Check this out:
Found it in my big bag of spare dice.
I like to think that the dice gods said, “Nope, rolled poorly too many times.”
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New worlds for you |
Check this out:
Found it in my big bag of spare dice.
I like to think that the dice gods said, “Nope, rolled poorly too many times.”

Art for Pathfinder “Hell or High Water” book; artist uncredited
The savage continent of Tarakona, where draconic races battle for supremacy!
The fearsome, combative, plains-dwelling Kala people (think lizardfolk) send spellcasters into battle along with their warriors and archers. The kala warcaster is a ranged support fighter, corralling enemies with walls of force, churning up ground into difficult terrain, and blasting enemies that get too near.
Because Tarakona is designed as a foreign, unexplored continent, the warcaster uses unique spells, outlined in its stat block.
If you’re dropping the warcaster alone into your campaign, it livens up a battle with its unusual tactics.

Text version of stat block:
Kala Warcaster
Medium humanoid, lawful
- Armor Class 11
- Hit Points 25 (5d8 + 3)
- Speed 30 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:—:|:—:|:—:|:—:|:—:|:—:|
|10 (+0)|12 (+1)|13 (+1)|12 (+1)|15 (+2)|11 (+0)|
- Proficiency Bonus +2
- Skills Perception +4, Nature +3, Medicine +4
- Senses passive Perception 14
- Languages Draconic
- Challenge 2 (450 XP)
Spellcasting. The warcaster is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It casts from a non-standard spell list, so its standard combat spells are listed below.
Actions
Blast of Overwhelming Force. Melee Spell Attack: +4 to hit, reach 10 ft., one target. Hit: 6 (1d8+2) force damage, and the target must make a DC 12 Consitution save or be pushed back 10 feet.
Prayer of Blessed Healing. Up to 3 creatures the warcaster can see within 50 feet gain 2d4 temporary Hit Points.
Perimeter of Total Defense. Concentration, up to 1 minute. The warcaster creates an invisible wall of force 10 feet high, 1 foot thick, and up to 30 feet long, which can turn 90 degrees every 5 feet as desired. The wall can be enclosed on itself. The wall has Armor Class 10 and 20 Hit Points.
Corruption of Firm Ground. An area 30 feet wide shakes and crumbles, becoming difficult terrain. All creatures within the area are knocked prone and must make a DC 12 Dexterity saving throw or take 1d8 thunder damage.
Tactics
The warcaster uses corruption of firm ground on enemies as they approach, then perimeter to keep them away from allies (especially archers), switching to prayer if enough allies are damaged. If an enemy gets within melee range of the warcaster, it uses blast then moves 30 feet away.
I’ve run across a surprising number of people who will design a tabletop RPG, then publish it without doing any playtesting. I’ll admit it: I was one of them.
To be clear, I’m not talking about folks who throw together a simple RPG, then publish it on their blog as an early draft for feedback. And I’m not talking about people working against a contest deadline.
I’m talking about designers who never playtest. This post is for you.
Why should you playtest your games?
It’s clear to you, and it looks like it will be clear to other people. But folks have all sorts of different experiences and exposures to games. You may use terminology they’ve never come across.
Even beyond that, writing clear rules is hard. It’s very easy for players to find loopholes, or interpretations that let them break the game.
That dice mechanic that seems so elegant in your head will work great in the scenarios you’ve thought of, but what happens when someone pushes it? What happens with a group of jokesters, or serious RPers, or GMs who like to throw very hard challenges at the players?
How many bonuses can someone add to that die roll? Can a PC overwhelm the odds?
So far, I’ve been talking just about atomic pieces of the game. All the pieces of your game have to work together. Those interactions can cause all sorts of havoc in the actual game.
Here’s an example: the rules say you can apply bonuses from “relevant skills” to a die roll. What happens when a PC builds all of her skills around a certain task, then applies all of them to the same roll?
Or let’s say you’re making a traditional epic fantasy, dungeon crawling game that includes healing potions. Have you looked at the price of healing potions, and made sure that PCs aren’t making enough in treasure to just load up on 10 healing potions each before every encounter?
This may sound counter-intuitive, but bear with me. Let’s say you have a reasonable idea for a mechanic in your game. Write it down, then move on to another part of your game. Don’t spend lots of time fiddling with the math. Write down a reasonable mechanic, then playtest it. Playtest it as much as possible. The playtest will tell you how the math should work, and any weaknesses in the rules themselves.
Adjust based on player feedback, not based on the voices in your head telling you how it should be.
As part of the draconic Tarakona setting I’m building on this blog, today I introduce in detail the Kala, fierce humanoid lizards who live in the plains of the world.
