Showing posts with label Old School Campaign. Show all posts
Showing posts with label Old School Campaign. Show all posts

Tuesday, April 21, 2026

OSR Commentary - The Codex Exaltum for the Castles & Crusades tabletop RPG For Your Old School Campaign

 The Codex Exaltum is a sourcebook for the Castles & Crusades tabletop RPG (published by Troll Lord Games) that bridges the gap between mortal adventuring and divine or cosmic play. It is designed for players and Castle Keepers who want to explore high-level campaigns involving demigods, celestial beings, and planar travel.



Here is a breakdown of what the Codex provides:

1. Ascension and Divine Power

The core of the book focuses on how characters can transcend their mortal limits. It introduces mechanics for Divine Ranks, allowing characters to progress from powerful heroes to minor deities. This includes:

  • Divine Templates: Frameworks to modify standard classes with celestial or infernal attributes.

  • Portfolios and Domains: Rules for managing a deity’s sphere of influence (e.g., War, Knowledge, Nature) and how those provide specific mechanical boons.

2. High-Level Mechanics

Since Castles & Crusades is built on the Siege Engine, the Codex expands those mechanics to handle the "Exalted" scale of play.

  • Exalted Feats and Abilities: Special powers that go beyond standard class features, allowing for world-altering feats of strength or magic.

  • Massive Scale Combat: Guidelines for handling encounters where characters are fighting entities that can level cities or command entire armies.

3. The Multiverse and Cosmology

The book provides a detailed look at the multiverse within the Castles & Crusades setting, though the rules are modular enough to fit into any homebrew world.

  • Planar Geography: Descriptions of the Upper and Lower Planes, the Ethereal, and the Astral reaches.

  • Planar Hazards: Environmental rules for surviving in realms where the very air might be composed of pure thought or searing energy.

4. Divine Bestiary and NPCs

A significant portion of the book acts as a manual for high-challenge entities. This includes:

  • Avatars: Stat blocks for the physical manifestations of gods.

  • Celestial and Fiendish Legions: Powerful monsters ranging from Arch-Devils and Demon Princes to Solars and Valkyries.

  • Relics and Artifacts: Rules for creating and wielding items of power that are sentient or possess "Artifact" status within the Siege Engine.

5. Castle Keeper Integration

For the CK, the book offers advice on managing "End Game" scenarios. It tackles the narrative challenges of keeping a game challenging when the players have essentially become gods, focusing on politics between pantheons and cosmic-level threats that can't be solved by simple combat.


Comparison with Standard C&C

FeaturePlayers HandbookCodex Exaltum
Level Scope1–12+ (Standard)12–20+ (Exalted)
SettingLocal / World-basedMulti-planar / Cosmic
Power SourceClass Skills & SpellsDivine Sparks & Portfolios
Primary GoalTreasure & ReputationInfluence & Immortality

Note: While the Codex Exaltum is written for Castles & Crusades, its OGL (Open Game License) roots make it relatively easy to port into other d20-based systems or "Old School Renaissance" (OSR) games that use similar attribute-check mechanics.

 You would find Codex Exaltum most useful when your campaign shifts from "surviving the world" to "shaping the universe." Because it is built on the Siege Engine (which uses attribute checks as a primary resolution mechanic), it is surprisingly versatile for several different campaign styles.

Here are the specific scenarios where this supplement fits best:

1. Transitioning to "End-Game" Play

In many traditional fantasy campaigns, characters eventually hit a "ceiling" around levels 10–12 where local threats (orcs, dragons, giants) no longer pose a challenge. You would use this supplement to:

  • Transition characters into world leaders or demigods.

  • Give players a reason to keep adventuring by introducing Planar threats that threaten their base of operations.

2. High-Concept Superheroic Settings

If you are running a game in a custom urban setting—like a sprawling metropolis where "supers" or "ascended" individuals operate—the Codex provides the mechanical "heft" needed to simulate powers that go beyond standard magic.

