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comment_2958574

An old man, leading a heavily laden donkey wanders out into the middle of a field. He takes a look around, sees he's close enough to other plots to get help when he needs it, but far enough out, he won't interfere with their work.

 

"Yep," he says, "This oughta do it."

 

He stakes his claim on the empty plot with a sign that says "Arrylon", and has an arrow...

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Good morning!

I hope everyone who has the day off as a holiday is getting to enjoy it, and those who don't get the day off, well I hope you're having a good day too.

 

Last week, I finished my first read-through of Volumes 1 and 2. I think I got most of it, and as I read additional books, I refer back when I don't quite understand something. At this point, its pen and paper time. Time to start doing homework and cement the lessons. And with the whole goal of this to be to create a setting for my players to enjoy, we're going to start here.

This first post is to lay out my goals and expectations, as well as limitations. Later posts will be more nuts and bolts where I'm sure questions will arise.


I started this here in Fantasy land because that's the base I'm going to use. I expect a few sci fi elements, but not enough to (at least, initially) take up any real estate over there.

 

So what do I want to build?

Shortest version is this: Treasure Planet with magic.

I love the idea of sailing between the stars, and I have played a lot of Spelljammer from DnD. But...that's DnD. And Spelljammer has a lot of weirdness I don't like.

So here is a(n incomplete) list of elements I intend to use:
Sailing ships

Space Travel

Pirates

Multiple forms of Magic

Alien races

 

My sailing ships will be powered similar to what is shown on screen in Treasure Planet: The sails are deployed, they catch the solar wind, this powers thrusters to move the ship at speed. You still need a crew to manage the sails for best effect. Also: Cannons. Spelljammer tries to keep everyone restricted to deck mounted siege weapons, but everyone I know loves a good pirate story with full broadsides of cannons. As far as how this works, I've got a few ideas I've been developing over a few recent campaigns involving special crystals that help convert solar energy into thrust. I also like the idea of ships having a sort of AI in the form of a spirit bound to the vessel.

 

Players should be free to pursue whatever path they want. Fortunately, Hero does exactly this (I am so tired of Classes/Levels). Multiple playable races will be an option, so I need to create templates for the most common (my wife wants a DnD style kobold, so we'll have to come up with something as a compromise). I want automatons (clockwork androids) to be available. I intend to reserve my version of elves as bad guys, which I will explain later as I develop the background and story more.

 

I aim to have guns. The kinds of guns pirates typically use, so not much more advanced than muskets. But, with the semi-magical way ships work, I'm sure some clever gunsmiths will find a way to combine guns and magic.

 

Adventures I aim to present include urban style events (pirate cities and trading posts, and the like), plus the occasional tomb raiding (I have a treasure map...), as well as the possibility of massive fleet battles between empires. All in their proper time, of course.

 

Spellcasters are a necessity, but mainly because my players expect to be able to do so. But I want multiple choices because an evoker and an enchanter should not be the same. Again, Hero seems best able to do that, even though it does mean more work for me.

 

Limitations: Lack of experience, mostly.

I have not yet read every book in the set, though I am working on it. (Nor do I plan on buying EVERY book). This means that if I don't yet understand how to do something, it might be because there are rules in a book I don't yet have (I know, you only need the core. But if someone has already tackled X problem in book Y...).

Getting everything to feel properly fantastic as opposed to reflavoring superpowers. That's mainly presentation, I think.

 

Ok, that's all for now. I am open to advice and suggestions, and I will be back later on to add more details. But now...laundry awaits.

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comment_2958623

For guns, you might consider something more magical sounding like the radium guns used in Barsoom. Perhaps blasters that use magical crystals. If you give guns a low capacity (1-2 shots) and take a phase or two to reload, then they have value as an alpha strike but blades will still be the weapon of choice. You could end up with a character with a bandolier of several pre-loaded guns, but that seems like decent flavor.

 

Most players in D&D don’t seem to use more than a few of all the available spells, so I would suggest getting input from your players as to what spells they actually want and then just making those. Add spells as needed. The 6th edition grimoire gives a pretty good variety that can be tailored.
 

Buy Star Hero and  Fantasy Hero for additional world building help and race design. If you like martial arts, then the Hero System Martial Arts books is great.

 

Urban Fantasy Hero is good for more modern feeling settings and archetype building, but it’s probably more optional for your needs.

 

You might also browse the 5th edition and older materials for setting ideas, and they are inexpensive.

 

 

comment_2958633

Also @tolen1, may I suggest that the sample spells that are listed in 6e try them out? Not so much has you have to use that system as contingent a feel for how spells can work.  I’ve seen many a time (and I’ve done it) what looks good on paper doesn’t work well during game play. At least then you have a baseline to start with.

