31 Days of Character Creation #28 – Forbidden Lands

This is another Free League game, a company I have come to adore over the last year. Forbidden Lands has arguably been Free League’s biggest success outside of popular IPs they make games for. It’s another fantasy game which may feel like more than well-trod ground in the tabletop space, but they do offer some unique twists to this world that makes it feel quite different from the Tolkien-inspired Dungeons & Dragons fare that has become a sort of default.

Here’s how Forbidden Lands is described on its official website:

Forbidden Lands is a new take on classic fantasy roleplaying. In this sandbox survival roleplaying game, you’re not heroes sent on missions dictated by others – instead, you are raiders and rogues bent on making your own mark on a cursed world. You will discover lost tombs, fight terrible monsters, wander the wild lands, and if you live long enough, build your own stronghold to defend.

Using the map of the Forbidden Lands, players can go anywhere they like and explore the world the way they want. The modular way the campaign is built using adventure sites allows the Gamemaster to make sure the players don’t miss the story without any need for leading them by the nose. Fast but effective rules regulate travel, scouting, foraging, hunting, striking camp, resting, and more, giving every character in the party a role to play during travels. The game also contains a system for generating hazards as well as thrilling encounters for the GM to throw at the players.

If the player characters make it back from the ancient ruins alive, they will hopefully bring gold and other treasures with them. Eventually, they might feel the need to spend that treasure on something lasting – a stronghold of their own. Having conquered an old castle or dungeon, the player characters can turn it into their stronghold. The players can then develop their stronghold, adding features such as a forge, mill or garden, or stronger defenses.

The game uses a variation of Free League’s Year Zero system which you would have seen a version of in my The Electric State game play. I plan on playing more of their games this year (fingers crossed) so if you’re following you’ll see more of it down the road.

What I love about Forbidden Lands is how vague the lore is. It’s intent is for each individual table of players to detail the rumors and notions people have about the different species that populate the world. Dwarves for instance are master builders whose goal is to build their kingdom upward until they reach the sun, which they see as their god, a massive forge. Goblins are related to Halflings with both worshiping the God of Secrets. I got the sense that Goblins are like a ‘corrupted’ form of Halflings split from the species generations ago.


I did some dice rolling and some writing and came up a character. This is Hargia the Goblin Rider:

Born under the vast skies of the Plains of Dredar, Hargia grew up amid the Boneclaw Clan, a small and nomadic goblin tribe that roamed the harsh plains of the Forbidden Lands. The Boneclaw goblins were known for their horsemanship and their ability to survive in the unforgiving wilderness. From a young age, Hargia was drawn to the horses that her tribe relied on, and she quickly proved herself to be a natural rider. Grimhoof, her loyal and powerful steed, was a feral black stallion that no one in her tribe dared to approach—until Hargia did. At just twelve years old, she tamed him, earning the tribe’s awe and sparking her unshakable belief that no one could touch her while on his back.

Despite her undeniable skill as a rider and her sharp wit, Hargia’s brash attitude often caused friction within the tribe. Life in the Boneclaw Clan was tough, and respect was earned through skill and survival. Hargia’s older cousin, Kragnak, was a skilled hunter and warrior who often belittled her achievements, mocking her for being “just a rider” and claiming she would never be as valuable to the tribe as he was. Kragnak’s disdain for Hargia grew when she began to outshine him in races and raids, earning the admiration of the tribe’s elders. Despite her successes, Kragnak’s words stuck with her, and she vowed to prove him wrong.

Her ragged, patchwork clothing tells the story of her life on the move, patched together from countless raids and encounters. Kragnak humiliated her in front of the tribe during a failed raid, calling her “all speed and no sense.” This public slight has festered in Hargia’s heart, and she’s vowed to one day settle the score. He eventually vanished overnight a few weeks later. No one in the tribe seemed able to track him.

Mira is a human trader who often crosses paths with Hargia on the plains. Mira is one of the few people who treats Hargia with respect, often hiring her as a scout or messenger. Mira knows the Forbidden Lands well and occasionally provides Hargia with valuable information—for a price.

Rumors have spread of a mysterious figure riding a crimson stallion, raiding caravans and settlements along the plains. Witnesses describe the rider as a goblin with a scarred face and a cruel laugh—traits that match Kragnak. Hargia is determined to track down her cousin and finally settle their score.

However, as she investigates, she discovers that Kragnak has allied himself with a powerful sorcerer who is using him to gather artifacts for a dark ritual. Hargia must decide whether to pursue her personal vendetta or stop the sorcerer’s plans, which threaten the entire region. Along the way, she may need to enlist the help of allies like Mira or even Grimhoof’s uncanny instincts to survive the dangers ahead.

Click here to check out the entire character sheet.

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Author: Seth Harris

An immigrant from the U.S. trying to make sense of an increasingly saddening world.

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