"The peals of the bells marked the first moment most of us knew that there was something wrong. It's not as though we ever saw any of the Tran, unless some second son felt like slumming at the market rather than sending his servants. A massive city in a massive empire, all dedicated to the glory of a clan of dwarves who never left their walled sanctuary. An empire of the dwarves...heh...an empire whose army was almost entirely comprised of races they'd made slaves. I sometimes think the dwarves took the surface just to see if they could; most of the cities, and most of the empire, are still down in those tunnels and we're just living in a tumor. An abscess swimming with puss and desperation, surrounded by furry, clawed parasites who sold themselves to monsters thousands of years ago.
Tuesday, October 26, 2010
Lockout: Game Teaser
"The peals of the bells marked the first moment most of us knew that there was something wrong. It's not as though we ever saw any of the Tran, unless some second son felt like slumming at the market rather than sending his servants. A massive city in a massive empire, all dedicated to the glory of a clan of dwarves who never left their walled sanctuary. An empire of the dwarves...heh...an empire whose army was almost entirely comprised of races they'd made slaves. I sometimes think the dwarves took the surface just to see if they could; most of the cities, and most of the empire, are still down in those tunnels and we're just living in a tumor. An abscess swimming with puss and desperation, surrounded by furry, clawed parasites who sold themselves to monsters thousands of years ago.
Labels:
Dungeons and Dragons,
Fiction,
Savage Goblins,
Tran Empire
Sunday, October 24, 2010
Lockout: Cultural Overview 1- The Silken Kingdoms
The Position of the Races Within the Kingdom of Silks
Eladrin: The majority of Kingdom citizens are Eladrin, and thus form the peasant caste. Most can read and write, and as farming is handled magically, most focus on jobs as scribes, carpenters, and artisans. Many Eladrin join the military, of course, though usually as martial characters. Eladrin also comprises a large percentage of the ancestor-worshipping clergy in the Kingdoms, using their powers to cast out malevolent entities unleashed by the other Bloodlines.
Bloodlines
"Bloodlines" are specific magical philosophies, genetic qualities, and cultural similarities that bind particular citizens of the Kingdom of Silks. Most bloodlines are not actually related to the circumstances of a creature's birth, but rather represent conscious choices available to most qualified Eladrin of the Kingdom willing to undergo the necessary changes and sacrifices. However, many bloodlines also breed true, or simply raise their children in such a way that the possibility of rejecting the covenant associated with the bloodline is never presented; this is especially true of Tieflings and Genasi.
Wednesday, October 6, 2010
Lockout: Faction Overview 3- Loyalist Goblins
Loyalist Goblins
Midway between the merciless tyranny of the Despots and the unthinking violence of the Savages, the Loyalists are goblinoids whose only desire is to maintain the stability of the Tran Empire until such time as a dwarven authority can be re-established. This attitude is perceived as stagnant and traitorous by both Savages and Despots, and both factions attempt to kill Loyalists on sight.
The Loyalists are thus a small faction, but they are extremely well-ordered, and equipped. There is a higher proportion of hobgoblins amongst the Loyalists than in either other goblinoid faction, due to the superior position hobgoblins tend to occupy in the Tran military. The Loyalists are also completely devoid of Calmblade and Crookcatcher presences, focusing primarily on martial power. Their forces are supplemented by powerful Hobgoblin Certainties, commanders who wield psionic power to inspire their allies; and Hobgoblin Bastions, who twist the minds of their foes until they are perceived as irresistible targets or horrifying foes. The other advantage the Loyalists possess is their experience; the majority of this faction’s membership is comprised of warriors with years of military service, closely bonded with the other members of their unit, and united in awe and respect of the mighty military heroes who’ve maintained their loyalty to the Tran. While the Despots are far more numerous, and the Savages wield horrific Primordial powers, the Loyalists have staunch determination and brilliant tactical minds.
Loyalists also disdain most of the "tainted" warmachines favored by the Tran; they refuse use of the Steelscale drake constructs and the Iron Scorpion self-firing ballista. Instead, Loyalists maintain the ancient art of drake training, nurturing broods of various reptiles which fearlessly defend their goblin masters.
Sunday, October 3, 2010
Lockout: Faction Overview 2- Savage Goblins
The Savage Goblins are filthy monsters who wield crude weapons, often constructed from the corpses of their foes. But...I think they're cool?
Savage Goblins
The Savage Goblins represent those goblins who chafed under dwarfish rule, but have no desire to take control of the civilization while the Tran are out of power. Instead, the Savage Goblins are attempting to tear down as much of the city as possible, and kill any Loyalist or Despot goblins they locate. They murder or enslave citizens, eating most of the slaves eventually. Savage Goblins lack most of the military organization possessed by other members of their race, but their violent rejection of millennia of training grants them two advantages. The first is the sudden resurgence of Throwbacks amongst their ranks; traditionally, Throwbacks were exterminated in Tran society. The goblin military was so assiduous about killing potential throwbacks that their manifestation itself became unusual. Throwbacks are elite warriors, commanders, and trackers (bugbear/hobgoblin/goblin) who have rediscovered their races’ ancestral links with forest predators like wolves and weasels. Another advantage the Savage Goblins have is a specialization in negation; rather than relying on the sophisticated arcane constructions and protections of the Tran, the Savages excel at unmaking them. Bugbears with a talent for the arcane, already extremely rare, are often trained to physically destroy arcane material, and set to work smashing through buildings and walls as the Savages increase their areas of control. Both of these gifts, along with many of their other unique powers, are a product of the Savages’ alliance with some of the same Primordial forces that empower the Beastmen. Like Beastmen, any Savage with an altered form has the Abomination keyword.
