Wednesday, August 27, 2014

Assumptions of a 5e World: Races, Part III: Halflings

Oh, Halflings...

A lot of people have some pretty strong ideas and criticisms about Halflings--and most of it valid. The evolution of the D&D Halfling has strayed far from its Tolkien roots.

1. Field Mice and Citizen Soldiers
There are two quotes in the PHB that strike me as interesting regarding the Halfling racial character. First:
The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. (p. 26)
And:
For them, adventuring is less a career than an opportunity or sometimes a necessity. (p. 27)
This, along with the very pastoral and no-nonsense description found in the flavor text remind me of the romanticized small-town America in the early part of the 20th Century--plain talking, lawful, and pleasant farm folk who are willing to take up a noble cause when it is just to do so. However, there is also a side to them which attempts to remain anonymous. They integrate into other communities as easily as forming their own, often becoming an invisible, but vital, aspect of society. Even urban halflings, cooks and butlers extraordinaire, routinely move around unseen by the taller folk.

2. Subraces
Personally, it has been difficult for me to really get a strong feel for the subraces of halflings. The Lightfoot Halflings are sneakier, chattier, and more prone to wanderlust, while the Stout Halflings are hardier. And that's really all the differentiation in the PHB. The subraces appear to be almost more mechanical bonus options compared to living, breathing cultures.

3. My Halflings
What might differentiate the two is the environment they come from. Shire-based halflings, more rustic and laconic, might fit the traits that the Stout Halflings possess. City halflings mesh up well with the Lightfoot Halflings--the charisma bonus is suitable for members of the service industry and the Naturally Stealthy trait relies on being around tall people, something urban halflings have in far more abundance than their rural counterparts.

For the most part, I don't see much of a reason for Stouts to be out and about in the world unless there is a pressing need. And when they do leave their homes, they do what they need to do and then come home. A Stout who chooses the life of adventure would certainly be a bit scandalous. Lightfeet, on the other hand, could easily be brought on initially as servants of adventurers, evolving into adventurers in their own right and slipping into more mainstream culture. The majority of Lightfeet would probably cock an eyebrow and "tsk" the adventurous halfling, but urban halflings are far more tolerant of this behavior than the Stouts.

On Friday... HUMANS!

Monday, August 25, 2014

Assumptions of a 5e World: Races, Part II: Elves

Continuing my look at the assumptions of the world that would exist in D&D's fifth edition, I'm going to look at Elves today.

1. Basic Premise
So, the first sentence of the profile (after the Dragonlance quote) states that "Elves are a magical people of otherworldly grace, living in the world but not entirely part of it." This basic premise of elves has two things to talk about--inherent magicalness (what an awful word, can someone give me a better one?) and detachment from the world.

The first is easily explained thanks to the Fey Ancestry trait. But what does this ancestry entail? Are elves what happen to Fey when they stay away from the Feywild for too long? Are they creations of the Fey? Are they crossbreeds of Fey and something more mundane? Do the elves even know?

The detachment is likely a combination of their unusually long lifespan and their alien nature. I've got some ideas I'll share below.

2. Subraces
So, according to the PHB, there are two subraces of elf--High and Wood Elf (I know Dark Elves are in the book, but fuck those guys. Seriously.). The long story made short is that High Elves are a little more intelligent and inherently magical and Wood Elves are a little more wise and adept at hiding in natural surroundings. I do find it interesting that Grey/Sun Elves and High/Moon Elves were combined into one category of High Elf.

To me, this means that High Elves remain closer to their Fey ancestors and Wood Elves have embraced life outside the Feywild. Which means, in my game, I'll likely make that extra language that High Elves get Sylvan to further strengthen that connection. I've got a few more thoughts on how I will implement elves in my game, but first...

3. Drizzt/Drow Rant
You know how a lot of people hate Dragonlance?
That's how I feel about Drizzt.
First, The Crystal Shard was the first D&D novel I really loved as a kid. I thought it was fantastic. Drizzt was a rad idea, I liked the relationship between Bruenor and Wulfgar, and my exposure to fantasy literature wasn't all that developed, so it didn't seem as tired to me then as it does now. Then Drizzt became the spokesman for the Forgotten Realms and we got oversaturated with him. But what really pissed me off about the Drizztification of D&D is now every single swinging dick gamer wanted to play the "good" evil race. UGH. So yeah, I blame Drizzt for a lot of my annoyance in games. And I liked my Drow mysterious and unknown. Now there is just too much canon out there. And another thing--why do they need to be black-skinned? I'm not going all social justice here, but why should they have such a big target on their back (and face and hands and...)? If I incorporate some kind of Dark Elf into my game, they will be radically different than the ones in D&D canon.

