WORLD OF OHR
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GAME MASTERS GUIDE

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WELCOME GAME MASTERS!

Hello and welcome! You are a trial game master or a full-fledged game master in the World of Ohr Living Campaign. We invite our players to become game masters and to run games whenever they’re able to do so. However, unlike most settings the goal of this game is to provide a consistent world and setting. It’s the perception of the world being related by the events the players take part in that drives games forward. Someone can do a smattering of random episodes and situations that have nothing to do with one another in any game. We don’t just want this to be ‘any game’. We want to have a server that truly lives up to being a living campaign where actions matter and there’s a tempo to the events that players experience and the things they can achieve.
The World of Ohr is a dark and dreary setting with a focus on recreating the feeling of old school gaming. I can describe our setting and world building project as a mixture between Lord of the Rings, Conan the Barbarian, and Lovecraft‘s works of existential fiction. The greatest challenges that players will face are the alien horrors from the dreamer’s realm, they act as the primary antagonists of the setting and often prove to be the most difficult encounters players face while adventuring in Ohr.
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Technology such as firearms exist in the world but they are scarce enough that players should rarely encounter these things. Dangerous ruins, ancient cities, half-destroyed and forgotten temples, and dungeons long lost are the primary places where players will explore. When creating adventures or designing monsters keep in mind that someone should consider more traditional fantasy tropes as the go to themes for this setting. Alien horrors should be used sparingly during adventures so that when encountered they are a terrifying force to be reckoned with.

RECOMMENDED READING:

  • The Black Company by Glen Cook.
  • The Scarlet Citadel by Robert E. Howard.
  • Red Nails by Robert E. Howard.
  • Hour of the Dragon by Robert E. Howard.
  • Beyond the Black River by Robert E. Howard.
  • The Sword of Skelos by Andrew J. Offutt
  • At the Mountains of Madness by H. P. Lovecraft.
  • The Crawling Chaos by H. P. Lovecraft.
  • HATE graphic novel by Adrian Smith.
  • The Lord of the Rings by J. R. R. Tolkien.
  • The Hobbit by J. R. R. Tolkien.
  • Wheel of Time series by Robert Jordan.
  • A Wizard of Earthsea by Ursula K. Le Guin.
  • Wizard's First Rule by Terry Goodkind.
  • Anything related to Fafhrd and the Gray Mouser by Fritz Leiber.
  • Tales of the Dying Earth by Jack Vance.
  • The Chronicles of Amber by Roger Zelazny.
  • A Song of Ice and Fire by George R.R. Martin.

RECOMMENDED FILMS:

  • Centurion
  • The Scorpion King Films
  • Conan the Barbarian
  • Ladyhawke
  • The 13th Warrior
  • Krull
  • Fire and Ice
  • The Sword and the Sorcerer
  • The Black Cauldron
  • Deathstalker
  • Hawk the Slayer
  • Clash of the Titans
  • The Warrior and the Sorceress
  • Jason and the Argonauts
  • The Golden Voyage of Sinbad
  • Highlander
  • Solomon Kane
  • Brotherhood of the Wolf

GM ETIQUETTE 

​In order to keep things civil and respectful, make sure you refer to these guidelines below.
  • Your number one priority as a game master is to run a good game.
  • Manage your game. Players should only be talking on their turns during combat. Control your digital table, especially if they get too rowdy.
  • You need to manage conflicts that come up during or after a game.
  • Remind people that the objective of why we're all here is to have fun and to explore/build a world together.
  • You have permission to mute players who are complaining or escalating conflicts to an unreasonable level.
  • If you come across a player or a situation that you're unable to handle or you think something else needs to be done, contact @Ridrith.
  • As Game Masters, you're the leaders of the community. Rather we like it or not that is the role we often have to play. If you see people calling out new players, insulting them, or arguments cropping up in public channels please address these issues yourself or contact Ridrith. It's one thing to joke and have fun with people you know in a private voice channel. It's another story when it's happening in front of a server to a person who might be totally new to this type of experience and getting made a fool of.

