Panakos: The Castaway Campaign is a free to use, free to distribute, free to print (but copywrighted so not free to steal and republish for money, don’t do that) roleplaying game setting for use in fantasy tabletop roleplaying games, such as Dungeons and Dragons, Pathfinder, GURPS, Palladium, or similar.

It was developed by a group of experienced, aging gamers to be flexible enough to provide a variety of settings, and to fit a more casual, fun style of play, built on open source principles. Instead of starting with a fixed idea about what a setting could or should look like, the campaign started by trying to identify the flaws in tabletop gaming itself, and develop a setting that fixed those flaws.

All Content is Derivative

The developers of Panakos believe that almost all fictional mythologies in the regime of fantasy literature are stealing pieces and parts from real mythologies, from Tolkein on. We also believe that no casual GM or gaming group is going to be able to develop a mythology as comprehensive and interesting as existing real world mythologies. So we figured, why bother? Just use real ones. Premise 1 for the Castaway Campaign is that all the old world mythologies are in it.

This is a very freeing environment, because it allows PCs who wish to worship Thor, Osiris, Ares, and the Aborigine Rainbow Serpent to all share the same party. Further, it means that all the source material you could possibly need is already written, in the form of the actual myths of these pantheons. You can literally use Wikipedia as your source document. Finally, it acts as an educational tool and motivation for younger players, who may research real world myths for use in their fantasy gaming.

Single GM Games Fail

The developers of Panakos long realized that single GM games tend to peter off when “real life” gets in the way of the GM’s ability to prepare. This is especially important for older gamers with professional or familial responsibilities. Yet we still want to game, and we can often devote a month or two to a simpler story arc. This drove a need to compartmentalize story arcs in one or two level increments, with an easy method to pass the hat onto the next GM without breaking story continuity.

Panakos does this in several ways. The campaign map is comprised of tight regions flavored toward particular pantheons, where cross-ocean travel is common for the adventurers. This makes switching not only GMs but environments easy between GM stints. The relationship between the game and real earth history also makes it simple for a new GM to fit their own ideas for adventures within a world they’re taking over.

What we’ve found, is that GM rotation actually makes the game a lot more fun, because it hearkens back to our youth when players would show up at games with a character in hand and play casually, without fear of breaks in continuity.

Solve Rules Problems and Campaign Continuity Problems with World Creation

Several major problems begin to erupt in high level campaigns once the players gain access to teleport, scry, and similar magic. First, ambush becomes the only viable encounter route, which severely hampers the GM’s ability to tell a cohesive story. Second, teleport end-arounds any workable economy built on feudal economics or long distance trade, because distance is eliminated from the equation. Panakos fixes this problem by breaking the world up into pantheon related zones, and prohibiting the use of such unlimited range effects to the boundaries of that zone, while still allowing sea travel between them.

Setting Summary

Panakos is a game world consisting of many different contiguous island chains, each of which is assigned a pantheon and flavor that’s directly from Old Earth religions. Not a derivative copy, the real religion, with the real gods and real places. Players can visit the Rainbow Bridge, Mount Olympus, or stroll down the downtown streets of Babylon with their succubus cohort.

Each of these archipelagos was created by a pantheon of gods who were cast away from Pangaea (Earth) to be a sub-realm where they could hide out away from Yahweh the Usurper. As more gods showed up creating more island chains, the oceans between them flowed together, and Panakos was born. Scry/teleport/sending only work within a sub realm, and the gods themselves walk throughout the subrealms etherially. Any sort of trade must be done by ship.

PC Parties can all be from one region, or a mixture from all of the above, but the real adventure comes from hopping from one region to the next, in a boat, doing either piracy or privateering or long distance trade. And as you hop around the ocean, it becomes very easy to hop between GMs, because whoever wants to go next just drops a hook for a different area, supporting whatever flavor of episode he wants to run, and off the party goes.

Simple, really. And as you start to get into a Panakos Campaign, you realize how fun it used to be to play shorter stories, and how fun it used to be to have interchangeable characters to other games. At least that’s what the first couple of playtest groups have found out.

Hence, Panakos.

We are pushing most of our local campaign related digital documents onto Substack so they can be free to use, but we will establish a purely voluntary subscription option service for anyone who finds these documents helpful and wants to throw us some cash for miniatures or whatever.

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A free to use fantasy tabletop roleplaying game setting for Dungeons and Dragons, Pathfinder, and similar games.