My blog for discussing/sharing ideas from my attempts to construct a Dungeons and Dragons campaign setting.
Tuesday, 18 November 2014
Friday, 17 January 2014
Races of Fold: The Dwarves
Previously I spoke briefly about the basics of the races of D&D. Now, I wanted to do something special with my setting; I wanted to keep the races familiar, but with a twist. Something to make them stand out, but not wanting it to feel arbitrarily tacked on in an attempt to shoehorn interestingness into them.
The dwarves presented an interesting challenge, as they are such a stalwart fantasy race, with such an established image, and this whole stigma attached to them of being obsessed with beards, axes, gold and beer; it's arguable that many games have existed where an axe-wielding dwarven warrior who is immensely proud of his facial hair and almost constantly drunk has been the centre of attention at the table. Now, I'm not saying I don't like the idea of the dwarven warrior with his axe; it's one of those iconic images (harking back to Gimli from The Lord of the Rings), but it doesn't have to define the race. I'm not against them having a cultural relationship with beer or gold, but again; do they need to define the race? I think what I'm railing against so much is the "race of hats" ideology that crops up in sci-fi and fantasy so often. Again, referencing Eberron, they included this idea that the "Dragonmarked House Kundarak", the Dwarven Dragonmarked house, was in charge of banks and loans and finances (and associated security) within the continent of Khorvaire. I like this idea that dwarves are involved in accounting, and it may be something I incorporate.
So, what do I think are important aspects of the dwarven race, considering the abilities they're given in D&D? First and foremost; they're granted an increased Constitution (the value by which their health, hardiness and physical fortitude are measured) but a decreased Charisma (the value by which their interpersonal skills and force of personality are measured), suggesting physical toughness, but a guarded, brusque or blunt manner. Despite being smaller than humans and as such, slower, they're not slowed by heavier armour or loads, and they are given "darkvision" the ability to see in black and white in dark environments, which ties into the concept of them living underground, and as such, I see this as possibly the most important aspect of the dwarven race. They live underground, but why? There are ancient eldritch horrors and cruel humanoid races in the depths of Fold... Perhaps they evolved to where they are from an earlier lifeform? In connection to my world's creation story (more on this later), dwarves are derived from giants; specifically bred to be smaller without sacrificing too much strength, to venture into the deepest caverns to mine ore for the giants, which brings me to the next point; they have this affinity for working stone and metal, even the ability to detect unusual stone workings (such as hidden stone doors, stone-based traps etc.) and can even determine how deep underground they are as easily as a human can tell which way 'up' is. I went about thinking 'How do they do this? What kind of biological advantage would provide this kind of "sixth sense"?' This lead me to thinking about about fish, who have sensory receptors that detect electrical fields of other creatures in the water, and the barbels (the fleshy whiskers) on some species of bottom-feeding fish, such as catfish and the plecostomus species, and how these sometimes appear as a moustache and/or beard on these creatures. Plus I'd been watching a lot of Farscape at the time... And as such, my dwarves lost the iconic beard and gained barbels (tipped with some hairs), which grant them the ability to notice subtle changes in electromagnetic fields, even granting their own minor magnetic field (which can explain their racial bonus to resisting certain spell effects). And there we have it, we have the appearance of my dwarves. Though, this is still in its R&D stages, and being refined as a visual.
Now, culture, where to take this? The "planet of hats" preconception for dwarves is one of a race of loutish, blunt, beer-swilling, bearded brawlers with a severe hatred of goblins. Now, the D&D 3.5e sourcebook "Races of Stone", goes into some detail concerning dwarven culture and psychology, but I know not every D&D player will either own or have read this fully. Suffice to say, the entries regarding the dwarves have inspired some thoughts. First, I want to focus on their underground life, and how this would affect a society. First and foremost; clothing, without access to flax for linen, cotton plants and probably sheep fleeces, they're very limited in terms of materials. Races of Stone posits the use of underground roots and similar plants, probably leading to hardy but rough and uncomfortable articles, and also the use of fungi to make a kind of silk, which I find a little far-fetched (even for fantasy), however, I've no doubt that underground there is a plentiful supply of cocoon-spinning grubs from which silk could be derived, as well as the cured or tanned hides of various beings, such as reptiles and moles. Clothing would ostensibly be practical and hard-wearing, as an underground lifestyle would lead to a neglect of finery (dark, possibly damp conditions, potential hazards that would damage such items), probably sticking to muted earth tones, and colours that matched the type of stone they live near.
Second, I want to touch on the 'boozing' aspect of dwarven culture; I'm not saying that I don't agree with the idea of them being fond of drinking regularly, but it shouldn't be the defining characteristic. Also, where does an underground race get malted barley and hops from? As such, I turned to a throwaway gag from Dragon Age: Origins, made when Oghren the dwarf berserker you meet tells you about how much he loves surfacer beer, marveling at beer made from wheat, commenting on how beer in Orzammar (a grand dwarven city) is made from fungus. Beers, wines and spirits made from fungi, molds and subterranean plants all the way, and in a culture that drinks to celebrate another day ending, which leads to my next idea.
The dwarves are a race of dichotomies; they're immensely serious and prideful workers but as soon as the working day is over they like to unwind in large social groups, with communal bathhouses. They're also incredibly withdrawn around strangers or outsiders, but share openly with close family and friends, making them strangely gregarious and sociable, but they are oddly guarded about themselves as a result of their lack of personal privacy. And, either because of these close familial bonds, or the bonds resulted from this, the dwarves place a lot of honour on veneration of your ancestral line, and the 'collective' ancestral concept of the Forge Father, a deified figure connected to their love of crafting and the protection of the home; telling of the dwarves' lack of any traditional kind of god, even before Godfall. Dwarven homes are often, but not always, a married or bonded couple working in tandem, with one living as a breadwinner and the other as 'homekeeper', but this isn't exclusively a male-female divide. The breadwinner will often be working in the forges or mines, or as a warrior or sage, while the homekeeper obviously maintains the home (seen as an honourable deed owing to the cultural emphasis on family) but is also in charge of finances. No household has two breadwinners, for that is the highest taboo. Dwarven education is often undertaken by the homekeeper, but is also publically provided by the clergy in their communities, as well as some scholars and genealogists (frequently Bards and Archivists), and sometimes even Wizards and Druids.
Dwarven weapon selections are unusual given their underground lives. The favoured weapons of warriors are various kinds of axe, though spears are sometimes preferred. Axes are typically seen as tools for chopping wood, and require space to swing, so would be unsuitable in confined tunnels, which is where spears can be more useful. That said, the caverns beneath the surface are often vast and spacious, and one weapon overcomes this; the urgrosh, a combined axe and spear. Hammers are seen as a little more sensible, being favoured by their Clerics and priests, something of a metaphor in their positions as teachers, as hammers are tools frequently used by carvers, sculptors and smiths.
In dwarven society, life is regimented into 'classes'. I will admit now, I have taken a lot of inspiration from Dragon Age for this, as while the dwarves in this were visually very dull (short humans with big noses), their culture fascinated me. In Dragon Age, the dwarves are born into their caste (Noble, Merchant, Warrior, Smith, Scholar, Casteless and Surfacer) and their children share their caste. If a Warrior were to marry a Noble and produce a child, the child would share the caste of the parent with the same sex (Noble mother, Noble daughter, etc). I wanted something similar, but different for my dwarves. There's a caste system, in that certain jobs and professions are regarded more highly than others. There is no caste that is seen as being 'scum' or worthless; everyone has a place within society.
The dwarves weren't actually seen by humans until a century or two into the Age of Mortals, and not until some exploration into the subterranean caverns of the world unearthed giant statues with an abstract and highly geometric interpretation of bearded, stout humanoids. Further expeditions revealed vistas and cities designed in a similar fashion, from the very stone itself, before eventually the first contact was made. Initial reports listed dwarves as being bearded, hence numerous jokes regarding facial hair as opposed to their actual barbels. Now, they are frequently found on the surface, usually as industrial workers, traveling merchants, mercenaries or 'guards-for-hire' or representatives of dwarven trade families.
The dwarves presented an interesting challenge, as they are such a stalwart fantasy race, with such an established image, and this whole stigma attached to them of being obsessed with beards, axes, gold and beer; it's arguable that many games have existed where an axe-wielding dwarven warrior who is immensely proud of his facial hair and almost constantly drunk has been the centre of attention at the table. Now, I'm not saying I don't like the idea of the dwarven warrior with his axe; it's one of those iconic images (harking back to Gimli from The Lord of the Rings), but it doesn't have to define the race. I'm not against them having a cultural relationship with beer or gold, but again; do they need to define the race? I think what I'm railing against so much is the "race of hats" ideology that crops up in sci-fi and fantasy so often. Again, referencing Eberron, they included this idea that the "Dragonmarked House Kundarak", the Dwarven Dragonmarked house, was in charge of banks and loans and finances (and associated security) within the continent of Khorvaire. I like this idea that dwarves are involved in accounting, and it may be something I incorporate.
So, what do I think are important aspects of the dwarven race, considering the abilities they're given in D&D? First and foremost; they're granted an increased Constitution (the value by which their health, hardiness and physical fortitude are measured) but a decreased Charisma (the value by which their interpersonal skills and force of personality are measured), suggesting physical toughness, but a guarded, brusque or blunt manner. Despite being smaller than humans and as such, slower, they're not slowed by heavier armour or loads, and they are given "darkvision" the ability to see in black and white in dark environments, which ties into the concept of them living underground, and as such, I see this as possibly the most important aspect of the dwarven race. They live underground, but why? There are ancient eldritch horrors and cruel humanoid races in the depths of Fold... Perhaps they evolved to where they are from an earlier lifeform? In connection to my world's creation story (more on this later), dwarves are derived from giants; specifically bred to be smaller without sacrificing too much strength, to venture into the deepest caverns to mine ore for the giants, which brings me to the next point; they have this affinity for working stone and metal, even the ability to detect unusual stone workings (such as hidden stone doors, stone-based traps etc.) and can even determine how deep underground they are as easily as a human can tell which way 'up' is. I went about thinking 'How do they do this? What kind of biological advantage would provide this kind of "sixth sense"?' This lead me to thinking about about fish, who have sensory receptors that detect electrical fields of other creatures in the water, and the barbels (the fleshy whiskers) on some species of bottom-feeding fish, such as catfish and the plecostomus species, and how these sometimes appear as a moustache and/or beard on these creatures. Plus I'd been watching a lot of Farscape at the time... And as such, my dwarves lost the iconic beard and gained barbels (tipped with some hairs), which grant them the ability to notice subtle changes in electromagnetic fields, even granting their own minor magnetic field (which can explain their racial bonus to resisting certain spell effects). And there we have it, we have the appearance of my dwarves. Though, this is still in its R&D stages, and being refined as a visual.
Now, culture, where to take this? The "planet of hats" preconception for dwarves is one of a race of loutish, blunt, beer-swilling, bearded brawlers with a severe hatred of goblins. Now, the D&D 3.5e sourcebook "Races of Stone", goes into some detail concerning dwarven culture and psychology, but I know not every D&D player will either own or have read this fully. Suffice to say, the entries regarding the dwarves have inspired some thoughts. First, I want to focus on their underground life, and how this would affect a society. First and foremost; clothing, without access to flax for linen, cotton plants and probably sheep fleeces, they're very limited in terms of materials. Races of Stone posits the use of underground roots and similar plants, probably leading to hardy but rough and uncomfortable articles, and also the use of fungi to make a kind of silk, which I find a little far-fetched (even for fantasy), however, I've no doubt that underground there is a plentiful supply of cocoon-spinning grubs from which silk could be derived, as well as the cured or tanned hides of various beings, such as reptiles and moles. Clothing would ostensibly be practical and hard-wearing, as an underground lifestyle would lead to a neglect of finery (dark, possibly damp conditions, potential hazards that would damage such items), probably sticking to muted earth tones, and colours that matched the type of stone they live near.
