The halflings presented an interesting challenge. They are by virtue of their race, wonderfully vague, yet present such a strong, solid image.
To break it down; haflings are a small race, which means (stats and ability wise) they receive a bonus to attack rolls and armour class, a large bonus to the Hide skill, a large penalty to grapple checks and can only carry a fraction of the weight a human can (although equipment suitable to their size weighs less as well). This gives a clear indicator of their avergae height and build (no more than 4ft tall realistically), making them look to be human children.
Halflings also receive a +2 bonus to their Dexterity (the measure of agility and coordination), but a -2 penalty to Strength (the measure of physical power), suggesting they're nimble, but comparatively weak next to humans. To me, this suggests a kind of "physical inferiority" when stood next to the 'big folk', almost like they'd rather evade, maybe strike from range, rather than get up close. This is similarly reflected by their further ability; a +1 bonus when using thrown weapons and slings (so things such as javelins, shuriken and darts), but also suggests a preference for simplistic weapons. They also receive a +1 bonus on all saves (Fortitude, Reflex and Will), as well as a further +2 bonus against fear effects; which suggests to me a certain strength of spirit. They also receive a +2 bonus on checks to make Listen, Climb, Jump and Move Silently checks, an acrobatic and stealthy flair to this race. Their short stature also limits their speed to 2/3 that of a human (20ft as opposed to 30ft).
So I have, in my mind, the image of a short, wiry figure, defiantly whirling a sling, loaded with a "bullet"...
Halflings are also described as living nomadic lifestyles, travelling the land in caravan communities, rarely settling for too long. I like the idea of the caravans, but to me it seems impractical. Maybe the halflings have a few sheltered and hidden permanent settlements, farmsteads or rural communities. This makes me want to have them renowned for their culinary skill. This is purely a roleplay application and not a fixed ability; the halflings have an excellent knack for arable farming and cuisine, using herbs and spices and unusual ingredients to make masterpieces of food. It's joked amongst some races that halflings would actually be as big as humans for the amount they eat, were it not for how active they are.
But I digress... Why are the halflings the way they are? Semi-nomadic and agile little gypsy-folk with a penchant for stealth. The halflings of Fold weren't always a cheery, vivacious race.
They originate in the Age of Gods, created by a cruel, dark deity who favoured a ruthless and tyrannical human empire. Derived from human essence and, as a joke, made small and weak and given simian and feline traits to make them "laughably adorable", so that they could be a slave race to their imperial oppressors. Belittlingly referring to them as
"halflings", the humans set about forcing them to work in horrendous
conditions and allowed them few rights beyond being penned in together in
walled and guarded slums. Living as kitchen servants, dogsbodies and novelties
at banquets they were treated entirely as chattel.
The humans, however, were not expecting that through either a twist of fate, or the capricious machinations of their cruel patron, for the wee folk to have a strength of spirit greater than the human template they came from. Living in squalour, performing back breaking tasks, the halflings endured, finding comfort in their communities and using what freedom they had to create games throwing stones and performing acrobatics. Ironically, their human masters always forced them to be quick and quiet, attentive and nimble; often requiring them to shimmy up buttresses and the likes to complete tasks, the feline and simian elements woven into their nature helping greatly. Over time, though, new generations were born and grew restless and weary of the servitude.
Legend and lore both speak of dissidence rising within their slums across the empire, and of two firebrands rallying the camps around them, somehow managing to sneak between them all to spread their messages. One approached the families, espousing the virtues of togetherness and unity, encouraging strength in numbers. The other spoke out to the individual and spoke of self-empowerment, encouraging independence and cunning as well as underhanded tactics. They were Yondalla and Dallah Thaun, respectively, their ideals and spirits to this day forming the basis of halfling faiths. Yondalla is the very public side of halfling religion, the one known to the wider world, while Dallah Thaun is kept as something of a secret, her priesthood and their spies operating in shadow... Some even argue that the two women were actually one and the same, and that this "dual nature" has become intrinsic to halfling culture.
Needless to say, the halflings began to rise up, and strike back against their masters, their skill with acrobatics and shadowy movements suddenly becoming incredibly fruitful, and their surprising facility with seemingly innocuous slings and stones made their sudden uprising all the more successful. Their strength of spirit and fearlessness taxed the spells of the empire's magical adepts to their limits. Legend tells that the empire crumbled after losing the halflings, though, with the events of Godfall, these claims are impossible to prove.
Now, the halflings live free and unchained, forming hidden cities in wooded hills and highlands. Their buildings are hidden up the trees, where they climb and leap with ease and grace, the ground below home to their farms and plantations and any workshops and large kitchens that would be hazardous higher up in the trees. Frequent caravans move between halfling communities and those of big folk, allowing trade and even adventure to the wee folk, for they are possessed of a spirit that makes them itch for experience, as well as security.
Halflings are very short, ranging from 2'10" to 3'4" for males, 2'8" to 3'2" for females and they rarely weigh more than 40lbs in weight, and are considered "adults" by age 20. From a distance they could be mistaken for skinny human children, but up close the differences are apparent. Their ears are slightly larger than a human's would be, and pointed at the top, and seem able to move independently. They possess slender, long fingers, a great advantage for grasping handholds when climbing. Their faces bear a slightly endearing simian cast, with a suggestion of a muzzle and small, button nose, and when they grin they show sizable (but wholly harmless) canines. The most striking feature of their faces is their eyes, which are invariably catlike, in various hues of green, yellow and gold. Their hair is usually in shades of chestnut brown or rich auburn, with a few examples of coppery or gingery strains showing in some communities, and they prefer to style themselves in a practical manner. The other unusual feature of halflings are their feet, which are oddly tough and resilient, often requiring them to completely eschew footwear, or opting for such accessories that lack soles and allow their toes to be free. Their unusual feet also possess a big toe that is opposable, like a thumb, while their other toes are relatively long, flexible and strong, another sign of their simian traits, and an indicator as to why they're often skilled climbers.
Halfling fashions frequently make use of cotton and linen, as well as the wool sheared from their favoured beasts of burden, the sheeplike brixashulty, and are often made into hard-wearing and practical items. Pockets, padding/quilting and useful loops are commonplace, enabling them to carry items such as tools, coinpurses and the likes. Leather and hide is often used as well. Most clothes are kept in neutral, earthy tones, including various umber and ochre shades. Finery is often a little more vibrant, using reds, purples, blues and even oranges and pinks, should the dyes be available. Such clothing is often fanciful and decorated beautifully. Finery is always kept for celebrations and holidays, as their day-to-day life working or adventuring doesn't call for such things.
While halflings do settle into some of the larger multiracial communities, and become part of the day-to-day goings on, it is still noticable when a halfling caravan comes to town, with an influx of trade, resources and temporary offers of workers. Halflings are always willing to work and be helpful, but only if there is a fair return for it, either in pay or trade, and halflings rail against indentured service and slave labour. A happy halfling is a hard worker, but a maligned one is liable to be trouble. If halflings are unhappy things often go missing, or buildings are broken into with nothing taken, or with items moved around.
My blog for discussing/sharing ideas from my attempts to construct a Dungeons and Dragons campaign setting.
Showing posts with label Campaign Setting. Show all posts
Showing posts with label Campaign Setting. Show all posts
Sunday, 12 July 2015
Wednesday, 8 July 2015
Races of Fold: The Kobolds
For some context: Within Dungeons and Dragons, Kobolds are one of the weakest humanoid races presented in the books. Over the years, they've become something of a joke as DMs use them as a low-level minion creature to throw at beginning characters. They rarely become a credible threat, or even seem "playable" for a character. Books were published that gave the kobolds some absolutely amazing fluff and character, as well as some options to make aspects of them seem playable (which are highly abusable if one chooses to attempt optimisation). I wanted to make the kobolds seem a lot more playable and balanced in my setting, as before they had very little in the way of abilities and suffered a massive -4 penalty to their strength score. The alterations to their stats have generally received positive feedback as being solid and playable without breaking any sense of power balance.
For some background on the origins of kobolds: https://en.wikipedia.org/wiki/Kobold
The dragons of Fold are a formidable force; their motives often inscrutable to anyone except another dragon, and their power matching and sometimes surpassing the Titans and the giants of old. Their skill in arcane spellcraft and their sheer physical might in battle are both unquestionable. They hold ancient lore and hoard vast collections of treasure. The only thing keeping their numbers in check is their in-fighting; almost bred into them from being hatched in large clutches who must then conquer their clutchmates to survive. Their frequent use of an ability to adopt a humanoid form has led to them producing dozens of humanoids gifted with their innately magical bloodlines and is theorised to be one of the sources of sorcerous ability in many races.