 

I convert stock goblin from Fantasy Hero to Kobold. If you want, I’ll rustle it up as a bases for your own kobold.

Edited by Ninja-Bear

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comment_2958639
7 hours ago, Steve said:

For guns, you might consider something more magical sounding like the radium guns used in Barsoom. Perhaps blasters that use magical crystals. If you give guns a low capacity (1-2 shots) and take a phase or two to reload, then they have value as an alpha strike but blades will still be the weapon of choice. You could end up with a character with a bandolier of several pre-loaded guns, but that seems like decent flavor.

 

Most players in D&D don’t seem to use more than a few of all the available spells, so I would suggest getting input from your players as to what spells they actually want and then just making those. Add spells as needed. The 6th edition grimoire gives a pretty good variety that can be tailored.
 

Buy Star Hero and  Fantasy Hero for additional world building help and race design. If you like martial arts, then the Hero System Martial Arts books is great.

 

Urban Fantasy Hero is good for more modern feeling settings and archetype building, but it’s probably more optional for your needs.

 

You might also browse the 5th edition and older materials for setting ideas, and they are inexpensive.

 

 

At this point in the process, all I know for sure is that there will -be- guns. How they'll function is up in the air, but then, so is all of the rest of it. Since crystals will figure so heavily into the space flight, it makes sense to come up with more items powered in the same way. I do know I have been working on mines to get the crystals, but also I think they'll need an Alchemical/magical treatment to get them ready for use. (Some details based on a previous campaign.

 

Re: Small numbers of spells. I have noticed that as well, and the general trend in DnD has been to give fewer and fewer with each iteration. I love the idea of a wizard having just the right spell in his collection somewhere, but you are right, most of the time, he isn't using as many. I have a copy of Fantasy Hero now, waiting for my 'to read' pile to get a little smaller. Star Hero is due today. The Grimoire, maybe next week. I aim to go through them all.

 

1 hour ago, Ninja-Bear said:

Also @tolen1, may I suggest that the sample spells that are listed in 6e try them out? Not so much has you have to use that system as contingent a feel for how spells can work.  I’ve seen many a time (and I’ve done it) what looks good on paper doesn’t work well during game play. At least then you have a baseline to start with.

 

I convert stock goblin from Fantasy Hero to Kobold. If you want, I’ll rustle it up as a bases for your own kobold.

I need to see what she intends for the kobold before I commit to any one path. However, I would certainly enjoy a look at what you have done.
Also, as mentioned above, my copy of the Grimoire is in route, so that's likely to be my most major source until I get the hang of all this.

comment_2958645

Something I forgot to mention in my earlier post is Hero Designer. It is a big timesaver on building anything in Hero. You can also find quite a lot of prebuilt stuff for it too.

 

Since it is locally run on your PC, you have total control of it too, unlike the shenanigans currently happening with another game system in the news lately.

 

Hero Combat Manager can also be very helpful, particularly in running large group combats.

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comment_2958702

Ok, I meant to write more yesterday, but...didn't. So a little background before I start to provide any real setting material.

 

Arrylon is the name of a fantasy world a friend of mine and I created back in college, some 25+ years ago. It resembled Forgotten Realms in many ways, but with history and countries we made up so as not to be beholden to anyone else's stories. In addition, we wrote a game system to go with it, but our playtest was just beginning when DnD 3E came out, and that was so very similar to what we had come up with, we just switched.

 

As for my part, I wrote pretty much everything outside of the main, highly populated areas. I created the frontiers, the other continents, and many different races. I was the one who was pushing for a sort of industrial revolution, while he was drafting this epic story about the Caladynian Empire, the courtly intrigue, and so on. In the years since, I can't help but drop in aspects of this setting into everything I write. Even when I make the conscious decision to do so, it always creeps back in. And this time, I'm moving the setting into space. Each continent will become it's own world, and each world will create its own style of ships.

 

In brief, that gives me the following worlds:
Amara: This is the setting of the Caladynian Empire. There is a lot of detail I don't remember because this was mostly my friends writing back in the day. It also have several smaller countries within, all of who are (or were) ruled by the Caladyns as of the time of the original setting. This world is human populated. It is the birthplace of humans, and so on.

 

Audun: This was a frontier setting, which allowed for RP that didn't require all of the high royalty. If you wanted a wilderness game, instead of a Game of Thrones game (btw, GoT wasn't nearly as popular back then...), you played in this area. This was a continent linked by a narrow causeway to Amara. It was also where the Elves first invaded.