4. Elves in my Game
High Elves. Holding on to their connection to the Feywild, they most certainly have a superiority complex over the rest of the world. Native practitioners of magic, they certainly look down upon the brutish methods the other races use to access the Weave. Bards, sorcerers, and warlocks would be exceedingly rare in High Elf society, Wizards dominating all aspects of magical culture in elven society. The Eldritch Knight and Arcane Trickster paths are very common coming from the High Elf enclaves.

Wood Elves, on the other hand, use very little learned arcane magic. I'm not sure what separated them from the Feywild, but whatever it was it sent them on a path to secrecy and evasion that granted them the Fleet of Foot and Mask of the Wild traits. They will still have spellcasters, but they will be the more native ones--sorcerers, druids, rangers, etc.

Elven culture is isolated into various enclaves--High Elves out of arrogance (and the location's connection to the Feywild), Wood Elves out of paranoia--but the elven wanderlust mentioned in the PHB does bring elves into the world of man. I reckon that High Elves will send people out for a brief stay in short-lived society to keep an eye on them, make sure there is no threat to the enclaves and possibly some appropriation of culture and technology. The High Elves are too busy navelgazing and reminiscing about Fey times to really be doing any of that work themselves. So, a young High Elf might head out for about 20-50 years then return to the enclave for a century or so to process and philosophize about what they learned on walkabout. The elves on this Grand Tour would certainly be living opulently and refusing to do a lot of the heavy lifting for any endeavors they are involved in. While large swaths of the people hold them in similar disdain as they would some of the more foppish nobility, there is a sycophantic group of romantics and opportunists who form their entourages.

Wood Elves, on the other hand, would keep a lower profile when they move around in foreign circles. They would often interact with human society through interlocutors (maybe a human/half-elf order of rangers and druids). The rare Wood Elf adventurer would likely be ranging about looking for some kind of advantage for the Wood Elves, be they allies or maybe an artifact. I just have to suss out what the big threat to the Wood Elves is.

So yeah, elves.

Friday, August 22, 2014

Assumptions of a 5e World: Races, Part I: Subraces and Dwarfs.

So, I've had the 5e Player's Handbook for about two weeks now and I have slowly been getting a feel for it and the world that it implies. I'm going to start with the races, since that's the first thing that the PHB discusses. As always, your feedback is encouraged.

1. Subraces are back!
I am no expert on some editions of D&D, but it seems like every other major iteration of the game either adds in or subtracts out subraces. I don't recall hearing about them before Unearthed Arcana, and they seemed to be gone when 2e came around. 3e brought them back, 4e did away with them. I may be wrong here, but this might be the first PHB that actually has mechanically separated subraces. Personally, I like the idea of subraces. Your low-density races might be more homogenous, but in a D&D-trope-centric world, there are going to be plenty of dwarfs and elves, so it makes sense that there will be substantial differences in culture.

2. Dwarfs
Karkaz Axeshield, representing Mithril Hall Vocational Technical School,
scored his education on a throwing hammer scholarship.
Dwarfs in 5e are certainly your typical grudge-bearing, greedy, god-fearing grumps they always seem to be. They all get to use dwarfy weapons (hammers and axes--and the terrifying thought of THROWING HAMMERS (see the picture to the right)) and have some sort of vocational training. Of note, they don't get an attack bonus against greenskins--which means that a 5e world doesn't necessarily HAVE to have the Dwarf-Greenie conflict.

Hill Dwarfs are wiser and more resilient than Mountain Dwarfs and Mountain Dwarfs are stronger and more armored than Hill Dwarfs. Mountain Dwarfs are also 4" taller, on the average, than Hill Dwarfs.

The assumption I am getting from this is that Mountain Dwarfs have a much more militant society than Hill Dwarfs. I reckon they are on the frontlines of SOME conflict and have a mentality where EVERYONE is a member of the militia when push comes to shove. It could be a siege mentality similar to Israel or maybe an isolationist streak like Switzerland.

Hill Dwarfs have been a little less straightforward than their cousins. I'm seeing them as a more introspective and philosophical than the Mountain Dwarfs, but I'm at a loss to explain the extra hit points. Maybe the outdoor hill living has helped Hill Dwarfs provide a healthier and more balanced diet than the iron rations-chowing Mountain Dwarfs.

So, what I am taking from all of this is that the dwarfs who left the mountains became a little softer and more intellectual than the Spartan dwarfs in the mountains, fighting ancestral foes.

3. My Dwarfs
With all of these assumptions, I am wondering how the different dwarf subraces (to include the Duergar) came to be in my D&D 5e world. Greed and Grudges seem to be the main negative drives of dwarf culture, while family and faith are the positive drives.

Ten thousand years ago, the dwarfs ruled huge swaths of the Underdark, being at the top of the subterranean cultural pyramid. Unfortunately, they grew lax in their homage to the Stone Spirits that gave them their power to rule over the Underdark. One clan's hubris was so powerful that they forswore the Stone Spirits and declared themselves superior over all--even the Gods. The remaining clans, while not as degenerate, hedged their bets, providing lip service to both sides in the conflict, waiting for a clear victor before going all in. This angered the Stone Spirits, who cursed the Dwarfs. The rebel clan became the Duergar and the remaining clans became the Dwarfs we know today, exiled from their great cities to the fringes of the Underdark, closer to the surface. Some of the dwarfs repented their inaction and dedicated themselves to service of the Stone Spirits, hoping one day they will return their calls and prayers. They renounced the greed and hubris that led them to exile and toil in the mountains, hoping to regain a portion of their lost glory. Some of the dwarfs turned their back on the Stone Spirits and the mountains. They settled in the hills and took the gods of man as their own. Fully committed to their greed and lust, they are ruthless merchants, decadent profiteers, traffickers of flesh, and all manners of base commerce.

Next week, I'll try to finish out the Big Four races.

Thursday, May 15, 2014

Neo-York Chronicles: Cassandra Tate, Genetically Engineered "Perfect Daughter"

I've been messing about with GURPS lately, building a cyberpunk setting called Neo-York.
The setting has been slowly coalescing and I have started looking at some system stuff. It has literally been DECADES since I really gave GURPS a good look from an "I'm going to run this" perspective (but I've mined the hell out of the sourcebooks for inspiration).

Using some of the guidelines from GURPS Bio-Tech, I've made a template for a "Perfect Child," to be sold to the mid-level execs of the technologically advanced Manhattan City Core. Their children will be technically savvy, but somewhat pliable and unable to deal with stressful situations, making them perfect for non-executive roles.

Here is a 50-point "Perfect Child" I built, suitable as a 20-point Dependent for Manhattan-based characters.

Building the Better Child
Cassandra Tate, “Perfect Daughter”, age 10
50 points
Attributes [-35]
ST 8 [-20]; DX 9 [-10]; IQ 10 [0]; HT 11 [10].
Damage 1d3/1d2 [0]; BL 13lbs. [0]; HP 9 [0]; Will 7 [-15]; Per 10 [0]; 11 FP [0].
SM -1; Basic Speed 4.25 [0]; Basic Move 4 [0]; Dodge 7; Parry -.
4’2”; 69 lbs.

Social Background
TL: TL9
CF: Manhattan
Languages: English (Native) [0]

Advantages [97]
Beautiful [12]; Eidetic Memory [5]; Fit [5]; High-Tech 1 [5], Mathematical Ability 4 [40]; Patron (Character) [30]; Resistant to Disease (+8) [5]

Disadvantages [-52]
Attentive [-1]; Careful [-1]; Dead Broke [-25]; Skinny [-5]; Social Stigma (Minor) [-5] Stress Atavism (Moderate) [-15]

Skills [40]