One race, however, claims that it is directly descended from dragons, and professes supreme sorcerous power because of it... Much to the dismay of many dragons. They are the kobolds, small, wiry reptilian humanoids found in two environments; temperate hills, filled with cave systems and tunnels that link to the deeper world within Fold, and the searing deserts of the Wastes. Kobold communities are a genuine commune, where everyone contributes and wyrmlings are raised by the collective adults, and all are led by a chieftain, almost exclusively a sorcerer of some power. Kobold chieftains run their tribes with the advice of their selected council; these advisors are often priests, artisans and the occasional sorcerer, something between a rival and a protegé of the chief; their aim is to replace the chief, but also to learn their secrets. Kobold artisans have a strange reputation for making items of exacting quality, but never making them in a particularly exquisite fashion; as a race, they hold utility and function above form and decoration.
Kobolds in general possess a paranoid and suspicious outlook on the world, which is reflected in the preferred "artform" of both the mountain and desert races; traps. Kobold traps are simultaneously ingenious, simplistic and barbaric, and often rely on something heavier than a kobold to be triggered (meaning they rarely have to worry about their own traps). Due to their insular nature, kobolds have incredibly tight-knit communities and are rarely seen outside of their territories, those few that are seen frequently are either designated envoys, or exiles. Exiles will sometimes find employ in the mines of other races, or possibly as "security experts". These so-called security experts are either used to test the defenses of mansions, palaces and tombs, or to provide the 'security'. While they aren't seen as being anywhere near as savage as the orcs, or possessing the reputation of the goblinoids, kobolds are rarely found in the same numbers or in positions that grant them prestige or high regard. Kobolds will rarely cause trouble in a community, and if exiled will often "adapt" and try to blend in, feeling the need to recreate the sense of community they're used to, though some will be incredibly withdrawn and will cling to the ways of their people.
Mountain Kobolds
The "Mountain kobolds" have claimed an existence in the mineral rich mountains just below the freezing Northlands, where their underground mines and tunnels maintain a warmth from the earth itself. Being a cold-blooded race, they tend to avoid moving to the surface unless necessary, such as when they need to hunt or maybe trade some of their mineral wealth. While dwarves are unmatched in their skill of working with stone and metal, kobolds are supremely diligent in their efforts to mine the materials; even a wyrmling is trained to hold and swing a pickaxe. Kobolds are quite a xenophobic race, and while willing to trade for supplies and riches (they share their ancestors' love of pretty baubles and coins) they avoid other races as much as possible, even cruelly dispatching trespassers, unwitting or otherwise. Their fear and paranoia has led them to lay numerous traps within their tunnels, to the point where trapmaking is an artform. Should the traps fail, or if no other option is available, a kobold will fight tooth and nail (literally) to defend its home, but a kobold understands that its size and relative weakness will do it no merit when pitted against larger beings. Kobolds make up for their size by fighting with guile, and with large numbers; a kobold community will often band together to drive off intruders.
Mountain kobolds are small, rarely exceeding 3ft in height, and rarely, if ever, weigh more than 50lbs. Their scaly hide (called squamae) is strangely velvety, though bumpy and comes in various shades of orange and tan, often mottled with greys and browns. Their heads are broad at the back, but lead to a narrower snout. Their typically green or yellowish eyes are large and slightly protuberant, and the orbits are topped with six bony projections. Kobolds are a primarily nocturnal race, and coupled with their subterranean life, this has led them to eschew the sun almost completely; a kobold out in the mountain sun is at a disadvantage. A kobold's mouth is a considerable part of its skull and contains many sharp, needlelike teeth, and a slightly stretchy tongue which grants them a surprisingly powerful bite, should they need it. Another feature of the kobold anatomy are the surprisingly resilient claws on their hands and feet, as well as unusually textured pads that seem to provide an almost indescribable ability to find purchase on tunnel and cavern walls.
Kobolds dress in utilitarian, hard-wearing clothing; for them work and toil is part of everyday life and ostentation and finery is to be left for special celebrations. Non-kobolds find it near impossible to differentiate between male and female kobolds when they're dressed in their 'work clothes'. In a typical community kobold priests will lead their community in worship of Tiamat, the now ascended and cosmically-empowered "goddess" and forebear of the chromatic dragons, proclaiming her the great progenitor of their race. Unlike most venerators of the Queen of Scalykind, kobolds don't make aggressive attempts at conquest and plunder, believing their diligent digging and harvesting of the earth is a fitting tribute of claiming wealth in her name.
Desert Kobolds
Within the scorching sands of the great Wastes surrounding the nations Kashia and Denfise, the land is scoured for water and the remaining relics of the ancient and collapsed human empire that lived there. Between the hazards set by the terrain and climate, explorers, nomads and adventurers are often beset by beasts of the sands, all seeking to slake their thirst, but there lies a less obvious threat; the desert kobolds. Through sheer luck of reptilian physiology, kobolds seemed oddly well-adapted to the desert lifestyle; they need heat to maintain a number of bodily functions and their incredibly efficient usage of energy and water means they don't need to eat or drink anywhere near as much as a human, or even a gnome or halfling. Desert kobolds live within the foothills and badlands of the Waste but, unlike their temperate cousins, they don't live underground as predominantly. As such, their ability to see in the dark is lessened, but they aren't as hindered by the sun. Their society is largely similar, but they are less inclined to dig for riches, often choosing to waylay travellers and caravans for their riches instead. This is less a sign of being braver or less paranoid, but more an indication of a slightly more foolhardy nature, possibly even a stronger connection to the avaricious nature of many dragons. That said, these kobolds also have something of a knack for finding food and water in the desert, and can often be encouraged to aid other races in exchange for gold, jewels and similar items, though their skill pales somewhat when compared to the ability of the goblinoid bhukas.
Desert kobolds are stockier than their mountain analogues and have a much rougher looking and slightly spiked squamae, and bear a strong resemblance to some of the desert species of agamids. Their heads are flatter and broader, with similar spiky protusions to their mountain cousins above their eyes, which are smaller and less prominent. Their mouths and claws are just as dangerous though. Their hide is usually a sandy colour, though stony greys and beiges are often mottled or marbled through it, with some individuals possessing flashes of vibrant earthy reds, oranges or yellows and their eyes are often shades of yellow or brown-green. Desert kobolds have the unusual ability to flex their muscles and skin in a way that makes the rougher and more spiny edges of their hide stand prominent. This is presumably some kind of defense mechanism against larger predators snatching them up, and often utilised as such.
Desert kobolds do not share the mountain kobolds' cultural bent for mining, and as such do not train in the use of a pickaxe, but do possess the same affinity for traps, owing to a similar xenophobia. Desert kobolds are also cunning and wily enough to utilise the landscape against their foes, understanding the terrain and flora of their homeland as few others do. Traps used by the desert tribes often involve the terrain features either as a natural trap, or as a way to make their victims more likely to hit their devices.
For some background on the origins of kobolds: https://en.wikipedia.org/wiki/Kobold
The dragons of Fold are a formidable force; their motives often inscrutable to anyone except another dragon, and their power matching and sometimes surpassing the Titans and the giants of old. Their skill in arcane spellcraft and their sheer physical might in battle are both unquestionable. They hold ancient lore and hoard vast collections of treasure. The only thing keeping their numbers in check is their in-fighting; almost bred into them from being hatched in large clutches who must then conquer their clutchmates to survive. Their frequent use of an ability to adopt a humanoid form has led to them producing dozens of humanoids gifted with their innately magical bloodlines and is theorised to be one of the sources of sorcerous ability in many races.
One race, however, claims that it is directly descended from dragons, and professes supreme sorcerous power because of it... Much to the dismay of many dragons. They are the kobolds, small, wiry reptilian humanoids found in two environments; temperate hills, filled with cave systems and tunnels that link to the deeper world within Fold, and the searing deserts of the Wastes. Kobold communities are a genuine commune, where everyone contributes and wyrmlings are raised by the collective adults, and all are led by a chieftain, almost exclusively a sorcerer of some power. Kobold chieftains run their tribes with the advice of their selected council; these advisors are often priests, artisans and the occasional sorcerer, something between a rival and a protegé of the chief; their aim is to replace the chief, but also to learn their secrets. Kobold artisans have a strange reputation for making items of exacting quality, but never making them in a particularly exquisite fashion; as a race, they hold utility and function above form and decoration.