Created as laborers, Kala are, as a whole, strong but not bright. They have capitalized on these traits by developing a strong warrior culture of hunters and soldiers. For their first few generations, they established small clans of 20 to 50, each led by a chief, living off the bounty of the western grasslands.
Then came Dak One-Eye, who carried the magic hammer Thundermaker. This hammer was given to him by the god Ahm, who instructed Dak to unite the Kala as one empire under his name. The other clans quickly fell under Dak’s banner, forming the Empire of Ahm. Dak received many other visions and teachings of Ahm, which evolved into a complex religion.
Quickly conquering the western plains, the Kala established a thriving, spirited civilization now divided between industrious city-dwelling Kala and their wilder nomadic cousins, though it is not without its own internal squabbles.
The empire is led by the Charl—currently Charl Torren of the Piercing Gaze. According to the Fourth Scroll of Ahm, the Charl must be “warrior in spirit, noble in bearing, fierce in war, decisive in home, and dedicated entirely to preserving the worship of Ahm.” This is generally interpreted to mean a strong warrior with a level head and respect for religion. Torren certainly combines these attributes, though he’s a better administrator than a fighter. This reputation has earned him some enemies among the war-chiefs.
Just below the Charl in rank are the priests and priestesses of the Eight Orders of Ahm. Each gender has its own religious role. Males (korani) serve as lay counselors and perform basic rites like the Seventh-Day Naming of the Child. Only females (dessen) may dance the holy dances and participate in the holiest of rites directly to Ahm. The high council of dessen also choose the next Charl when the current Charl dies.
Charls rarely die of old age. This remains an open secret.
Just below the priesthood sits the warrior class. Organized into battalions named according to their originating clan, battalions are led by war-chiefs. Each battalion votes for its war chief, though these elections are usually far from fair.
At the moment, the most powerful clans include Piercing Gaze, Everstride, Deep Shadow, and the Thousand Spears.
The rest of the Kala population is made up of the common class, including all the usual suspects: potters, weavers, ranchers, etc. Kala are omnivores, but favor meat. Since so much of the continent has been domesticated, most of their food comes from ranching and herding of slurn, a large, cattle-like lizard. Farming is looked down upon as an occupation too tied to one place, though some vegetable and fruit gardening occurs, particularly in the cities.
Every clan specializes in a particular craft, though several clans may practice the same craft.
Kala love rocks and stones, attaching great significance to the shape of stones, and often carrying one with them as a sort of totem. They will often set up standing stones to absorb evil or as sites of worship, believing that powerful spirits are attracted to them.
Kala live in clans. Adolescents are encouraged to explore strong relationships but remain sexually celibate. Upon maturation, males and females are “bonded,” which is roughly equivalent to a marriage ceremony. Kala bond deeply to their mates, to an extent that may be physiological. Infidelity is a capital crime for both involved. Kala reproduce ovipariously (by laying eggs), and both parents watch over the eggs.
However, Kala young are raised by the clan. Mothers are expected to care for their infants themselves, but after weaning, parentage is mostly ignored. Adults self-organize into disciplinarians, care-givers, trainers, and so forth.
Kala live in either large, sprawling cities miles wide, with buildings rarely more than 2 stories high, or in nomadic camps. Predictably, nomadic Kala look down on city-dwellers as soft and living lives unfit to traditional values, while city-dwelling Kala see themselves as modern and much more economically powerful than their scattered nomadic cousins.
Kala cities are usually built of adobe or simple brick. What was once a clan on the plains is now a group of several dozen Kala who live in a complex of squat buildings surrounded by a low stake wall. Each clan works a particular trade, from weaving to weapon-making.
The average Kala has a spirited personality, given to strong emotions. They are not the savage brutes often painted by other cultures. Instead, they lust for life and vibrant experiences.
This helps to explain their many festivals and generally loud culture. As the Kala saying goes, “It’s not a proper festival unless a dish has been broken.”
Because companionship enhances emotion, Kala make excellent friends, and indeed they often jump into friendships without much judgment.
Most Kala are highly religious, though most outsiders have a difficult time deciphering Ahm rituals and festivals, which operate according to a highly complex schedule.
According to the only two historical records we have of his early life, Dak One-Eye was just another energetic clan chief until receiving Thundermaker. His early revelations about Ahm concentrate on the importance of uniting the Kala race under one banner for Ahm’s glory. Later teachings take a much more pacifistic tone, particularly in the Eighteenth Revelation.
At the time, Dak’s teachings about pacifism were revolutionary, and caused much debate within the Kala wash-tents. However, Dak carefully phrased pacifism not as a lack of conflict, but as necessary for the survival of the race. As is explained in lines fifty-three through sixty-one and seventy-six through eighty-one of the Eighteenth Revelation:
In war there is fighting, yes
But is there not also death, not only of lives but also of nations?
Are the lives of all to be risked, year after year, generation after generation, without end?
No warrior wins every battle.
No feeling surpasses that of proof of arms
Of feeling victory over your foe with the might of claw and arm and leg
And can we feel this only in war?
We are warriors, yes
And we are more, far more, infinitely more.
…
We must survive,
To survive we must stand firm,*
To stand firm we must build,
To build we must not step onto the battlefield.
We will preserve our warrior’s spirit
In a thousand other ways.
* There is no direct translation for the term here translated as “stand firm.” The closest equivalent means to remain successful over a long period, despite drawbacks and enemies.
Ahm’s teachings can be usefully analyzed along the same gender division of the korani and dessen. The korani lay teachings emphasize self-discipline, self-reliance, self-control, and zest for raw emotion. These are taught during daily lessons given by the korani, who also typically teach in the informal neighborhood schools of the Kala (though these are gradually being supplanted by tutors and “professional” teachers, which has caused much concern). The dessen oversee the three-hour weekly rites attended by all Kala at temples or shrines, and dessen lectures emphasize pacifism and the importance of preserving Kala race and culture.
The major festivals of the Kala include (but are by no means limited to):
If you encounter a Kala raiding party, it will generally consist of a handful of warriors, archers, and warcasters, led by an elite warrior. The warriors will swarm the most physically powerfully enemy, directing their archers to do the same, while the warcasters keep other enemies at bay. Once the first enemy dies, the warriors leap to the next most powerful enemy in turn.
Nomadic clans often want information on rival clans nearby; this can be as simple as a scouting mission or as complex as infiltrating and “helping” the other clan.
Whenever you visit a Kala city, you’re likely to find it in the middle of a religious celebration. There are many opportunities for conflict here, such as the theft of a religious item or a mysterious death during a feast.
I’ve put everything I need to run a Dungeons & Dragons 5th Edition encounter on one page, with enough space for 40 monsters (4 different monster types, and 10 individual monsters for each type).
This doesn’t include every stat for every monster; just the stats that I need for 90% of my encounters: Hit Points, Armor Class, speed, initiative, attacks (attack bonus, average damage, damage roll, and damage type/special options), and special abilities.
There’s also an initiative tracker on the side, numbered from -5 to 25. Just write down where each creature is, and you can just glance down to see who’s where. There’s even a round tracker.
I’m building a setting on this blog: Tarakona, a continent filled with draconic races.
Today I’m going to flesh out the continent’s history. To understand any world, it helps to understand where it came from. If you know which elements forged it into its present shape, you can grasp it that much better.
However, a world intended for a tabletop RPG has specific requirements, different than what you need for a novel.
First, the world has to provide plot hooks. All the “fluff” in a game should provide plot hooks, in my opinion: material that can provide the backstory or motivation for an adventure.
Second, the setting has to provide dungeons. I don’t mean that literally, nor is it just because of the legacy of D&D. The PCs will need iconic areas to explore and have their adventures in. Even games that don’t involve heroic fantasy or dungeon crawling need iconic environments: dusty libraries and long-forgotten crypts in a Cthulhu investigation game, for example. The setting has to provide for the presence of those environments.
I’ve already established that dragons ruled the continent some centuries ago, and created the races that currently dominate it. But every epic fantasy world needs ruins and dungeons of past empires, and it’ll be difficult for GMs to run a game in a world where all the ruins are scaled for dragons.
So, let’s add some races that came before: humans who grew too powerful. What destroyed them? Let’s echo the downfall of the dragons by having them destroy the humans who came before.
On to our history:
Tarakona was a primitive, untamed wilderness. Huge monsters roamed the jungle-covered land. Eventually, humans arrived and killed off most of those monsters, though many were driven underground or to remote areas. Few records of this era survive.
Plot hooks=: A newly-discovered record hints at an ancient monster driven underground, now living in caves like Morlocks, their internal organs valuable for spell components.
Great empires grew during this time. Men built massive cities and fortresses. Armies fought until they were united under Grand Emperor Koss. Under Koss and his descendants, lords squabbled and fought, but never put the entire nation at risk.
Most people viewed magic with suspicion, and the state increasingly disfavored it. This eventually led to the Sorcerer’s Rebellion. In their search for freedom and vengeance, wizards unleashed massive powers, leveling whole nations and throwing Tarakona into chaos. Great cities fell into ruin and sank into the jungle.
