Showing posts with label Sauria. Show all posts
Showing posts with label Sauria. Show all posts

Monday, June 29, 2009

Races of Sauria: Warcarved


Remember when I mentioned Warforged for Sauria? Well, they rattled around in my head for a bit and here they are (and more of my cruddy art).


Warcarved

Soon after the Sorcerer-Dragons established themselves on Druki, their thoughts turned to the defense of their island. Powerful though the Sorcerer's are, they Druki have always loathed to tear themselves away from their meditations and study. Contemplation of this problem led the greatest of the Druki Dragons, Tu the Supreme Sorcerer, to an unorthodox solution. In order to create a race of warriors who would defend Druki no matter what, Tu carved Humanoids from the island's Tiki trees and shattered himself, imbuing each with a shard of his own life. With Tu's death the Warcarved were born; a race of tribal warriors who carve their young from the Tiki trees of Druki.

Monday, June 22, 2009

Races of Sauria: Gensai


Was thinking the other day about how to bring some more 'exotic' races into Sauria. Things like Gensai, Warforged, Deva and so on... For most races I couldn't think up anything too funky (well, the idea of Warcarved- a race of tiki-style islanders carved from trees is still rattling around in there). The Gensai, however, seemed to fit with the Druki. The key difference between these Gensai and other settings is their background and appearence. Rules-wise they're exactly the same (save other changes made for the Saurian setting- such as the presence of Draconic as Common).


Gensai

In a way, Saurian Gensai are merely another breed of Dragonborn. In another way; they are something else entirely. While other Dragonborn were elevated through the sorceries of ‘mundane’ Dragons; the Gensai’s ancestors were elemental spirits bound into the form of Dragonborn and cursed with mortality by the Druki sorcerer-Dragons. More so than any other Dragonborn, the Gensai are the slaves and vassals of their Druki masters.

Saturday, May 16, 2009

Nic's Law

One of the things I find when building a setting or world is there hits a point when it becomes an organic process. Case in point with the last two posts being about Dragonborn society in Sauria. Thing about the organic process is the world truly is alive... it unfolds on its own! And because of that, it grows in unexpected ways- producing things that its creator doesn't expect. Case in point- Asianic Dragons popping up in Sauria...

So the stab I'm making here is that RPG setting building should, stress on should, go through a number of phases along the lines of;

Nic's Law
1- The Basics, just write up the bare minimum of ideas you've got for your world.
2- Expand a little- just enough so its playable...
3- Map the damn thing. Thanks to Tolkien, we all expect maps now...
4- Leave it be... Don't touch it...
5- Start using it...
6- Once you start using it both yourself and your players will probably think of things beyond and outside the original conception... just let it grow...
7- Don't worry about new additions breaking the theme of your world...They'll end up highlighting the key themes with contrast if done well.
8- Little additions can be the biggest changes.
9- Don't use every bit of your world... Just because all this stuff is there doesn't mean it has to have an impact on your game. Part of having a HUGE fantasy world is the fact there's usually too much to have in a single campaign. Plus... it lets players incorporate bits of background themselves...
10- Do not convert your setting between rules forms... This is akin to changing the laws of physics! Its a bigger shift than most realize!

So through some development my current world, Sauria, ended up like this...















From starting like this...



Just by adding...
Saurian Background: Dragon Magic & Form
Dragons aren’t just the first sorcerers. They were also the first race to master magic. The Sorcerer, crude in their Arcane discipline, must thus choose one of two paths. Either to forge their own or walk the vast pathways left in the Dragons’ collective wake. Indeed, for the first practitioners of the Arcane, there were no other disciplines other than Sorcerer and no paths other than wild magic. From this foundation, all other forms of Arcane mastery were born.

Sorcery has thus always been a transformers art; the turning of raw magical matter into something more solid through force of will alone. With it the Dragons built the Dragonborn from the crude mutual ancestors the shared with the Kobolds. The latter race being descended from those left to their own evolutionary path. Dragonspawn are, similarly, a failure on the trail-and-error process of which the Dragonborn are the end process. Lizardfolk? Yuan-ti? Who knows precisely how many other creatures the Dragons birthed through their sorcery?

Why then do Dragons only have one form? The short answer is they don’t. Like the Dragonborn there is an accepted form. This form is the one shared by all major Opri- including both Metallic and Chromatic -of Dragon. But, just as the Dragonborn were produced from after strings of experimentation, deviant examples of the Dragon exist. The Druki are one example of such deviations of the Dragon form.


