Kobolds in general possess a paranoid and suspicious outlook on the world, which is reflected in the preferred "artform" of both the mountain and desert races; traps. Kobold traps are simultaneously ingenious, simplistic and barbaric, and often rely on something heavier than a kobold to be triggered (meaning they rarely have to worry about their own traps). Due to their insular nature, kobolds have incredibly tight-knit communities and are rarely seen outside of their territories, those few that are seen frequently are either designated envoys, or exiles. Exiles will sometimes find employ in the mines of other races, or possibly as "security experts". These so-called security experts are either used to test the defenses of mansions, palaces and tombs, or to provide the 'security'. While they aren't seen as being anywhere near as savage as the orcs, or possessing the reputation of the goblinoids, kobolds are rarely found in the same numbers or in positions that grant them prestige or high regard. Kobolds will rarely cause trouble in a community, and if exiled will often "adapt" and try to blend in, feeling the need to recreate the sense of community they're used to, though some will be incredibly withdrawn and will cling to the ways of their people.
Mountain Kobolds
The "Mountain kobolds" have claimed an existence in the mineral rich mountains just below the freezing Northlands, where their underground mines and tunnels maintain a warmth from the earth itself. Being a cold-blooded race, they tend to avoid moving to the surface unless necessary, such as when they need to hunt or maybe trade some of their mineral wealth. While dwarves are unmatched in their skill of working with stone and metal, kobolds are supremely diligent in their efforts to mine the materials; even a wyrmling is trained to hold and swing a pickaxe. Kobolds are quite a xenophobic race, and while willing to trade for supplies and riches (they share their ancestors' love of pretty baubles and coins) they avoid other races as much as possible, even cruelly dispatching trespassers, unwitting or otherwise. Their fear and paranoia has led them to lay numerous traps within their tunnels, to the point where trapmaking is an artform. Should the traps fail, or if no other option is available, a kobold will fight tooth and nail (literally) to defend its home, but a kobold understands that its size and relative weakness will do it no merit when pitted against larger beings. Kobolds make up for their size by fighting with guile, and with large numbers; a kobold community will often band together to drive off intruders.
Mountain kobolds are small, rarely exceeding 3ft in height, and rarely, if ever, weigh more than 50lbs. Their scaly hide (called squamae) is strangely velvety, though bumpy and comes in various shades of orange and tan, often mottled with greys and browns. Their heads are broad at the back, but lead to a narrower snout. Their typically green or yellowish eyes are large and slightly protuberant, and the orbits are topped with six bony projections. Kobolds are a primarily nocturnal race, and coupled with their subterranean life, this has led them to eschew the sun almost completely; a kobold out in the mountain sun is at a disadvantage. A kobold's mouth is a considerable part of its skull and contains many sharp, needlelike teeth, and a slightly stretchy tongue which grants them a surprisingly powerful bite, should they need it. Another feature of the kobold anatomy are the surprisingly resilient claws on their hands and feet, as well as unusually textured pads that seem to provide an almost indescribable ability to find purchase on tunnel and cavern walls.
Kobolds dress in utilitarian, hard-wearing clothing; for them work and toil is part of everyday life and ostentation and finery is to be left for special celebrations. Non-kobolds find it near impossible to differentiate between male and female kobolds when they're dressed in their 'work clothes'. In a typical community kobold priests will lead their community in worship of Tiamat, the now ascended and cosmically-empowered "goddess" and forebear of the chromatic dragons, proclaiming her the great progenitor of their race. Unlike most venerators of the Queen of Scalykind, kobolds don't make aggressive attempts at conquest and plunder, believing their diligent digging and harvesting of the earth is a fitting tribute of claiming wealth in her name.
Desert Kobolds
Within the scorching sands of the great Wastes surrounding the nations Kashia and Denfise, the land is scoured for water and the remaining relics of the ancient and collapsed human empire that lived there. Between the hazards set by the terrain and climate, explorers, nomads and adventurers are often beset by beasts of the sands, all seeking to slake their thirst, but there lies a less obvious threat; the desert kobolds. Through sheer luck of reptilian physiology, kobolds seemed oddly well-adapted to the desert lifestyle; they need heat to maintain a number of bodily functions and their incredibly efficient usage of energy and water means they don't need to eat or drink anywhere near as much as a human, or even a gnome or halfling. Desert kobolds live within the foothills and badlands of the Waste but, unlike their temperate cousins, they don't live underground as predominantly. As such, their ability to see in the dark is lessened, but they aren't as hindered by the sun. Their society is largely similar, but they are less inclined to dig for riches, often choosing to waylay travellers and caravans for their riches instead. This is less a sign of being braver or less paranoid, but more an indication of a slightly more foolhardy nature, possibly even a stronger connection to the avaricious nature of many dragons. That said, these kobolds also have something of a knack for finding food and water in the desert, and can often be encouraged to aid other races in exchange for gold, jewels and similar items, though their skill pales somewhat when compared to the ability of the goblinoid bhukas.
Desert kobolds are stockier than their mountain analogues and have a much rougher looking and slightly spiked squamae, and bear a strong resemblance to some of the desert species of agamids. Their heads are flatter and broader, with similar spiky protusions to their mountain cousins above their eyes, which are smaller and less prominent. Their mouths and claws are just as dangerous though. Their hide is usually a sandy colour, though stony greys and beiges are often mottled or marbled through it, with some individuals possessing flashes of vibrant earthy reds, oranges or yellows and their eyes are often shades of yellow or brown-green. Desert kobolds have the unusual ability to flex their muscles and skin in a way that makes the rougher and more spiny edges of their hide stand prominent. This is presumably some kind of defense mechanism against larger predators snatching them up, and often utilised as such.
Desert kobolds do not share the mountain kobolds' cultural bent for mining, and as such do not train in the use of a pickaxe, but do possess the same affinity for traps, owing to a similar xenophobia. Desert kobolds are also cunning and wily enough to utilise the landscape against their foes, understanding the terrain and flora of their homeland as few others do. Traps used by the desert tribes often involve the terrain features either as a natural trap, or as a way to make their victims more likely to hit their devices.
Labels:
Adventure,
Campaign Setting,
Fantasy Races,
underground,
World Building
Friday, 6 February 2015
The Races of Fold: The Orcs
Orcs.
Orcs...
Orcs were a tricky one. They have such an iconic place as "the evil villain's mook henchmen", and as "savage humanoid X". Here are the three most notable examples of orcs in existing fiction.
In Lord of the Rings (the origin of 'orcs'), they're the savage foot soldiers of the dark lord Sauron; a degenerate, yet technologically "advanced" race supposedly derived from corrupted elves, who represent a spreading, malignant force of darkness seeking to overrun the world.
In the Warcraft series of games, the orcs first appeared as an invading race of hulking marauders, hellbent on conquering the world of Azeroth. However, they came from the bizarre, alien world of Draenor, and were whipped into their frenzied state by demonic forces, and with the corruption lifted, they showed signs of returning to their native attitude; proud, noble (but savage) warriors, with a shamanic bent.
In the Warhammer series (specifically the grimdark future of the 41st millenium) the "Orks" are an aggressive, brutish race of marauders, who frequently head out on "Waaaaghs"; an unruly blend of a pub crawl, interplanetary brawl and Jihad. Their trademark ability is an innate psychic power that almost bends reality to their will in bizarre ways; such as red paint making vehicles move faster and meaning that their ramshackle, bodged technology actually works for them (for example; a human using an orc gun has a slim chance of it firing, an orc using the same gun will make it fire consistently... but only if he yells "DAKKA DAKKA DAKKA!" whilst doing so.)
Within D&D, they're often portrayed in a similar manner to Lord of the Rings; savage raiders often under the thrall of a demon or evil mage; or sometimes just a raiding party under the command of a chieftain. They're represented, in the terms of their abilities, as cave-dwelling (darkvision with a light sensitivity) with great strength, but reduced intelligence, wisdom and charisma. This almost immediately places them in the roles of melee combatants, and discouraging them away from spellcasting roles. Obviously, this isn't set in stone, they can be spellcasters, but they will be handicapped in comparison to other races. In the Eberron campaign setting (Yes, I know I keep harping on about it), the orcs mostly exist in wildernesses, forests and marshes and the likes, and historically were instrumental in defending Eberron from the invasion of the Daelkyr and the Quori (nightmare beings from another plane of existence). The orcs are the originators of a druidic sect known as the Gatekeepers, who helped banish some of the nightmare beings and seal Dal Quor away from "reality". The remaining orc tribes are highly shamanic, living at peace with the wilderness, and are often protecting it from the marauding "Valenar" elves. I personally love this reversal of archetypes, and while I want something like this, I don't want to rip it off completely.
Since I picked up D&D 3.5 edition around nine-ten years ago, I have often felt that the orc/half-orc was beaten with the short end of the stick, and was woefully sub-par in comparison with the other races. Hopefully my setting's version will give them something of a boost.
With the removal of half-orcs from my setting, this left me wanting to place my orcs in their stead, so I wanted them to feel more like a playable race, as would be found in the Player's Handbook. These 'common' races get a +2 to one stat and a -2 to another, a bonus to certain skills, a bonus to resist something and then a collection of individual skills relating to the race. For example, the dwarves have +2 Constitution (the measure of their health and hardiness) but a -2 to Charisma (the measure of their personality and social grace), and they're slower (but never slowed by heavy loads or weighty armour) whilst receiving bonuses to resist poisons and spells, and gain bonuses to skills relating to analysing and working with metals, their unique ability is "stonecunning" which grants them the ability to detect unusual stonework (hidden doors, traps et cetera); this paints the image of the hardy warrior and industrious worker the dwarves are famed for in fantasy. So, I had to think about how to make the orcs follow this template; what image do they need to portray?
I wanted my orcs to be big and strong, a genuine icon of physical might. But how do I offset this? Are they slower and/or clumsier (this would fit the musclebound dolt idea)? Are they weak-willed and rash (easily manipulated and controlled)? I settled on making them "stupid" by comparison, giving them a +2 bonus on Strength and a -2 penalty to Intelligence (the measure of their skilfulness and ability to reason); essentially casting them in the role of "big, dumb guy". Obviously this doesn't need to manifest as the thicky who speaks in the third person or some sort of pidgin language, but could be portrayed as someone who is a little more direct in their approaches to obstacles. My orcs are big, hulking figures, standing upwards of 6' and weighing up to over 300lbs, with females standing about 6" shorter and up to 50lb lighter. Their skin is a warty hide, varying between green-grey and brown-grey, with mid-greys being the most common tone. Their eyes are small and dark (often described as "piggy"), and are usually shades of hazel, brown or yellow, and peer out from under a heavy brow which slopes over a domed head. Their vision isn't terrible, comparable to a humans, but they do possess the ability to see in the dark, much as a dwarf does. Orcs are frequently bald, but have sparse hairs over their body, with females having a tendency to having hair upon their heads. Completing their ferocious appearance is a powerful jaw and underbite, leading to a narrow chin; their jaw also holds large teeth and two prominent tusks. The whole image of an orc is somewhere between some kind of simian and a brutish porcine creature. An orc's strong jaw muscles, and large teeth aid it in being able to chew and swallow almost any organic matter (including the odd bit of soil and rock), which their intense stomach acid will often break down into digestible nutrients. Scholars theorise that the ancestors of the orcs were some kind of scavenger species, and to this day, the race are still able to survive on almost any food and are highly resistant to spoiled, contaminated and even toxic foodstuffs.
Orcs are from a barbaric, tribal culture, grown from eons of living as savage hunter-gatherers in the wilds of the world. They gather around campfires and share tales of great deeds and mighty hunts; emulating heroes and warriors who either slaughtered or overtook rival tribes and conquered territory for their tribes. The greatest warrior spoken of in orcish oral tradition is "Gruumsh". A hnandful of theologians argue as to whether Gruumsh was a real person, a conglomerate of ideals and people or even one of the lost gods. Orc tales of him vary, but some key facts remain; he lost an eye in battle with an elven lord, he waged war with the elves trying to claim the forests, his warband were exiled from their home by dwarves and he was a mighty and noble, albeit savage, warlord. Some believe the legends of the elves and the dwarves are simply an excuse by the orcs to pursue aggression against these races, as they occupy the two terrain types that the orcs favour; mountains and woodlands. Since the start of the great industrial revolution, and the subsequent turmoil in which nation's have clashed over designs and advancements, orcs were being left behind by the other races as they didn't share the need for progress or the drive to develop; they were content in their ways. When humans began using orc territories as outposts, even building fortifications, the orcs stepped in and retaliated. One particularly heated battle resulted in the human construction being completely levelled. Rather than being angered, the human leaders saw a potentially formidable force, and approached the orcs more diplomatically, offering them baubles and trinkets in exchange for fighting for them. The orcs agreed, though it is uncertain if they did it for the baubles or simply for a love of violence, and as time passed, they became used more widely as "berserker units" in armies, as well as bodyguards and, stranger still, saboteurs, owing to their unexplained facility with breaking objects. To this day, orcs are often welcome in groups of adventurers and tomb raiders purely for their ability to break open doors and chests, as well as being used as bodyguards and even thugs. Even in a world where dwarves are prized as being hardy, determined fighters, hobgoblins are disciplined and martially trained from youth and warforged offer a unique toughness and relentlessness, the image of an orc bodyguard or mercenary group still conjures an image of ferocity and power. Orcs are a highly intimidating people, and often practice "being scary", regardless of their occupational calling, as a means of getting their way; and often, the stronger and more physically imposing an orc is, the better he is at it.
Outside of their "employment" in the modern societies of Fold, orcs still live in semi-tribal groups; gatherings of extended families and clans, often within slum districts of a city. This is not to say that no orc is rich, it is just rare to see one living as a noble would; they share their wealth with their immediate family first, then the rest of their community second. Orc communities are led by the strongest, toughest and sometimes meanest member, and while merit is proved through strength, they recognise that without their community, they wouldn't be as strong. Often, this "chief" will be advised by something akin to an elder, or a shaman, often a druid, or sometimes a cleric, in the veneration of Gruumsh, and sometimes in the lesser "religion"; D'zl. The worship of Gruumsh's 'divine spirit' revolves around strength and power; to excel, one must prove he is the biggest, baddest he is. Orcish rituals held under Gruumsh's name are often little more than glorified riots and attempts to claim more of a settlement as part of the "orcslum"; fortunately these festivals are a rare occurence. Truly devout, and often zealous, worshippers of Gruumsh will put out one of their eyes in homage to the warrior, and in some cases this leads to the orc unlocking previously untapped abilities, and it is believed that these individuals carry the blood of Gruumsh in their veins. The worship of D'zl on the other hand is often seen as a more peaceful tradition... Relatively speaking. D'zl is chronicled as being some kind of progenitor of orcish ingenuity and artifice, which is to say, their ability to disassemble things and attempt to rebuild them. Orcs are not crafters, but often try to rebuild things, especially if it could benefit them, and as a result of their slight mental hindrance, the final product is often ramshackle and/or dangerous. Orc buildings, while sturdy, are rarely pretty, and their attempts at much more complex items, such as clocks, steam engines and firearms, are prone to malfunction... And explosions. D'zl, according to legend, stole numerous technical designs and taught the orcs to build them and "improvements" and even stole the dwarven designs for an internal combustion engine in the distant past. Given how recent the industrialisation has occurred, some doubt the veracity of these legends, but don't doubt that facets of them are true. D'zl, as a religion and/or idolised figure, seems to revel in destruction and chaotic accidents; orcish demolition crews often ask for the blessing of D'zl before beginning work, and consider themselves to have "been ignored" if something isn't on fire by the end of the working day. That said, D'zl is not used as an excuse for rampant, anarchic destruction; every act of destruction must be balanced by, or at least pave the way for, creation or progress, but is still seen as a chaotic faith. As Gruumsh worshippers are seen as traditionalist, and D'zl devotees are more progressive, it is rare that they will work cooperatively, and many see a true union of orcs as a warning sign that something akin to the hordes of marauders and barbarians is going to recur.
Orcs...
Orcs were a tricky one. They have such an iconic place as "the evil villain's mook henchmen", and as "savage humanoid X". Here are the three most notable examples of orcs in existing fiction.
In Lord of the Rings (the origin of 'orcs'), they're the savage foot soldiers of the dark lord Sauron; a degenerate, yet technologically "advanced" race supposedly derived from corrupted elves, who represent a spreading, malignant force of darkness seeking to overrun the world.