Plot hooks: Koss and his descendants ruled with a famous scepter, long thought lost; a recently-discovered map shows its location. Five artifacts were used to destroy whole cities during the Sorcerer’s Rebellion; someone has found an old, heavily trapped ruin that contains one of them.
After the dust settled, the surviving wizards set themselves up in power. Frankly horrified at the vast destruction they and their peers had wrought, they pledged never to use spells of mass destruction again.
For the next few centuries, the High Wizards retreated into their towers, devoting themselves to magical research. Their minions built fantastic palaces, impregnable fortresses, and secret underground laboratories.
Then one High Wizard grew powerful and distrustful. He allied with a few other spellcasters and summoned the dragons in an attempt to wipe out the other High Wizards.
Plot hooks: An old, fallen tower from the Days of Magic has been discovered; it’s full of valuable artifacts…and magically-animated guardians.
The dragons fought for the wizards in a long war. The remaining humans and humanoids either died or emigrated to other continents of the world. Eventually, the dragons turned on their masters and killed them all, leaving Tarakona solely to its dragon masters. The dragons settled in their former masters’ homes, and used the wizards’ abandoned laboratories to create many lizard-like and draconic servant races.
Dragons and dragonkind spread throughout Tarakona, settling every corner of the continent. The dragons ruled with absolute power, sending Kala into vast battles purely for the dragons’ amusement, toying with craven lizardlings, and driving komodos deep into the dangerous old ruins for forgotten magical lore.
Then, mysteriously, a few centuries ago, the dragons began to weaken. Some died; some left. Nobody knows why; the dragons murmured of a dozen different reasons, few of them compatible.
Once the dragons grew sufficiently weak, the many servant races seized the opportunity, rose up, and killed their masters.
Fifty years of civil war followed, and the races eventually settled into stable clans and empires. The wars died, and over the next century, things slowly settled. Occasional battles marred a period of general peace and construction. Today, each of the three primary civilizations of Tarakona is sufficiently mature to attempt true mastery of their entire continent.
Now, each kingdom needs adventurers.
Plot hooks: An oracle prophesies that the dragons will return in one year unless certain conditions are met. A dragon’s lair has been unearthed.
Far off in the distant sea, a lost continent sits and broods. Cut off from the rest of the world for centuries, its draconic races killed their dragon masters and developed unique histories and culture over the past century and a half. But now they face a new threat: the dragons have returned. And now these strange creatures need adventurers.
Tarakona can be dropped into any fantasy world, and I’m developing it here, in the open. I’ll build it according to the following principles:
So, what is Tarakona? Let’s give you a high-level history to get you started.
Tarakona is a continent dominated by draconic races: versions of kobolds, lizardfolk, and similar creatures magically created by powerful dragons to serve them. There are no humans, elves, dwarves, or other humanoids (until the PCs arrive). These draconic races spent generations toiling for the dragons as slaves and pawns.
The powerfully-built kala were built for battle, their masters breeding whole armies that they would send against other dragons in battles over trifling bets, but which cost untold kala lives. The strange komodos spread throughout the continent, gathering rare spell components and braving dangerous creatures to research magic (and learning a few secrets themselves). The servile lizardlings served the dragons directly, fetching food and providing innumerable forms of entertainment for their masters.
Then, a few centuries ago, the dragons weakened. Some wasted away and died; others flew away; some simply disappeared. Nobody knows why. Dragons murmured of a dozen different reasons, none of them matching each other.
Eventually, the dragons weakened enough that their slave races rose up and slew their masters. Civil war inevitably followed, until finally the races stabilized into three great empires. Despite occasional skirmishes, they have spent the past century and a half developing their civilizations.
The kala seek out new experiences and vibrant emotional experiences, and they evolved into a nomadic people, dozens of tribes swarming across the plains and lightly-forested foothills in the northwest of the continent. Komodos established a secretive empire built around magic and blood sacrifice, their stone ziggurats sprouting out of the jungles and swamps in the center of the continent. The lizardlings, meanwhile, built sprawling, highly developed cities in the south, where you can find any entertainment you can imagine…for the right price.
But now a new war looms, and the draconic races cannot face it alone. They need outside help.
They need adventurers.
To use this now: use your system’s stats for lizardfolk (kala), kobolds (lizardlings), and yuan-ti (komodos), and set up the lizardfolk as a Mongolian-style civilization, the kobolds as a sprawling, Indo-Chinese civilization, and the yuan-ti as an Aztecy civilization. That’s not going to be quite as interesting as what I’ll develop here, but it’ll get you started.
Much more to come!