Friday, September 17, 2010
Lockout: Faction Overview 1- Despot Goblins
Despot Goblins
The largest faction active in the Lockout campaign, Despot Goblins comprise the majority of the Tran Empire's domestic military force. Unlike the rabble in a typical fantasy campaign, Despots are well-organized, well-equipped, and extremely disciplined. The Despots have control of much of the city, because their role as city guards and protectors of the nobles put them in position to seize significant areas quickly. While the Despots outwardly claim to be maintaining the stability of the Empire, their methods are brutal; in particular, they've made a habit of arresting any non-citizens of the city, not just the Empire, on sight.
Labels:
Despot Goblins,
Dungeons and Dragons,
Factions,
Tran Empire
Monday, September 13, 2010
Lockout: Apparently My Thoughts On Sam's Race/Feat Question Were Too Long For A Comment
First, I very much appreciate the consistent feedback! It's nice to have to think about my posts summat after I make them.
I ported some of the racial stuff over from another campaign I wrote, specifically the coloration of the dragonborn and the orcish feats. I'm not sure if you noted that the Greenblood grants half-orcs access to the orcish feats (which include an always-active weapon feat, though at present some of the others require the orc racial, which I might grant half-orcs another feat to take). I also understand that the expertise-style feats are big, but every 4e game I've played in for the last year or so has adopted the policy of just handing out expertise (now versatile expertise) for free, based on the thousands of internet-spawned words churned out about the combat gap issue. So the first part of my reason for including that sort of feat is, yes, an expectation that players will be allowed to make some more flavourful choices when less interesting things like expertise are already provided.
The second part of specific inclusions like that is setting related, for the half-elves and half-orcs. It's important to stress that there are no humans in my setting, effectively. Humans exist, but only in the swamps, mountains, and woods...they're all near-savages, and the vast majority of "humans" one meets are going to be closer to a shifter at the very least (with most of what you find in a human tribe actually being a reskinned gnoll, minotaur, goliath, squirrelman, etc). That's crucial because I'm not for one second trying to buy into the 4e revisionist half-orc bullshit where they're a "separate race." That's ridiculous. A half-orc comes about when a mommy or daddy orc and a mommy or daddy something else bump one ugly with one not-so-ugly. In the Tran empire, orcs have opportunity to breed with elves or dwarves (I could possibly see opening hobgoblins and bugbears up there too). If it's the former, though, it's going to be the result of military conquest, since the main thing orcs are doing other than fighting beastmen is trying to kill off those darn independent elves. Elves wouldn't raise a half-orc, so the creature is much more likely to take Greenblood and be a hulking savage who is perhaps a mite more graceful than his companions. Dwarven camp followers might give birth to a half-orc child, and occasionally a dwarven ranger might fall in love or lust with an orc and raise a dwarf/orc hybrid, which would actually find itself fairly well accepted in frontier Tran society. However, because the options are so very limited in terms of genetic mixing, I wanted to ensure that players were making their choice of parentage a significant part of their backstory.
It's the same with the half-elves. Again, with no humans to breed with, half-elves on the Tran continent are elf/dwarf hybrids exclusively. Some elves trade peacefully with the Tran, and elves are hot, so it's all sensible. In the Silken Kingdoms, since all the races represent the same core race (elves) further altered due to magical specialization/experimentation, mixing two already hybridized races produces offspring who favor one side of their parentage alongside the elven blood that they still retain. They can't take human feats (it wouldn't make any sense) so I wanted them to have an option whereby they can explore some races' feat trees...hence the dilettante swapping.
The third reason for my choice of feats like Greenblood is that I do expect the specific players I anticipate playing in my game to jump for this because I'm not a man with patience for min-maxery. Perfectly optimizing a sheet is fine for a delve or convention, where you may be on a timer and you're sure to be up against some utterly brutal encounters. However, in the 16+ years I've been playing DnD I've never gone in for character optimizaiton; I've always preferred character realization (was that lame? Perhaps!). That's true no matter what kind of game I'm running, but since I'm incorporating some rules into this specific campaign that make situations a mite less lethal (players have resources at their disposal to skip particularly dangerous encounters, though doing so will limit their options in other areas) there's even less call for the maximized approach. A half-orc in the Tran empire is going to be viewed a certain way and reacted to a certain way; I want her to have options regarding how much of that view and reaction is founded, and how much of each racial heritage is displayed.
Sunday, September 12, 2010
Lockout: Races and Classes
Races Allowed
The Kingdom of Silks
Eladrin
(+2 Dex or Cha, +2 Int)Tieflings
(+2 Int or Con, +2 Cha)Genasi
(+2 Int or Con, +2 Str)Githzerai
(+2 Dex or Int, +2 Wis)Changeling (Eberron Player’s Guide)
(+2 Dex or Int, +2 Cha)Deva
(+2 Int or Cha, +2 Wis)Half-Elf
(+2 Con or Dex, +2 Cha)Special Rules In lieu of their Dilettante power, half-elves from the Kingdom of Silks may select the racial power of Eladrin, Tieflings, Genasi (select one manifestation and only gain the encounter power portion), Githzerai, or Changelings (Changeling Trick only). This represents the strength of that portion of their bloodline, and the half-elf counts as a member of whichever race he selects the racial power from for the purposes of feat and paragon path selection. Note that a half-elf cannot select Deva with this option.
Warforged (Eberron Player’s Guide)
(+2 Str or Int, +2 Con)Special Rules Warforged may not begin the game as Artificers. They can, however, multiclass into Artificer.
Shardmind
(+2 Wis or Cha, +2 Int)Special Rules Shardminds do not possess the Immortal Origin. Shardminds may not begin the game as Artificers. They can, however, multiclass into Artificer.
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