In the Warcraft series of games, the orcs first appeared as an invading race of hulking marauders, hellbent on conquering the world of Azeroth. However, they came from the bizarre, alien world of Draenor, and were whipped into their frenzied state by demonic forces, and with the corruption lifted, they showed signs of returning to their native attitude; proud, noble (but savage) warriors, with a shamanic bent.
In the Warhammer series (specifically the grimdark future of the 41st millenium) the "Orks" are an aggressive, brutish race of marauders, who frequently head out on "Waaaaghs"; an unruly blend of a pub crawl, interplanetary brawl and Jihad. Their trademark ability is an innate psychic power that almost bends reality to their will in bizarre ways; such as red paint making vehicles move faster and meaning that their ramshackle, bodged technology actually works for them (for example; a human using an orc gun has a slim chance of it firing, an orc using the same gun will make it fire consistently... but only if he yells "DAKKA DAKKA DAKKA!" whilst doing so.)
Within D&D, they're often portrayed in a similar manner to Lord of the Rings; savage raiders often under the thrall of a demon or evil mage; or sometimes just a raiding party under the command of a chieftain. They're represented, in the terms of their abilities, as cave-dwelling (darkvision with a light sensitivity) with great strength, but reduced intelligence, wisdom and charisma. This almost immediately places them in the roles of melee combatants, and discouraging them away from spellcasting roles. Obviously, this isn't set in stone, they can be spellcasters, but they will be handicapped in comparison to other races. In the Eberron campaign setting (Yes, I know I keep harping on about it), the orcs mostly exist in wildernesses, forests and marshes and the likes, and historically were instrumental in defending Eberron from the invasion of the Daelkyr and the Quori (nightmare beings from another plane of existence). The orcs are the originators of a druidic sect known as the Gatekeepers, who helped banish some of the nightmare beings and seal Dal Quor away from "reality". The remaining orc tribes are highly shamanic, living at peace with the wilderness, and are often protecting it from the marauding "Valenar" elves. I personally love this reversal of archetypes, and while I want something like this, I don't want to rip it off completely.
Since I picked up D&D 3.5 edition around nine-ten years ago, I have often felt that the orc/half-orc was beaten with the short end of the stick, and was woefully sub-par in comparison with the other races. Hopefully my setting's version will give them something of a boost.
With the removal of half-orcs from my setting, this left me wanting to place my orcs in their stead, so I wanted them to feel more like a playable race, as would be found in the Player's Handbook. These 'common' races get a +2 to one stat and a -2 to another, a bonus to certain skills, a bonus to resist something and then a collection of individual skills relating to the race. For example, the dwarves have +2 Constitution (the measure of their health and hardiness) but a -2 to Charisma (the measure of their personality and social grace), and they're slower (but never slowed by heavy loads or weighty armour) whilst receiving bonuses to resist poisons and spells, and gain bonuses to skills relating to analysing and working with metals, their unique ability is "stonecunning" which grants them the ability to detect unusual stonework (hidden doors, traps et cetera); this paints the image of the hardy warrior and industrious worker the dwarves are famed for in fantasy. So, I had to think about how to make the orcs follow this template; what image do they need to portray?
I wanted my orcs to be big and strong, a genuine icon of physical might. But how do I offset this? Are they slower and/or clumsier (this would fit the musclebound dolt idea)? Are they weak-willed and rash (easily manipulated and controlled)? I settled on making them "stupid" by comparison, giving them a +2 bonus on Strength and a -2 penalty to Intelligence (the measure of their skilfulness and ability to reason); essentially casting them in the role of "big, dumb guy". Obviously this doesn't need to manifest as the thicky who speaks in the third person or some sort of pidgin language, but could be portrayed as someone who is a little more direct in their approaches to obstacles. My orcs are big, hulking figures, standing upwards of 6' and weighing up to over 300lbs, with females standing about 6" shorter and up to 50lb lighter. Their skin is a warty hide, varying between green-grey and brown-grey, with mid-greys being the most common tone. Their eyes are small and dark (often described as "piggy"), and are usually shades of hazel, brown or yellow, and peer out from under a heavy brow which slopes over a domed head. Their vision isn't terrible, comparable to a humans, but they do possess the ability to see in the dark, much as a dwarf does. Orcs are frequently bald, but have sparse hairs over their body, with females having a tendency to having hair upon their heads. Completing their ferocious appearance is a powerful jaw and underbite, leading to a narrow chin; their jaw also holds large teeth and two prominent tusks. The whole image of an orc is somewhere between some kind of simian and a brutish porcine creature. An orc's strong jaw muscles, and large teeth aid it in being able to chew and swallow almost any organic matter (including the odd bit of soil and rock), which their intense stomach acid will often break down into digestible nutrients. Scholars theorise that the ancestors of the orcs were some kind of scavenger species, and to this day, the race are still able to survive on almost any food and are highly resistant to spoiled, contaminated and even toxic foodstuffs.
Orcs are from a barbaric, tribal culture, grown from eons of living as savage hunter-gatherers in the wilds of the world. They gather around campfires and share tales of great deeds and mighty hunts; emulating heroes and warriors who either slaughtered or overtook rival tribes and conquered territory for their tribes. The greatest warrior spoken of in orcish oral tradition is "Gruumsh". A hnandful of theologians argue as to whether Gruumsh was a real person, a conglomerate of ideals and people or even one of the lost gods. Orc tales of him vary, but some key facts remain; he lost an eye in battle with an elven lord, he waged war with the elves trying to claim the forests, his warband were exiled from their home by dwarves and he was a mighty and noble, albeit savage, warlord. Some believe the legends of the elves and the dwarves are simply an excuse by the orcs to pursue aggression against these races, as they occupy the two terrain types that the orcs favour; mountains and woodlands. Since the start of the great industrial revolution, and the subsequent turmoil in which nation's have clashed over designs and advancements, orcs were being left behind by the other races as they didn't share the need for progress or the drive to develop; they were content in their ways. When humans began using orc territories as outposts, even building fortifications, the orcs stepped in and retaliated. One particularly heated battle resulted in the human construction being completely levelled. Rather than being angered, the human leaders saw a potentially formidable force, and approached the orcs more diplomatically, offering them baubles and trinkets in exchange for fighting for them. The orcs agreed, though it is uncertain if they did it for the baubles or simply for a love of violence, and as time passed, they became used more widely as "berserker units" in armies, as well as bodyguards and, stranger still, saboteurs, owing to their unexplained facility with breaking objects. To this day, orcs are often welcome in groups of adventurers and tomb raiders purely for their ability to break open doors and chests, as well as being used as bodyguards and even thugs. Even in a world where dwarves are prized as being hardy, determined fighters, hobgoblins are disciplined and martially trained from youth and warforged offer a unique toughness and relentlessness, the image of an orc bodyguard or mercenary group still conjures an image of ferocity and power. Orcs are a highly intimidating people, and often practice "being scary", regardless of their occupational calling, as a means of getting their way; and often, the stronger and more physically imposing an orc is, the better he is at it.
Outside of their "employment" in the modern societies of Fold, orcs still live in semi-tribal groups; gatherings of extended families and clans, often within slum districts of a city. This is not to say that no orc is rich, it is just rare to see one living as a noble would; they share their wealth with their immediate family first, then the rest of their community second. Orc communities are led by the strongest, toughest and sometimes meanest member, and while merit is proved through strength, they recognise that without their community, they wouldn't be as strong. Often, this "chief" will be advised by something akin to an elder, or a shaman, often a druid, or sometimes a cleric, in the veneration of Gruumsh, and sometimes in the lesser "religion"; D'zl. The worship of Gruumsh's 'divine spirit' revolves around strength and power; to excel, one must prove he is the biggest, baddest he is. Orcish rituals held under Gruumsh's name are often little more than glorified riots and attempts to claim more of a settlement as part of the "orcslum"; fortunately these festivals are a rare occurence. Truly devout, and often zealous, worshippers of Gruumsh will put out one of their eyes in homage to the warrior, and in some cases this leads to the orc unlocking previously untapped abilities, and it is believed that these individuals carry the blood of Gruumsh in their veins. The worship of D'zl on the other hand is often seen as a more peaceful tradition... Relatively speaking. D'zl is chronicled as being some kind of progenitor of orcish ingenuity and artifice, which is to say, their ability to disassemble things and attempt to rebuild them. Orcs are not crafters, but often try to rebuild things, especially if it could benefit them, and as a result of their slight mental hindrance, the final product is often ramshackle and/or dangerous. Orc buildings, while sturdy, are rarely pretty, and their attempts at much more complex items, such as clocks, steam engines and firearms, are prone to malfunction... And explosions. D'zl, according to legend, stole numerous technical designs and taught the orcs to build them and "improvements" and even stole the dwarven designs for an internal combustion engine in the distant past. Given how recent the industrialisation has occurred, some doubt the veracity of these legends, but don't doubt that facets of them are true. D'zl, as a religion and/or idolised figure, seems to revel in destruction and chaotic accidents; orcish demolition crews often ask for the blessing of D'zl before beginning work, and consider themselves to have "been ignored" if something isn't on fire by the end of the working day. That said, D'zl is not used as an excuse for rampant, anarchic destruction; every act of destruction must be balanced by, or at least pave the way for, creation or progress, but is still seen as a chaotic faith. As Gruumsh worshippers are seen as traditionalist, and D'zl devotees are more progressive, it is rare that they will work cooperatively, and many see a true union of orcs as a warning sign that something akin to the hordes of marauders and barbarians is going to recur.
