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In 1981, while I was attending Princeton, I created the world of
Narth as my first roleplaying campaign. Originally run under the
auspices of the Whig-Clio Simulation Games Union (now The Princeton Games Union),
I really didn't expect it to last beyond my senior year of college
in 1984. But to my surprise it has kept going strong through nearly
two decades of evolution and growth, as well as through maybe twenty
or so players. In the course of that growth, it has spawned at least
three subcampaigns, including Narth 2000,
which was originally run both on Apple's now-defunct eWorld network
and on IRC.
This page is here for the use of the players in my current
campaign. It is intended as a reference, their way to access a
lot of the material that otherwise remains relegated to two
bound volumes and a massive 3-ring binder sitting on my
bookshelf at home.
I used to have a notice here warning off TSR's lawyers, given
that now-defunct company's hostile attitudes towards online AD&D
sites. However, when they were bought out by Wizards of the Coast,
their online policy became quite reasonable. Most recently -- that
is, since Wizards was bought out by Hasbro -- there doesn't appear
to even be a D&D/AD&D online policy at all any more! (Believe me,
I've searched their site -- the closest I've been able to find
was an extensive online policy for Magic: The Gathering pages.)
The Evolution of Narth
Narth had a complex origin. My original goal was simply
to create my own campaign setting after playing in a friend's game for the
best part of a year. However, I wanted to make use of all the fragmentary
background implicit in the original AD&D Player's Handbook and
Dungeon Master's Guide to create it, so that I could drop things
like the artifacts into the game without having to change their histories
or backgrounds to fit my world's history. So I pored over
those two books page by page, writing down every name, country, city
or other scrap of information from Gary Gygax's original Greyhawk campaign
which had made its way into them. I ended up filling an entire pad of
legal paper with my scrawled notes.
I was also a little disturbed by the homogeneity of the typical D&D
fantasy world -- white humans everywhere, with the occasional Chinese
monk. That was boring -- as well as vaguely racist. (It didn't
help that this vaguely racist stand was in fact official TSR policy
at the time. Some years later I tried to offer Dragon Magazine
an article on using human racial types in a game world, and got told
frankly, "that's what we have demihumans for.") Anyway, I wanted
every human culture represented in some manner. That would also let me
use all those neat religions in Dieties and Demigods that made
no sense for white Europeans! Yeah, yeah... that's exactly
what I wanted! (And for those white Europeans, I used the earliest
versions of the Greyhawk gods and the original pantheon of the
Forgotten Realms, both of which were published in Dragon Magazine
in the early 80s. It was only several years later -- between 1985 and
1987 -- that I began to create Narth's own native
pantheon.
I knew even before I first started sketching maps that I couldn't
fit everything that I wanted on one continent (nor did I want to, so
I began to build a whole planet... I used the only inhabited one that
I knew of as a handy guide, but my continents were wildly different,
and to hell with human history. If I wanted Babylonians next to
Sumerians next to a pseudo-Islamic Arabian Nights-era Middle East-like
zone next to Egyptians with pyramids, then by cracky that's what I was
going to have. Some features carried over -- can't have Egyptians without
a Nile River, can't have caliphs and minarets without a handy desert --
but for the most part my geography was original. I did research on real
terrain and geology to make sure I didn't do anything too stupid (at
least, not without an in-game reason), and at the same time began
mapping out ocean currents and typical weather patterns (based on
other researches -- the Princeton University Library system is a
wonderful resource!). I even tried to address the perennial
ecological question of "what do all those monsters eat besides
adventurers anyway?" (I made up a small, fast-breeding, very prolific
and highly adaptable animal much like a rabbit, which sat on the food
chain above grass -- or lichen for the cave-dwelling version -- and
below mid-sized predators.)
At the same time, I started working up a timeline for the world, using
all the information I had cribbed out of the AD&D rule books. The
concept of Narth at this stage was a naturally-formed planet inhabited
by races that at least had the appearance of evolving in their various
environments -- gnolls and humans in the local analogue to Africa,
elves and orcs in "Europe", and so on. Basing its scale around the length
of approximately 10 generations of Grey Elves -- in order for there to be
something in the distant past for them -- I ended up with
20,000 years of history, both recorded and not, including the first
"historical" appearance of each race and the reasons for the various enmities
and alliances found in AD&D's racial likes and dislikes table. I also wove
into the history (and the "current events") a lot of the Greyhawk information
I'd distilled from from the First Edition AD&D books. This, more than
anything, shaped the "European" area of the world, now called "West
Jadiwan".
When several years later I created the "native" gods of Narth, I
rebuilt the world's origin and history to go
along with them. But I chose not to change the cultures or geography
in place -- that would have to wait for Narth
2000.
