I remember the exact moment that "Tombs of Hulkursag" and my Two Rivers setting book projects came to screeching halts. It was the day I sat down with Michael Curtis's Stonehell and realized I was the worst module writer in the world.
No, really. I know that's funny, but it's true. There was no way I could write something half as good as what the esteemed Mr. Curtis wrote and as I picked my way through my own writings, it just seemed boring. What good was having another dungeon with reskinned orcs, goblins and gnolls (as jackalmen, insectoid invaders, jackalmen warriors)? OK, the traps and whatnot, but I really messed up with the dungeon design (only one way between levels. Dumb. DUMB!) and ... well, then I realized that what I really needed was a setting to wrap around the Tomb. The Tomb in and of itself might be a curiosity, but what would make it work was to have the Two Rivers alive around it... with the gods involved, the sorcerors who use demons to cast spells and the warrior priests who perform quests for their deity... and average joe who might be working to establish a trade route with some nearby city-states, but you have to worry about getting involved in the latest war, avoiding the plague devils and negotiate with the river goddess to be allowed to cross so you can get your goods to the other side....
... and that kind of richness is not something that just falls out of my ass. Writing the Quick Start was easy for me - take S&W Core, tinker/refit/rebolt and boom-badda-bing, you're done! The dungeon was already drawn, I just had to populate it. This though.. this requires that I know/feel/live Mesopotamia in my head. Look, it took Rob Conley playing for 30 years to get him to write Majestic Wilderlands, who knows how long Kyrinn has been gaming in Urutsk, and McKinney's probably been seeing Carcosa in his dreams for years.
So I know that in order to make Two Rivers come to live, I have to game it. I have to play it, live it, get things to work the way I want... and then maybe, just maybe, I can match my writing to the level that the above 4 named authors is at. If I'm lucky. And have a good editor. And party like Kellri. Wait, that last one I want to do first!
Anyway... I have to have some gametime and fleshed out the setting that the Tomb of Hulkursag lives in. Then, I think, things will *feel* right and Hulkursag becomes a portal to the Sumerian Underworld.
Problem... no time.
My Dark Ages campaign is rocking. I'm back to running 4 to 5 times a month. My players are busy plotting behind my back to meet the challenges I've laid before them. @thePrincessWife has taken a step into a story that is going to feel like a roller coaster to her... if she continues the path she's been taking so far. I hope to keep playing that once or twice a month... so when can I run Two Rivers? I'm mentally taken up by both tabletop and two online games - the Modern OD&D one (which may finally see some action... my players decided to go back and equip a bit more, since the portal spell to the Underworld has a finite duration and they are afraid of getting stuck over there...) and the Dark Ages online implementation (which the characters are busy looting a tomb of what seems like innumerable coins)... I'm an extremely lucky guy to have all this, and still, Mesopotamia sits in my dreams.
It doesn't help I'm painting my Sumerian DBA I/1a army and imagining how the players would get involved in a mass combat and somehow be a part of it...
Anyway...
Maybe once a month? Maybe I can game it once a month? But then that means giving up a Dark Ages game and I'm not going to do that. It's too cool of a campaign and things are really getting wild and crazy now.
Memo to Father Time, can I have an extra couple of warp days a month, so I can pull people into it to game with me?
So the Land of Two Rivers sits in my head...