BEFORE RUNNING A GAME

1.) HAVE A STORY - Players need hooks and reasons to go and do the things they're doing. A Death march into a dungeon is one thing, but if you're running a game for players outside those particular instances you need to make sure you have something in mind. There should be a bigger plot and just not a random/incoherent mess of a game thrown together for the sake of combat. You should always try to have a tale to tell.
2.) MESSAGE RIDRITH - I want to know what you're planning on running, what sort of story are you telling? What are the objectives of the game? What is the point?
3.) BRIEFING - Once you've contacted me we'll run through a few things to make sure the game is somehow connected to the larger world or the area that the players are currently exploring.
4.) RESPECT THE SETTING - Remember that the stories you create are your own, but the world is already here. It's expected that you work within the confines of the sandbox. Magic is rare and terrifying, magical weapons that speak to you do not exist. The world needs consistency so keep that in mind when you're writing adventures.

AFTER SESSION SUMMARIES

After session summaries are used to provide a recap of things that happened in your game so that you may collaborate with other GMs on the server. From time to time we also take these and compile a 'newsletter' on the Iron Circle News page to showcase the things going on in our games. The #session_summaries channel is where you will be posting these. Use the following format when doing so:
  • Session Name:
  • Player Deaths:
  • Session Date:
  • Players Who Participated:
  • Notable Loot:
  • Experience Points Earned:
  • A summary of the events that transpired during the game, written in a creative/journal like form:

SETTING AND STORY RESOURCES

   Barbarism is the natural state of mankind," the borderer said, still staring somberly at the Cimmerian. "Civilization is unnatural. It is a whim of circumstance. And barbarism must always ultimately triumph."
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Robert E. Howard, "Beyond the Black River", Chapter VIII: Conajohara No More (1935)

SETTING THEMES:

  • Individualism - Rebellion against the natural order of the world. If someone has to rule, why shouldn’t it be you? Characters are adventurers, heroes, larger than life. At least they think they are. They should want to throw out the rules of society to make an ideal life for themselves.
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  • Grimness and Realism - A grim, realistic setting, but with fantastic elements like monsters, magic, and gods. Monsters, truly dangerous foes, should be limited in their uses. There should be a focus on the darkness of humanity. A man can be just as deadly and cruel as any monster.

  • Hate & Violence - This is the nature of the world. Violence is a way of life in many places of the world and one should often apply dark anthropomorphism when dealing with monsters and obstacles that impede the character’s lives. These enemies should be enemies who hate, but must be hated in return.

  • Helplessness & Hopelessness - When facing the cosmic horrors and star-demons that have flooded into the world, every victory is always only ever going to be a minor setback to the enemy. Victories are temporary, and they will almost always pay a price for it.

  • Unanswered Questions & Sanity’s fragility - The reality of the world bends at the will of the King. Those who try to understand it will often go insane.

  • Sword & Sorcery - A focus on fast-paced action in a quasi-mythical world. The stakes in this world are personal, the danger often times confined to the singular moments that the players are experiencing. The characters are not heroes that are interested in saving the world. They want to live in it. To rule it. That doesn’t mean they’re bad people. It just means that they’re fool-hardy and will some times help those out of a sense of duty but generally only if it benefits them in some meaningful way.
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" Monsters exist, but they are too few to be truly dangerous. More dangerous are the common men, the functionaries ready to believe and to act without asking questions."
​- Primo Levi
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MONSTERS & MEN - TRUE THREATS OF OHR