I have to admit I did get rather obsessive during the initial design
phase -- I remember spending the best
part of a week allocating resources and shortages to various nations in
the West Jadiwan Continent so that I could work out trade routes, political
relationships and the like. I decided that I wanted to give my players,
whoever they would be, a chance to visit places other than "Europe", so I
set up limited intercontinental shipping. This required sophisticated
navigation, which required advanced timekeeping devices not available at the
period of history I was emulating, so I ended up creating the concept of
the "magical chronograph" -- my first step into what would later become
one of my long running interests in both fiction and gaming: magitech.
That led to the "magic-as-technology-only-more-expensive" facet of Narth,
something I think made it unique at the time; culturally and socially,
the Jadiwan area was pretty much in the equivalent of the early Renaissance,
but those with enough cash could live in a rough approximation of the late
19th or the very beginning of the 20th century as far as creature comforts,
medicine and communications were concerned. (Since then, many game worlds
have used the same conceit, but I like to think that I was one of the
first...) I always planned to use this as the core of a "Haves-vs-Have Nots"
conflict of some sort, a revolution or something, but I never got around to
exploring that aspect of the world.
In any case, it was in this form that my first Narth campaign took shape.
And despite its faults and occasional inanities -- I had several areas of
utter ignorance which today embarrass me greatly -- the world has proven
surprisingly cohesive and believable for the score or more of players who
have spent anywhere from three sessions to fifteen years (as of 2002)
playing therein. Part of the reason for that is that Narth remains a
dynamic place, where things can and do change on a day-to-day basis.
And part of that dynamism has always been a collaborative approach with my
players. Narth as it exists today is as much the work of my players as
it is mine, and they have my eternal gratitude.
This page is dedicated to the first of those players, the six who made
it through the initial year's shakedown games and whose characters ranged
from the standard medieval adventurer types through a Shao-Lin monk all
the way to a transplanted Amerindian warrior:
Table of Contents
You can also check out the Narth 2000
pages for information, but be warned that it refers to a later era
on Narth, played using a different game system. Some of the
material there may not be applicable to the AD&D version of the
game world. What rules are you using?
Narth Classic was created for, and continues to be played in,
Advanced Dungeons and Dragons, First Edition. Some parts
of the game system -- bards and monks, just to name two -- have
been replaced or expanded with rules variants found in
Dragon magazine over the years. Some aspects of the gods
of Narth are handled using Wizards of the Coast's now
out-of-print book, The Primal Order.
Addendum: Limited use of some Second Edition material
has proven not to be disruptive of game play. I will consider
options from the Second Edition on a case-by-case basis; I
do not rule them out. Third Edition is just too different
from First to blend in options piecemeal;
if the game ever goes to Third Edition, it will be rebuilt from
the ground up. What does "Narth" mean?
The actual derivation of "Narth" in the Common Tongue is unknown.
The most reasonable etymology traces it back to the Sidhaisin word "naryth", which simply
means "here". Some claim it is a well-eroded fossil of the
phrase narra(s) irith "Home of Man" from the lore-tongue
of the nomadic peoples who settled what is now Dichoss and Flaness
more than two thousand years ago. Gnomish priests of Meje assert
puckishly that it is in fact a word from the language of the gods
which means "Outside the Hole". The Dwarves claim it comes from
their tongue, via humans mangling their term na-ari-zhath "the
Matrix". What's the difference between a church and a temple?
Within the context of Narth, a "church" is the organized body
which worships a specific deity. A church with little or no
political power, or a very small number of worshippers, would be
called a "cult", but this is often considered a perjorative
term, usually associated with worship of evil or otherwise
inimical deities.
The actual physical building in which worship services are held
is usually called a temple. For those religions which worship
deities with nature aspects or spheres, the site of worship is
usually a grove or a circle of stones, with no other actual
structure erected. Will you be adding more info on Narth to the Web?
In a word, yes. I have a lot of background information that
isn't exactly necessary for players to create characters
and join the game, but which provides a lot of added detail and
flavor to the world. As I get around to typing it up, I will add
it to my little miniweb here.
Furthermore, I am hoping to add some VRML pages to the Narth and
Narth 2000 areas here. My goal -- which may be unrealistic at
this point -- is to provide views of at least parts of some of
the other planes, particularly
Godsland. Of course, I need to learn how to design/program in
VRML first... Wish me luck! I have a question about Narth...
Narth is the work of nearly 20 years of continuous development as of 2002;
it would be impossible to put everything here, at least at
first. If you have a question about some aspect of Narth, you
can email it to me. I'll
answer you in email, but if the question is of general interest
and the answer gives a better picture of the campaign, I'll add
it to this web page (and give you credit for asking it!). |
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This web page is Copyright © 1997- 2002, Robert M. Schroeck. Narth and Narth Classic are trademarks of Robert M. Schroeck. The Primal Order is a trademark of Wizards of the Coast, Inc. AD&D is a trademark of TSR, Inc. eWorld is a trademark of Apple, Inc., but since it's now down the tubes, I suspect that they won't be using it much any more... |
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