Saurian Monsters: Druki
The Druki (pictured above, image "Lung 2" from Wizards.com D&D gallery, Oriental Adventures gallery) are deviant Dragons from the miniature continent of Druki to the east. Though it is often thought that the Druki are more magic than Dragon; a series of spell given the shape scale, claw and fang. Despite rumours that the Druki ancestors were living spells and not Dragons, the Druki do not heed this claim. Rather, they claim descent from the great Dragon-Sorcerers of old- masters whose Arcane skill was such that their spells became physically part of them.

Druki Deviant
Level 8 Brute 350 XP
Large Magical Creature (Dragon)
HP 105; Bloodied 52
AC 20, Fort 19, Will 20, Ref 21
Speed 8, Overland Flight 15
Action Points 1
Crackling Bite (Standard; At Will) * Lightning
Reach 2, +11 vs AC, 2d6+5 Damage
Flaming Claw (Standard; At Will) * Fire
Reach 2, +11 vs AC, 1d8+5 Damage
Ice Blade Bubble (Standard; Recharge 10) * Cold
Close Burst 5, +9 vs. Fort, 4d8+5 Damage.

Alignment; Unaligned, Languages; Draconic
Str 20 (+10), Dex 20 (+10), Wis 17 (+8), Con 15 (+7), Int 17 (+8), Cha 15 (+7)

Druki Portalist
Level 12 Artillery 350 XP
Large Magical Creature (Dragon)
HP 100; Bloodied 50
AC 22, Fort 21, Will 23, Ref 22
Speed 8
Action Points 2

Side-Step (Move; At Will) * Teleportation
The Druki Portalist may teleport itself 3 squares at will.

Portal-over-Fangs (Standard; At Will) * Teleportation
Range 10, +17 vs Will, Target is Teleported 8 Squares for no damage or is Teleported directly up for 2d6+5 falling damage.
Teleporting Claw (Standard; At Will) *Psychic, Teleportation
+17 vs Will, 1d8+5 Damage, Target is teleported 8 Squares
Boom! (Standard; Recharge 10) * Fire, Teleportation
Close Burst 6, +19 vs. Ref, 4d8+5 Damage, target is teleported 8 squares
Zap! (Encounter; Move) * Lighting, Teleportation, Zone
Burst 4 within 10, +19 vs Fort, 3d8+5 damage, target is teleported 8 Squares.
Alignment; Unaligned, Languages; Draconic
Str 19 (+9), Dex 19(+9), Wis 22 (+11), Con 17 (+8), Int 22 (+11), Cha 17 (+8)

Still to come (maybe)… Druki Golden Sorcerer & Druki Crimson Wyrm

Wednesday, May 13, 2009

2 new tidbits of Saurian background

What can I say? I'm gearing up for a D&D Campaign in this world! That means most of my RPG creative juice is geared to it!

Death of a Dragon
The death of a Dragon is often a problematic, if not tragic, affair for the Dragonborn in their service. They are faced with four equally abysmal choices. Firstly, the entire family can commit ritual suicide or Okakesx-loex (Honour-Death), a fate normally reserved for those Dragonborn who have failed in some way and wish to appease their masters. Secondly, they are permitted to enter the service of the next closest Dragon in relation to the deceased (if any exist). This is often means, for a Thurgrix, to give up ones status. It additionally means the Dragonborn family becomes the lowest ranked Dragonborn in this particular Clan.

Thirdly, the family can pledge Vas-durah (all-service). They then maintain the Dragon’s Hoard and Lair till the last member is dead. In most cases this is a tragic affair. Such a family can rarely attract marriage prospects from outside its own ranks. Over the generations they watch their lands; wealth and numbers slowly recede with the last becoming slowly more and more inbred!
Lastly, there is the option to become Thrah (Outcast). Meaning that the family opts out of Draconic society in a strict sense, casting their fortune to the winds to whatever end comes. Of all, this option is the least likely to bring assured shame or doom on the family’s head. Indeed, the Purple Dragonborn are a clear example of this. Bound to no Clan specifically, the majority of Purple Dragonborn are Thrah, as were their ancestors- back all the way to the time when the Purple Clan was lost.
Asmodeus?
The name ‘Asmodeus’ is that of the Goliath god of Authority. It is also the name of the First Emanation of Dis the Inferno and lord of the Nine Hells within the Teifling religion. How did this come to be?