Artist (Painting) (H) IQ-2 [1]-8; Biology/TL-9 (H) IQ-1 [2]-9; Chemistry/TL9 (H) IQ-1 [2]-9; Computer Operation/TL9 (E) IQ+1 [2]-11; Computer Programming/TL9 (H) IQ-1 [2]-9; Current Affairs (Science & Technology) (E) IQ+1 [2]-11; History (United States) (H) IQ-1 [2]-9; History (World) (H) IQ-1 [2]-9; Literature (H) IQ-1 [2]-9; Mathematics/TL9 (Applied) (H) IQ-1 [2]-13*; Mathematics/TL9 (Computer Science) (H) IQ-1 [2]-13*; Musical Composition (H) IQ [2]-9; Musical Instrument (Piano) (H) IQ [4]-10; Physics/TL9 (H) IQ-1 [2]-13*; Poetry (A) IQ-1 [1]-9; Research/TL9 (A) IQ [2]-10; Sport (Tennis) (A) DX-1 [1]-8; Writing (A) IQ [2]-10.

Thursday, April 3, 2014

Ratnyvarosh: Rules for NPCs (Part 4): The Warrior Class

THE WARRIOR CLASS
Warriors represent the common fighting man, inferior to the fighter and cavalier classes by a significant margin. Warriors are your standard hirelings, mercenaries, and soldiers. While warriors eventually become adequate combatants, they are still quite limited compared to the PC classes.

Warriors have the following special ability:
* Limited Ability Score Bonuses

Warriors require a minimum strength score of 8 and a minimum constitution score of 5. They can be of any alignment and use any armor. Warriors can gain proficiency in any weapon and can utilize any armor. They begin the game with two weapon proficiencies and earn a new one every four levels. They suffer a -3 penalty on “to hit” rolls with weapons they are not trained in. 

Table A-X: Warrior Level Advancement
X.P. Level HP. Attack
0 1 1d6 A
1000 2 2d6 A
2000 3 3d6 B
4000 4 4d6 B
8000 5 5d6 C
16000 6 6d6 C
32000 7 7d6 D
64000 8 8d6 D
128000 9 9d6 E
192000 10 9d6+1 E
256000 11 9d6+2 F
+64000 +1 +1 +1/2 levels

Limited Ability Score Bonuses

Warriors are in tune with themselves to the extent that they are able to use their full abilities in combat-related rolls. The Warrior can utilize the melee “to-hit” and damage bonuses from their strength score, the initiative and missile “to-hit” bonuses from their dexterity score, and the hit point bonuses from their constitution bonus (albeit at the non-fighter rate). They do not roll percentile dice when they have a strength score of 18. If their ability score is low enough to provide a penalty, the warrior must take that penalty.

Wednesday, April 2, 2014

Ratnyvarosh: Rules for NPCs (Part 3): The Noble Class

NOBLE CLASS
Noble NPCs represent the bulk of the upper crust of Ratnyvarosh. 

The only requirement for entry into the noble class is being born at the appropriate social station. 

Nobles have the following abilities and restriction:
* Starting skills
* Limited dual experience use
* Inability to receive ability score bonuses

Nobles can gain proficiency in dagger, lance, rapier, spear, and swords (bastard, broad, long, and short). They begin the game with one weapon proficiency and earn a new one every five levels. They suffer a -6 penalty on “to hit” rolls with weapons they are not trained in. Nobles are proficient in mail armor and everything lighter than it and shields. Nobles fight using attack column A and never advance in martial ability.

Table A-X: Noble Level Advancement
X.P. Level HP.
0 1 1d4
1001 2 1d4+1
2001 3 2d4+1
4001 4 2d4+2
8001 5 3d4+2
16001 6 3d4+3
32001 7 4d4+3
64001 8 4d4+4
128001 9 5d4+4
192001 10 5d4+5
252001 11 5d4+6
+64000 +1 +1

Starting Skills
Noble characters start with a free level in the courtly graces skill. This skill need not be paid for with x.p. and does not count as an initial escrowed skill.

Limited dual experience use
As a noble gains experience (typically through the daily x.p. means, occasionally through the ill-advised adventure), for every two x.p. they gain, they are able to sink one experience point into a skill without sacrificing the point for leveling. For example, a noble who has just reached 2nd level has 500 free x.p. to spend on skills (usually buying back their initial skill in escrow).

Inability to Receive Ability Score Bonuses

Nobles have simply not developed the self-awareness to translate their natural abilities into benefits in combat. Nobles do not receive melee “to hit” or damage bonuses from strength, positive magical attack adjustments from wisdom, initiative, missile “to hit”, or armor class bonuses from dexterity, or hit point bonuses from constitution. Nobles with low scores, however, receive the penalties inherent.