Tuesday, 18 November 2014
Races of Fold: Dwarven Subraces
Sorry it's been a while; since the last post I've lost the use of my laptop (leaving me with a laggy old desktop) and moved house as well. Step's are being taken to restore the laptop and I've just acquired a new desktop!
Last entry covered the dwarves. This time, I'll look at the 'subraces' of the dwarves.
Subraces can be a bit of a contentious issue amongst players. Some supplements give a subrace for almost any environment or reason! I want to limit the spread of subraces for my setting, providing either an environmental reason for the subrace, or maybe even a cultural one. The dwarven subraces are the Dream Dwarves and the Dvergar (aka the Duergar or Grey Dwarves).
The Dream Dwarves aren't so much a seperate race as 'mutant offspring'. The majority of the dwarven race choose not to speculate on the origins of these births, welcoming them as auspicious. Somehow, dream dwarves hold a closer bond to the Elemental Earth than other dwarves.Dream dwarves all 'touch' upon a great subconscious presence referred to as the earth dream; a powerful force, though it is not restricted to just their subrace alone. In dream dwarves this connection manifests, physically, as slightly more mineral tones in their skin, hair and eyes, in other respects it manifests as less of a focus on the 'earthly crafts' and combat training, followed by their kin, and more consideration of philosophical matters. Dream dwarves reflexes and general agility are lower than those of their brethren, but they are generally better in matters of interpersonal relations, and are gifted in matters of diplomacy when dealing with "earth" creatures (such as some elementals and Outsiders). Upon first impressions they may seem withdrawn, but they are more often than not they are just reserved, choosing their words and time to speak carefully. Their philosophical bent also manifests as a seemingly innate facility with magic of the Divination school, also reflecting their thirst for (and love of) knowledge and lore. Dream dwarves are, more often than not, followers of druidic practises, becoming advisors on spiritual and natural matters in their communities, though some may feel drawn to other roles (such as priests, arcanists or even follow a martial path). It has also been recorded that dream dwarves are capable of seeing ethereal beings, just a clearly as they would any other material being, but can differentiate between them easily. Aside from a few minor cosmetic differences, the dream dwarves are largely physically and culturally identical to the 'prime race'.
The Dvergar are a tricky area. Less of a subrace, practically a seperate race in their own rights, the 'grey dwarves' are a grim, aggressive and hateful race with a superiority complex and a murderous streak. Some scholars believe the dvergar to have been the original race created by the ancient giants, to act as subterranean servants, their size allowing them to go where giants may not. Certainly, some of their abilities attest to this, as their ability to see in the dark is greater than that of their cousins, but comes at the cost of reduced sight in stronger illumination, and they certainly carry the innate dwarven ability to sense unusual minerals, but are also seemingly immune to poisons and paralysing effects; something frequently used by subterranean terrors. Dvergar are possessed of innate 'psionic' abilities as well, specifically those of invisibility and 'expansion'; being able to grow their body to giant proportions, and fortunately their usage of these is limited and temporary, but suggests a link to the older world, when magic was still 'young'. The giants used the dvergar to find and extract rare, precious and powerful minerals and metals from the depths of Fold, and had them produce weapons and artefacts of great power, that fell into the pages of legend as weapons of the Gods and their ilk, but few legends tell of anything other than 'the grey ones who forged'. The dvergar grew hateful of others, but highly conceited in their abilities, and delved further and further underground. Some stayed nearer the surface and began becoming more and more like the dwarves known today, while the dvergar became more and more twisted and insular. In the depths of the world, their society gathered round the figure of 'the Deep Queen', their religion touting the power of their race, but crushing their joy and individuality. The race became bizarrely prideful and encouraged individuals to excel, but not to differ from the socially accepted norm; being different practically makes a dvergar one of the lesser races. In their home in the Deepworld, the dvergar hardly encounter other races, other than the drow (dark elves), with whom they contest vast tracts of territories, or sometimes ally with to overrun other regions. Physically, dvergar are slightly leaner in build than 'mountain dwarves', with visibly corded muscles, from lives spent in tireless toil, but generally about the same height and weight. Their skin is, unsurprisingly, grey; which ranges from stony to ashen, and their eyes are universally a dull amber colour. The barbels possessed by the dvergar are longer and thinner, adding a much more alien appearence to the race, not aided by their tendency to keep themselves completely bald (and those who do have hair never grow any on the tops of their heads.)
So there we have the two prominent dwarven subraces. More updates will come soon as I continue to move my files across and get back into writing this up semi-coherently.
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Friday, 17 January 2014
Religion in Fold, and the affect on Clerics
In the world of Fold, the Prime brought forth complex reality; the initial creative force/intelligence/urge in the universe. The Prime was responsible for the great elemental forces, including life, and created the Titans to safeguard the life allowed to grow unguided, protecting them from the Elder Evils that manifested in opposition to the Prime's works. The Titans grew bored of safeguarding and chose to make their own lifeforms, the Elder Titans creating the new Titans, who made the giants. The Elder Titans also sowed the seeds of human evolution, and even made the Gods. Weaving the threads of divine magic into their being, whilst weaving the giants from the threads of the arcane, the gods were intended as shepherds of the elements and aspects of existence. Their rise ended what is known as the Age Before and began the Age of Gods.
The gods helped in the formation of the worlds; creating life and vistas. Their being was suffused with divine essence; an essence that has been known as Godspark. The gods became prolific, some becoming cruel and arrogant, others zealous and egotistical in their 'righteousness', and they were all praised by the humans (their flock) and other races that populated Fold, and their power grew. And then, it happened. Something the gods themselves were powerless to stop; some monstrous malevolence threatened all and in battling it, the gods vanished; their power scattered back into the aetheric winds of existence, their presence, felt by all the mortals, snuffed out. They'd vanquished their foe, but at a terrible cost. Simultaneously, a number of human empires toppled. From the advanced Marru, to the magically adept "Weavers" and many others included.
Now, these causes something of an interesting dilemma, as deities are frequently something of a "linchpin" for D&D, where they act in a manner similar to the gods of Greek myth, walking the mortal world and influencing events. They have conflicts and enmities and grant miraculous powers to their followers... These are the 'Cleric' base class. Clerics are "divine" spellcasters, and pray/meditate every day for an hour to gain their spells for the day, and the powers and spells of two of their deity's "Domains", and are frequently just dismissed in games as 'priests' and 'first aid kits', as one of their primary abilities is being able to sacrifice their spells to heal as and when needed. When you think about it; it's practically abuse of their powers. Priests exist in D&D, but they're not all necessarily Clerics. Clerics should technically be revered as miracle workers; people who the gods have heard and responded to. So where does this leave Clerics in Fold; following the events of Godfall?
