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
Saturday, August 01, 2026
One (single magic item) to rule them all
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.
---
Most tables were adapted or inspired by from Dark Fantasy Places.
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!
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.
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.
Monday, November 17, 2025
The progenitors (Prismatic Planet)
Thursday, November 13, 2025
The shelters (Prismatic Planet)
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.
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.
Monday, October 13, 2025
Prismatic Planet - Table of Contents
- Humanoids
- Insect people
- Beasts (incl. dinosaurs)
- Robots and AIs
- Prismatic Worms
- Oozes
- The Progenitors
- Great Ones
- Enclaves.
- The City of Evil (draft)
- The Black Hexagon
- The Shelters
- The Underworm
Saturday, October 11, 2025
Prismatic Planet
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.
Wednesday, April 02, 2025
Minimum viable setting
You'd still need a few random tables of relevant details, so you don't need to keep coming up with new ones on the fly. For example: