered one of the three giants of the "weird" fiction genre alongside Lovecraft and Howard, both of whom receive prominent placement in the Appendix. Clark Ashton Smith has a touch of Howard's sword and sorcery, a measure of Lovecraftian horror, but blends genres more freely than either (including also a larger dose of humor and imaginative worldbuilding).

His tales, like few others of his era, genuinely feel like D&D adventures, something that would only be matched by the later works of Leiber and Andre Norton (Leiber was influenced by Smith, although Norton's toad-like beings might be an indirect influence). He is one of the most important originators of the Dying Earth genre, which would go on to shape Jack Vance, himself a major influence on Gygax. In the same vein, Smith's ornate and vivid prose likely had an enormous influence on Gygax's writing style, perhaps also filtered through Jack Vance.

The Zothique stories are among Clark Ashton Smith's most impressive work. I recently reread the entire cycle, and truly each one of them could stand on its own as a D&D adventure. Dunsany's stories have a similar effect, but many of them seem to build toward a single climax of maximum strangeness, whereas the Zothique tales are more often defined by a succession of unusual situations, traps, monsters, and obstacles. His protagonists, too, are very D&D-ish: not legendary heroes like Conan or the largely outmatched humans of Lovecraft, but brave, sometimes foolish, often selfish, adventurers that live or die based on skill and sheer luck.

(They are also sometimes found in parties, or with hirelings/servants, which is rare except for Tolkien).

Could it be that Gygax simply did not know Smith? Given his enormous influence, I find that unlikely; several elements of D&D appear to be directly inspired by the author, such as the Geas spell (also adopted by Vance), and the rich vocabulary for the dead and undead: ghouls, liches, necromancers, and more. Another hypothesis, perhaps more plausible, is that Gygax simply was not a great fan (which, again, is odd given his influence and proximity to R. E. Howard, Fritz Leiber, Jack Vance, and H. P. Lovecraft , some of "the most immediate influences upon AD&D"). 

Maybe Smith was simply less popular, which seems to be the case. This is the most likely explanation I have so far.

At least the Zothique stories point to another reason, one that seems rather obvious in hindsight but that I may have overlooked because I am already a dark fantasy reader: many of the stories are too dark, and a significant number involve acts that constitute or suggest necrophilia (though not explicitly) alongside torture, alcoholism, cruelty, decadence, revenge, and so forth, sometimes with no heroic characters to serve as counterweight.

Even so, the Zothique cycle strikes me as particularly grim, and not all of Smith's stories follow the same tendency. It now seems worth revisiting his other tales (equally impressive and equally suited to D&D) to determine whether this explanation is sufficient, or whether another reason might yet be found. For now, the mystery remains.

Wednesday, April 22, 2026

Characters (Prismatic Planet)

Most of the planet's inhabitants live in small enclaves, villages, and isolated settlements, separated from one another by vast stretches of hostile terrain. Great cities and powerful factions exist, but they are the exception. Because the demands of survival are largely the same everywhere, certain skills appear in virtually every community; warriors, survivalists, psionics, and scavengers among them. Sorcerers and scholars are rarer. The “known world” is, for most people, a small place.

The player characters are usually something rarer still: the ones who walked away from their communities. Whether driven out, drawn away, or simply unable to stay, they now belong to a wandering class that exists between settlements. Most will have come from one of the small communities described above, though some may have broken from a larger organization.

Player characters can most often begin free from any overly restrictive obligations to factions, groups, cities, or specific tribes. They may also belong to a small community independent of the great empires and organizations. The purpose of this is to allow them freedom to act and to gradually come into contact with the world. This arrangement lets the characters discover the world at the same time as the players themselves.