  • The Divine Templates can be reskinned as "Origin Stories" or power tiers for high-level heroes.

  • The Massive Scale Combat rules help if you need to simulate a hero defending a city skyline from a colossal threat.

3. Cosmic Horror or "Dying Earth" Settings

For settings influenced by weird fiction (like the works of William Hope Hodgson), the Codex is excellent for defining the Elder Entities or the "Great Ones."

  • Instead of making a cosmic horror an unbeatable plot device, the Codex gives you the stats to make it a "closable" threat for high-level characters.

  • The Planar Hazards are perfect for describing bleak, alien landscapes where the laws of physics are breaking down.

4. Cross-System "Power Leveling"

Since the book is rooted in d20-style mechanics but simplified for the Siege Engine, it’s a great "bridge" supplement. You could use it to:

  • Beef up an OSR game: If you find systems like Barrows & Borderlands or the Red System too "gritty" for a specific arc, you can borrow the Exalted Abilities to give your players a temporary power boost.

  • Modern/Retro-Tech Scifi: In a setting featuring advanced technology or experimental rigs, "Divine Ranks" can be reimagined as Cybernetic or Genetic Ascendance.

5. Managing a Pantheon

If your players are interested in the "ruling" aspect of the game—building temples, gaining followers, and managing a domain—this book provides the math for it. It turns "faith" into a resource that has a direct impact on the game world.


Summary of Utility

Use CaseHow to use the Codex
The "Level 13" WallUse the Ascension rules to keep the campaign from stalling.
Plane HoppingUse the Multiverse section to build a "Hollow Earth" or "Astral" arc.
Boss DesignUse the Divine Bestiary to create villains that feel truly "otherworldly."
System HackPort the Siege Engine attribute-scale to other d20 systems for a faster "High-Level" feel.

To integrate Codex Exaltum into a fantasy world, you essentially need to decide how the "ceiling" of mortality is broken. Since the supplement is built on the Siege Engine, it’s designed to be modular—you can plug it in as a natural progression or a sudden, world-shifting event.

Here is a roadmap for integrating these high-level rules effectively:

1. The "Ascension" Catalyst

In a standard fantasy setting, you need a narrative reason why characters are suddenly gaining Divine Ranks. Common integration methods include:

  • The Power Vacuum: An existing deity is slain or disappears, and their "Portfolio" (War, Justice, Shadows) scatters. The players must collect these "sparks" to prevent them from falling into the wrong hands.

  • The Mantle System: Powerful artifacts or ancient "Great Rigs" of power allow mortals to channel cosmic energy. This links their progression to specific locations or items.

  • The Apotheosis Quest: Once players hit level 12+, they must undergo a specific ritual or trial (like crossing a "Night Land" or reaching a "Celestial Spire") to unlock the Exalted tiers.

2. Scaling the Siege Engine

The beauty of Castles & Crusades is the simplicity of the attribute check. When integrating the Codex, you move from Challenge Bases to Exalted Stakes:

  • Attribute Checks: Instead of just checking to see if a character can break a door, use the Codex's scaling to see if they can hold up a collapsing mountain or out-shout a hurricane.

  • Saving Throws: Shift the focus of saves from avoiding "Poison" to resisting "Erasure" or "Planar Displacement."

3. Populating the World with "Exalted" Rivals

For these rules to feel impactful, the world needs to react to the players' new power levels.

  • The Peerage of Power: Introduce other "Ascended" NPCs who have been operating behind the scenes. This turns the game from a dungeon crawl into a game of Cosmic Politics.

  • Avatar Manifestations: Instead of fighting a god directly, players might first clash with an "Avatar" using the stats in the Codex. This allows for high-stakes combat without ending the campaign prematurely.

4. Environmental Shifts

Use the Planar Geography rules to transform your existing map.

  • Bleed Zones: Areas of your world start taking on traits of other planes (e.g., a forest begins turning into a crystalline "Ethereal" landscape).