Tuesday, April 1, 2014

Delays and such

Last week saw the production of ZERO Ratnyvarosh materiel. I was actually working on (and giving) a presentation on military culture to university administrators, educators, and health care providers. The overall conference was on support for student veterans on campus. My job was to explain why we veterans are so... unique in personality.

I haven't given up thinking about the project, though. I think what I am going to do structurally is set up my Ratnyvarosh project in a similar vein to City-State of the Invincible Overlord and Ready Reference Sheets. Anyway, I'm going to stop babbling here and work on product. Ta. 

Wednesday, March 26, 2014

Ratnyvarosh: Rules for NPCs (Part 2): The Expert Class

EXPERT CLASS
Experts are similar to commoners, with the exception of having a natural aptitude toward their chosen profession. Only individuals who are atypically strong, intelligent, wise, etc. qualify for this class. This aptitude is NOT in martial pursuits, simply the secondary skill areas. The warrior class is the appropriate class for combat-minded base-born NPCs.

Experts require a single score of 15 in the primary ability score of their initial skill. For example, for a blacksmith to utilize the expert class, they need a strength of 15.

Experts have the following abilities and restriction:
* Dual experience use
* Inability to receive ability score bonuses

Experts can gain proficiency in club, dagger, quarterstaff, scythe, sling, and spear. They begin the game with one weapon proficiency and earn a new one every five levels. They suffer a -6 penalty on “to hit” rolls with weapons they are not trained in. Experts are proficient in only leather or padded armor. Experts fight using attack column A and never advance in martial ability.

Table A-X: Expert Level Advancement
X.P. Level HP.
0 1 1d4
1001 2 2d4
2001 3 3d4
4001 4 4d4
8001 5 5d4
16001 6 6d4
32001 7 7d4
64001 8 8d4
128001 9 9d4
192001 10 9d4+1
252001 11 9d4+2
+64000 +1 +1

Dual Experience Use
As an expert gains experience (typically through the daily x.p. means, occasionally through the ill-advised adventure), they are able to use their x.p. earned to count towards both leveling and skill purchase. So, an expert who has just reached level 3 will also have 2,001 x.p. to spend on skills.

Inability to Receive Ability Score Bonuses

Experts have simply not developed the self-awareness to translate their natural abilities into benefits in combat. Experts do not receive melee “to hit” or damage bonuses from strength, positive magical attack adjustments from wisdom, initiative, missile “to hit”, or armor class bonuses from dexterity, or hit point bonuses from constitution. Experts with low scores, however, receive the penalties inherent.

Tuesday, March 25, 2014

Ratnyvarosh: Rules for NPCs (Part 1): The Commoner Class

THE COMMONER CLASS
Commoners represent the bulk of the world of Ratnyvarosh’s population. Typically commoners are tradesmen who do not qualify for the expert class and have not dedicated their lives to martial pursuits, as the warrior class. They are of base-born stock, with upper class-born using the noble class.

There are no specific requirements to be a commoner. 

Commoners have the following abilities and restriction:
* Limited dual experience use
* Inability to receive ability score bonuses

Commoners can gain proficiency in club, dagger, quarterstaff, scythe, sling, and spear. They begin the game with one weapon proficiency and earn a new one every five levels. They suffer a -6 penalty on “to hit” rolls with weapons they are not trained in. Commoners are proficient in only leather or padded armor. Commoners fight using attack column A and never advance in martial ability.

Table A-1: Commoner Level Advancement
X.P. Level HP.
0 1 1d4
1001 2 1d4+1
2001 3 2d4+1
4001 4 2d4+2
8001 5 3d4+2
16001 6 3d4+3
32001 7 4d4+3
64001 8 4d4+4
128001 9 5d4+4
192001 10 5d4+5
252001 11 5d4+6
+64000 +1 +1

Limited dual experience use
As a commoner gains experience (typically through the daily x.p. means, occasionally through the ill-advised adventure), for every two x.p. they gain, they are able to sink one experience point into a skill without sacrificing the point for leveling. For example, a commoner who has just reached 2nd level has 500 free x.p. to spend on skills (usually buying back their initial skill in escrow).