For the same reason, and because the vast majority of the planet's inhabitants have very limited knowledge, the players begin without major details about history (usually limited to one or two generations before the character at most, plus a few scattered legends). Their grasp of geography should not extend beyond the land they have crossed on foot (roughly a hundred kilometers at most), though even the most sheltered character will know the mountains on the horizon and the direction of the nearest great body of water, if one exists within sight or legend. Their understanding of technology is minimal; they know of the existence of artifacts from the progenitors, but except for some specific skill, they can barely distinguish technology from simple sorcery.

Likewise, the power of the great empires and groups is mostly unknown to them, unless they live near one, in which case they will have heard of its influence, generally negative or at best dubious. Even those who are part of a great faction or organization rarely see beyond their immediate role within it.

It is also possible to run a campaign in which the players are part of a powerful empire or group, where their movements are restricted and they must carry out missions and follow orders until they decide to desert or rebel, etc. This kind of restrictive campaign, however, is not the standard I prefer.

Therefore, here follows a list of possibilities that explain why the players are wandering more or less alone, or in a very small group, throughout the world. Roll 1d6, than 1d8, and check the table below (or choose your own story!).

Mixed groups, made of characters of different origins, colors and even species are permitted.

Clyde Caldwell

 

1. Your settlement/tribe was destroyed by...

1.1. Dangerous beasts.

1.2. A large faction.

1.3. Famine or plague.

1.4. A progenitor or titan.

1.5. An enemy clan.

1.6. An ancient machine.

1.7. A criminal horde.

1.8. Something unknown. You came back from the fields to find ruin.

2. You were once a slave, but...

2.1. You escaped during a crisis.

2.2. You deserted as soon as they trusted you.

2.3. You bought your freedom.

2.4. An owner let you go quietly.

2.5. A rival faction freed you as a political gesture.

2.6. You outlasted or killed your owner.

2.7. You were set free to be hunted for sport.

2.8. You participated in a rebellion.

3. You were expelled from your group, because you...

3.1. Were a thief or tax evader.

3.2. Committed assault, justified or not.

3.3. Blaspheme against authorities or deities.

3.4. Show mercy when you shouldn’t.

3.5. Refused to follow orders.

3.6. Accidentally offended powerful people.

3.7. Became the target of an envious rival.

3.8. Were cursed or persecuted by outside forces.

4. You were cast out or abandoned, because...

4.1. There was not enough to feed you.

4.2. You were orphaned and had no kin.

4.3. You found out some inconvenient truth.

4.4. Lost during a crisis and never found by again.

4.5. You lost a public dispute.

4.6. You were physically different.

4.7. Your group disbanded after a loss.

4.8. Your mind was just too different.

5. You simply woke up...

5.1. In a vat in a ruin, fully grown, with no memory of before.

5.2. Alone in the wastes, days from anywhere, with no idea how you got there.

5.3. In a stranger's home, after they rescued you from a disaster.

5.4. After a fever that left you like dead for days.

5.5. In a cell, with no memory of being put there.

5.6. Half-buried after an earthquake.

5.7. After being left for dead by a rival. Buried, dumped, or simply abandoned to die.

5.8. Surrounded by other victims of a man-eating monster.

6. You escaped abduction, just before being...

6.1. Sold at a slave market.

6.2. Sacrificed by a cult.

6.3. Conscripted into an army.

6.4. Robbed and killed on a trade road.

6.5. Used as a test subject by the Progenitors.

6.6. Eaten by cannibals.

6.7. Branded as cattle.

6.8. Aware of their motives.


Tuesday, February 03, 2026

Prismatic Planet - Introduction

About RPGs and How to Play Them

If you're reading this, it's likely you've played RPGs before. If not, there are plenty of good, free ways to learn. You can read my short tutorial, learn from someone who already plays, watch online videos, and so on.

This game assumes you're already familiar with RPGs—especially the world's most famous one—and particularly its "old school" versions. While I've tried to explain each mechanic as clearly as possible, you can consider my ideas as suggestions or house rules you can adapt to your own game.

We're not trying to reinvent the wheel here—just grease it so it runs more smoothly.

 

Overview

Primus, the Prismatic Planet, is a place of wonder and pain.