Second, I want to touch on the 'boozing' aspect of dwarven culture; I'm not saying that I don't agree with the idea of them being fond of drinking regularly, but it shouldn't be the defining characteristic. Also, where does an underground race get malted barley and hops from? As such, I turned to a throwaway gag from Dragon Age: Origins, made when Oghren the dwarf berserker you meet tells you about how much he loves surfacer beer, marveling at beer made from wheat, commenting on how beer in Orzammar (a grand dwarven city) is made from fungus. Beers, wines and spirits made from fungi, molds and subterranean plants all the way, and in a culture that drinks to celebrate another day ending, which leads to my next idea.
The dwarves are a race of dichotomies; they're immensely serious and prideful workers but as soon as the working day is over they like to unwind in large social groups, with communal bathhouses. They're also incredibly withdrawn around strangers or outsiders, but share openly with close family and friends, making them strangely gregarious and sociable, but they are oddly guarded about themselves as a result of their lack of personal privacy. And, either because of these close familial bonds, or the bonds resulted from this, the dwarves place a lot of honour on veneration of your ancestral line, and the 'collective' ancestral concept of the Forge Father, a deified figure connected to their love of crafting and the protection of the home; telling of the dwarves' lack of any traditional kind of god, even before Godfall. Dwarven homes are often, but not always, a married or bonded couple working in tandem, with one living as a breadwinner and the other as 'homekeeper', but this isn't exclusively a male-female divide. The breadwinner will often be working in the forges or mines, or as a warrior or sage, while the homekeeper obviously maintains the home (seen as an honourable deed owing to the cultural emphasis on family) but is also in charge of finances. No household has two breadwinners, for that is the highest taboo. Dwarven education is often undertaken by the homekeeper, but is also publically provided by the clergy in their communities, as well as some scholars and genealogists (frequently Bards and Archivists), and sometimes even Wizards and Druids.
Dwarven weapon selections are unusual given their underground lives. The favoured weapons of warriors are various kinds of axe, though spears are sometimes preferred. Axes are typically seen as tools for chopping wood, and require space to swing, so would be unsuitable in confined tunnels, which is where spears can be more useful. That said, the caverns beneath the surface are often vast and spacious, and one weapon overcomes this; the urgrosh, a combined axe and spear. Hammers are seen as a little more sensible, being favoured by their Clerics and priests, something of a metaphor in their positions as teachers, as hammers are tools frequently used by carvers, sculptors and smiths.
In dwarven society, life is regimented into 'classes'. I will admit now, I have taken a lot of inspiration from Dragon Age for this, as while the dwarves in this were visually very dull (short humans with big noses), their culture fascinated me. In Dragon Age, the dwarves are born into their caste (Noble, Merchant, Warrior, Smith, Scholar, Casteless and Surfacer) and their children share their caste. If a Warrior were to marry a Noble and produce a child, the child would share the caste of the parent with the same sex (Noble mother, Noble daughter, etc). I wanted something similar, but different for my dwarves. There's a caste system, in that certain jobs and professions are regarded more highly than others. There is no caste that is seen as being 'scum' or worthless; everyone has a place within society.
The dwarves weren't actually seen by humans until a century or two into the Age of Mortals, and not until some exploration into the subterranean caverns of the world unearthed giant statues with an abstract and highly geometric interpretation of bearded, stout humanoids. Further expeditions revealed vistas and cities designed in a similar fashion, from the very stone itself, before eventually the first contact was made. Initial reports listed dwarves as being bearded, hence numerous jokes regarding facial hair as opposed to their actual barbels. Now, they are frequently found on the surface, usually as industrial workers, traveling merchants, mercenaries or 'guards-for-hire' or representatives of dwarven trade families.
Labels:
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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.
Labels:
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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 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.
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?
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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