Inability to Receive Ability Score Bonuses

Commoners have simply not developed the self-awareness to translate their natural abilities into benefits in combat. Commoners do not receive melee “to hit” or damage bonuses from strength, positive magical attack adjustments from wisdom, initiative, missile “to hit”, or armor class bonuses from dexterity, or hit point bonuses from constitution. Commoners with low scores, however, receive the penalties inherent.

Monday, March 24, 2014

Ratnyvarosh: Character Creation (Part 2): Classes - Bards and Jesters

Bards (and Jesters)
Human bard player characters are considered Bachelors of Arts from the Bardic Academy of Ratnyvarosh. They are assumed to have completed their apprenticeship and early studies and are traveling the world as journeymen. The Bards of Ratnyvarosh are the primary historians of the town, reciting great epics of heroes past and joining parties of adventurers to chronicle the next generation of greatness. Elven bards are assumed to have progressed from the intense one-on-one tutoring under a Great Minstrel and are currently wandering the lands to learn new music and compose songs based upon their travels. Bards are unchanged from the Adventures Dark and Deep Players’ Manual.


Jesters (only playable by humans) learn their craft from the highly secretive (and paranoid) Jester’s Guild. They look to keep a monopoly on mirth in Ratnyvarosh, and while they don’t get involved in every joke made within the walls, anyone who looks to start making a living at comedy will often be given one invitation to join the guild. One. No one knows what they do with the people who defy them, but they are rarely seen again. Jesters are unchanged from the Adventures Dark and Deep Players’ Manual.

Friday, March 21, 2014

Ratnyvorosh: Character Creation (Part 1): Abilities and Race

Character generation for the Ratnyvarosh campaign follows the standard Adventures Dark and Deep guidelines, with modifications and descriptions provided below.

ABILITY SCORES
Ratnyvarosh characters’ ability scores are generated by rolling 4d6, dropping the lowest score and applying the results in order to the six ability scores: Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. After those scores are generated, players can choose one of two options to modify their scores:
1.) A player may swap two scores (and only two scores), provided the higher score goes into an ability which is a requirement for the class the player chooses.
OR, 
2.) A player may re-roll ONE ability score, but that player MUST take the result of the second die roll, even if it is lower than the original.

The tables in the Players’ Manual pp. 4-7 are unchanged for Ratnyvarosh.

CHARACTER RACE
The town of Ratnyvarosh is 95% human, meaning there are only about 100 demi-humans in the town at any given time. While this does not preclude players from creating demi-human characters, it does serve to show that demi-humans stand out.

Dwarves are regarded as greedy hoarders of precious metals and gems. The general consensus is that they want to control all of the mining operations in the world and will resort to shady practices in order to gain control of non-dwarf mines. All dwarfs in Ratnyvarosh are of the mountain dwarf (Players’ Manual, p. 10) variety, and are simply known as dwarfs.   In addition to the rules for mountain dwarfs in the Players’ Manual, mountain dwarves suffer a -1 on all “to hit” , damage, skill, and ability rolls in bright sunlight. At night or during overcast days, they suffer no ill effects. However, they gain an additional 25% to their racial abilities in regard to stonecraft. In Ratnyvarosh, they tend to live in the Undercity, given their predilection for darker places. Hill dwarfs and grey dwarfs are not currently known to exist in the Ratnyvarosh campaign, but may make an appearance in later supplements.

Elves are trusted even less than Dwarfs. Aloof and mysterious, elves rarely show any interest in the plans of humans, looking down upon their much shorter-lived cousins. When they do interact with humanity, there are often layers between what they are trying to accomplish and what they are portraying. Inscrutable does not even begin to describe the elves. The elves encountered in Ratnyvarosh are typically of grey elf stock. The elves of Ratnyvarosh refer to themselves as the silver ones. Half-elves are EXCEEDINGLY rare and would certainly require an unusual background worked out with the game master. There are rumors of other sub-races of elves, be they the sylvan folk (wood elves in the Players’ Manual), the golden ones (high elves), or the savage folk (wild elves). Dark elves are not known to exist in the Ratnyvarosh campaign and none of the other sub races are available for use as player characters at this point. Future supplements may detail these sub-races.

Gnomes and halflings are not known to exist in the Ratnyvarosh campaign.


Half-orcs exist in the Ratnyvarosh campaign and suffer many of the traditional prejudices found in other fantasy settings. In the town of Ratnyvarosh, they are almost exclusively found in the Undercity, as the watch takes very aggressive interest in any half-orcs that choose to brave the surface. Other humanoid races are also allowed in the town, but are rare and beyond the scope of this particular supplement. Like the other races, more information regarding humanoid races as player characters may appear in later supplements.

Wednesday, March 19, 2014

Ratnyvarosh: Designing the Rathole

So, I am continuing to work on my Ratnyvarosh project and have started the first "neighborhood" in the town: The Rathole. Clearly, this is not the upper crust.

GAME INFORMATION
While no part of the Undercity is anyone’s idea of pleasant, the Rathole, also known as the Asshole of Ratnyvarosh, is without a doubt the least desirable place to visit, let alone live. Still, this shadowy slum provides a very necessary service to the town: Illicit goods and flesh. The Drudge Market is the only market within the town where slaves can be openly purchased and along the Whorewalk you can satisfy all manner of carnal desires—with the exception of a classy courtesan (If you have to ask where to find those, you can't afford them).


Three groups vie for control of the Rathole. The Association of Procurement, a collection of pimps and madams, controls the majority of the town's prostitution activities through both the Upper and Lower Whorewalk. The Slaver’s Guild controls the Drudge Market and Dark Market section of the Rathole. A brutal gang of thugs known as the Rat Bastards terrorize the Rat Road and Bastard Lane.

FUTURE DIRECTIONS
When I get back to my apartment in NY tonight, I'll scan the detail map I made of the neighborhood and include it in a future post where I detail some of the establishments.

My plan right now is it detail 10% of the city's locations. My my estimate, it will be a little under 80. Some will be larger than others. That will give me the flexibility to add stuff as needed when I actually sit down to run the game. If this makes it to the production/distribution level, it allows whoever is using Ratnyvarosh to make it their own.

So, I'm thinking for each section it'll be: Loose background, some locations, some NPCs, and a few adventure seeds. Is there anything else people think should be on there?

At this point, I'm considering adapting it for +Joseph Bloch's Adventures Dark and Deep system. I've been enjoying 1e a little more lately, and I think it's the smoothest version out there.

As always, feedback is encouraged.

Tuesday, March 18, 2014

Ratnyvarosh, the Arena City

Well, I made a whopping one post throughout all of 2013. I am hoping that the numbers will increase considerably in 2014.

I suffer greatly from Gamer ADD (I'm curious if that has anything to do with my actual ADHD), and even going through blog posts past, you can see I start and discards with disappointing frequency. My goal during this semester away from graduate school is to actually finish a project, to the point where I could consider collecting it and distributing in a PDF format.

The bi-weekly AD&D group I play in recently started a new shared-world campaign, allowing us to rotate through the DM position. I was considering creating a Tekumel-style undercity for our tentpole crater city, but during research, the idea morphed into my current project--Ratnyvarosh, the Arena City. I was researching Roman architecture and stumbled upon the Wikipedia entry for the Arles Ampitheatre. The idea of an arena being turned into a town fascinated me, and that's what I've been working on.

I am probably cramming more people into this city than existed in Arles, although the footprint is largely the same. There are close to a thousand "buildings" in the town, the majority small 10'x10' cubicles or shacks. So the image that is slowly being constructed is a densely packed, grimy, smoky town with plenty of dark alleys for illicit activity juxtaposed with some elaborate mansions and palaces.

The world surrounding Ratnyvarosh is a largely ruined post-apocalyptic wilderness. It has to be to keep the Varoshi penned up in a cesspool. I've started throwing around some ideas of what is around the city, using a pointcrawl motif where wilderness site like the Blasted Ruins and Barren Shores are linked to specific locations such as the Citadel of the Bound and the Wrecked Spaceship. Serious development on that will come if I actually finish a treatment for the city itself.

I've finished the preliminary maps, so now I am going to pore over them over the next few days and figure out what makes sense. There are three locations which are large enough to warrant being considered their own "sections"--simply called The Citadel, The Palace, and The Mansion. Other than that, I've got an undercity I need to break up into neighborhoods and the town that is exposed to sunlight to suss out.

I'll keep you posted. Here are some snaps of the maps.