Its earth is scorched and dangerous. Alien creatures roam the land. People are fractured in many ways, divided into different tribes, cities and kingdoms, each with distinct customs and beliefs. Most have no sense of history and no real grasp of technology, being unable to understand where they come from and how to use the mysterious machines that litter the landscape.

Maniacs, mutants, and marauders, wielding obsidian and bone, ride saurian beasts through the Endless Sands. Psionic monks battle radioactive sorcerers, dinosaurs and warlords in the apocalyptic heat of this lost world.

For now, humanity seems unable to bond together over shared difficulties. Instead, they fight for dominion over scarce resources. Slavery, prejudice and violence are common everywhere.

 


Genre

This setting is inspired by books and other works in the "weird" genre—a blend of fantasy, science fiction, and horror. Its primary influence is sword and planet, a subgenre that typically features swashbuckling heroes, alien worlds, ancient technologies, and a mix of science and sorcery.

This book doesn’t feature orcs, halflings, or faeries. Instead, it offers human-like beings, bizarre alien species, psychic powers, and ray guns. If you’ve read A Princess of Mars or similar pulpy sword and planet adventures (see the list below), you’ll know what kind of world you’re stepping into. If you haven’t—go read them! Or check out the movies, comics, and adaptations. You’re in for a wild ride!

Some aspects of the setting have been directly taken from the public domain works of E. R. Burroughs, H. P. Lovecraft, H. G. Wells, R. E. Howard, and many others.

Many Martian tales have inspired the setting, but the exact placement of Primus in time and space is left to the GM’s discretion. It could be an alternate version of Mars, a distant planet thousands of years in the future, or a world in an entirely different universe.



 

Brief History

The history of the Prismatic Planet before the apocalypse is nearly lost to all living inhabitants.

Legends say humanity was once ruled by the Progenitors, mysterious figures who abused their subjects in various ways, including slavery and scientific experimentation. While some poor humans long for the safety of their brutal masters, most are relieved to be free from their cruel grasp – if they remember these days at all.

The reasons behind the great change are lost or misunderstood in history. It is widely believed that the planet endured a catastrophic event that disproportionately affected the Progenitors. For many days, the sun burned brighter and fiercer than ever before. This mythical calamity is known as The Scorching.

The Scorching decimated vast swaths of flora and fauna, seemingly drying out entire regions—leaving behind empty riverbeds and forgotten ruins, now stranded far from any surviving bodies of water. Entire civilizations may have been destroyed or driven underground into the lost shelters that most surface-dwellers fear to tread. The sun’s radiation remains dangerous even today, but the darkest days of widespread mutation, madness, and destruction appear to be behind us.

Unable to withstand the new, unforgiving conditions, the Progenitors disappeared and relinquished their hold onto the world. In their absence, creatures once kept in check by their dominion flourished in chaotic freedom. Now, the planet is inhabited by disoriented humans, unfathomable alien entities, and savage beasts that no longer fear mankind.

 

The people

We call the ruling species of the planet “humans” for short, though they are something slightly different than humans. In appearance, they resemble people of vivid colors—red, green, blue, yellow, chalk white, and deep ebony. Their physiology is largely human-like, with a few notable exceptions, such as heightened resistance to the planet’s atmosphere and environmental hazards. Whether these traits are the result of genetic engineering or natural selection remains uncertain.

There are many other intelligent species on the planet, such as insect people, robots with varying levels of artificial intelligence, and the mythical progenitors, for example. Humans consider these beings—and sometimes even groups with different mutations, cultures or skin colors—as something other than human.

 

The Planet

Primus is slightly smaller than Earth. In its current state, only about a third of its surface is covered by water. Large bodies of water often contain enormous monsters, and humans are cautious about sailing far from shore with their rudimentary boats and basic nautical tools.

Gravity may be slightly weaker than Earth’s, allowing for larger creatures and taller mountains. For most intents and purposes, however, the inhabitants of Primus refer to it as “Earth,” since they possess little knowledge or understanding of other planets.