COMMON THREATS

​Men are just as dangerous as any monster if not more so. The mortal races threaten and enact horrendous acts of violence on one another at every corner of the known world. Humans, especially, are oftentimes at the heart of many of the problems that the people of Ohr face. They possess the capacity to do good in the world but on Ohr it’s often far easier to carve out your own existence by using violence, intimidation and influence. These things should be kept in mind when creating adventures, bounties, or campaign missions. The lists on this page aim to give game masters an idea of the creatures that are most common in the world, those that should be used sparingly, and restricted creatures, which means they are NOT to be used during normal games under any circumstance. These foes are so rare or specific to the setting that only the Proprietor of Ohr can determine when they are appropriate to use. These lists do not represent every single creature that exists on the World of Ohr.
Slavers - Primarily men, but many of the other races find the trade to be an extremely lucrative business practice.
Thieves -  Some work for guilds, others are simply trying to make a living.
Mercenaries - Mercenaries, when not working, often find themselves at bars getting drunk and into trouble.
Assassins -Kills for profit can many times find themselves at odds with the local law-abiding populations.
Pirates & Bandits - Sky, water, ground. It doesn't matter. Pirates and bandits can be found in many locations.
Political Scheming - Politics and plays for power are central themes of the world.
Beasts - Primeval beasts and creatures are plentiful in the wilds of the world, saber tooth lions, large reptiles, snakes and more.
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THE PETTY KINGDOMS - THE PRIMARY SETTING AREA

The Hwn military is a highly organized institution with a clear cut system of rank, and a number of different divisions of the basic unit, the legion. The Hwn Empire itself controls ten distinctly different legions, with the five trade houses of Azir each controlling a legion of its own.

  • Hwnish Legion: 5,500 Soldiers - Subdivided into ten units called 'cohorts'.
  • Hwnish Cohort: Nine of the cohorts have 480 soldiers. The cohorts are further divided into six 'centuries'.
  • Hwnish Century: Each century consists of roughly 80 soldiers, each century is also commanded by a 'Centurion.'
  • Ranks: Imperator - Legate - Praetor - Tribune - Centurion - Legionnaire.

    The Legions of Assai (Empire Legions):
  • Legion I - Primo Mors: Vanguard of the Empire, most prestigious legion. Centurion: Akriel Ticinius.
  • Legion II - Insidias Lupus: Ambush & Scouting legion of the empire. Centurion: Titus Arminus.
  • Legion III - Saltatio Mortis: Vanguard legion, known for their dual wielding fighting style. Centurion: Decius Ursus.
  • Legion IV - Ignis Dei: Auxiliary legion known for their use of firearms. Centurion: Cassia Rex.
  • Legion V - Servus Legio: Slave legion, made up of prisoners and impoverished Nemedians. Centurion: Gallus Castus.
  • Legion VI - Regina Custodi: The Empress's personal legion, masters of ceremonies and guards of Kohren. Centurion: N/A.
  •  Legion VII - Ferrum Domini: Cavalry of the Empire, most recognized for their ornate heavy armor. Centurion: Nazrius Silo.
  • Legion VIII - Corvus Legio: Vanguard legion, known for their use of bludgeon weapons, Northmen elite unit. Centurion: Tolegris the Steelhanded.
  • Legion IX - Honora Canibus: Vanguard legion, known for their unique strategies and weapons. Centurion: Wyrdef Guillist.
  • Legion X - Mortuus Caelum: Vanguard legion, known for their horde tactics and lack of equipment. Centurion: Androx Tur.

    The Legions of Hwn (Trade House Legions):
  • Legion I - House Ticinius: The legion suffered massive losses at the City of Kohren while trying to escape. 380 Soldiers alive. Centurion: Orlist Ticinius.
  • Legion II - House Kantar: The House Kantar legion was destroyed at the City of Gifhorn. Centurion: Arvom Calion.
  • Legion III - House Pedth: The House Pedth legion was destroyed at the city of Carthago. Centurion: Thravius Ironborn.
  • Legion IV - House Domaris: The House Domaris legion suffered massive losses near the village of Almus. 1800 Soldiers alive. Centurion: Daveus Fox.
  • Legion V - House Hestedth: The House Hestedth legion suffered minor losses near the city of Regnum. 4200 Soldiers alive. Centurion: Ruhiel Cortera.
Feudal lords do not adhere to a strict hierarchy, a king is simply the first among equals. Noblemen are obligated to bring a set number of soldiers when asked by their liege-lords. The lords retain nominal control over their own men, many military planning sessions involve negotiating each lord's role in the coming battle, and each lord is allowed to leave after a predetermined amount of time has passed.