One of the concepts put forwards in D&D's Player's Handbook regarding Clerics is that they can follow a philosophy or set of principles instead of a deity or similar (as the Archdevil Dukes of Hell and Demon Princes of the Abyss can be worshiped/petitioned for power). Their devotion still gives them the spells that a cleric can access, as well as access to Cleric Domains. So, where does this power come from? If the deities are so willing to 'share' this magic that anyone who has faith in something can use it, why worship them? If it's a 'universal energy source' deal, what's the point in deities? Cue Godfall; the removal of the deities in "modern Fold", making it a world without Abrahamic Monotheism, or Olympian Polytheism, but rather a slightly more Buddhist/Messianic approach to religion. Religions formed around principles and philosophies; such as "The Order of Illumination" (an organisation primarily concerned with truth and 'enlightenment', as well as rooting out and destroying evil) and "Genesis" (life and birth worshipers), deified individuals from the early days after Godfall such as St. Cuthbert (justice and order) and Wee Jas (dark magic and restful deaths) and even powerful extraplanar beings such as Bahamut and Tiamat (opposing good and evil forebears of the draconic race), Cas (a vengeful fiend-lord) and the Wild Hunt (fey, elven lord of a spectral hunt across the skies on auspicious nights). When the gods vanished, their essence was disseminated across the multiverse; weaving it into the very being of reality, allowing divine powers to be drawn from near-enough anywhere, but the nature of sentient beings leads them to drawing together for support and a sense of community. Hence the existence of the new religions... And the presence of their Clerics and Paladins.
The gods helped in the formation of the worlds; creating life and vistas. Their being was suffused with divine essence; an essence that has been known as Godspark. The gods became prolific, some becoming cruel and arrogant, others zealous and egotistical in their 'righteousness', and they were all praised by the humans (their flock) and other races that populated Fold, and their power grew. And then, it happened. Something the gods themselves were powerless to stop; some monstrous malevolence threatened all and in battling it, the gods vanished; their power scattered back into the aetheric winds of existence, their presence, felt by all the mortals, snuffed out. They'd vanquished their foe, but at a terrible cost. Simultaneously, a number of human empires toppled. From the advanced Marru, to the magically adept "Weavers" and many others included.
Now, these causes something of an interesting dilemma, as deities are frequently something of a "linchpin" for D&D, where they act in a manner similar to the gods of Greek myth, walking the mortal world and influencing events. They have conflicts and enmities and grant miraculous powers to their followers... These are the 'Cleric' base class. Clerics are "divine" spellcasters, and pray/meditate every day for an hour to gain their spells for the day, and the powers and spells of two of their deity's "Domains", and are frequently just dismissed in games as 'priests' and 'first aid kits', as one of their primary abilities is being able to sacrifice their spells to heal as and when needed. When you think about it; it's practically abuse of their powers. Priests exist in D&D, but they're not all necessarily Clerics. Clerics should technically be revered as miracle workers; people who the gods have heard and responded to. So where does this leave Clerics in Fold; following the events of Godfall?
One of the concepts put forwards in D&D's Player's Handbook regarding Clerics is that they can follow a philosophy or set of principles instead of a deity or similar (as the Archdevil Dukes of Hell and Demon Princes of the Abyss can be worshiped/petitioned for power). Their devotion still gives them the spells that a cleric can access, as well as access to Cleric Domains. So, where does this power come from? If the deities are so willing to 'share' this magic that anyone who has faith in something can use it, why worship them? If it's a 'universal energy source' deal, what's the point in deities? Cue Godfall; the removal of the deities in "modern Fold", making it a world without Abrahamic Monotheism, or Olympian Polytheism, but rather a slightly more Buddhist/Messianic approach to religion. Religions formed around principles and philosophies; such as "The Order of Illumination" (an organisation primarily concerned with truth and 'enlightenment', as well as rooting out and destroying evil) and "Genesis" (life and birth worshipers), deified individuals from the early days after Godfall such as St. Cuthbert (justice and order) and Wee Jas (dark magic and restful deaths) and even powerful extraplanar beings such as Bahamut and Tiamat (opposing good and evil forebears of the draconic race), Cas (a vengeful fiend-lord) and the Wild Hunt (fey, elven lord of a spectral hunt across the skies on auspicious nights). When the gods vanished, their essence was disseminated across the multiverse; weaving it into the very being of reality, allowing divine powers to be drawn from near-enough anywhere, but the nature of sentient beings leads them to drawing together for support and a sense of community. Hence the existence of the new religions... And the presence of their Clerics and Paladins.
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Monday, 30 September 2013
The Races of Fold
Well, a world needs lifeforms to populate it, right?
And having just one kind of being would be boring, right?
It's a staple of the fantasy genre to have different kinds of sentient being living in a world. Most famously and most obviously, we have Tolkein's Middle Earth; populated by the proud and noble elves, the burly dwarves, the bucolic and cheery hobbits or halflings and the vile and warlike orcs. China Miéville's interesting and offbeat Perdido Street Station had the stoic and reclusive Catacae, the matriarchal Khepri, the froglike Vodyanoi, bird-headed Garuda and the impish and puerile Wyrmen. These two series are both fantasy, but both are so very different. Tolkein's masterpiece is seen by some as very much a product of its time; a "boys' own fantasy" if you will, and deals very much in blacks and whites, the questing heroes and cruel villains, while the other seeks to cast off that coat and make a grimy, urban sprawl of a tale, with seedy underbellies and moral ambiguity.
Dungeons and Dragons was originally not unlike Lord of the Rings. Men, elves, hobbits (referred to specifically as halflings to avoid legal problems) and dwarves fighting orcs, trolls, ogres, dragons and evil wizards. In recent years this can still be the case, as players take their elven ranger, dwarf fighter, gnome illusionist and human druid to fight an evil vampire lord and his cabal of minions in some forgotten tomb, or go traipsing through a cavern to fight evil beholders. Some players and Dungeon Masters (DMs) try to go against this grain and emulate political strife and intrigue, or encourage urban-based investigative games, with their half-orc sorcerer trying to fight his brutish heritage or a halfling trying to prove that not all of the wee folk are tricky thieves. Again, I'm going to reference Eberron; this setting caters for both schools of playing. The continent of Khorvaire (the main landmass of the setting) is highly urbanised in places, and there's plenty of room for industry, politics and investigation (there's even a class that makes you not unlike a private investigator), but there's also this wonderful sense of a world still to be explored, as other continents still hold artefacts from the ancient past, during times when Eberron was overrun by nightmares and demons, and even a mystery continent that is ever-changing and holds relics of the ancient giant empire. Many of the standard D&D races in Eberron have been altered slightly to fit. The elves are largely the same, but also there are a secluded nation of elves who worship their dead ancestors, many of whom still walk and hold council over their people, or another who raid sections of Khorvaire, as the shamanistic orcs try to hold them off. Gnomes are ace shipwright, halflings live a tribal life on grasslands that are rife with dinosaurs and hags and ogres maintain a savage, impoverished society where humans are subjugated.
So, over these last few years, the ideas of Eberron and Bas Lag (China Miéville's setting), I've re-fluffed the races to suit the feel of the setting of Fold. So, with that in mind, what is the feel of Fold? There's a big emphasis on industrialisation and urbanisation, as well as a lot of influence drawn from mythology and folklore.
Humans: Well, what's to say? Humans are humans. They get everywhere, breed quickly and are impossible to get rid of!
Dwarves: They fit very easily into the setting. Industrious workers with a knack for stone and metal? Perfect.
Elves: Haughty and proud tree-huggers? Noble aristocrats? Savage hunters? Elves were tricky.
Gnomes: Sociable and magically-inclined? This seemed perfect, but I've had some trouble getting these guys right.
Halflings: Small and agile, halflings seem very fitted, but their fluff also has a lot tying them into a nomadic life, so these guys took a little working.
Orcs: I've gotten rid of 'mundane' half-breeds, so there are no half-orcs or half-elves. The orcs have become a prominent and populous race, though mostly through raiding and stealing the technology of other races for their own.
Goblins: Originally savage nuisances, I wondered how I could make them believable as a culture in such a setting. I'm pretty pleased with the results.
Warforged: An Eberron race; artificial lifeforms in constructed bodies, crafted for war. They fit the Eberron setting, what with its 'magitek' and recent 'world war'. But they also suited the flavour of my setting, and I've been working on making them similar to Eberron, but with a twist.
Each race will get a spotlight soon.
And having just one kind of being would be boring, right?
It's a staple of the fantasy genre to have different kinds of sentient being living in a world. Most famously and most obviously, we have Tolkein's Middle Earth; populated by the proud and noble elves, the burly dwarves, the bucolic and cheery hobbits or halflings and the vile and warlike orcs. China Miéville's interesting and offbeat Perdido Street Station had the stoic and reclusive Catacae, the matriarchal Khepri, the froglike Vodyanoi, bird-headed Garuda and the impish and puerile Wyrmen. These two series are both fantasy, but both are so very different. Tolkein's masterpiece is seen by some as very much a product of its time; a "boys' own fantasy" if you will, and deals very much in blacks and whites, the questing heroes and cruel villains, while the other seeks to cast off that coat and make a grimy, urban sprawl of a tale, with seedy underbellies and moral ambiguity.
