Monday, November 23, 2009

Warlock Spell List by DC

I've completed the Warlock spell list for the Known Lands. A warlock deals in black magic, and some of these spells are terrible and awful. Perfect for a being who traffics with demons, and casts magic powered by devilish energy. Some spells are from Relics and Rituals, and others are from the World of Warcraft Roleplaying Game.

WARLOCK SPELL LIST by DC

Acid Splash: 28
Arcane Mark: 15
Detect Poison: 15
Detect Magic: 15
Mage Hand: 15
Read Magic: 17
Resistance: 16

Alarm: 22
Burning Hands: 20
Cause Fear: 20
Confusion, Lesser: 21
Grease: 22
Fiendish Skin, Lesser: 16
Magic Weapon: 22
Shocking Grasp: 20
Summon Monster: I: 23
True Strike: 22
Unseen Servant: 21

Ethereal Bolt: 28
Flame/Frost Weapon: 26
Fog Cloud: 25
Curse of the Sphinx (touch of idiocy): 25
Mellisande's Acid Arrow: 28
Orb of Annihilation: 25
Scare: 26
Summon Monster II: 28
Summon Swarm: 27


Animate Shadow: 30
Bestow Curse: 30
Chain of Tethering: 32
Dar'Tan's Shadow Bolt: 31
Explosive Runes: 30
Fiendish Skin: 31
Gaseous Form: 31
Purifying Flames: 36
Summon Monster III: 33
Wall of Fire: 35
Water Breathing: 31

Confusion: 35
Dimension Door: 34
Dimensional Anchor: 34
Eye of Gorûrz: 45
Fear: 35
Ganest's Farstrike: 32
Curse of the Glutton: 35
Dalug-hai's Black Tentacles: 35
Meldawen's Mnemonic Enhancer: 38
Minor Creation: 35
Phantasmal Killer: 34
Rain of Fire: 35
Shadowform of Lyrand: 36
Shadow Shield: 35
Summon Monster IV: 37
Water's Embrace: 37

Belsameth's Strife: 38
Bleed Lifeblood: 40
Bleed Energy: 45
Chain of Tethering, Greater: 40
Contact other Plane: 48
Dagronk's Faithful Hound: 43
Dagronk's Secret Chest: 50
Dismissal: 36
Meldawen's Telepathic Bond: 39
Mind Fog: 38
Planar Binding, Lesser: 48
Shadow Evocation: 38
Shadow Weapon: 39
Summon Monster V: 41
Verminplague: 38

Acid Fog: 45
Declaration of Death: 46
Death Blade: 45
Disintegrate: 43
Ray's Forceful Hand: 44
Fiendish Skin, Greater: 44
Geas/Quest: 52
Greater Shadow Evocation: 48
Guards and Wards: 55
Mislead: 42
Planar Binding: 52
Power Word, Thunder: 50
Repulsion: 44
Soulgem: 59
Summon Monster VI: 45
True Seeing: 43

Banishment: 44
Daggers of Vaul: 47
Aryavalië's Instant Summons: 47
Ilajam Fire: 45
Phase Door: 45
Prismatic Spray: 45
Power Word, Stun: 48
Shade Evocation: 48
Shadow Walk: 42
Summon Monster VII: 48
Twilight Transformation: 48
Limited Wish: 48

Antipathy: 64
Clone 62
Discern Location: 60
Greater Circle of Seeing: 57
Horrid Wilting 49
Incendiary Cloud: 48
Mind Blank: 48
Planar Binding, Greater: 58
Power Word, Blind: 45
Screen: 58
Summon Monster VIII: 51

Gate: 61
Imprisonment: 51
Dalug-hai's Disjunction: 51
Dominate Monster: 51
Meteor Swarm: 51
Soul Bind: 53
Prismatic Sphere: 51
Summon Monster IX: 54
Wish: 101

Feel free to suggest new spells to be added to the list. The spells have to have a theme: curses, demonic, and destructive spells should be the theme of the warlock list.

Sunday, November 22, 2009

The Known Lands have Class

The Known Lands is a d20 system compliant product taking advantage of some of the innovations by independent companies that has happened over the years. The biggest one happened to be Advanced d20 Magic. It is also OGL compliant and is planned to be released under a Community Commons Commercial Share-and-Share-Alike license (version 3.0).

So, why the title of this Blog Post?

So you know what kind of classes will be included in the campaign setting. Here's the list:

* Barbarian -- Quite the staple, isn't he? A barbarian is truly a lifestyle; a foreigner that is strange to civilization. Conan the Barbarian is the most famous of this stereotype. His stories are basically how a barbarian from Cimmeria interacted with the civilized world outside of his homeland. Orcs typically fit the Barbarous lifestyle, but there are humans that do too.

