Introduction to Planet Crasis: Silver Swords (OSE Edition)

Introduction

Across the continent of Athanor, the mithril swords of Law clash against the blood-bronze axes of Chaos.

“Silver Swords”, set in Athanor’s lands of Law, is a sister campaign to “Bronze Blades” which I am running, set in the lands of Chaos.

Mithril occurs naturally in the rock of Athanor. The Empire of Law alloys steel with mithril to create powerful extra-telluric weapons, activated when the wielder is aligned to Law. A cosmic field stretches out from this Lawful substance into the space around Crasis, attracting meteorites of the Chaos substance azite over the planet’s geologic time scale. The war bands of Chaos capture and exploit this azite, creating the alloy “blood-bronze”, which responds to Chaos in the same manner that mithril responds to Law.

The power centre of Law in the west of Athanor is Castle Quicksilver - the seat of Emperor Nigel Ceresgard who commands the feudal kingdoms of Athanor and beyond.

The power centre of Chaos in the east of Athanor is the Moonspire from which the Sorceress-Queen Adastra directs the tribes, cults and covens of the south and allied nations.

The Wisterwal Ranges separate the arable and once peaceful Caryoptic Plains of the west from the majestic grasslands of the east - the Wild Hunting Grounds - teeming with herds that feed the tribes of the south. Border fighting has interrupted much of the food supply to each nation – risking escalation.

Core Ruleset

Silver Swords shall be run using:

They are equivalent.

Backstory

I don’t require you to come up with a character backstory besides a moment of thought or an amusing gimmick. “Tweet length” will do. You may use it to inform your role-playing and decisions but I will not refer to it directly. The only backstory I am concerned with is things that have happened at our gaming table.

Character Classes

(Zerothly: your class is your desired career progression. Classic D&D provides “race as class” but I consider those “serving suggestions”. Read on for more options.)

Firstly I allow character classes from the core ruleset above, BECMI or D&D Rules Cyclopedia. Note, some tables in these books start to diverge from Moldvay/Cook and OSE, usually at higher level (saving throws, clerical turning, thief abilities), but it isn’t going to break the game. Use the book you have! I would. Magic items will be doing the heavy lifting by then anyway.

Secondly, I will allow extra classes, including separate race and class, and the “Multiple Classes” optional rule from Old School Essentials: Advanced Fantasy. IMPORTANT: I’m waiving demihuman race-as-race class level limits as per OSE Advanced Fantasy Players Tome page 78 and adding optional Human abilities as per page 86 including the hit points rolling rule - don’t miss that one! Some very cool options in OSE Advanced would suit the game. These include:

Given that this is a campaign set in Law lands, it is encouraged to restrict yourself to traditionally “Lawful” or “Neutral” races/classes e.g. “high elf”, “hill dwarf”, “mountain dwarf”, “halfling”, “gnome”. The Empire is also “humanocentric”. The original B/X class lineup is perfect. Think “orthodox high fantasy” or “pastoral/bucolic fantasy” but in a Moorcock universe. It would be best for everyone if you avoided evil characters! No race is necessarily evil in this campaign.

Finally, I’ll definitely entertain classes from other sources, including making your own. I’m a strong believer in making a class to fulfill your desired character career path, or inventing your own spells, etc. (Even if no one ever takes me up on it!)

As a postscript, everything is mutable with a quest (even if it is hand-waved). For example: a character can adopt or renounce their fey ancestry (i.e. gain elfin abilities or become mortal, respectively) through in-game means.

General Rules Interpretations/Modifications in My Games

Please see the FAQs page for some houserules and rules interpretations I use in my game. These may affect your character creation process.

Ascending Armour Class

I’ll be using Ascending Armour Class (AAC). OSE has the conversion for AAC already e.g.:

Crits/fumbles

As per OSE, a natural 20 is always a hit and a 1 is always a miss. There are no special outcomes for crits/fumbles beyond that.

Rules NOT Being Used

For clarity, what is not being used in Old School Essentials: Advanced Fantasy is:

Nor will I be using RC’s Weapon Mastery.

Let’s decide on name-level mechanics if/when we get there.

Ability Scores

I’ll also be using Method 1 from AD&D for ability scores: 4d6 drop lowest, arrange to taste. Feel free to scrap a “useless character”.

Hit Points

Characters get max hit points at first level.

The Pantheon, Alternate Alignment Rules and Extra-Telluric Weapon Use

Please refer to Planet Crasis: Alignment, Pantheon, Mysteries and Extra-Telluric Weapons.

Henchmen/Retainers

Players are enthusiastically encouraged to keep henchmen (AD&D parlance)/retainers (OSE parlance).

I’m using the OSE SRD rules for retainers (link) but I am waiving the Wages and Upkeep and Loyalty Checks rules so long as you give them some treasure and treat them at least as well as your main PC.

So in short, they’re a secondary PC who earns a half share of XP, and can fulfill some useful roles like:

Postscript

This is pretty much a copy/paste from my OSE Bronze Blades page. I have been running Silver Swords on an infrequent basis in 5e thus far just using the core PHB plus alignment/extra telluric weapons rules.

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Dallas

Date Notes
11 Aug 2025 First version