 

The Causeway: This area was nominally under control of the Caladyns. It was barely wide enough for a caravan to easily cross via the only road on it, but about halfway across was a fortress that protected Amara from invaders from that direction. The fortress was a repurposed structure left behind by the giants of ages past.

 

Nithallian: This was the forested Island home of the elves. These elves were governed parliament-style, and had 13 great houses who sent representatives to make policy. One house was stricken from the rolls because their Leader, Lord Tiberion insisted on taking the Elven "We are better than everyone else, and deserve to rule everyone else" to great extremes, and tried to conquer all of the different lands. They failed, and the history of that war was fun to write. But, as a result of that invasion, everyone remembers Elves as self-righteous B******s. And even though its been some time since that all went down, they haven't changed much. Mostly what keeps them from trying is the fact that it takes a majority vote to mobilize a large enough force to make the attempt, and the twelve remaining houses have never gotten to that point.

 

Irenier: This is where the dwarves came from. It's your typical underground clannish kind of dwarf. But they can produce massive numbers of troops, and were instrumental in repelling the Elven invasion. It is also a region that Caladyn was never able to conquer themselves. If you need a mercenary, find an Irenier Dwarf.

 

Bresdelen: These are also dwarves. But these dwarves broke away form the stolid old traditions of clan and mining and warfare, and created a colony far to the south. These dwarves are a lot more liberal and capitalistic. If you want a merchant, find a Bresdelen Dwarf.

 

Durenor: An active volcanic island inhabited by inventor gnomes. They burrowed and dug, and vented, and eventually managed to control the volcano. They now use it's heat and power to forge a wide variety of metals. They invent things. Whether those things work correctly or even make sense. Their island to the north of Amara was the original intended staging point for the elven invasion. But the gnomes were able to hold off all of the ships full of troops. They built a tank. It still exists in Latchbuilder's Hall so future generations of inventors can learn from it as they move on in their inventing careers.

 

I also created the Murovai, A savannah-like region of cat people, matriarchal, who allow themselves to engage in bloodlust, and become larger, more fearsome when it sets in. It makes them hard to defeat in battle. But they have a sort of detente with the nearby Fan Chi Empire, where I planned on dropping in the requisite psuedo-asian setting most fantasy games seem to acquire at some point. These two areas were far less well developed. Speaking of less developed, we had a psuedo Scotland far off across the sea where we planned on setting more traditional folklorish type adventures, and there was a colony of Caladynians there.

 

Turning each of those countries into worlds is easy enough. Arranging them on a map, somewhat less satisfying, but I'll figure it out. So there you have it, a look at the sort of scale I'm working with. More to come, feel free to comment!

comment_2958707

For your space travel, I recommend something akin to how Traveller does it, which gives a strong Age of Sail feel to that interstellar setting. Distance between stars should take some time to traverse, and if you have the only means of interstellar communication be the ships themselves, then ship commanders need to be more self-reliant. Your frontier zones are a bit away from the home worlds. Perhaps there are regions that allow some shortcuts to travel times, and those would be hotly contested.

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comment_2958710

That is an excellent suggestion.

But what about a tweak to it? Magical communications over large distances is possible, but only between two mages (for example). Further, the maximum distance is large enough to be useful during an invasion, but not so good as to be galaxy wide. Arbitrarily, I'm thinking about 1 AU in distance. This would let a fleet of ships in orbit to coordinate their actions, but it would still take a long time to get messages or changed orders back and forth from home. (Edit: the process would involve sending a message via Mage A to Mage B, Mage B sending it to Mage C, and so on...)

 

Nithallion (Elves) would absolutely take advantage of this, even going so far as to place a series of 'repeater' bases along the invasion route to enable rapid (but not instantaneous) communication with home. And of course, those would be hotly contested places for battles, as they are discovered and attacked to sever that line of communication. It would also imply the supply route needed, as any supply ship would want to be close to their means of calling for help.

 

This brings up travel times and speeds. For simplicity sake, let's assume that the distances are vast enough, and the speeds high enough (while under power) to put the two closest worlds - Amara and Audun - 30 days apart. Virtually every other world would be farther away. If a ship could make that trip in 30 days, then maybe the repeaters could make the trip in a week? So you could absolutely hear about an invasion coming and warn the target, but the invaders would have to still be sure of how much force to send because reinforcements will still be too far behind to swing any given battle. Each side would then be looking for capable spies to suss out defensive/offensive capabilities, and open another style of game play within the setting.

 

Edit: to avoid getting bogged down in maths and distances, let's simplify. For every 5 days a ship takes to travel, it takes a message 1 day to cover the same distance.

 

I forgot to mention in my earlier post: my late stage history back in the day had a surge in shapeshifters. In my mind, the beginning of the end for the Caladynian Empire was a changeling that seemed to have solid proof of bloodline and claim to the throne. Their use as spies should be obvious...

Edited by tolen1

comment_2958724

It takes light a little over eight minutes to travel an AU, so instant communication across this distance is not as big a deal as it would cause for interstellar communications. Drive speed and fuel capacity can also come into play. Smaller ships could act as couriers. Larger ships would be trade vessels or warships. Smugglers could use smaller ships, I suppose.

 

Perhaps something like Star Trek’s dilithium crystals enables interstellar travel, so that then become a resource to be acquired and fought over. Magic is the fuel that powers them, or is that power stored within them, so the crystals need to be replaced now and then?

 

In Traveller, due to the speed of travel, entire wars can be fought out by local forces before any communications from the home world even reaches the front lines.

 

A feudal arrangement gives a bit more flexibility to such an interstellar setup. The lord of a system or a planet has to be able to make decisions rather than wait for the distant king or emperor to do so.

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comment_2958734
3 hours ago, Steve said:

It takes light a little over eight minutes to travel an AU, so instant communication

 

So in this setting we just accidentally figured out that the speed of magic is equal to the speed of light.

 

Yes, the crystals need replacement. Or at the very least, refurbishment. In Hero terms, I'm pretty sure they are an Endurance reserve with no REC. It takes a properly trained magic user to refresh the charge. Even then, eventually, it's just better to get a new one.

 

In regards to the issue of wars being fought without any communication making it home...that's a good point. My method (which I like) would accelerate a lot of things. So I'm going to be thinking harder on that one.

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comment_2958841

I didn't get any work done on this yesterday. I keep that up, and I'll get in the habit, and this'll die again. I've lost count of how many times I've started writing this material up, only to slack off and then one day realize, it's been how long since I wrote anything?

 

I do know I'm quite ready to start nailing down the mechanical parts yet. So let's go over what I hope to create when it comes to races. (I have read the core rulebooks, and I do have Hero Fantasy, but haven't had time to get to it to read, so this is all prep work before we get to the nitty gritty.)

 

Elves.

In Arrylon, Elves are complicated. Firstly, they are somewhat religious, but claim to be non-religious. In their stories, they admit that Phaedra created Mithrallon and Nixus (gods of Light and Darkness, respectively). Phaedra created the Elves as the first (and only) people.  She gave her sons the ability to create as well. Mithrallon and Nixus competed for her affections. This led them to conflict. So they created soldiers. Mithrallon created humans because he was trying to make something similar to the people his mother made. Nixus created the gnomes, and made them clever.

 

When the Elves first encountered these 'second born', they were confused. These new people were taking up lands that were supposed to be theirs. When they sought Phaedra's advice, she refused to get involved. At least, until the wars became so devastating that she had to step in and try to stop her sons from fighting. She took all of the three peoples, set them on their own worlds separated by huge gulfs of space so they would not be able to interfere with each other. Part of the fallout of this was a fight in her chambers. Her sons went to convince her to choose their creation as the best and most favored. During the fight, the brothers struggled, and accidentally killed Phaedra.

 

Ok...so that's ancient history. Traditionally Elves have always believed the gods exist, but they feel that since Phaedra did not make them most favored, that she must have favored one of the other races, and this gave rise to their desire to subjugate all the others.

 

Now, in the present, their religious leanings are more of an ancestor worship. To an Elf, bloodline is all that is important. Elves track their bloodlines in detail, and often compare themselves to great heroes of the past. Especially if those heroes showed a great willingness to try to bring others under their heel. On the other hand, after Tiberion dragged everyone into the greatest war ever fought, and the Elves losses were so great, they tend more towards a moderate position. They have no doubt they will one day win over, but it will take time. Which is fine, because with their near immortal life spans, they have all the time they need.  Conquering other races can mean different things depending on which of the 13 houses the elf aligns himself with: one house might consider occupation and administration enough, another might feel that elimination is the way to go. This tends to make parliament lively, and prevents major invasions simply through disagreement. If there were another Elf as charismatic as Tiberion was, he might get enough House support to try again. Until then, each house has its own goals, and this keeps things fractured.

 

I am summarising a lot of material here. I have a books worth of details about Elven culture.

 

If I were to think about making a racial template for Elves, I'd almost want to make each house a separate culture template. As a people, Elves are magical. Their power always came from the gods, even if they think all gods are bas****s. There is no single spell or power a given house is known for using, though maybe a way to differentiate the houses would be in the style of magic they tend to prefer. Otherwise, Elves are what most games make them. Tallish, thin, probably more arrogant. They do prefer forests, but some houses are built atop mountains, and others find their way through the deserts. I would say they are fairly dexterous and nimble as a whole. They have a widely practiced (among elves) sword art. They have been slow to adopt gunpowder, but that's mainly because they generally believe they don't need such crude weapons. They will absolutely learn to use them if they need to, and can be quite skilled with them. Outside of magic and combat, they have very logical minds, and the governmental machine runs very smoothly (at least the parts that agree work well, nothing irritates an elven bureaucrat like new rules they have to adapt to).

 

Thats enough rambling for now. More details coming soon (though the weekend is always busy for me).

  • Author
comment_2959045

I hope everyone had a good weekend.

I'm going to talk a bit about humans in my campaign today. Mostly because I have far less to say about them than any of the other races, and partly because it shows the need for cultural templates.

 

The short version is that humans have always been the measure against which all other races are compared. As such, they don't have many racially specific special abilities. This makes it easier for new players to pick the concept of role-playing without having to learn a completely alien outlook on life.

It's also boring.

 

(Disclaimer: I have mentioned that the original form of this setting was a collab back in college. Most of the human territories and the Caladynian Empire was my partners work. In the years since then he has moved on, but has expressed delight that I am continuing to try to develop it.)

 

...and I really have no idea what to do about it. In Arrylon, in Amara, (and even in Audun), humans are primarily differentiated by their culture. Humans from Caladyn are, typically more cultured, better educated, and far more concerned with politics than anyone else. They have the benefit of a well-trained army to protect their interests, and can even join said army get the military training they need. These are the royals. there is a reason they are in control of Amara, and not someone else. Though as history wears on, the old power begins to wane and a new power begins to rise. However, most of human culture is going to be influenced by the fact that for the last two centuries Caladyn ruled the land. The Caladynian Empire (often referred to as the Amethyst Empire) stretched across the entire continent (in this new version, the world of Amara). Even if you weren't from Caladyn, or Caladynian stock, they still ran the country for you. And it has been a good life. Caladyn has brought a decent amount of propserity, and genuinely cared for the people more often than not.

 

The Caladynians aren't the only ones, though. The Empire includes more than a dozen different smaller countries. and each of those people are different from each other. In the North, there are a lot of logging and timber industries. Along the coasts are fishing and shipping. People in the desert regions tend to be taller and thinner, while in the North they are somewhat shorter and stronger. One country might be known as fishermen, while their neighbors are miners. The people on Audun are primarily pioneers, and so need a wide range of skills to keep themselves alive.

 

The only thing that humans have compared to anyone else is the ability to aapt to the conditions they find themselves in very quickly. When Tiberion's ships came across the region now know as "Tiberion's Leap", several walled cities fell quickly. Refugees fled into the nearby mountains, joined the dwarves, and began a resistance movement. countries farther from the action started making preparations for defense (if they had the ability) or to push their production up to aid the efforts elsewhere. Aside for that, and their skill at administrating large groups of disparate people, humans don't do any one thing better than anyone else.

 

A potential racial template for them would have to reflect that general spirit, while the cultural templates would be like the elven templates. The difference being of course, instead of a great house, each template represents a region.

 

I'm getting closer to setting down actual mechanical parts of this work. But I'm not quite there yet. I'm still reading some of the books, and I still have a few other major races I want to discuss, sort of get a 'whole picture' kind of view going before I dig out the wrenches and hammers and start building. But I am open to ideas. As always, feel free to comment, let me know if anything comes to mind, what you might do, or reccomend I avoid, and so on and on...

  • Author
comment_2959251

Today, the Gnomes of Durenor:

 

As mentioned in earlier posts, the gnomes were creations of Nixus, god of Darkness. He created a race of clever minded people to create numerous war machines that he thought would help him in destroying any creature of Light and Good. His definition of 'creature of Light and Good' was essentially anything that wasn't himself or something he created. In that far early time, they followed his rule because they didn't know any better. However, as they started to encounter other races and cultures, they very quickly realized they were on the wrong team. They rebelled, turned their inventions against Nixus' creations and joined the side of Light.

 

That of course was ages ago.

 

Now they are content to stay on their island (actually now Arrylon's Moon in this new version of the setting), and build their inventions. They are happy to work as smiths, and every gnome household has at least one forge alongside a workshop. In the original setting, Durenor was an island volcano, and they had tunneled and dug and brought the volcano under their control. They used its heat to power their forges. Given that this is fantasy, I see no real reason to not make the moon of Durenor volcanically inactive. So it can stay much as it was originally written.