* Bard --- Not included. The Bard's abilities are taken over by the commoner and aristocrat. Such professions as Jester, Cook, Painter, Dancer, Acrobat, and so forth are all handled by the commoner and aristocrat.

* Courtier -- the courts of the Known Lands can be interesting places for storytelling. Courtiers are specialists in the so called Great Game, where people play politics and intrigue. Often the fate of commoners and nations are decided in the Throne Room, where courtiers try to bend the ear of leaders. Orcs, Elves, and humans have courtiers.

* Cleric -- The cleric stands, representing the religious and spiritual world of the Gods or Organized religion. Such as the Ancients or Christianity, Tantra, or the Sacred Light.

* Druid -- The druid seeks spirituality from pastoral forests and nature. Druids represent the ancient, pagan religions of Western Europe or the Celtic Culture of Western Europe. Their culture extended from the Danube and deep into Spain and up into the British Isles. There was also a small island of Celts in Asia Minor called Galatia. The Picts are possibly an exception -- which is true since everyone knew they existed but no one really can tell who they are. In the Known Lands, druidism is practiced by High elves and humans.

* Fighter (called Warrior or Soldier in other sources) -- Fighters study fighting and warcraft in the Known Lands. They study primarily armed combat learning the ways of Mars.

* Hunter -- the Hunter is imported from the World of Warcraft RPG and reduces the amount of magic in the Known Lands considerably by replacing the ranger. This also helps keep spells within a manageable amount of classes (with priests, druids, shamans, paladins, wizards, necromancers, and warlocks running around -- who needs a ranger?).

* Monks -- are not included in the initial campaign setting. The reason is simple, the Monk class is much, much too oriental in taste. While monks exist, monks usually follow a circular pattern of thought rather than a linear pattern of thought. The difference can be illustrated in this article . Unarmed Martial Artists have to come from a different class.

* Paladins -- The Champion of the Sacred Light or a Christian Knight in Caithness, a Blood Knight in Massalia, and the Chosen of the Orcs -- the Paladin is susposed to be a fighter that follows a bizarre path of fighting and piety. Many paladins are the paragons of their culture -- they are what defines a follower of the sacred light, a Champion of righteousness and virtue. Paladins protect their people from the undead and demons. Paladins are members of the organized Knights of the Platinum Dragon, the unorganized Christian knights, the organized Blood Knights of Massalia, and the unorganized Chosen of the Cross among the Orcs.

* Rogue -- There is always a need for rogues, whether lawful as part of an intelligence agency, or unlawful part of the crime scene. Rogues make up the seedy part of the underworld (some fighters do too, but rogues do it best). The class "rogue" covers everything from Intelligence gathering, to espionage, to assassination, to pickpocketing, to burglarizing, to petty theft. Practically all races available for play has the rogue -- the Humans have the Impossible Mission Force or the "Department" ("As always, the Department will disavow of your actions should you be captured or die."), the High Elves the Lia-Kavir, the Massalian Elves have the Prince's Hands, and the Orcs have the Shadowed Hand. Rogues can also play a part in court intrigue, so the rogue class can also include such characters as Silverblade in the "Lady and the Highwayman."

* Shaman -- Available almost exclusively among barbarian tribes and the orcs, the Shaman class comes from the World of Warcraft RPG (there is a version produced by Wizards of the Coast, but it's not shared -- which is a good thing since the WoW shaman is a LOT better). The shaman follows a different path of nature than the druid. While the Druid's path of spirituality is much more visceral reverence of nature, shamans seek communion with the spirits or the four elements (Earth, Fire, Air, and Water). A WoW Shaman have a lot in common with Rokugan's Shugenja than they do with Druids or Clerics.

* Warlocks -- Also taken from WoW, Warlocks are Wizards who the premier Conjuration specialists. Warlocks give up knowledge from the schools of Divination, Transmutation, and Necromancy in order to focus on magic that allows them to Traffic with demons and use demonic magic (Afflictive, Demonologic, and Destructive magic primarily). Warlocks are universally feared or shunned. But practice of the dark magic began in the Known Lands with the arrival of the Orcs from Outland. Warlocks cast curses, use magic that summon and control demons, and can cause destruction.

* Wizards -- Wizards represent the other side of Arcane Magic. Wizards may specialize in any school -- giving up two schools in the process. Typically, though, wizards who specialize in Conjuration are better off taking the Warlock class.

Friday, November 20, 2009

Magic Spell lists of the Known Lands

By going with Advanced d20 Magic, you have to pretty much divide your magic spells. All of them can be potentially used by every spellcaster, bringing confusion to your players.

So, lets take a look at the magic casting classes in the Known Lands:

Cleric Type -
* Priest: Civilized leader of a church or temple. (Standard Cleric)
* Druid: Caster that reveres nature. (Standard Druid).
* Shaman: Priestly caster who concentrate on spells dealing with animal spirits and elements. (Shaman from WoW)
* Paladin: A paragon of virtue that fights for Justice and battles demons and undead. (Standard Paladin)

Wizard Type -
* Mage - Your usual cast spells to blast people with. (Standard Generalist)
* Necromancer - expert in magic dealing with life and death. (Standard Necromancer)
* Warlock - Conjuration expert that uses demonic and devilish energies and traffics with demons and devils. (from World of Warcraft)

The Shaman and the Warlock are pretty easily defined:
Here are the lists from the WoW RPG (yes, Shadow Bolt and the Curses are missing)

0-Level Warlock Spells
Acid Splash: Orb deals 1d3 acid damage.

1st-Level Warlock Spells
Cause Fear: One creature of 5 HD or less fl ees for
1d4 rounds.
Demon Skin, Lesser: As demon skin, except +1
natural armor and 6 temporary hit points.
Mount: Summons riding horse for 2 hours/level.
Summon Monster I: Calls extraplanar creature to
fi ght for you.
Unseen Servant: Invisible force obeys your
commands.

2nd-Level Warlock Spells
Orb of Annihilation: Touch attack deals 4d8 damage,
plus 1d8 damage to those nearby.
Summon Monster II: Calls extraplanar creature to
fight for you.
Summon Swarm: Summons swarm of bats, rats or
spiders.

3rd-Level Warlock Spells
Demon Skin: The caster creates a layer of dense
scales that protects her from harm; +3 natural armor
and 18 temporary hit points.
Hooks of Binding: Immobilizes a demon or undead
creature.
Summon Monster III: Calls extraplanar creature to
fight for you.
Water Breathing: Subjects can breathe underwater.

4th-Level Warlock Spells
Eye of Kilrogg: Invisible, floating eye moves 30 ft./
round.
Ner’zhul’s Black Tentacles: Tentacles grapple all
within 20-ft. spread.
Rain of Fire: 3d6 bludgeoning and 2d6 fi re damage,
20-ft. radius, no save.
Summon Monster IV: Calls extraplanar creature to
fi ght for you.

5th-Level Warlock Spells
Carrion Swarm: A swarm of vermin attacks creatures;
1d6/level damage.
Drain Life: Target takes Stamina damage, you regain
hit points.
Drain Soul: You draw the vital energy out of your
target.
Hooks of Binding, Greater: Immobilizes a powerful
demon or undead creature.
Planar Binding, Lesser: Traps extraplanar creature of
6 HD or less until it performs a task.
Summon Monster V: Calls extraplanar creature to
fight for you.

6th-Level Warlock Spells
Acid Fog: Fog deals 2d6 acid damage/round.
Demon Skin, Greater: As demon skin, except +6
natural armor and 32 temporary hit points.
Planar Binding: As lesser planar binding, but up to 12 HD.
Soulstone: A gem forged from dark magic restores
you to life.
Summon Monster VI: Calls extraplanar creature to
fi ght for you.

7th-Level Warlock Spells
Dark Metamorphosis: Caster gains potent defenses
and attacks.
Phase Door: Creates an invisible passage through
wood or stone.
Summon Monster VII: Calls extraplanar creature to
fight for you.

8th-Level Warlock Spells
Planar Binding, Greater: As lesser planar binding, but
up to 18 HD.
Summon Monster VIII: Calls extraplanar creature to
fight for you.

9th-Level Warlock Spells
Gate: Connects two planes for travel or summoning.
Summon Monster IX: Calls extraplanar creature to
fight for you.


0-Level Shaman Spells
Flare: Dazzles one creature (–1 penalty on attack
rolls).

1st-Level Shaman Spells
Burning Hands [Ds]: 1d4/level fi re damage (max
5d4).
Lightning Guardians, Lesser [El]: As lightning
guardians, opponents take 1d4+1 electricity damage.
Roar [Wd]: Your great roar gives allies +1 morale
bonuses on attack and damage rolls.
Stasis Trap: Totem explodes and dazes creatures.
War Drums [Wr]: Allies gain +2 bonus on damage
rolls.

2nd-Level Shaman Spells
Augury M F: Learns whether an action will be good or
bad.
Flaming Sphere [Ds]: Creates rolling ball of fi re, 2d6
fi re damage, lasts 1 round/level.
Frost Armor: Grants +4 armor bonus to AC and
chills attackers.
Call of the Spirits [Si]: You gain a +5 bonus on one
die roll.

3rd-Level Shaman Spells
Bloodlust [Si]: Spirits give subject extra attacks and
+4 Str.
Frost Nova: Explosion of cold damages and chills
creatures.
Healing Ward: Totem’s positive energy heals allies,
damages undead.
Lightning Guardians: Globes of electricity damage
anyone who attacks caster.
Serpent Ward: Totem releases fi reballs at targets
within 30 ft.
Shockwave: A powerful wave of force shakes the
ground and damages creatures.

4th-Level Shaman Spells
Freedom of Movement: Subject moves normally
despite impediments.
Immolation: Flames covering you damage opponents
and protect you from cold-based attacks.
Nondetection M: Hides subject from divination,
scrying.
Reincarnate: Brings dead subject back in a random
body.

5th-Level Shaman Spells
Commune with Nature: You learn about terrain for
1 mile/level.
Fire Shield [El]: Creatures attacking you take fi re
damage; you’re protected from heat or cold.
Lightning Guardians, Greater: As lightning guardians,
opponents take 3d4+3 electricity damage.

6th-Level Shaman Spells
Chain Lightning [El]: 1d6/level damage; 1 secondary
bolt/level each deals half damage.
Find the Path: Shows most direct way to a location.
Move Earth: Digs trenches and builds hills.

7th-Level Shaman Spells
Earthquake [Si]: Intense tremor shakes 80-ft. radius.
Resurrection M: Fully restore dead subject.
Wind Walk: You and your allies turn vaporous and
travel fast.

8th-Level Shaman Spells
Fire Storm: Deals 1d6/level fi re damage.
Whirlwind [Si]: Cyclone deals damage and can pick
up creatures.

9th-Level Shaman Spells
Elemental Swarm [El]: Summons multiple
elementals.
Foresight [Si]: “Sixth sense” warns of impending
danger.

This pretty much means that the necromancer specializes in the spells of Necromancy and some destruction, while the mage pretty much specializes in Evocation and Transmutation spells. As for the Shaman, he gets his own two domains: elements and spirits. While the Druid is tied to reverence the material, the Shaman reverences the spiritual.

Thursday, November 19, 2009

Schools of Fighting



One of the difficulties of Roleplaying a fighter with capabilities is that most players would always make their fighters resemble one another. One of the interesting things to encourage roleplaying is to actually split what the fighters learn into different schools. Each country or nation has three basic schools -- a Military School, a School of Defense, and a School for streetfighting. So, fighters learn three basic different styles:

Swordsmanship -- the basic martial art of Swordsmanship allows the fighter to learn the usual techniques of fighting. The martial art specializes in attack, and teaches some defense. A fighter in a swordsmanship school learns these basic feats:
Power Attack, Weapon Focus, Weapon Specialization, Greater Weapon Focus, Improved Disarm, Combat Expertise, Improved Feint, Improved Critical

The Arte of Defence -- The martial art of Renaissance Fencing is also taught in several schools. The basic art specializes in personal defense with your rapier and then attacking when you see an opening. While Swordsmanship is fluid, the Arte of Defence is even more so. A fighter or combat oriented Rogue learns these basic feats:
Combat Expertise, Parry, Intricate Swordsmanship, Weapon Finesse, Weapon Focus, Improved Disarm, Improved Feint, Dodge, Mobility, Improved Critical

Streetfighting -- Street fighting is taught to fighters, thugs and rogues who are combat oriented. Also, since Streetfighting is barbaric in nature, barbarians often learn the style as well. Axes and other weapons can be taught to be used to great effectiveness. Streetfighting concentrates on overpowering your opponent, by any means necessary to win the fight. The basic feats taught are:
Power Attack, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Improved Overrun, Improved Critical, Weapon Focus, Improved Critical, Dodge, Mobility, Spring Attack

The Schools of the Nations!

There are several basic schools for each nation or culture that teaches swordsmanship.

ORCS

Grey Wolf Academy of Orc Martial Arts
Fighter, Rogue, Barbarian

The Grey Wolf Academy of Orc Martial Arts teaches honor in fighting, and to respect your enemy. Honor, the orc's virtue of Integrity, is the style of orc martial arts that mainly specializes in the Axe. Orcs learn axe fighting, and how to conduct themselves with honor. The Grey Wolf Academy teaches Combat Oriented Rogues Orc Martial Arts and Orcish conduct in fighting. The academy is maintained and run by the Silverfang Clan.

Skills taught: Battle, Intimidate, Appraise, Knowledge (Weapons)

Feats taught: Weapon Group (Axes), Weapon Focus (one handed axe), Power Attack, Combat Expertise, Improved Critical, Improved Disarm, Improved Feint, Weapon Specialization, Greater Weapon Focus, the Way of the Wolf, Anghâsh Greywulf's Technique


The School of Vipers
Rogue, Courtier

This is the orc nation's premier training academy for the Orcs' intelligence organization -- the Shadowed Hand. The School of Vipers teaches orc rogues the art of subtlety and orc courtiers the art of grace. The school is maintained and run by the Desert Viper Clan. The school teaches the Arte of Defense, but it also specializes in dirty tricks (sneak attack, Improved Evasion, spell stopping, and finishing moves).

Skills Taught: Appraise, Balance, Bluff, Gather Information, Climb, Concentration, Craft, Decipher Script, Diplomacy, Escape Artist, Hide, Intimidate, Knowledge (almost any), Listen, Move Silently, Open Lock, Sense Motive, Speak Language, Survival, Tumble, and Use Rope

Feats Taught: Weapon Group (Light Blades), Combat Expertise, Parry, Intricate Swordsmanship, Weapon Finesse, Weapon Focus (dagger), Weapon Focus (rapier), Improved Disarm, Improved Feint, Dodge, Mobility, Improved Critical, Skill Focus, Nofritari's Technique, Way of the Viper


The School of the Battered Axe

Barbarian, Fighter, Hunter

The School of the Battered Axe is a school specializing in strength and power. This is the archetypical Orc school, as the martial art of the Clan of the Battered Axe specializes in savage fighting, hacking, and overpowering your opponents. The School emphasizes brute strength, and runs orcs who are weaklings through strength training programs designed to build muscle and endurance.

Skills Taught: Battle, Intimidate, Jump, Survival, Swim

Feats taught: Weapon Group (Axes), Weapon Group (Heavy Blades), Weapon Group (Exotic Weapons), Athletic, Blind Fighting, Brawl, Iron Will, Power Attack, Cleave, Great Cleave, Improved Critical, Greater Critical, Improved Sunder, Greater Sunder, Improved Bull Rush, Raakhuga's Technique, Way of the Bear

More orc schools and more about these three orc schools will be provided in a future supplement: THE ORCS OF THE KNOWN LANDS


HUMAN WARRIOR SCHOOLS

Academy of the Art of Mars
Fighter, Hunter, Rogue

The Academy of the Art of Mars is named after the pagan God of War, Mars. The Academy specializes in human swordsmanship, pure and simple. The school teaches battle techniques, survival on the battlefield, how to parry and dodge your opponent's attacks. The basic sword taught is the Arming Sword, and basic strength training is emphasized.

Skills taught: Battle, Intimidate, Jump, Survival, Swim

Feats taught: Weapon Group (Heavy Blades), Weapon Group (Polearms), Weapon Group (Spears and Lances), Weapon Group (Bows), Weapon Group (Maces and Clubs), Power Attack, Weapon Focus, Weapon Specialization, Greater Weapon Focus, Improved Disarm, Combat Expertise, Improved Feint, Improved Critical, Greater Critical, the Way of Mars, Jason's Technique


Department 7
Ninja, Rogue

Department 7 is the teaching academy of Caithness' Intelligence agency, the Impossible Mission Force. Department 7 is where human rogues specializing in subtlety and assassination learn their trade. As the Impossible Mission Force focuses on missions of document recovery, shadowy intrigue, intelligence, hostage extraction, and assassination; human rogues are expected to be trained to handle many situations.

Skills taught: Appraise, Balance, Bluff, Gather Information, Climb, Concentration, Craft, Decipher Script, Diplomacy, Escape Artist, Hide, Intimidate, Knowledge (almost any), Listen, Move Silently, Open Lock, Sense Motive, Speak Language, Survival, Tumble, and Use Rope

Feats taught: Weapon Group (Simple), Weapon Group (light blades), Weapon Group (Crossbows), Weapon Finesse, Weapon Focus (Dagger), Weapon Focus (Light Crossbow), Point Blank Shot, Far Shot, Precise Shot, Self Sufficient, Skill Focus, Lightning Reflexes, Combat Expertise, Combat Reflexes, Stealthy, Nicolas' Technique


Donatello's School of Fencing
Fighter, Rogue, Courtier

Donatello's School of Fencing is one of the most prestigious schools of defence in Caithness. The style taught is akin to Elizabethian Fencing -- specializing in two weapons: the rapier and the dirk, or the rapier and the fencing cloak. Nobles from around the kingdom of Caithness come to learn how to fight and also to learn style and grace in court. The school was named after Alexandro Donatello, an expatriate from the land of Genoa who brought Genoa's Art of Defence with him.

Skills taught: Battle, Appraise, Balance, Climb, Concentration, Diplomacy, Intimidate, Sense Motive, and Tumble.

Feats taught: Weapon Group (Light blades), Exotic Weapon Proficiency (Fencing Cloak), Combat Expertise, Parry, Intricate Swordsmanship, Weapon Finesse, Weapon Focus, Improved Disarm, Improved Feint, Dodge, Mobility, Improved Critical, the Way of Defence, Donatello's Technique


The Bastion of Light
Paladin

The Paladins, the highest paragons of human virtue and faith; are taught in the Bastion of Light. Here they learn the way of Faith and how their Faith in the Holy Light will increase their power and might. Pages and squires of paladins are taught virtue, morals, and ethics and how to uphold them. Paladins are also taught how to use many weapons: including swords and hammers and the best way to use their shields. They are honed as mighty warriors, and then they are inducted into the Knights of the Platinum Dragon; the Paladin Order in Caithness.

Skills taught: Paladin class skills

Feats taught: Martial Weapon Proficiency (Hammer), Weapon Group (Heavy Blades), Power Attack, Iron Will, Great Fortitude, Skill Focus, Spell Focus, Improved Sunder, Combat Expertise, Improved Disarm, Improved Feint, Way of the Light, Galahad's Technique

More on on these schools and more martial art schools will be presented in: CATHNESS

Next: Martial Art schools of the Elves

Wednesday, November 18, 2009

Anatomy of the arm

Here is the anatomy of the arm.


Human Bone and Muscle by ~Atlantean6 on deviantART

What do you think of my drawing skills? Did I do an okay job?

Tuesday, November 17, 2009

What I learned from Pornography

Okay, I learned a valuable lesson from porn.

A. It's not porn if you don't make it be.

B. It's okay for people to enjoy sex.

So, why avoid it? It can be used as a springboard for temptation. You could put yourself into a position to be tempted to have sex when you aren't ready to. Or you can descend into acts of adultery and fornication. But avoidance is BAD!

Why is avoidance is bad?
There will be more opportunities for you to avoid pornography. *shrug* The more you avoid pornography, the more pornography will be there for you to avoid.

What can be done?
Focus on the opposite of pornography.

What is the opposite of pornography?
Nudism.

What?
You read me.

Nudism? Doesn't that have to do with sex?
It can, but mostly, it doesn't.

Wait, how can getting naked and being naked with people other than my (wife/husband) be the opposite of pornography?
It's not easily explained, but the best way to explain it that it fosters self control.

Really?
Yes.

I don't believe it!
Fine. But that's how I feel.

Magic of the Known Lands

Magic in the Known Lands is different than your standard Vancian or 4e power system. While the Vancian system is dated, and the 4e Magic Power system is what is hot these days, Wizards in the Known Lands use the Dynamic Spellcasting System presented in both Sovereign Stone d20 and Advanced d20 Magic published by Guardians of Order (defunct).

The system works like this:

Casting any spell is a standard action that requires no special words or gestures and no other ingredients. A character that knows a spell may cast it as often as he or she desires, with no preparation time or additional study required. Spellcasting is draining, however, and most people will get worn out after a prolonged session of working magic.

In game terms, casting a spell requires a Fortitude Save against the spell’s Drain. The result of the Save determines the amount of Drain suffered by the caster. If the Fortitude Save is failed by 10 or more, a Control check will also be required to determine if the spellcaster can maintain control over the flow of energy coursing through him or her.

The casting DC of a spell is given in the spell description. This is the DC for the Fortitude Save to resist Drain. If the spellcaster is using the Metamagic Feats, the modifier for the Metamagic effect adjusts this DC. When determining the Drain, use the spell’s total DC, including any modifiers for Metamagic. The character makes their Fortitude Save and consults the Spellcasting Fortitude Saves and Spell Drain tables to determine the actual Drain suffered. This Drain is
normally deducted from the character’s Energy Point total, or in the case of the system we are using, it inflicts non-lethal damage.

This allows wizards to bust some heads with the fighters, but provides its own terrible balancing cost. Too much drain (non-lethal damage) can cause fatigue, exhaustion, or outright unconsciousness.

Drawbacks: record keeping and mathematics, but that is about it. A calculator maybe required to quickly add and subtract any modifiers to a spell's DC.

What's wrong with 4E's Powers?
Uhm, you can only do some powers once a day. The Dynamic Spellcasting system lets you cast any particular power or ritual as many times as you want as long as your character has the stomach for it. This includes the Wish spell (which has a DC of 101, good luck casting that ten times a day and not having your wizard go unconscious).

