This is entirely a function of your own gonzo quotient. Arduinites will no doubt have the lot, plus extras ; others, not so much. I was going to make a comment about D&D DMs being tightest about keeping the races near human, but I realize that that isn't the case any more, and hasn’t been for a while….like since a year or so into 3E ? I mean, really, what is the conceptual differnece between a half-Deodant dark star adept gladiator and a Tiefling dragonblooded swashbuckler swadowblade ?
Not sure if the “humans are the preferred type of character in the D&D world” line even survived 2E. Oh well. I have no opinion, per se, other than to note that the old Arduinesque “seven players of different alignments, classes, and biological Phyla” has become the norm……
But, I digress.
Me, what I’d allow is this:
Newcomers (obviously, for those low personal gonzo quotient players..);
Pets: Tower Dwellers and Showpets; ;
Thralls: all domestic thralls, and probably only the Peltasts from the war thralls.
Or this:
All newcomers, all coming over together from the continent, hired as cannon fodder by one of the kingdoms. For extra giggles, they can do a classic “Hengst and Horsa”, and bring their families over to homestead, too – start with a (pathetic) stronghold you have to worry about immediately rather than in the endgame when you are high level…
”Hey Pa, come quick ! Ma’s done being wailed on by a monster agin’…”
”I rekon I kin do that, but Damn Boy, this wood aint gonna chop itself “.…
Add in the above local races as players die (and they will. Oh yes…..)
Again, your gonzo may vary……
Wherein I blather on RPG design, play, and stuff I design, as well as rules-lite games and classic D&D and Traveller (and others), proving that while I don't have a life, I do have a keyboard.
Showing posts with label Heptarchia. Show all posts
Showing posts with label Heptarchia. Show all posts
Monday, July 26, 2010
Thursday, July 22, 2010
Races and Subraces , Part 2
Game effects and character modifications:
Pets
There are three main subtypes of Pets.
Tower Dwellers are descendents of the pampered humans kept for companionship and to relieve boredom, or to boss Thralls and may become mages or clerics. All have Notable SOC but weak END and distinctive appearance.
ShowPets Kept for status, fashion, competition and/or entertainment Characters may choose two different characteristics to be notable, but must take one that is weak. All are feral and have bizarre appearance. Alternately, one trait may have Notable apply twice, but a second (and different) weak trait must be taken. May become mages
Journeymen are the descendents of Pets that were taught magic by the Fey. They may become mages and have a +2 to enlist as a Magic user All have weak STR , Notable INT , distinctive appearance. A character may opt to have the traits Magical , Fast Metabolism , weak END and Bizarre appearance
Thralls
All thralls are physically altered humans, and generally breed true to their subclass, although they are seldom able to crossbreed ; and even within their subtype, they are less fecund than normal humans or the Pet descendents. Thralls were modified to be specialized appliances and labor saving devices for the Fey, who, not being stupid, bred in instincts to make them safe to use. As a result, all Thralls have to make a 3d INT test to ever directly damage or otherwise harm a Fey. Originally, a lifelong and inheritable Geas was cast on all Thralls, requiring a similar 3d roll to disobey or refuse to obey a Fey or a Fey appointed overseer. Since the rebellions, this has mostly been purged or faded out, paticularly as the surviving Fey are now few, far between, and far away.
There are many varieties of Thralls – below are some of the most common
Domestic Thralls did all the scutwork and mindless day to day labor for the Fey. Now, most of the Thrall descendents still do similar work, there are not-unusual exceptions. In fact, many thralls still take it as a mark of pride to do something that their hated masters didn’t breed and twist them for. No Thrall race can be a Magic User, but due to the cultural skills developed in the second rebellion (against the Journeymen) they have a +2 to enlist in the Priest profession.
Drones Drones are the most numerous and least altered of the Thralls, but still have been bread for distinctive appearances to indicate ownership, as well as the ability to work long hours in the fields or to perform repetitive and often mindless tasks. Drones are Feral, with Notable END
Porters Porters were bred for brute strength,strong backs, and weak minds. In part, they were bred to replace Troll slaves, who were much less tracable, if more resilient. They are essentially human forklifts and bulldozers, but also riding mounts where speed or looking cool was less important. They have the traits Feral , Large , Notable STR, slow metabolism and Weak DEX
Runners Runners were couriers and messengers. Traits are small, fast metabolism, Notable END weak STR, no fine manipulators
Tinkers Tinkers were bred to fix things, work metal and wood, cook, sew, weave and generally provide skilled craftsmanship that are too common or boring for the Fey. Notable DEX , fast metabolism and small
War Thralls were used to defend the realm, but also, and far more commonly, to resolve the disputes of the petty nobility amongst the fey, of for gladiatorial games. Details next time.
Pets
There are three main subtypes of Pets.
Tower Dwellers are descendents of the pampered humans kept for companionship and to relieve boredom, or to boss Thralls and may become mages or clerics. All have Notable SOC but weak END and distinctive appearance.
ShowPets Kept for status, fashion, competition and/or entertainment Characters may choose two different characteristics to be notable, but must take one that is weak. All are feral and have bizarre appearance. Alternately, one trait may have Notable apply twice, but a second (and different) weak trait must be taken. May become mages
Journeymen are the descendents of Pets that were taught magic by the Fey. They may become mages and have a +2 to enlist as a Magic user All have weak STR , Notable INT , distinctive appearance. A character may opt to have the traits Magical , Fast Metabolism , weak END and Bizarre appearance
Thralls
All thralls are physically altered humans, and generally breed true to their subclass, although they are seldom able to crossbreed ; and even within their subtype, they are less fecund than normal humans or the Pet descendents. Thralls were modified to be specialized appliances and labor saving devices for the Fey, who, not being stupid, bred in instincts to make them safe to use. As a result, all Thralls have to make a 3d INT test to ever directly damage or otherwise harm a Fey. Originally, a lifelong and inheritable Geas was cast on all Thralls, requiring a similar 3d roll to disobey or refuse to obey a Fey or a Fey appointed overseer. Since the rebellions, this has mostly been purged or faded out, paticularly as the surviving Fey are now few, far between, and far away.
There are many varieties of Thralls – below are some of the most common
Domestic Thralls did all the scutwork and mindless day to day labor for the Fey. Now, most of the Thrall descendents still do similar work, there are not-unusual exceptions. In fact, many thralls still take it as a mark of pride to do something that their hated masters didn’t breed and twist them for. No Thrall race can be a Magic User, but due to the cultural skills developed in the second rebellion (against the Journeymen) they have a +2 to enlist in the Priest profession.
Drones Drones are the most numerous and least altered of the Thralls, but still have been bread for distinctive appearances to indicate ownership, as well as the ability to work long hours in the fields or to perform repetitive and often mindless tasks. Drones are Feral, with Notable END
Porters Porters were bred for brute strength,strong backs, and weak minds. In part, they were bred to replace Troll slaves, who were much less tracable, if more resilient. They are essentially human forklifts and bulldozers, but also riding mounts where speed or looking cool was less important. They have the traits Feral , Large , Notable STR, slow metabolism and Weak DEX
Runners Runners were couriers and messengers. Traits are small, fast metabolism, Notable END weak STR, no fine manipulators
Tinkers Tinkers were bred to fix things, work metal and wood, cook, sew, weave and generally provide skilled craftsmanship that are too common or boring for the Fey. Notable DEX , fast metabolism and small
War Thralls were used to defend the realm, but also, and far more commonly, to resolve the disputes of the petty nobility amongst the fey, of for gladiatorial games. Details next time.
The Legacy of the Fey: humans, subhumans, and variants.
Races in Heptarchia:
Heptarchia is inhabited by a large number of human variants, the legacy of the original rulers, the Fey. There are three main branches of humanity, all distinctive, and all derived from their roles in the Fey times (or lack thereof). On the whole, the societies that have evolved tend to take this level of variance in stride, although one’s appearance definitely identifies one with a type, rung in society and often caste. Most of the highly specialized variants still work in roles their mutated forms make most efficient.
Newcomers are the humans that came over after the rebellions, or were hired/invited over during the rebellion. They are standard humans in all ways, and all careers are available. Newcomers tend to be the majority in their kingdoms, but are probably no more than one fourth of the total humans in the Heptarchia.
Pets are descendents of the pampered humans that were kept or allowed indoors by the fey, as it were. They are often, but not always the least altered of the races,. but still are distinct from Newcomers and Thralls. Originally only a small proportion of the humans under the Fey, since the rebellions, they have increased their numbers dramatically, until the comprise about half of the islands population. Pets are fundamentally human normals, although often bred and altered for distinctive and often bizarre appearance.
Thralls are the descendents of the vast mass of human slaves, domesticated and bred for specific tasks, generally scutwork, warfare or simple convenience. Often of limited fertility due to their extreme modifications, their numbers have not kept pace with that of the pets, or even with the Newcomers. Originally at least 90% of the Fey slaves, they now make up from one third to one quarter of the total population; more in raelms ruled by the Pets.
There are a wide variety of specialized Thrall subraces based on function. All have at least distinctive appearance, and weak SOC. None may be magic users.
More to come, obviously. Rules n' stuff.
Heptarchia is inhabited by a large number of human variants, the legacy of the original rulers, the Fey. There are three main branches of humanity, all distinctive, and all derived from their roles in the Fey times (or lack thereof). On the whole, the societies that have evolved tend to take this level of variance in stride, although one’s appearance definitely identifies one with a type, rung in society and often caste. Most of the highly specialized variants still work in roles their mutated forms make most efficient.
Newcomers are the humans that came over after the rebellions, or were hired/invited over during the rebellion. They are standard humans in all ways, and all careers are available. Newcomers tend to be the majority in their kingdoms, but are probably no more than one fourth of the total humans in the Heptarchia.
Pets are descendents of the pampered humans that were kept or allowed indoors by the fey, as it were. They are often, but not always the least altered of the races,. but still are distinct from Newcomers and Thralls. Originally only a small proportion of the humans under the Fey, since the rebellions, they have increased their numbers dramatically, until the comprise about half of the islands population. Pets are fundamentally human normals, although often bred and altered for distinctive and often bizarre appearance.
Thralls are the descendents of the vast mass of human slaves, domesticated and bred for specific tasks, generally scutwork, warfare or simple convenience. Often of limited fertility due to their extreme modifications, their numbers have not kept pace with that of the pets, or even with the Newcomers. Originally at least 90% of the Fey slaves, they now make up from one third to one quarter of the total population; more in raelms ruled by the Pets.
There are a wide variety of specialized Thrall subraces based on function. All have at least distinctive appearance, and weak SOC. None may be magic users.
More to come, obviously. Rules n' stuff.
Wednesday, July 21, 2010
A Map of Kantium
Somewhat finer detail map of the dread realm of Kantium.
Plus, a new layout. Apologies if you saw my earlier attempt and were struck blind
Plus, a new layout. Apologies if you saw my earlier attempt and were struck blind
Labels:
adventurer,
Heptarchia,
Kantium,
map,
ODandD,
Traveller
Tuesday, July 20, 2010
Do Not Die in Kantium
Kantium
Do not die in Kantium; this is the fact that everone in the isle knows. Kantium was the first of the cities to throw off its Fey masters, and, through a fluke, remained in control of the rebel sorcerors. Since then, Kantium is a dark and shrouded landscape, home to necromancy.
Culture: Barbarian, Physical, Solitary
Main hexes: 0707 and surrounds. Shares land borders with the broken marches, Ostsexan and Visaxia.
Direct control into 3 hexes based on capitals influence& control modifer.
Capital City: Kantum-Broch 8-385-9C8(-6)
Local culture: Barbarian, Mystical , Urban
Corrupt reputation
50-100 hearths
well off+ wealth
Unremarkable size
Tyrant ruler
Total law control
Influence =8
Control Modifier(-6)
The capital at Kantum-Broch is a largely deserted fey city, inhabited only by the sorceror of the rebellion and his descendents and apprentices. The population of the remainder of the land is almost entirely composed of the "half dead" and the undead. The undead are almost entirely a poor relation of the skeleton/zombie, being the slowly decaying corpses of slaves and serfs programmed to continue their work after death - from whatever cause, accident, murder or the creep of the half death. In general, any that die in Kantium, for whatever reason, will, if unprotected, arise as undead at the next sunset. If uncommanded, they will simply wander, eventually attacking all the living as their need for direction fades.