Command structure of the armies are generally loose and vary considerably from force to force and battle to battle. Typically, the King and high-ranking lords would call out for all lords to gather their troops for a campaign.  They would appoint a renowned noble to organize and assemble the forces, often referred to as a Field Marshal. Tactics for upcoming battles are often decided by councils of war, consisting of the nobles leading the largest of the forces.

  • Division: 8000 Soldiers - Subdivided into 4 regiments.
  • Regiment: Each regiment consists of roughly 2000 soldiers. Regiments are further divided into battalions.
  • Battalion: Each battalion consists of roughly 300-500 soldiers. Battalions are broken down into companies. Each battalion is lead by a Knight-Commander.
  • Company: Each company consists of 80-150 soldiers. Companies are broken down into squads. Each company is lead by a Captain.
  • Banner: Each squad consists of 8-12 soldiers, each banner is lead by a Corporal.
  • Ranks: Lord General - Field Officer - Knight Commander - Captain - Corporal - Knight - Squire - Footman.


Noble Houses (Lords & Ladies of War)
  • House Meyer - A noble house focused on trade, their martialed forces consisted of 800 soldiers. House Meyer and it's Lord Walfried Meyer vanished on the Night of Prophecy along with the Grand City of Achern. Lord: Eckbert Meyer.
  • House Waldstein - House Waldstein is a prestigious and powerful noble house, they maintain temples and schools of war all through out Ohr. House Waldstein alone is able to martial almost 6000 soldiers, though half of them were lost during a battle with Hwnish forces. Over the years Waldstein has managed to keep their holdings in the Southlands and still stands as one of the strongest noble houses in existence. Lord: Gundolf Waldstein.
  • House Brandt - Brandt is a small noble house located near the city of Neapolis. With a focus on trade, they export and import goods from the city to Kingsmouth and into the Northern territories of the Numb.  House Brandt is one of the only noble houses that have connections in the City of Dulmen. Lord: Wendelin Brandt.
  • House Wolfsohn - House Wolfsohn is a noble house located near Kingsmouth, living on the border of Akkylannie and the Twilight Hills. Originally headed by a Briagothian lord, a powerful Jarl from Hamarr invaded his keep and killed him and his wife. Now, Erwin Wolff lords over the keep and the house. So far Wolff has taken a liking to the life of a noble and continues to honor the late lord's obligations. Lord: Erwin Wolff.
  • House Greve - House Greve is a powerful force in the world of Ohr, they have close connections to the Iron Circle Mercenary Company and often employ the mercenaries for tasks, both for war and protection. House Greve's lord has made a name for himself, he is a ruthless and conniving man who has a distaste for all things Nemedian. House Greve has already made a number of pushes into Nemedian lands, openly attacking their forces around the city of Duranta, Utinum, and Cibalae.
  • House Geschwind** - House Geschwind is lead by the lady Ishilde, a powerful woman whose influence reaches much further than the South Lands. She employs hundreds of Free City folk and deals in the import and export of slaves into and out of Assai. It's rumored that she may be a powerful witch, but no evidence has ever been provided. Unlike in the ruined streets of dead cities, or small outlying villages, there must be proof before accusations of witchcraft can be brought against nobility.
  • House Walbaum - House Walbaum is led by Lord Adolar Walbaum. He has always held fast to the belief that he and his men are as strong as the iron they forge. His house is home to a great many blacksmiths with the knowledge of iron. His men are outfitted with heavy weapons and trained in the use of squad tactics to form impenetrable phalanxes. He has often be criticized for being too slow to advance his army in times of conflict, instead preferring to strategize and minimize his losses.  Lord: Adolar Walbaum
  • House Schmadel - House Schmadel, headed by Lord Raban Schmadel, is said to be Ohr's battering ram. Lord Raban, like his father before him, is a stubborn and aggressive man, often preferring the most straightforward and blunt approach to problems. He has invested heavily in his house's military, preferring heavy armor and even heavier arms. Under his eye the forces have swollen to up almost 5000 men. Although some in his court whisper that he is greatly overextending and has trouble supplying his army. Lord: Raban Schmadel
