Showing posts with label High Fantasy. Show all posts
Showing posts with label High Fantasy. Show all posts

Friday, 6 February 2015

The Races of Fold: Orcs as player characters.

Having now covered two races within my world, I wanted to take a moment and look at how the orcs fit into the eleven classes within the Player's Handbook.

Barbarian
This is the favoured class of orcs. The barbarian class plays to the strengths of the race; quite literally their increased physical strength. Their ferocious nature, toughness and often reckless nature meshes quite neatly with how a barbarian usually works.

Bard
Orc bards are uncommon, but not unheard of. Their low intellect often makes them struggle with lore and fact-finding, but their oral tradition is noted, and frequently orc bards have composed evocative poems, sagas and even ballads. Orc performers in larger settlements will often grab attention as something of a novelty, but prove they have the ability to go with it. Orc music often uses horns, drums and bone flutes.

Cleric
Orc clerics are often worshippers of Gruumsh or D'zl. Those who follow Gruumsh merit strength and battle prowess above all else, frequently using spells to improve those qualities in themselves and their allies. D'zl priests are often direct and destructive, utilising spells that manipulate fire as often as possible. Orcs are unlike to follow a more scholarly path as clerics, owing to the clerics place in society as spiritual leaders, which frequently dictates a much more hands on role.

Druid
The history of the orcs as being tribal nomads in the wilderness means that few are surprised by the existence of orc druids. True survivors, orc druids can survive out in the wilds for great lengths of time and make excellent scouts, scavengers and hunters.

Fighter
Almost as popular and common as orc barbarians is the orc fighter, marrying physical strength with skill-at-arms, instead of unbridled rage. An orc's training with the "double axe" opens up a number of options for orc fighters to pursue, as well as taking advantage of their strength.

Monk
Monastic orcs are a rare sight, owing to the race's tendency towards chaos, but the odd few find themselves drawn to the monk's path of physical perfection and self-sufficiency. While they may struggle with the discipline, orcs often find the rigours of the ascetic lifestyle easier to adopt owing to their wilderness origins.

Paladin
Similarly, orcs are rarely paladins, as they chafe under the strict code. That said, some find glory and honour (something many orcs desire) in taking up the mantle and seeking to prove themselves stronger than evil. While many orders will think twice before recruiting an orc, those who accept them learn the value of having a strong, determined adherent like an orc.

Ranger
The orcs' background means that the ranger's path isn't a stretch of the imagination; combat prowess, minor magics and survivalist skills are all things that would serve a wandering orc tribe well. Many orc rangers favour the use of the two weapon fighting style, often using their race's signature weapon, and surprising many foes who just assume them to be simple warriors using a weapon that seems unwieldy.

Rogue 
The biggest obstacle for an orc as a rogue is their relatively limited intellect; limiting how skilful they can be, and limiting how effective some of their skills will be (such as disabling traps). Conversely, it is this very challenge that makes orc rogues effective; nobody expects these hulking savages to be stealthy or cunning.

Sorcerer
Few expect orcs to wield arcane powers, but the innate power of the sorcerer can occur in almost any race, and orcs are no exception. They often favour spells that are destructive and/or enhance their already prodigous strength. With the right training, an orc "battle sorcerer" could be a fearsome opponent indeed.

Wizard
Few orcs are capable of reading or writing, and most struggle with some of the more basic aspects of scholastic pursuits. Taking on the life of a wizard is a huge challenge for an orc, as they need a focused, orderly mind and a capacity for reason and study that many of them lack. The few that overcome this shortcoming find they're often underestimated in how much of a threat they are; similar to rogues and sorcerers.

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.

  • Attribute adjustments: +2 Strength, -2 Intelligence;.
  • Race: Humanoid (Orc)
  • Speed: 30ft
  • Size: Medium
  • Darkvision 60ft
  • Weapon Familiarity: Orcs can treat Orc Double Axes as a martial weapon.
  • Orcs treat Intimidate as a class skill. At 1st level an orc may choose to apply their Str modifier to Intimidate checks instead of their Cha modifier. This choice cannot be changed after 1st level.
  • Orcs receive a +2 racial bonus on saving throws against ingested poisons and diseases contracted though consumption of spoiled, contaminated or 'disease-causing' foods. Orcs can also be fully nourished by spoiled/inedible foods and by most organic matter.
  • Orcs receive a +2 racial bonus on Str checks made to break objects and on attack rolls made to Sunder objects. This bonus also applies on Str checks to break out of bonds.
  • Automatic Languages: Orc, Common
  • Bonus Languages: Goblin, Giant, Dwarf, Gnoll
  • Favoured class: Barbarian

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.

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 MiƩville'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 MiƩville'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?

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