 

Then Tiberion came to Arrylon to invade and eliminate the Caladyns. His initial plan was to land a beachhead on Durenor first, and then use it to strike at the Northern shores of Amara. He did not count on the gnomish resistance. The gnomes defended their shores with the very kinds of machines (though with ages of advancement and development) that turned away Nixus' original tide of darkness. In fact, the tales tell of a machinethat was built by the gnome named Latchbuilder that was instrumental in preventing the initial landing. Canonically, in the original setting, Latchbuilder created a tank, and was able to turn Tiberion away. This tank still resides in Latchbuilder's Hall, where young up and coming gnomish engineers are allowed to study and learn.

 

So, yes, at the time of the original writing, I was enamoured of the 'Tinker' gnome as it was appearing in gaming and other media at the time. I still like them. I'm keeping them.

My gnomes, though, are not always great at invention. Clever, yes. Creative, yes. Well thought out? Not always. This is a group that tried to create the first internal combustion engine. With gunpowder. Their national sport is gnome flinging, invented after one gnome created an automatic extending ladder, and stood at the top of it when the springs released. They go invention with gusto. If one of them says "I have just the thing!" It's a one of a kind item. And it will likely explode. But don't worry. They are usually more of a threat to themselves than anyone else. Just don't stand too close when they activate their machine.

 

 

  • Author
comment_2959296

The Dwarves do NOT beleive in gods. According to their myths and legends, they were part of the living rock. They took the form they have now, and as immutable as stone is, have kept that form ever since.

 

There are two distinct groups of Dwarves today: Irenier and Bresdelen.

 

Irenier is a world of lush forest and majestic mountains. Dwarves live under the mountains mostly, though they do have a few cities above ground that serve as ports of trade for other races to visit. Dwarves pride themselves on the skill of their smiths, and their prices are often high to reflect this. Gnomes can create even better quality items, but its best not to let a dwarf hear you say that. (And thankfully, gnomes are mostly too busy creating wierd devices to really compete).

 

Dwarves are more or less what you would expect from any other RPG system. Somewhat shorter than men, broader, tougher, long hair and bears. They live in a complex clan system, and they are ruled by a Thane who oversees most of the interactions from clan to clan.

 

They threw their lot in against the elves when Tiberion began his invasion, and it was a dwarven army that met Tiberion in the mountains outside Caladyn, eventually leading to his defeat. In this new version of Arrylon I am building, the Dwarves operate most of the crystal mines that enable ships and other items to be built (such as guns and swords that inflict different kinds of damage). The crystal in question primarily being native to Irenier. This puts them in a strong position in regards to trade and travel, as it is possible to send ships across the gulfs of space without the crystals, but building such ships takes a much longer. Non-crystal ships require a lot of raw magic and many rituals. A lot of their trade is with the gnomes, who are feverishly working on new ways to use the power stored in the crystals.

 

Conflicts between clans are relatively frequent. Dwarves who have issue can take the issue to their clan leader, and if the issue is between two clans, they can take it to the Thane. Usually a ritualized form of combat is used to resolve the issue. It is rare that a dwarf dies during this fight, but anything short of that is normal. The loser admits his mistake, and the Thane assigns reparations. The Thane does have the ability to call on all of the clans to assemble an army, and he has rarely had to do so.

 

Bresdelen is a dwarf colony, given space in a mountain range on Audun. Dwarves are not given to colonization much, finding it just as easy to delve deeper down when they need more space. However, Bresdelen the First, took a grievance before the Thane. He was not satisfied with the outcome. So he took as many of his clan as would follow him, and left Irenier. Arriving on Audun, they negotiated a parcel of land, and set down roots. In the centuries since, the Bresdelen Dwarves have established themselves as consumate merchants. They had few resources, and their new mountain home did not provide as many useful ores as back home, so they had to learn the art of trade. These days, Bresdelen is divided into multiple "Families", each of which claims dominion over a particular kind of trade good. All Bresdelen Dwarves will trade for anything, but depending on the back alley deals a specific Bresdelen has accumulated, they have wide and varied access to many different kinds of goods.

 

The Families of Bresdelen are proud of their fortunes, and are always looking for ways to increase their copfferes. Some of the families even speculate on mercenaries and explorers, making them a good source of patrons for groups looking for a bit of funding (though the contracts are very long and very intricate).

 

While it would be difficult to tell a Bresdelen Dwarf apart from an Irenier Dwarf if they were both standing in front of you, and had nothing but their clothes on, it is not difficult to tell them apart. An Irenier Dwarf keeps his long hair and beard in intricate braids, often with bits of metal worked in. They will often wear heavy armor (if a warrior) or thick leather (if a smith). On the other hand, Bresdelen clothes are more brightly colored, easy to move in, and even ostentatious. They keep their faces shaved, or at least their chins, and their hair is often died unnatural colors. As for hair styles...Bresdelen is unique. The colors and style of cut are often a way to determine one family member from another, but unless you are from Bresdelen, the number of combinations is extremely difficult to understand.