Dungeons and Dragons was originally not unlike Lord of the Rings. Men, elves, hobbits (referred to specifically as halflings to avoid legal problems) and dwarves fighting orcs, trolls, ogres, dragons and evil wizards. In recent years this can still be the case, as players take their elven ranger, dwarf fighter, gnome illusionist and human druid to fight an evil vampire lord and his cabal of minions in some forgotten tomb, or go traipsing through a cavern to fight evil beholders. Some players and Dungeon Masters (DMs) try to go against this grain and emulate political strife and intrigue, or encourage urban-based investigative games, with their half-orc sorcerer trying to fight his brutish heritage or a halfling trying to prove that not all of the wee folk are tricky thieves. Again, I'm going to reference Eberron; this setting caters for both schools of playing. The continent of Khorvaire (the main landmass of the setting) is highly urbanised in places, and there's plenty of room for industry, politics and investigation (there's even a class that makes you not unlike a private investigator), but there's also this wonderful sense of a world still to be explored, as other continents still hold artefacts from the ancient past, during times when Eberron was overrun by nightmares and demons, and even a mystery continent that is ever-changing and holds relics of the ancient giant empire. Many of the standard D&D races in Eberron have been altered slightly to fit. The elves are largely the same, but also there are a secluded nation of elves who worship their dead ancestors, many of whom still walk and hold council over their people, or another who raid sections of Khorvaire, as the shamanistic orcs try to hold them off. Gnomes are ace shipwright, halflings live a tribal life on grasslands that are rife with dinosaurs and hags and ogres maintain a savage, impoverished society where humans are subjugated.
So, over these last few years, the ideas of Eberron and Bas Lag (China Miéville's setting), I've re-fluffed the races to suit the feel of the setting of Fold. So, with that in mind, what is the feel of Fold? There's a big emphasis on industrialisation and urbanisation, as well as a lot of influence drawn from mythology and folklore.
Humans: Well, what's to say? Humans are humans. They get everywhere, breed quickly and are impossible to get rid of!
Dwarves: They fit very easily into the setting. Industrious workers with a knack for stone and metal? Perfect.
Elves: Haughty and proud tree-huggers? Noble aristocrats? Savage hunters? Elves were tricky.
Gnomes: Sociable and magically-inclined? This seemed perfect, but I've had some trouble getting these guys right.
Halflings: Small and agile, halflings seem very fitted, but their fluff also has a lot tying them into a nomadic life, so these guys took a little working.
Orcs: I've gotten rid of 'mundane' half-breeds, so there are no half-orcs or half-elves. The orcs have become a prominent and populous race, though mostly through raiding and stealing the technology of other races for their own.
Goblins: Originally savage nuisances, I wondered how I could make them believable as a culture in such a setting. I'm pretty pleased with the results.
Warforged: An Eberron race; artificial lifeforms in constructed bodies, crafted for war. They fit the Eberron setting, what with its 'magitek' and recent 'world war'. But they also suited the flavour of my setting, and I've been working on making them similar to Eberron, but with a twist.
Each race will get a spotlight soon.
Monday, 23 September 2013
Cities of Fold: Tallowport
My Fold setting started simply; a single city, used in a number of games, where it evolved, adapted and grew. Initially it was a simple port town; a little scummy and dangerous. It then became a larger trading hub and port town, until it became how it is now; a large industrial metropolitan seaport and market hub, as well as a religious mecca for scores of the faithful.
Other settings have cities like this. Forgotten Realms has Neverwinter and Waterdeep, Eberron has places like Stormreach, Sharn and Aundair and the likes. Now, I will admit, Eberron has been a big influence on some aspects of my setting; but I've done my best to avoid aping it completely. I like, particularly, Eberron's pulp fiction atmosphere, and the idea of the 'City of Adventure', which is something I've tried to make with Tallowport. There's criminal gangs, secret cults in the sewers and catacombs, an entire industrial district beneath the streets, full of construct workers and dark corners, and dark secrets above the pavements.
Tallowport, in the setting, started as a small fishing port, which became more and more prosperous, able to support a sizable market, which of course drew more and more attention, and people flocked to it to utilise the trade and travel opportunities of the port. Of course, the melting pot of diverse cultures that resulted was volatile, and this 'neutral' place was soon fraught with violence. Cue the entrance of The Church of St. Cuthbert; a religion that had splintered off from the Order of Illumination, a religion that had skyrocketed in popularity amongst many humans and nonhumans alike (More on religions later). The Church of St. Cuthbert, while sometimes draconian, managed to arbitrate a peaceful solution and arranged for fair and equal trade for all visitors and residents, and even moved to allow religious equality. The Church, of course, became the major power; the clergy working alongside the city guard, adjudicating in legal matters, even setting up the town's ruling figure; the Prince Bishop. The vast majority of established religions are allowed to practice openly and have a street level temple, though a number of the darker or more secretive faiths chose to operate in hiding, despite the amnesty provided. This move caused an even greater influx of people, causing the town to grow even further. Then, the industrial revolution started, and the forges, smithies and workshops began to grow, and foundries, factories and plants popped into existence; even expanding the city over 'unusable' terrain such as boggy deltas and the likes; even spreading the town beneath the earth; tapping into previously unknown geothermal power sources. Industry flourished; bringing even more people, causing even more growth, especially as the dwarves started showing up, bringing their expertise and skill.
Tallowport thrived, and Tallowport became 'that city'. The city where almost anything is possible, and a story is happening around every corner. Bloodthirsty pirates, slaver rings, political corruption, monsters in the sewers and who knows what else?
Tallowport, in the setting, started as a small fishing port, which became more and more prosperous, able to support a sizable market, which of course drew more and more attention, and people flocked to it to utilise the trade and travel opportunities of the port. Of course, the melting pot of diverse cultures that resulted was volatile, and this 'neutral' place was soon fraught with violence. Cue the entrance of The Church of St. Cuthbert; a religion that had splintered off from the Order of Illumination, a religion that had skyrocketed in popularity amongst many humans and nonhumans alike (More on religions later). The Church of St. Cuthbert, while sometimes draconian, managed to arbitrate a peaceful solution and arranged for fair and equal trade for all visitors and residents, and even moved to allow religious equality. The Church, of course, became the major power; the clergy working alongside the city guard, adjudicating in legal matters, even setting up the town's ruling figure; the Prince Bishop. The vast majority of established religions are allowed to practice openly and have a street level temple, though a number of the darker or more secretive faiths chose to operate in hiding, despite the amnesty provided. This move caused an even greater influx of people, causing the town to grow even further. Then, the industrial revolution started, and the forges, smithies and workshops began to grow, and foundries, factories and plants popped into existence; even expanding the city over 'unusable' terrain such as boggy deltas and the likes; even spreading the town beneath the earth; tapping into previously unknown geothermal power sources. Industry flourished; bringing even more people, causing even more growth, especially as the dwarves started showing up, bringing their expertise and skill.
Tallowport thrived, and Tallowport became 'that city'. The city where almost anything is possible, and a story is happening around every corner. Bloodthirsty pirates, slaver rings, political corruption, monsters in the sewers and who knows what else?
Tuesday, 17 September 2013
What is Fold?
Hi guys, name's Jesterface, and this here blog will be, hopefully, a journal of my D&D campaign setting as I slowly add to it and build it up.
The world has been named 'Fold', which is Hungarian for 'Earth'. A bit weak when you think about it, but I was struggling to come up with a name that 'felt' right, and didn't seem arbitrarily fantasy-world. Fold began simply, as an excuse for me to run a steampunk D&D game, and eventually expanded to be more 'early industrial revolution'. Think something not unlike Iron Kingdoms (the setting for the Warmachine and Hordes game by Privateer Press) and the Albion of Fable 2 (and a splash of Fable 3). This was part of my efforts to lose the 'Victoriana' that so often comes attached to steampunk, and something that had lost its luster to me, and I didn't want to abandon that high fantasy/medieval flavour that D&D typically has. Obviously, there's a heavily European influence on the setting, as it's hard to not include what is essentially 'my history' as part of this world, as much as I'd like to use other cultures more predominantly.
Well, I hope this is a little interesting to folks. There'll be more to come, and with any luck, there may even be doodles to go with it.
~J
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