Primus has one large moon and two smaller ones. Seasons and day/night cycles are similar to Earth’s. The climate varies greatly but is, on average, hotter and drier than Earth, with extreme cold found only at the poles. Vegetation is scarcer and deserts are more common.

The underground is teeming with caves, tunnels, and abandoned structures—some carved out by creatures like the burrowing prismatic worms, others constructed by Progenitors and other forgotten beings. The underground is often inhabited by creatures searching from protection from the scorching sun and harsh environmental conditions.

The “Prismatic Planet” moniker refers to the colorful nature of its inhabitants. Humans, animals, and plants display an astonishing variety of vivid colors. Even the sky often takes on effects resembling the aurora borealis, which the inhabitants frequently interpret as portents of impending doom.

 

Fauna and flora

The fauna and flora of Primus are markedly different from those of Earth. Mammals—especially domesticated ones—are rare. Dinosaur-like creatures are more common. Many native creatures exhibit a blend of reptilian, arthropod, humanoid, and even vegetal traits. Most species retain symmetrical body structures, although large organisms with six or eight limbs are nearly as common as four-limbed ones. Exceptions do exist and are typically referred to as aberrations.

Animals in Primus are often more aggressive than Earth’s beasts. Since humanity spent years in captivity, animals have not learned to fear them. In addition, the Scorching has made many of them more desperate for food and more willing to fight. Anything larger or more numerous than humans can be extremely dangerous.

The flora also diverges from Earth’s, though plants fulfill similar ecological roles. Their coloration is more diverse: green remains widespread but is not as dominant. Some plants possess limited mobility or exhibit rudimentary telepathic communication, either among themselves or with humans.

It is likely that many of the creatures, plants, fungi, bacteria, and viruses on Primus were genetically engineered by the Progenitors, though humans are unlikely to recognize the difference.

 

Society and culture

Humanity is currently in a savage, sorrowful state. Only a few generations removed from The Scorching, they have little knowledge of what came before—relying only on fragmented legends and half-remembered myths. Prejudiced and superstitious, they distrust outsiders and cling to tribal beliefs.

People are divided into many small tribes and villages, with great cities being exceedingly rare. Communication between settlements is rare and often erupts into violence. While most human groups have learned to survive within the planet’s harsh environment—at least in their small, isolated regions—they remain largely ignorant of its flora, fauna, and even its unpredictable weather.

One trait many people share is a strong sense of practicality. Empiricism reigns—most are more concerned with what they can see (or what can harm them) than with abstract philosophical ideas. Charity, compassion, and self-sacrifice are valued, but not to the same extent as they are by earthlings. Instead, traits like courage, decisiveness, and ruthlessness are prized—qualities that signal one is not to be trifled with.

Charity often serves as a display of wealth, and mercy typically comes with the expectation of future repayment. It’s not uncommon for the elderly to walk away and die alone once they can no longer contribute. Unwanted and disabled children fare even worse.

Religion, likewise, is the worship of the strongest. Local rulers often title themselves as gods. In other tribes, a powerful monster, aberration, automaton or artificial intelligence may be elevated to deity status—knowingly or not. Most cultures lack a clear concept of Heaven or Hell, believing sin to bring doom to themselves or their people in short time. Terms like “god” and “demon” are often used interchangeably to describe incomprehensibly powerful beings. A “god” usually denotes something beyond direct communication, while a “demon” tends to have clearer—though often malicious—intentions, and might even be willing to bargain.

Technology is mostly at a Bronze Age level, with one exception: humans often find and use lost Progenitor devices—though they rarely understand how they work. Most powerful items belong to the ruling class, although any random child can potentially own a small trinket of unknown purpose.