 

Two more major races to go, and then some notes about some minor races. Then a bit of history. Soon, it'll be time to start making templates.

 

 

  • Author
comment_2959552

When I said I had notes for Two more Major races, and then some minor ones, what I really mean is that I have one more fairly well developed race, but its rare, and two more that I only have sketches of. And as one of the sketches is the primary antagonist of the only developed one...they were listed as major by default. So some notes on all of them:

 

The Murovai. These are people who live on a southern continent that is largely savannah. I pictured them as resembling lion-folk. they are matriarchal, the females rule, they hunt, and so on. The thing about these people is that when they enter a battle rage, they physically transform into a larger, more cat-like version of themselves. This gives them better speed and better melee abilities. The Murovai who best serve their queen are baptised in the blood of a kill. The magic permanently stains their fur red, and these red-furred warriors become the queens personal guard.

 

The Fan-Chi Empire: Across the Fan Sea from the Murovai, is an island culture that was designed to mostly resemble any typical Asian group as represented in most ttrpg's. By which to say, they are largely a mish mash of incorrect stereotypes, who are trying to expand their empire into Murovai lands.

 

The Drakiiri Federation: The Drakiiri are the newest invention for the setting. And they aren't yet well developed. I am from Illinois originally, and a few years ago, I moved to Georgia. I met a wonderful woman, and am now married. She had never gamed before, certainly no rpg's. Now she does, she loves them, and she loves dragons. So the Drakiiri Federation exist on the far edges of the map of known worlds. They are the reason we talked briefly about kobolds earlier. They will be dragon-folk of some kind. Likely they'll have wings, possibly they'll have dragon's breath. They are a mostly peaceful civilization, but they have recently expanded out in the direction of the others, and found mostly conflict. They are careful in their approaches to the others, and are mostly gathering information before the federation starts sending diplomatic overtures. They aren't sure if they want to deal with the rest yet, so they mostly wait and bide their time.

 

***********************************************************************************************

That's the list of "must have" races. As you can see, I have some work ahead of me. I now get to design the racial templates for all of these. then I get to decide what cultural templates I want to create. Some are obvious, and the humans need a massive amount of writing because there were several countries in the original Amara, but that wasn't my area to develop, and now I'm working on it alone.

 

As for where I am at the moment in my reading: I finally got through the core books, plus some additional references. I looked into the Martial Arts book because I thought I might use the rules there to create a special sword school just for the Elves to practice. I still might, but its not a priority at the moment. I read the Advanced Players Guide, read the crucial bits from the equipment guide and bestiary. I have Fantasy Hero and Star Hero, as well as the grimoire. I am reading Fantasy Hero, currently about profession templates.

 

In other words, the Hero design work begins in earnest.

 

 

  • Author
comment_2959571

In order to begin the work, let's go back to the Elves. I'm trying to figure out what I want for my elves as a race, and then as members of each of the 13 Houses.

To that End, I took the Elven Template from Fantasy Hero, and began tweaking it.

 

This is the first time I've tried to apply the things I've learned, and I have a stack of books next to me as I do this. The Template as presented in Fantasy Hero works pretty well. But I would like your opinions on the changes. Keep in mind their story above: They believe they are better than everyone else, even the gods. So they are most often arrogant. As I went skimming through chapters I haven't read yet for ideas to add to the template to make it my own, I found the "Fascination" talent. But that seemed a bit too powerful for the entire race to have. I started thinking about how I could change it to work better, and thought that maybe just increasing the Elves Presence would be the better way to go. So here is what I have so far:

 

ELF (Nithallion)

Cost Ability

4       +2 DEX

2       +2 INT

5       +5 PRE

5       +1 OCV

5       +1 DCV

4       Elven Swiftness: Running +4m

2       Elven Eyes: +1 Sight Group PER

5       Elven Eyes: Ultraviolet Perception (Sight Group)

3       Elven Sleep: Lightsleep

5       Elven Longevity: Life Support (Longevity: lifespan effectively immortal)

Total Cost Of Template Abilities: 40

 

Value Complications

15      Superiority Complex, all non-Elves (Very Common, Moderate)

Total Value Of Template Complications: 15

 

There is just something about an Elf. You may not like them, they are generally arrogant bas*****s, but when you are in the presence of one...you tend to want to listen to what he has to say. So instead of "Fascination" I thought an increase to Presence would be good. Maybe it's too high? There is their superiority complex, which is aimed at anyone they meet who isn't an elf. Their primary instinct is to treat everyone as an inferior, but they are smart enough to know that often they have to put those feelings aside in order to get things done. (Such as administrating a prison colony, or being a diplomatic liaison.)