  • House Freytag - House Freytag is led by Lord Otwin Freytag, a cunning and manipulative man. His house's land is situated between House Schmadel and House Steyer. Due to this he has invested heavily in his house's ability to produce weapons of war to sell to both house's expanding miliaries while relying on them for protection. Lord Otwin has increased the wealth of his house greatly but some believe that his reliance on the other two houses for military aid is a mistake, no matter how much money he saves. His forces make up about 700 men with standard training but with higher quality weapons and armor than most. Lord: Otwin Freytag
  • House Kurrat - House Kurrat is led by Lord Altmann Kurrat, an adamant hunter and a man who himself has said that he prefers a bowstring to a blade. His house's land is a heavily forested area which make it difficult for conventional strategies to be practiced. Because of this his army places a large focus on ranged companies. His small infantry force, outnumbered by his archers by almost 2 to 1, employ light armor and focus on mobility. Their job is often to draw their enemies into killzones and ambushes set up by the archers. His force is about 1700 men strong. Lord: Altmann Kurrat
  • House Fellerer - House Fellerer, lorded over by Lord Hildemar Fellerer, is located near the center of Tir Brannon which has led to the belief that they are largely safe from external threats. Due to this House Fellerer has expanded the education and training of their common citizens, producing a great many craftsman and artisans, while placing less emphasis on their martial strength. Lord: Hildemar Fellerer
  • House Kroll** - House Kroll is found on the western coast of Tir Brannon. The house has strong maritime traditions, despite the massive reduction of Tir Brannons navy since the introduction of airships, and is led by Lady Eloise Kroll. She has tirelessly worked to restore Tir Branon's navy to its peak, a cause many see as futile but is largely supported by the people under House Kroll's rule. Her efforts to restore the navy have largely been hindered by the Royal Navy Of Vosnia, who still largely rely on the use of ships and have turned to piracy to survive. Lady: Eloise Kroll
  • House Horn** - House Horn is situated on the eastern mountain ranges of the Assai Empire and is led by Lord Roderick Horn. The house enjoys plenty of border friction with Assai and has, over the last few years, worked to develop trails and passes through the mountains to increase their odds of winning if the Hwn should invade. Their forces utilize light-medium armor which offers them good protection but doesn't prevent them from navigating their mountainous home. Lord: Roderick Horn
  • House Austerlitz - House Austerlitz, led by Lord Geril Austerlitz is famed for its unconventional tactics and strategies. Instead of making use of conventional strategies, such as troop formations and flanking attacks, they prefer to use their gadgets and tools to their advantage. The land that Austerlitz controls contains a great many alchemical and chemical ingredients which likely contributes to their reliance on more outlandish strategies. It is not uncommon to see their forces employ the use of smoke bombs and blinding powders, for example. Lord: Geril Austerlitz
  • House Rothman** - It has been said that among the ranks of the Rothman forces you can find more doctors and hunters than soldiers. Lorded over by Aubin Rothman, this house has long been considered a "Jack Of All Trades". Their belief is that many different skills allows for a more adaptable army. Due to their recruitment from almost all professions and the lesser focus on training they employ the Rothman force has a staggeringly large amount of manpower, although their level of skill is up for debate. Lord: Aubin Rothman
  • House Bern - House Bern is an odd house, believing that wars are not won by sheer numbers but by generals and information. Their forces, although small in number, are elite and trained to the utmost peak of physical might and lectured to no end on strategy. Besides their main force, they wield an impressive army of assassins and spies. House Bern would rather murder a general and a king in one night than smash down a city's walls over a month. Lord: Hernin Bern
  • House Steyer - A house located at the northernmost reaches of the Numb, House Steyer has had a long and bitter history with the Northmen that often raid their holdings. Their forces make up almost 2000 men, with a preference on heavy infantry and survival skills. Currently, almost half of their standing forces are engaged in operations to the North, cutting a bloody path through the Northmen. This large military deployment is due to Lord Mathelin Steyer's daughter Maria Steyer recently going missing with Northmen raiders being the suspected culprits. Lord: Mathelin Steyer
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