Half death is a peculiar state into which humans in Kantium eventually and invariably lapse if they remain in the realm for an extended length of time. They become uncommunicative, unresponsive and unmotivated, able only to carry out direct commands; the more familiar the task, (such as "raise a crop") the more general the commands are. Eventually, they pass from half death to full death without note or comment, and continue their unending tasks until they slowly rot to scraps. The half dead can be commanded by anyone with sufficient autority or any of the inhabitants of Kantum-Broch. The undead continue their last task unerringly, and are only commandable by necromancers (of whom there is no shortage locally).
Kantium relies on Mercenaries who are protected from the half death by talismans, and the animated corpses of warriors who die in Kantium. So, don't die in Kantium. Unless you really, really want job security.....
Do not die in Kantium; this is the fact that everone in the isle knows. Kantium was the first of the cities to throw off its Fey masters, and, through a fluke, remained in control of the rebel sorcerors. Since then, Kantium is a dark and shrouded landscape, home to necromancy.
Culture: Barbarian, Physical, Solitary
Main hexes: 0707 and surrounds. Shares land borders with the broken marches, Ostsexan and Visaxia.
Direct control into 3 hexes based on capitals influence& control modifer.
Capital City: Kantum-Broch 8-385-9C8(-6)
Local culture: Barbarian, Mystical , Urban
Corrupt reputation
50-100 hearths
well off+ wealth
Unremarkable size
Tyrant ruler
Total law control
Influence =8
Control Modifier(-6)
The capital at Kantum-Broch is a largely deserted fey city, inhabited only by the sorceror of the rebellion and his descendents and apprentices. The population of the remainder of the land is almost entirely composed of the "half dead" and the undead. The undead are almost entirely a poor relation of the skeleton/zombie, being the slowly decaying corpses of slaves and serfs programmed to continue their work after death - from whatever cause, accident, murder or the creep of the half death. In general, any that die in Kantium, for whatever reason, will, if unprotected, arise as undead at the next sunset. If uncommanded, they will simply wander, eventually attacking all the living as their need for direction fades.
Half death is a peculiar state into which humans in Kantium eventually and invariably lapse if they remain in the realm for an extended length of time. They become uncommunicative, unresponsive and unmotivated, able only to carry out direct commands; the more familiar the task, (such as "raise a crop") the more general the commands are. Eventually, they pass from half death to full death without note or comment, and continue their unending tasks until they slowly rot to scraps. The half dead can be commanded by anyone with sufficient autority or any of the inhabitants of Kantum-Broch. The undead continue their last task unerringly, and are only commandable by necromancers (of whom there is no shortage locally).
Kantium relies on Mercenaries who are protected from the half death by talismans, and the animated corpses of warriors who die in Kantium. So, don't die in Kantium. Unless you really, really want job security.....
Monday, July 19, 2010
Hexes: how much detail ?
Currently, I'm looking over the Heptarchia map, and starting to think about keying it; am wondering if my insistance on high level mapping only may be a bit off. a 1 week scale hex is BIG. The heptarchia map is a good sized island (Greater britain, in case it wasn't obvious), including water, it has 49 hexes -which should be enough, but I am so tempted to start adding mega and megasquared hex mapping -in other words expand each of the one week hexes to one day hexes. Is this just the old granular "insane clockmaker" hyperdetailed approach to campaign building kicking in ?
Gotta remember: This isn't middle earth -no one is going to see the maps or the encounters that don't happen. Tell a story about a hex.
Perhaps I should stop thinking and start rolling, as 'twer.
Gotta remember: This isn't middle earth -no one is going to see the maps or the encounters that don't happen. Tell a story about a hex.
Perhaps I should stop thinking and start rolling, as 'twer.
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