I hate math, I want to use another system!
Okay. Go ahead, I'm not making you. But the Dynamic Spellcasting system is the official system. Any one spellcasting NPC will have Dynamic Spellcasting statistics.

Okay, Why the Dynamic Spellcasting System?
I like the system. And I'm the one writing the game, so I'm using what I like. You can use any system you desire that is easier for you, but like I said, the Dynamic Spellcasting system is the official magic system of the campaign.

Monday, November 16, 2009

Sunday, November 15, 2009

Orc Clans of the Known Lands


There are several Orc Clans of the Known Lands, each clan or tribe of the Horde has their own culture and their own way of doing things. Each Clan is further divided into families. But more on that later.

The Silverfang Clan
The Silver Fangs are the Leaders of the Horde. From the Silverfangs come the Shamans and the Warriors that maintain the Orc Nation. In fact, the Chief of the Orc Hordes, Talûn-karkû, is a Silverfang. They lead the nation, directing its spirituality, secular, and religious life. All shamans of the Silverfang Clan pay homage to the wolf totem.

Favored Class: Shaman. Shamans of the Silverfang Clan have the Ghostwolf ability.

The Desert Viper Clan

Formed in the deserts of Outland, the Desert Viper Clan was once a wandering tribe of orc barbarians that would prey on the unwary. Inducted into the Horde and taught the ways of civilization, the Desert Viper Clan has become the clan that protects the Horde from plots and evil secrets that seek to destroy the Orc nation. All shamans of the Desert Viper clan pay homage to the Viper totem.

Favored Class: rogue. Shamans of the Desert Viper Clan have the Dreamsnake ability.


The Black Talon Clan

The Black Talon clan was a clan of orcs that specialized in breeding Deinonychus in Outland. They become linked to the Deinonychus spirits and emulated the efficient hunters. The Black Talon clan was then inducted into the horde's civilization and became the pre-eminent hunters and farmers of the nation. The Shamans of the Black Talons revere the deinonychus totem.

Favored Class: Hunter. Shamans of the Black Talons have the Ghostraptor ability.


The Clan of the Flaming Sword

The Clan of the Flaming Sword is totally taken over by Warlocks and demon worship. They have no totem, but they represent the Arcane magical side of the Horde nation. Once, they were the Black Horse Clan, but their shaman was seduced by demons and created and mastered the magic of the Warlock. Changing the clan's name from the Black Horse Clan to the Clan of the Flaming Blade, the Clan Chief took control and united most of the clans of Outland. When the Illithid came and fought the Ancients, the Clan of the Flaming Blade had led the horde into the Known Lands. However, events in the past two thousand years have brought the clan low. They are replaced by the Silverfangs. The Clan of the Flaming Sword has no totem spirits and mostly trains Warlocks, rogues, and fighters.

Favored Class: Warlock.


The Brown Elk Clan

The Brown Elk Clan once managed the elk and impala that ranged Outland. They were once two tribes: the Elk tribe and the Impala tribe. They both formed the clan when civilization was introduced. The Brown Elk clan manages livestock for the Orc nation and actually reveres two totem spirits, the Elk and the Impala.

Favored Class: Hunter. Brown Elk shamans can have either the Ghostelk ability or the Spirit Impala ability, but not both.



The Clan of the Battered Axe

The Clan of the Battered Axe is the clan most people think of when someone says, Orc. The Clan of the Battered Axe never did fully embrace civilization. They are the most rapine and violent of the orcs, both in Outland and in the Outlands. The Clan of the Battered Axe revere the Cave Bear as their totem, an animal that has gone extinct in the Known Lands.

Favored Class: Barbarian. Shamans of the Clan of the Battered Axe have the Ghostbear ability.


The Clan of the Shining Blade

The Clan of the Shining Blade are the Orc Nations soldiers. Although they have the leopard as their totem, the Clan concentrates on perfecting their fighting techniques. Their fighters specialize in tactics and strategy. The Desert Vipers specialize in dirty fighting, the Black Talons specialize in teamwork, the Brown Elks specialize in deftness and quickness in their fighting, the Battered Axes specialize in use of brute strength, and the Silverfangs specialize in honorable combat.

Favored Class: Fighter. Shamans of the Clan of the Shining Blade have the Spirit Leopard ability.

Thursday, November 12, 2009

Design Diary: the Known Lands

Designing a campaign setting that you've already got partially designed is a fun way of excercising some creativity. Eventually, however, I have to get to the point where I can declare -- "finished!"

Some important details:

* The inhabitants of the Known Lands are descended from travelers from a distant star.

* The Eladrin and the Orcs are genetic redesigns of the human.

* There are no Eladrin, there are the Massalian Elves (or Fair Elves), the High Elves, and the Dark Elves (considered to be peasant folk by the High Elves).

* Orcs are split into different tribes: the Silverfang Tribe, which worships the Wolf spirit; the Hawkfeather Tribe, which worships the Kestrel; The Blacktalon Tribe, which worships the Deinonychus, the Dragon Ochre Tribe, which worships Black Dragons; the Crimson Dragonfang Tribe, which worships Red Dragons; and the Tribe of the Shattered Cross, which are christian. Also included is the tribe of the Burning Blade, and the Tribe of the Smoldering Spear.

* Orc tribes each get a favored class. Like the families in the Great Clans of Rokugan. (Tribe of the Burning Blade = Warlock, Tribe of the Smoldering Spear = Barbarian, Silverfang Tribe = Shaman).

Other races, except human, get a favored class. I'd do humans by nation, if I really wanted to do that. But I think not.

There are other things that are ideas in my head. But those are the greatest so far.
:D

Monday, November 9, 2009

The Campaign Setting that is not Copyrighted

All my talk about being against Copyright for the good of all, and why don't I do something about it? Well, technically, I can.

I can write up a campaign setting (for d20 System, mind you, I don't trust the GSL) and sell it with the Creative Commons stamp on it. There is also a new symbol -- (e). Why do this? Well, an idea forces itself into the minds of everyone when published. Publishing an idea on my blog, and everyone reads it, the idea enters their heads.

Why not Copyright your Campaign Setting, whats wrong with Copyright?

I'm convinced that Copyright is a form of theft. You are recieving physical property that contains my ideas (hard copy or digital copy -- although software isn't really physical property until you print it). If I deny you rights on how you may use it, I am effectively committing theft.

Secondly, the Roleplaying Game is something that encourages creativity in its participants. Eventually, someone comes up with rules for that roleplaying game and will want to have it published or they self-publish the rules on the Internet. The OGL was invented to address this, and it was better for the Roleplaying Game industry as a whole. However, COPYRIGHT was still retained by the creators of such content. In fact, thanks to this little law, everyone else was afraid to use someone else's stuff. I.e. you can't use Monte Cook's spell names from The Book of Eldritch Might simply because he claimed the names of the spells for himself. The problem also comes up with Monster Names.

So, having looked over the OGL content, only three companies were forward in providing license to use the names of their stuff. Atlas Games (with the Penumbra line), Necromancer Games in association with White Wolf, and Alderac Entertainment Group, inc. (with their Rokugan d20 line and other lines). Therefore, I encourage everyone reading this blog to support these three companies where they can. Incidentally, two other companies are to be supported even though they failed, one of these is Guardians of Order. I encourage everyone to support this defunct company when they can by using their products.

So really, I am committing theft if I use the OGL in conjunction with Copyright (you can use this goodie, but you can't use this goodie).

Creative Commons


I'm placing my new campaign setting, the Known Lands, under Creative Commons. I am using the Creative Commons 3.0 Attribution-Share Alike 3.0 United States License for the Known Lands. Under this license you are free to:

  • to Share — to copy, distribute and transmit the work
  • to Remix — to adapt the work

Under the following conditions:
AttributionYou must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work).
Share AlikeIf you alter, transform, or build upon this work, you may distribute the resulting work only under the same, similar or a compatible license.

With the understanding that:

  • Waiver — Any of the above conditions can be waived if you get permission from the copyright holder.
  • Other Rights — In no way are any of the following rights affected by the license:
    • Your fair dealing or fair use rights;
    • Apart from the remix rights granted under this license, the author's moral rights;
    • Rights other persons may have either in the work itself or in how the work is used, such as publicity or privacy rights.
  • Notice — For any reuse or distribution, you must make clear to others the license terms of this work. The best way to do this is with a link to this web page.
When you eventually purchase the Known Lands campaign setting, you are doing so realizing that the work is a gift from me to you. You will be free to copy, distribute, and transmit the work. You will also be free to create a derivative work on the condition that you attribute the work in the manner specified by me (i.e. give me proper credit and make sure that the claim of copyright remains mine). This means:

You can adapt the campaign setting to D&D 4.0 according to the present terms of the GSL and distribute it as such. But you will be held responsible according to the GSL, but I won't be because I have no real knowledge of D&D 4th Edition or how it works. Fair enough, WIZARDS OF THE COAST's Legal Department?

(Note: if Wizards of the Coast seeks to publish derivative works of this Campaign Setting, they must comply to the conditions of the Creative Commons license and make their derivative work AVAILABLE to all under the same conditions).

Now, isn't that fun?
Related Posts Plugin for WordPress, Blogger...