  • Sanctuaries: High-level players can use the rules to create their own "Pocket Dimensions" or sanctums that exist outside the normal flow of time, serving as a hub for their operations.


Integration Checklist

StepAction
Mechanical HookDecide if characters keep their classes or "Multiclass" into Divine Templates.
Resource ManagementUse "Divine Favor" or "Portfolio Influence" as a new currency for world-altering effects.
Threat EscalationReplace standard monsters with entities that possess "Legendary Resistance" or Planar traits.
Narrative GoalMove the win condition from "Get Gold" to "Reshape Reality" or "Defend the Pantheon."

A Note on Tone

When moving into high-level play, the tone often shifts from Grit to Epic. If your world has a "weird fiction" or "retro" aesthetic, you can flavor the Codex’s divine powers as "Ancient Science" or "Cosmic Resonance" rather than traditional religious magic. This keeps the high-level mechanics functional while preserving the specific atmosphere of your setting.


Saturday, September 16, 2023

Wretched New Flesh Post Cards From Avalidad Rpg & The Works of J.G. Ballard as Old School Campaign

Wretched New Flesh Postcards from Avalidad is one of my favorite rpg's from the Red Room. But how does this mix with say the works of surrealist Science Fiction author J.G. Ballard?! 



 Good afternoon & deeply sorry for my absence. Real life and work has been taking inreasing amounts of my time lately. I wanted to take a bit of time out to speak about the Wretched New Flesh rpg from the Red Room.  And what sparks this up is a brand new video from Grimjim & his new adventure location Penny Tower. And specifically I wanted to talk about J.G. Ballard the Science Fiction and fantasy author. And I can't wait for Penny Tower to hit the stands 


J.G. Ballard is an excellent author for set up Wretched New Flesh rpg campaigns because he offers Science Fiction from a different perspective. Mr. Ballard's works came into my life in college through of all things the remains of a tag or boot sale as my wife would describe it. I was helping the local college with said tag & book sale. And one of the last boxes were crammed with paperbacks. One of which was Ballard's Vermillion Sands paperback. The rest of that box was life changing but that's a story for another day. And there was a copy of The Magazine of Fantasy and Science Fiction, December 1967 right there along with Vermillion Sands. And a bit from the Vermillion Sands's Wiki entry hits the nail on the head; "Times Literary Supplement review describes the collection's surrealist mood : "J.G. Ballard is … one of the most accomplished creators of evocative landscapes in modern fiction … he achieves this effect partly by painting his desert in the manner of Dali, a mixture of appalling clarity and the exotic."" 





















At the time I was playing in a deep & abiding 'Over The Edge' Rpg campaign & we visited Vermillion Sands as a location that we visited. Ballard's literature is not too well known in the mainstream these days which is both a shame and were it belongs. "Picturing Vermillion Sands 'an entry on www.johncoulthart.com/ goes a long way towards capturing the esssence of the surreal Vermillion Sands. A place lost to time and space where the wind carvers carve out the clouds into art, the long & langusihing starlets are watching thier world crumble, and technological decay sits side by side with the sand rays. And it's the idea that a place with strange technologies in free fall decay would both be a excellent foil and surrealistic experience for a party of agents and explorers from Avalidad. 
Vermillion Sands captures the Ballardian nature of the place;"From the distinct nature of the literary fiction of J. G. Ballard arose the adjective Ballardian, defined as: "resembling or suggestive of the conditions described in J. G. Ballard's novels and stories, especially dystopian modernity, bleak man-made landscapes, and the psychological effects of technological, social or environmental developments".[5] The Oxford Dictionary of National Biography describes the novelist Ballard as preoccupied with "ErosThanatos, mass media and emergent technologies""

In Ballard's work & worlds the PC's are experiencing the extraordinary but can't fight against it persay. This is very much in line with many of the elements & themes of a Wretched New Flesh rpg campaign. And these would be worlds that could be visited, explored, etc. as well as be endured. The following are some of the best to bring to life for a group of explorers, agents, etc: