Flora and fauna of the Moon

The Moon is home to a great variety of creatures, most of which are indigenous to its eldritch orb, but some stem from Earth or other nearby planets, and others originate on strange worlds never touched by the light of the sun.

Common plants of the moon

Many of the lunar plants release swarms of pollen or seed capsules that float on the winds in search of a place with enough moisture to take root. They use wings to maneuver and possess rudimentary sensory organs to navigate and avoid hazards. They serve as the primary food source for a variety of winged insects and predatory plants.

The Alabaster Meadows that surround the Moon’s black seas gain their name from the thin white grass that grows there. 

The mandool trees have fat, round, bottle-shaped trunks that grow to between 12 and 16 feet high and 4 to 6 feet in girth. The grey bark is covered with webbed silver patterns. At the top of the trunks grow short branches with large silver leaves. They usually stand solitary, surrounded by an expanse of grass. The sap of the mandool is sweet and can be fermented into wine.

The druz trees have slim, tall, bone-white trunks that often reach up to 30 feet and are crowned by cone-like bundles of branches packed with small golden leaves. They cluster together, forming copses and small woods. The druz produces nutritious nuts that are enjoyed by both lunarians and batkin.

In the Grey Wastes and the Pale Highlands grows the hardy sark bush. This small plant with rough grey leaves is a rather sad sight, but beneath the ground, it hides an extensive system of roots that dig deep and grow fat with moisture. The sark is very important to nomadic tribes, but many inexperienced travelers have suffered a slow and painful death after failing to filter out the poison from its water.

The yhrn is a tough vine, covered with sharp barbs, that grows in the Grey Wastes and the Pale Highlands. Nomads chew on their roots to increase alertness and dampen feelings of thirst and hunger. 

The insidious gargar, which grows in the Grey Wastes and the Pale Highlands, looks like a dark grey shriveled sphere, perhaps 1’ or 2’ large, and covered in long, fine hairs. When a flying seed or small animal passes within 5’, the gargar opens wide and shoots out a long, thin, sticky tendril to catch its prey. It then closes its shell again to savor the nutrients of its little morsel. 

Image by FSF-Ink.

Common animals of the moon

Animal life on the moon encompasses the same basic ecological niches that are found on Earth, and many other worlds – from micro-organisms and the maniform crawling things in the soil and the silt to herbivores, carnivores, and scavengers adapted to life in the ocean, sky, and among the different kinds of terrain on land. Many lunar animals belong to either a class with arthropod-like characteristics, a family that shares features with annelids as well as mollusks, or a category that shares traits with both reptiles and mammals.

Aerial jellyfish are shaped like globes or saucers. They are filled with gas bubbles that allow them to float through the air. They drag tentacles behind them, which they use to snare their prey.

Gazelopes are slender four-legged herbivores with white, grey, or golden skins and a short proboscis. They are bred as both riding animals and for their meat. Wild gazelopes and those bred for war have long curved or spiral horns, while the other domesticated variants have none.

The vanak are the lesser cousins of the gazelopes, comparable in size to ordinary domesticated goats. These herbivores travel in herds of between a handful and a score. Vanaks are kept as livestock, and wild herds are hunted.

The vashoon are herbivores native to the Alabaster Meadows. They have short legs with sharp claws for digging and are covered in armor shells. Their narrow, wedge-shaped heads end in funnel-shaped snouts that are used to sniff out food. They are considered to be exceptionally filthy animals.

The aihor are twelve-legged serpent-like predators that can become up to 5’ long. They live in the Alabaster Meadows and eat small animals and aerial seed pods.

The Billhog is a lizard-like beast named after its sharp bill. In the Lunarian city-states, they are kept as domestic animals by the plebeians, who eat their eggs and meat. These usually docile animals can be goaded into a frenzy. Young animals can be trained to guard and fight. They can also be taught to perform tricks and parrot simple phrases.

Myrmonts are a kind of immense giant ants, comparable in size to a rhinoceros. They live among the mountains and are used as mounts and pack animals by the Lunarians.

Antorox are distant relatives of myrmonts, who rarely grow bigger than two feet in length. This predator hunts by hiding in the undergrowth to shoot itself as a projectile at passing prey, launched with the force of its strong hind legs. The javelin-shaped shell of the antorox is patterned and colored to blend in among leaves and fronds and is sometimes used for making jewelry or decorative clothing.

Sligs are six-legged vermin that come in packs (treat like Normal Rats). They are common pests in all lunarian cities. Unlike their terrestrial counterparts, sligs are eusocial and live in hives where a queen gives birth to sexless workers and warriors.

Ikosu, aquatic beings resembling a mix between fish and arthropods, inhabit the lunar seas, streams, and lakes. Their streamlined, elongated bodies feature a protective carapace, stalked antennae, mandibles, and compound eyes. The undersides exhibit six swimming legs, complemented by a horizontal tail fan for steering. These diverse species vary in size from one inch to an impressive 70 feet and play a significant role as a food source.

Many terrestrial birds, such as swans, swallows, nightingales, and woodcocks, migrate to the Moon for the winter. As the seasons pass on the Earth, the Moon is home to birds hailing from many different regions. The journey through the aethers of space takes between one and two weeks. How this habit once started is a mystery, but the bodies of migratory birds are sufficiently infused with aether to allow them to fly in the Moon’s thin atmosphere. Messages can be carried by the birds between the Earth and the Moon, in the manner of homing pigeons.

The Lunar Queen

For ten thousand years, the Lunar Queen has kept the realms of the lunarians safe. She is the supreme authority above all other lunarian rulers, and her temple unites the quarreling city-states against the forces of Chaos. Her sacrifice through ritual marriage keeps the demon-god Droonag Zar quiescent.

The lunarian women who sit as queens on the throne of the Ivory Palace on the island of Zodak are ultimately but mortals. It is through their office that they are elevated to avatars of the eternal Lunar Queen, that cosmic force of Law who is the transcendental source of their power.

The priesthood of the Lunar Queen is primarily staffed by common mortals who perform religious, administrative, and political work. Clerics of the Lunar Queen are rare individuals blessed with a personal conduit to the eternal Lunar Queen, which enables them to channel a fraction of her power. Many of these miracle workers serve in the temples to heal the sick and injured, and ward off the forces of evil. Some, however, act outside the formal hierarchy of the temple, going wherever their fate takes them to spread the word of the Lunar Queen and shine her light against the darkness.

Priests and priestesses of the Lunar Queen wear different vestments depending on their rank and title. Still, they can all be recognized by the foremost holy symbol of the temple: a medallion stamped with the visage of the currently ruling Lunar Queen surrounded by a golden halo.

Zenobia IV, the 25th Lunar Queen, illustration by FSF-Ink.

The currently ruling Lunar Queen, the 25th in the line, Zenobia IV, is a short and delicate lunarian woman who speaks with concise clarity and assurance. She is surrounded by an aura of sorrowful dignity and age-old wisdom, torn between weary indifference and a sense of duty towards the world that she has become the ruler of.

For ten millennia, the Lunar Queens ruled for but a few centuries each before the Living God consummated their marriage by consuming them, whereupon another queen was crowned. By appeasing her monstrous consort with an unending stream of lavish sacrifices and votive gifts, Zenobia has managed to prolong her reign for 999 years so far. This tremendous feat will be celebrated by great festivities in all lunarian city-states and settlements at the end of the year 1000. All the world’s great leaders will travel to the Ivory Palace on the island of Zodak to congratulate their queen in person. 

However, Zenobia’s powers have slowly waned over the last three centuries, and she is discreetly seeking a more permanent solution to the problem with her spouse. She knows that the Crystal Chronicle of Mnaar-Uru, an ancient record of the Moon’s history and prophecy on its future, may hold the secret to banishing the Living God from the Moon, but that the copies kept in her palace and the temple in Issum are incomplete. Two previous Lunar Queens have sent expeditions to the dark hemisphere in search of the long-lost ruins of Mnaar-Uru, only to have them disappear without a trace into the unknown. Zenobia is currently making plans to do the same, hoping that this time they will be able to return with the unadulterated original Chrystal Chronicle.

Interactions with the Player Characters: Zenobia can act as a patron for honorable adventurers and can be a teacher for Magic-Users of lawful alignment. Adventures involving the Lunar Queen can be about resisting agents of Chaos, such as the Temple of the Audient Void and the Masked One, or taking part in the expedition to locate the lost city of Mnaar-Uru.

Zenobia, the Lunar Queen, is a dual-classed Magic-User and Cleric. A bronze pyramid with the four primary phases of the moon on its sides serves as her spell book and holy symbol. It fits in the palm of a hand and can display holographic images.

Armour Class 4 [15]

Hit Dice 9 (29 hp)

Attacks 1 × stiletto (1d4) or spell

THAC0 14 [+5]

Movement 90’ (30’)

Saving Throws D6 W7 P9 B11 S9

Morale 10

Alignment Lawful

Magic-User spells. Cast spells as a 10th-level magic-user.

  • Level 1: Charm Person, Protection from Evil, Sleep; 
  • Level 2: Continual Light, Precognition, Phantasmal Force; 
  • Level 3: Clairvoyance, Dispel Magic, Lightning Bolt; 
  • Level 4: Dimension Door, Charm Monster, Wall of Ice; 
  • Level 5: Hold Monster, Teleport.

Cleric spells. Cast spells as a 12th-level cleric.

  • Level 1: Cure Light Wounds, Detect Evil, Remove Fear, Resist Cold; 
  • Level 2: Bless, Hold Person, Resist Fire, Silence 15’ Radius; 
  • Level 3: Cure Disease, Remove Curse, Striking; 
  • Level 4: Cure Serious Wounds, Neutralise Poison, Protection from Evil 10’ radius; 
  • Level 5: Dispel Evil, Raise Dead.

Tiara of the Lunar Queen. This diamond-adorned diadem of moonsilver is an artifact that can be used three times a day to cast Charm Person, Confusion, or Sleep. The bearer may also use ESP an unlimited number of times while wearing the tiara.

Sceptre of the Lunar Queen. This wand has 2d10 charges that can be used to cast any of the following spells (at caster level 6): Continual Light, Dimension Door, Hold Person, Invisibility, Lightning Bolt, Mirror Image, Telekinesis.

Heartseeker. This magical throwing knife seeks the heart of its target. If the attack roll shows a natural 18-20, the target must make a save versus Death.

The Temple of the Lunar Queen. The Lunar Queen is served by an army of white-robed priests and priestesses of Lawful alignment. The priesthood is led by the three High Priestesses, Soar, Voria, and Zorzin, who are 9th-level Clerics. The temple takes care of the dead, heals the sick, and feeds the hungry. Through hymns, burnt offerings, and intricate ceremonies, they praise the God-Queen and secure her blessings. According to the doctrines of the temple, the reign of the Lunar Queen is the only thing preventing the imminent destruction of the moon. Since the temple takes a tithe from the subjects of the lunarian cities, the priesthood is very wealthy and influential.

The Invincible Celestial Guard. This elite corps consists of the fifty strongest, bravest, and most skillful warrior women among the Lunarians and serves as Queen Zenobia’s bodyguards, army, and heralds. They are not subservient to the priesthood but are led by Captain Astari, an incorruptible 10th-level fighter who answers directly to the queen herself. They are unquestioningly loyal to the Lunar Queen and have sworn never to retreat and to take no prisoners. When they advance, the loyal subjects of the queen rejoice, and her enemies quake with fear. The Invincible Celestial Guard wear silver bodysuits with golden helmets. They are armed with polearms and light rayguns and ride hoverboards. Queen Zenobia is at all times accompanied by six Celestial Guards.

Invincible Celestial Guard, level 4 Fighter. AC 3 [16], HD 4, Att 1 x light raygun (1d10) or 1 x polearm (1d10), SV D10 W11 P12 B13 S14, THACO 17 [+2], MV 90′ (30′), ML 9, AL L

Humanoids of the Moon

The Moon is home to many humanoid and non-humanoid intelligent species. However, three humanoids stand out as particularly noteworthy, as their civilisations have dominated the silver globe for millennia: the elfin lunarians, the winged batkin, and the insectoid selenites.

LUNARIANS

Lunarians are the Moon equivalent of humans. They are short and have black almond-shaped eyes and large pointed ears. Those who hail from Zarthoris Plenia in the north usually have ghostly white complexions, while ash-grey predominates among the folk of Issum and Irdonozur in the east. The inhabitants of the western cities, Orob and Dervat, tend toward jet-black skin. Their hair and beards come in the same monochromatic range, but it is quite common for lunarians to lack hair growth.

Lunarians are oviparous, and the eggs are incubated in special hatching chambers for five years. They have developed several methods to prolong life and may generally look forward to a life expectancy of well beyond 300 years. The rich and mighty often live more than twice as long. Despite this, they are a dying people, as they are infertile, and lunarian children are rare.

The Lunarians live in competing city-states, each with its own unique character and ancient traditions. Their culture is more varied than that of the batkin or selenites. What they have in common, however, is that they are all strict caste societies with an aristocracy that rules over a motley crowd of commoners and an oppressed slave caste. The castes are signified by the color of their clothes. Only members of the nobility may wear the lustrous silver cloth, while the priestly caste robe themselves in pure white. The color of the warrior’s cloak is somber black, and the commoners may dress only in tunics of a drab grey hue.

Lunarian culture is characterized by the realization that their world is doomed, and the dominant view is that sensual pleasure is the only thing that has any real value. To tease their jaded senses, they engage in bloody gladiatorial games, hallucinogenic drugs, debauched festivities, and ecstatic religiosity.

BATKIN

Portrait of a man-bat (Vespertilio-homo), from an edition of the moon series published in Naples. (Courtesy of the New York Public Library.) From the Great Moon Hoax.

The Batkin, a nocturnal race of winged humanoids, are cloaked in short, dark fur. They stand between 4½ and 5 feet in height, weigh a mere 50 pounds, and possess an impressive wingspan of 15 feet, giving them a distinct resemblance to bats.

Their domain, the Pale Highlands, is a desolate expanse of isolated, lofty caves, difficult to access and thus ideally suited to their needs. The Batkin’s society is tribal and semi-nomadic, characterized by a predatory nature and a fierce emphasis on group loyalty and warfare. Subsistence is achieved through a mix of hunting, gathering, plunder, and the occasional foray into horticulture and barter. The five largest tribes, each of which dominates a horde of several lesser tribes, are the Bazgoors, the Gargurs, the Nazdraks, the Ukbars, and the Zuzurgs.

Batkin tribes are ruled by a tribal council presided over by a chieftain. In the elections for the council, male batkin who have participated in a raiding party and earned the title of warrior are eligible as candidates, while female batkin who have become mothers have suffrage. Those batkin who do not fit either of those categories have no say in the council, but may be recruited to the tribe’s circle of witches who preside over the reading of augurs and communing with the spirits of the ancestors.

Perpetually at odds with the Lunarians, who are both more organized and technologically advanced, the Batkin employ their superior mobility and guerrilla tactics to considerable effect. Yet, their potential for dominance is undermined by incessant internal rivalries, preventing the tribes from uniting against their common foe.

SELENITES

Ray Harryhausen’s models of Selenites from the movie based on H. G. Well’s novel The First Men in the Moon.

Selenites are a species of underground insectoids. Their societies are strongly collectivist and hierarchical, and they have at best a dim sense of individuality. Selenites instinctively prioritize the needs of the group over personal desires and are uncomfortable in situations where their roles are not clearly defined.

They live in large cities beneath the lunar surface, where they grow mushrooms and raise giant larvae. All Selenite colonies obey the Grand Selenite, the immortal super-intellect that coordinates all activity of their species.

The Selenites are the only one of the three main lunar civilisations that has preserved much of the highly developed technology mastered by their ancestors. At the rare occasions when Selenites venture out of their underground lairs, they astonish the surface dwellers with such marvels as hovercraft, remote communication devices, and lightning guns.

Player characters

At the beginning of a campaign of Warlords of the Moon, the Player Characters are assumed to be strangers to the Moon who arrive from Earth. This not only aligns with Sword & Planet genre tropes but also allows players to discover the lunar realms through their characters’ eyes. To emphasize the peculiarities of Warlords of the Moon, we suggest that starting characters are humans, or possibly terrestrial cats, and that lunarians, lunarian mutants, batkin, selenites, and robots are reserved for new characters joining the party after the beginning of the campaign.

How the PCs arrive on the Moon is a matter of what best suits your campaign. Here are some alternatives to consider:

Amazing vessel. The year is 1586, and the Danish astronomer Tycho Brahe has constructed a wondrous ship in which he wants the adventurers to travel to the Moon to map its lands and establish contact with its potentates for the benefit of King Frederick II.

Rocket. The year is 1572, and Conrad Haas, the arsenal master of the Holy Roman Emperor Ferdinand I, is a prodigious engineer and a pioneer of rocket propulsion who has made designs for manned multi-stage rockets using liquid fuel. Now he needs a crew for a trip to the moon!

Vacuum airship. In 1670, the Italian Jesuit priest Francesco Lana de Terzi constructs an airship carried by vacuum balloons. He recruits the Player Characters to spread the doctrine of the Catholic Church to the inhabitants of the moon.

Ballon de 1670 , image from : Le Magasin Pittoresque , 1837.

Space Race. The players assume the roles of the first US astronauts landing on the Moon in 1969, or perhaps they come from a timeline in which a crew of Soviet cosmonauts got there first. The world they land on turns out to be astonishingly different from that which has been observed through telescopes. Batkin warriors open fire on the lunar lander, damaging it so that it can’t lift off for the journey home, and on the radio, only strange voices whispering in unknown languages can be heard.

Dream-quest. The player characters are dream avatars of sleeping Earth people. In their dreams, they are manifested as adventurers on the Moon. Whenever a player cannot attend a game session, their character is gone because the dreamer is awake during that time.

Portal. Beneath the streets of 19th-century London, there is a mysterious portal that leads to a corresponding place beneath Issum. A secret society controls the portal and recruits the adventurers to go through it to search for a previous expedition that disappeared under mysterious circumstances. 

Teleportation. The adventurers may be teleported to the surface of the Moon through a mysterious gate at the lowest level of some ancient dungeon or through some sort of magical mishap.

Aether winds and other conditions

Unlike the satellite we know, the world of Warlords of the Moon is filled with living plants, animals, and a multitude of diverse cultures, but it is also a distinctly different place from Earth. Conditions such as gravity, the rhythm of day and night, and seasons do not work like we are used to. The player characters are certainly not in Kansas anymore! 

Illustration by FSF_Ink.

Low gravity

The Moon’s gravity is only one-sixth of what visitors from Earth are accustomed to. As a result, earthlings possess the ability to jump distances of up to 20 feet and reach heights of up to 10 feet. Fighters can utilize their jumping ability to execute charges. When swimming in the dark lunar seas, earthlings can leap out of the water like dolphins.

Day and Night and the Lunarian Calendar

Since the Moon spins on its axis in the same amount of time as it revolves around the Earth, the sun remains in the sky for 14 terrestrial days and beneath the horizon for an equal duration.

Moon Phase Diagram by Andonee CC BY-SA 4.0

During the day, temperatures fluctuate between 40 and 70 ℉ (5 to 20 °C), but they drop even lower at night, ranging from 20 to 5 ℉ (-5 to -15 °C). In mountainous regions, temperatures can be 10 to 20 °F (5 to 10 °C) colder than in the plains.

This lunar great day (or terrestrial month) is known as a ”shesh” in the Lunarian language. Daytime is referred to as ”asesh,” while nighttime is called ”nesesh.” Since time immemorial, a sesh has been divided into 28 ”ul” (or terrestrial days), each further subdivided into 24 ”hla” (terrestrial hours), named after the 28 Moon gods and the 24 glorious aspects of each deity. A cycle of twelve shesh is named imshesh (corresponding to a terrestrial year), and each shesh of the cycle is named after a particular kind of lunar creature. 

For simplicity, we will adopt a geocentric perspective and use the terms year, month, day, and hour when discussing these units of time, but adopting lunarian terminology that emphasises the astronomical and cultural particularities of the moon can lend a distinct character to the campaign.

Thin atmosphere and harsh climate

Instead of terrestrial air, the Moon is enveloped in an invisible and immaterial aether. Most matter on the lunar surface has become so infused with aether that it can be affected by the movements of this finely attenuated liquid. Thus, waves disturb the face of the lunar seas, and winged creatures can soar across the lunar skies.

The lunar climate is harsh and dry; on average, the Lunar Realms receive about 18 inches (460 mm) of precipitation each year. Rain is nearly unheard of, but the cold lunar nights sometimes bring a light dusting of snow that coats the ground.

Combustible materials on the moon contain roughly the same degree of phlogiston as on Earth, allowing fire to burn with a comparable intensity in the aetheric atmosphere.

The aether does not constrict the flow of the breath, but most terrestrial visitors to the Moon experience varying degrees of aether sickness, with symptoms including shortness of breath, palpitations, and vertigo. The Referee may require the player characters to make a Saving Throw versus Poison to perform physically demanding actions. Typically, these symptoms subside after a few days as the body adapts to the extraterrestrial atmosphere.

The Aether Winds

Strange winds sweep across the Moon from the depths of space. Roll 1d12 to determine the current wind. For each ul (or terrestrial day), there is a 1-in-6 chance that the winds change.

1. The Blood Wind: All attacks deal +1 HP of damage.
2. The Beast Wind: The risk of random encounters increases by 1.
3. The Nightmare Wind: A Save vs. Spells is required to get a full night’s rest.
4. The Wind of Madness: The risk of random encounters is doubled, but there is a 50% chance that the encounter is an illusion.
5. The Death Wind: There is a 1-in-6 chance that newly deceased creatures are reanimated as zombies.
6. The Wind of Chaos: All spells are cast as if improvised.
7. The Wind of Sorcery: All spells are cast as if the spellcaster has 1d6 additional levels.
8. The Wind of Truth: Everyone gets a +1 bonus to search rolls and is only surprised on a result of 1 on a 1d8.
9. The Wind of Friendship: +1 to all monster reaction rolls.
10. The Blight Wind: Fumbles occur on a result of 1 or 2 on 1d20, and 1d100% of the party’s rations are spoiled.
11. The Wind of Fortune. Critical hits occur on a result of 19 or 20 on a 1d20, and the party gains a 10% bonus on all XP acquired during this wind’s presence.
12. The Wind of Power. The PCs gain an extra hit die (HD) during this wind’s presence.

An island in the Aether

The Moon, or Ebelion as it is called by the lunarians, is a desolate, eerie world of dead and colorless deserts. The landscape varies in shades of grey, white, and black. Mysterious phenomena, ancient phantoms, and lonely remnants of burnt-out worlds haunt its cratered climes, and strange winds moan and whisper forbidden secrets from abysses beyond the stars.

This is an old and dying world. Its surface consists of grey plains and deserts, which during this late era are almost entirely dead. Most of what little life remains huddles in and around some major lakes and shrunken seas filled with pitch-black waters. By their shores grow forests of pale vegetation and plains of white grass where golden-skinned gazelopes graze.

An invisible and immaterial aether makes up the atmosphere. Therefore, there is no air to obstruct visibility, and stars twinkle clear and bright on the black firmament even by day. The seasons of the Moon are reckoned by the rising and setting of the sun. The days, each lasting a fortnight, are warm, with intensely radiant sunlight. The nights, on the other hand, are frigid and last for the same duration. 

The population of the Moon comprises three peoples, the humanoid Lunarians, the insectoid Selenites, and the winged Batkin, all of them mere shadows of the greatness that was their ancestors. The selenites live in caverns beneath the lunar surface where the Grand Lunar rules their ever-shrinking hosts. The batkin are divided into a multitude of tribes and have fallen to barbarism. The lunarians live in five city-states: Issum, Zarthoris Plenia, Irdonozur, Orob, and Dervat, but also in smaller settlements and nomadic tribes in the wastes.

Science Fantasy and Sword & Planet?

Art by FSF-Ink.

Warlords of the Moon is inspired by fantastical adventure stories that predate the clear division between fantasy and science fiction. We have chosen to include the following aspects:

  • The adventurers are typically strangers, and usually the sole visitors from their home world. The Moon is intended to be a strange world, unfamiliar to both the players and their characters. 
  • Traveling between worlds is an exceptional event and difficult to accomplish. The adventures take place on a specific world, not among the stars. The adventurers may end up on the Moon through astral projection, teleportation, or some fantastic technology.
  • The Moon is an old and dying world; its natural life, as well as its various cultures, are in decline and decay. Parched deserts have swallowed what used to be fertile plains. Once-resplendent cities have become depopulated husks, and societies that were once advanced and futuristic have now degenerated, reverting to archaic forms. The culture consists of ossified rituals, vainly mimicking the glories of yore. The people are resigned to their fate and take refuge in hedonistic debauchery.
  • Advanced technology exists, but it is ancient and unfathomable. The border between technology and magic is fluid and diffuse. In general, technology is at a medieval or pre-industrial level. However, anachronisms do occur – sword duels are fought on the decks of anti-gravity ships, and ray guns are handed down as venerable family heirlooms.
Illustration from 1894 by William Strang depicting a battle scene from Book One of Lucian of Samosata’s A True Story.

Inspiration

Here are some reading suggestions concerning Sword & Planet in general, and lunar adventures in particular:

  • Brackett, Leigh – Shadow Over Mars, Queen of the Martian Catacombs / The Secret of Sinharat, Black Amazon of Mars / People of the Talisman, The Last Days of Shandakor
  • Burroughs, ER – A Princess of Mars, The Gods of Mars, The Warlord of Mars
  • Carter, Lin – From the archives of the Moon
  • Flash Gordon – both the original comic strip by Alex Raymond and the 1980 movie
  • Goodwin, Francis – The Man in the Moon
  • He-Man and The Masters of the Universe
  • Howard, RE – Almuric
  • Kepler, Johannes – Somnium or The Dream
  • Locke, Richard Adams (?) – The Great Moon Hoax
  • Lovecraft, HP – The Dream-Quest of Unknown Kadath
  • Lucian of Samosata – A True Story
  • Poe, Edgar Allan – The Unparalleled Adventure of One Hans Pfaall
  • Smith, Clark Ashton – The Door to Saturn, The Vaults of Yoh-Vombis, The Dweller in the Gulf, The Abominations of Yondo
  • Vance, Jack – The Dying Earth
  • Verne, Jules – From the Earth to the Moon
  • Wells, HG – The First Men in the Moon
  • Żuławski, Jerzy – The Lunar Trilogy (On the Silver Globe, The Conqueror, The Old Earth)

Georges Méliès 1902 short film Le Voyage dans la Lune (The Voyage to the Moon) has a plot that is basically a mash-up of the stories by Verne and Wells, and is a charming introduction to the concept.

Welcome earthlings!

Art by FSF-Ink.

This blog is dedicated to the creation and publication of Warlords of the Moon, a sword & planet-style campaign setting for the Old-School Essentials roleplaying game. 

As suggested by the title, it is set on the moon, but this is not the lifeless satellite we know in reality. Inspired by Edgar Rice Burrough’s A Princess of Mars, HG Well’s First Men in the Moon, and HP Lovecraft’s Dream-Quest for Unknown Kadath, this is an ancient and dying world of decadent city-states and savage wastelands, haunted by weird entities from the abysses of deep space. In this world of rayguns and swords and sorcery, player characters can be visitors from Earth, members of the moondwelling species, such as the humanoid lunarians, the winged batkin, or the insectoid selenites, or even cats or robots.

Written by Swedish OSR-creators Mattias Närvä and Terje Nordin, Månens krigsherrar was originally published as three booklets.

  • Book 1 En ö i etern (”An Island in the Aether”, cover by Björn Ramsten) described the bright side of the moon with over 130 places, along with stats for important NPCs and new creatures, as well as mysterious lunar phenomena such as the aether winds. 
  • Book 2 Kristalltornens stad (”The City of Crystal Towers”, cover by FSF-Ink) detailed the largest city on the moon, Issum, with its history, laws and government, interesting locations in the various city sectors, gangs and cults, and the dungeons beneath its streets. 
  • Book 3 Ranshais grottor (”Caves of Ranshai”, cover by Björn Ramsten) included the city-state of Orob, a major dungeon beneath the mountain of Ranshai, and details about the eldritch horrors lurking on the dark side of the moon.

The updated and expanded English edition will contain everything from the Swedish one, along with many new adventure locations, classes, monsters, and spells, as well as new art by FSF-Ink.

Follow this blog for further news about this project! 

Old-School Essentials is a trademark of Necrotic Gnome. The trademark and Old-School Essentials logo are used with permission of Necrotic Gnome, under license.