 

Mature themes and the dark side of the prismatic planet

As you can see, life on Primus is far from easy. Humanity engages in many evils—infanticide, slavery, human sacrifice, prejudice, wars of aggression, and the wanton destruction of ecosystems, among others. On top of that, it must contend with man-eating monsters, hostile machines, destructive technologies, radiation poisoning, and severe environmental catastrophes.

This book does not dwell on these themes, though they are mentioned in passing. The bleak setting of Primus need not lead to bleak or hopeless adventures; on the contrary, it can serve as a backdrop for brave characters striving to save the world—or at least their own necks.

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Monday, November 17, 2025

The progenitors (Prismatic Planet)

The progenitors are a nearly extinct species, and little is known about them. Humanity’s knowledge comes mostly from the observation of ruins and half-forgotten legends - fragments often twisted by time and error, that few humans know.

Whatever remains of the progenitors that can be found lie deep within damp, shadowed caves. They seemed to shun the scorching sun and suffered greatly from the scarcity of water. They might have been amphibious, or at least partially so, as their lairs contain vast networks of pipes, basins, wet chambers, and pools.

Their minds were far more advanced than those of any amphibian, reaching extremes that not even human intellect can fathom without risking madness. Their tools have often been salvaged for human use, suggesting the presence of hands and feet, though some of these artifacts may have been crafted for their human thralls instead.



The way their bodies are depicted in art and myth reflects this dual humanoid and aquatic nature. A common motif is a powerful human-like body crowned with the head of a water-dwelling creature such as a crab, octopus, or lizard. Others portray them as disembodied heads or brains suspended in liquid, connected to robotic shells or grafted onto decapitated human hosts. Wilder storytellers speak of tentacles, bat-like wings, bioelectronic appendices, claws, or amorphous blobs twisting into unnamable shapes that defy all classification and analogy.

Progenitors were mostly solitary and arrogant beings. They viewed other creatures as mere tools for their purposes and their own kind as little better. Though they seemed to share a common language, they rarely shared common homes. Their lairs were cloaked in secrecy and often protected by cruel locks and traps, their experiments jealously guarded from even their peers.

They possessed powerful, but limited, means of communication across vast distances, aided by strange machines and immense psionic abilities.

They appeared obsessed with experimental science and technology, using humans as guinea and creating incredibly intelligent machines, on the verge of artificial intelligence, to serve their whims. The planet itself, like all other life, was exploited with little regard for the future. The regions surrounding their dwellings remain especially grim and lifeless even by the standards of this already hostile world.


The Progenitors and Humanity

Humans were very likely the progenitors’ favored thralls. Their versatility and aptitude for tool use made them ideal servants. Any inclination toward rebellion or resistance seems to have been suppressed through psionic or technological means, though bloody uprisings and wars certainly occurred.

Humans were likely bred, cloned, and altered to better serve their masters. They were also subjected to endless experimentation, their capabilities tested and catalogued. The abhorrent treatment that lingers in humanity’s collective subconscious would appear as wanton cruelty and sadism, but in the eyes of the progenitors, it may have been explained as scientific curiosity akin to what a human would nurture for an unusually clever group of mice.


As always, all feedback is appreciated!

Thursday, November 13, 2025

The shelters (Prismatic Planet)

The Fallout setting has the best rationale for wacky dungeons being scattered all around. Each "vault" was designed with a unique, often disturbing social experiment. This means every underground facility can have wildly different themes: psychological horror, body horror, mutated monsters, utopian simulations, illusions, traps, advanced technology, and so on.

Here are a few examples compiled by A.I.:

Vault 11: Residents had to sacrifice one person annually or face annihilation.
Vault 108: Filled with clones of a man named Gary. All they say is “Gary.”
Vault 12: Deliberately left unsealed to expose residents to radiation—birthplace of ghouls.
Vault 22: Botany experiment gone wrong—plants infected and consumed the inhabitants.
Vault 75: Children were taken for genetic enhancement; adults were exterminated.
Vault 81: Secret medical experiments conducted behind a facade of normalcy.
Vault 95: Rehab center for addicts—later flooded with drugs to test relapse.
Vault-Tec University: Training ground for Vault Overseers, filled with simulation chambers.


I find this much more satisfying than "crazy wizard did it because he is crazy" of some D&D modules.

My Prismatic Planet setting has something similar, with a few twists of my own.


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Most Prismatic Planet "dungeons" were created by the progenitors. These are inhuman creatures that view humans as little better than common beasts. Before being driven to the brink of extinction, they not only enslaved humans but also ran various twisted experiments on them to test their physical, mental, and moral limits.

[Other dungeons are created primarily by gigantic prismatic worms and later repurposed by humans or other beasts]

The progenitors knew they were a dying breed even before the scorching of the planet, so they used the much more numerous and expendable humans for various tasks.

This means that their "shelters" often contained actual labyrinths, tricks, and traps to test or even mutate humans in various ways, treating them like lab rats. Some of them might have included small prizes to encourage people to complete random tasks, while others were deathtraps designed to cull the herd and leave only the most apt humans for breeding purposes.

Each trap can contain information of various bygone ages, humans (different, crazy, or unharmed) and even surviving progenitors. Some are found intact, while other have been invaded, robbed, or overtaken by monsters or bandits.

They can also work as a great campaign starter, similarly to a Fallout game: the shelter is all the PCs ever know, until the systems stop functioning for unknown reasons, forcing them to venture out into the wider world.

It would probably be a good idea to list a few examples in the book. Here are a few of my own. I think I can also use some from Dark Fantasy Places.

1d6.
1. Controlled by an AI with an [helpful, hostile, erratic, suffocating, jealous, mischievous, dishonest, bargaining] personality.
2. Clone factory, has several humans with little to no memories or understanding and [helpless, aggressive, childish, curious, submissive, rebel] personality, or preserved in cryogenic chambers.
3. Mutation lab, including mutated humans, beasts or plants of various kinds.
4. Arena, created for entertainment and selection purposes, with various systems prepared to pit humans against [each other, robots, clones, beasts]. 
5. Mazes, sometimes resembling escape rooms, created to test the subject's [intelligence, morality, courage, resistance].
6. Experimental science labs, dedicated to the research and improvement of [weaponry, armor, transportation, communication, medicine, psychotropics, psychic powers, robots].


As always, all feedback is appreciated!

Monday, October 13, 2025

Prismatic Worms (Prismatic Planet)

Did you ever notice how purple worms are listed under “P” in the D&D monster manuals, but red dragons are under “D”? Not sure where I’ll file my entries.

Purple worms are such a cool creature, I decided to add some variations. If purple is the biggest, red could be the smallest—maybe with a touch of Paranoia-style inspiration. The rest basically wrote itself.

I like the idea of monsters with common origins. Not just “it’s magic,” but something with vaguely scientific explanations, which fits the sci-fi setting. You can put aboleths, snakes, rot grubs and all kinds of creatures as mutated worms.

And the best part is... they create dungeons as they burrow!

The Great Grey Worm concept is an old one—I might’ve borrowed it from Dune, Lovecraft’s dholes/bholes, Bahamuth, etc. It is also discussed in my Teratogenicon.

For more ideas on worm cults, check Obscene Serpent Religion.

Anyway, here are the prismatic worms!

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The prismatic worms are strange annelid creatures that can reach enormous sizes, changing colors and shapes as they grow. The smallest ones, rarely seen, resemble large earthworms and are almost featureless. They might be obsidian, white, or grey soon after hatching, but they are rarely—if ever—observed in such colors. Typically, the smallest are blood red, the most common are orange or yellow and about the size of snakes, and the largest grow to green, blue, and eventually purple—reaching nearly 100 feet in length and six feet in diameter.

They lay eggs beneath the earth and sand, where they can hatch and wait for an unsuspecting victim. Sometimes, a previous victim or carcass serves as a host. People attacked by mature worms may find themselves infected with their eggs, which hatch and produce larvae that consume the victim from within after a few days of hallucinatory fever. One such also be careful to avoid eating the meat of infected animals.

The worms are highly susceptible to mutation. Some individuals develop wings, small arms, or amphibious traits. Others are blind or covered in innumerable eyes. There are scorpion-like, eel-like, and bat-like variants, but the biggest specimens seem to lose these features as they grow. All of them share a round mouth with sharp teeth and typically a poisonous stinger. They suck blood and burrow into living or dead creatures while young, but once large enough, they devour their victims whole and regurgitate unused materials.

Most prismatic worms live underground or underwater. There are burrowing versions that prefer deserts or any kind of softer soil, although some seem powerful enough to leave stable tunnels beneath the earth and even through solid rock.

Their bodies are harvested as ingredients. Each color yields a different rare substance. Eating them may cause sickness, mutation, or death. The venom is deadly but also has calming and hallucinogenic properties.

An alternative theory about the existence of the worms suggests that each type belongs to a distinct species, possibly sharing a common ancestor. Intermediary forms—with underdeveloped wings or multiple colors—are rarely seen, which could indicate that they are separate creatures.

Many cults worship prismatic worms. Some sacrifice people to the great worms, while others seek to mutate themselves or others in pursuit of creating superior races. One heinous ritual involves human sacrifice—willing or not—alongside either a cluster of eggs or a single mature worm, roughly the size of a person’s throat.

Legends tell of a great grey worm living far underground (or deep in the oceans, or frozen in some glacial nation) that one day might eat the core of the planet until it collapses unto itself. While few claim to have seen such an aberration, some tunnels are greater than any worm in known memory.

As always, all feedback is appreciated!

Prismatic Planet - Table of Contents

This is a Table of Contents for the Prismatic Planet setting. It’s unfinished—just a rough draft based on what I have in mind so far. I’ll update it as we go.

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Intro
  1. Humanoids
  2. Insect people
  3. Beasts (incl. dinosaurs)
  4. Robots and AIs
  5. Prismatic Worms
  6. Oozes
  7. The Progenitors
  8. Great Ones
Places
  1. Enclaves.
  2. The City of Evil (draft)
  3. The Black Hexagon
  4. The Shelters
  5. The Underworm
Religion
Mythology
Tech & Treasure
Sources of Inspiration 
Random tables (draft 1)

Saturday, October 11, 2025

Prismatic Planet

Okay, I'm giving this a try. 

I've wanted to write this setting for a long time, and now I've finally found a name I really like.

I'd prefer to have a full product to offer you, but instead I'll start a series of posts under the Prismatic Planet tag. Maybe one day I'll compile the whole thing and publish it. 

For now, I hope you enjoy these posts!

This is a sword and planet setting, inspired by my love of Edgar Rice Burroughs’ Barsoom and its spiritual successors like Dark Sun and Carcosa. It also draws from Lovecraft, H.G. Wells, other pulp and weird fiction, traditional D&D, and various other works.

The planet itself is roughly the size of Mars and inhabited by savage humans of different colors—chalk white, obsidian, red, blue, green, and yellow, at least for now. Water scarce but there are a few huge lakes, forests and frozen regions.

The world is populated with strange creatures, including dinosaurs, banths, morlocks, and nightgaunts, and a few ideas discussed in my Teratogenicon

There is no centralized government or kingdoms, only a few large cities that rule over nearby villages. While there are no lizard or snake people for now, a few insect colonies do exist. Religion is present but remains materialistic, with no active demons or deities introduced yet.

Psionics are common across all creatures. Advanced technology exists, but few understand or know how to use it. The beings who created it—the progenitors—might be Rykors, Mahars, brains in vats, or something else entirely. They won’t appear soon.

I do not have an specific system for that, but if one is needed I'll certainly use some flavor of OSR. But hopefully it can be used across several systems.

Leave any questions in the comments and I'll answer them to the best of my ability!


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