 

In my setting, Elves could theoretically live forever if they wanted. When an Elf gets tired of life, they can 'pass beyond'. If they are wealthy enough or famous enough (or both), their bodies can be preserved in case they decide to return. The fact that none ever have in recorded history is not something they like to talk about.

 

Otherwise, the template is unchanged, because I feel it works well. I invite comment.

Edited by tolen1

  • Author
comment_2959624

On balance:

While I have played/run a vast number of different ttrpg's over my lifetime, most of my experience has been with some version of DnD. You get kind of brainwashed doing that. Balance is such a big consideration for players and GM's over in DnD land. It wasn't always like that. It really started creeping in with late 2E. Before that, though, your GM was responsible for evaluating an encounter to see if it was likely to kill your party. The players were responsible for running away on occasion, or finding some way other than fighting to take out a powerful monster. These days, though, it's all about making sure no one character is any stronger than another, and that you should expect a certain number of fights between levels and even from day to day.

 

So coming to Hero from that sort of background has been an experience. As such, while I think about how to represent the 13 Elven houses, there is a long-ingrained tendency to try to balance all of them each against the others. I know I don't need to do that. But the inertia is there.

 

In Arrylon, there aren't really multiple sub-species of Elves. Looking at the original Elven template from Fantasy Hero, there is a list of options that allow you to change the default into a different kind of elf. So if you want a high elf, or a wood elf, you spend X points to add X abilities to the base. That could work for the houses, too. But then, so could creating culture templates. If I were to do that, the expectation from my players will become: Choose Race > Choose Culture > Choose Profession. That's three templates to copy out and add up. (And if they decide to 'multiclass' and take more than one profession, something I'm not convinced I need to allow...)

 

In the end, however, I'm pretty sure I'll differentiate the houses through separate templates. It seems more concise to do it that way, than to add a long list of options at the end of the race. Especially since I want to address the concept of everyman skills, which will certainly be different from house to house.

  • Author
comment_2959647
1 hour ago, Steve said:

I would suggest giving a 2-point version of Striking Appearance to Elves (only affects non-Elves).

As soon as I read that, it made perfect sense. There are so many things I've read over the last two months, it's going to be a while before it all sticks.

 

Instead of or in addition to the PRE boost?

 

And thanks for the comment. After several posts, I thought I was talking to myself. (which happens a lot as I get older...)

comment_2959648
52 minutes ago, tolen1 said:

As soon as I read that, it made perfect sense. There are so many things I've read over the last two months, it's going to be a while before it all sticks.

 

Instead of or in addition to the PRE boost?

 

And thanks for the comment. After several posts, I thought I was talking to myself. (which happens a lot as I get older...)

You can do both. That would be seven points. You could even lower the cost a bit by doing two levels of Striking Appearance, which would be four points. Are elves impressive or are they also resistant to being impressed? If they are just impressive, go with two levels of SA. If they can resist being impressed, just go with adding one level of SA.

  • Author
comment_2959667

@Ninja-Bear You are correct. I've dialed it back a bit. Especially after re-reading about immortality, and how it means they don't age. They do, it's just insanley slow. I imagine them being roughly middle aged for a long, long time.

 

So here is the updated version of the template, with suggestions included:

 

ELF TEMPLATE

Cost Ability

4     +2 DEX

2     +2 INT

2     +2 PRE

5     +1 OCV

5     +1 DCV

4     Elven Swiftness: Running +4m

2     Elven Eyes: +1 Sight Group PER

5     Elven Eyes: Ultraviolet Perception (Sight Group)

3     Elven Sleep: Lightsleep

4     Elven Longevity: Life Support (Longevity: lifespan effectively immortal, but they slowly age)

4     Striking Appearance (Only Affects non-Elves) +2/2d6

Total Cost Of Template Abilities: 40

 

Value Complications

15     Superiority Complex, all non-Elves (Very Common, Moderate)

Total Value Of Template Complications: 15

 

I do find it interesting that 5 point immortality exists given the rarity of games that last long enough for it to have an effect. But you are right, it would have no real bearing on most games, and so shouldn't cost anything (an aspect of Hero I lost sight of, momentarily). I feel I am getting close to the baseline here. Shortly, I will write up a brief description of the Houses, so I can start working out how they would modify this base.

comment_2959678

You could just do a point for age resistance and call it a day. As there is magic that can cause aging, it would have value for that, but that is pretty minor unless you are doing a multi-generational campaign where the grandchildren or great-grandchildren of original characters complete things. Meanwhile, that elf character is still the original one.

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