No one is completely sure. There are, however, two thoughts on the matter. Namely that taking slaves from many lands. it is sometimes assumed that Goliath slaves carried the name into Ba’al-Turath and it eventually became that of the First Emanation. It is equally assumed that an escaped Goliath slave carried the title with them back home. Then again, many point to the fact that Teifling’s trade with Brown Dragons. This means that the title could have just as easily filtered one way or the other through the trade-lines between Dragon Clans.

Saturday, May 9, 2009

How the Dragon got his Dragonborn

Was thinking today about Sauria today... Or more specifically; 'how do the Dragons get their Dragonborn?'... Well, here's how!

The Birth of a Dragon
The number of eggs produced by any one Dragon varies, based on colour. Despite the actual number, the number of Wyrmlings hatched is usually between one and four. At this point any real responsibilities of the parents end with a single task. That is, to gift their child with a Dragonborn family. Any married Dragonborn couple (along with their children, grand children and so forth) within the service of either parent are eligible for this task. One of the couple is then given the rank of Thurgrix. Save the direst circumstance, it is usually from such a beginning that all Dragonborn in the service of an individual Dragon originate.

Sunday, April 26, 2009

Sauria


Okay, a while back I finished up running Midnight Circus for the old world of Darkness system. A fun but complicated sub-setting in that it uses EVERY old world of Darkness setting (bar late commers like Demon, Kindred of the East and Kindred of the Ebony Kingdom). Now, I don't just run one game till no one shows up each week. I run stories... Players make characters, I make a narrative. So, as I'm planning my next story I've got an itch for fantasy. And here I've got D&D 4th Edition given to me by my wife for our anniversary this very year. I think 'gee, I could really go doing a long-ish Sword & Steam (a sub-genre of Steam Punk [well, sub-sub-genre]) epic. So, I make up Steam World! Didn't work too good when I gave it a dry-run. Seems, well, the setting was bit convoluted. For some reason I was the only one in touch with 19th century political structures. At any rate, one of the players for this dry run later saw my Critter Cache 2 from Goodman Games (the Dinosaur one) I'd downloaded for my equivalent of Africa in Steam World; an Orc/Goblin/Gnoll continent with lots of Dinosaurs and animal people. Sort of Henry Rider Haggard meets Edgar Rice Burroughs meets Garry Gygax! An this friend's face lit up and he screamed "Dinosaur World!" And thus, I give you Sauria (I even did a map! Cannae have a fantasy world without one)!



Sauria
The day of flesh-and-fur creatures has yet to come, though they are seen like the first lights of the coming dawn. Still, the noon-day sun shines on cold-blooded and scaled creatures. Dragons, Drakes, Behemoths and their kin rule this age. This is an age of fang and claw, where the only steel held rest in the scaled hands of the Dragonborn. This is the Age of Scales…

The Age of Scales
Eventually the Dragons moved from being predatory sky-nomads to settled cave-cultures, and it is here that they discovered sources of both Arcane and powers. Suddenly, Dragons found themselves in a world populated by creatures that could not be simultaneously more similar or different from their race. Drakes, Behemoths and a myriad of others were similar in that they were all creatures of scale, claw and talon, yet different in that they lacked the same mental capacity as Dragons.

Of particular interest, however, were the Dragonborn’s ancestors. These presented the potential for civilization; hunter-nomads who existed much as the early Dragons had been. Interestingly, however, they were at small crafts. Seeing their potential as servants, the Dragons set about cultivating and enslaving this race for the greater purpose of furthering their civilization.

Through their employment of the Dragonborn, the Draconic civilization dominates the world. Dragon Lairs have since become the sites of Dragonborn cities. Still, it is an isolated civilization. The cities of the Dragonborn are besieged and surrounded by vast stretches of trackless wild. These wilds have since become home to other primitive races, now under the Dragon’s rule- living and dying at their whim. Other civilizations have even risen in the blind-spots of the Draconic eye.


Empire of the Dragon Clans
The rule of Dragons
Dragons might rule the grand continent of Sauria, but they are divided. Each Clan- defined by colour -holds a different territory. Though each Clan is ruled by the eldest Dragon of its kind, no central authority holds the Clans together, and so feuds between Clans are quite common.

Nor do the Dragons rule directly. While they claim all within their territory as their property, they seldom raise the surrounding primitives. Instead they administer their rule indirectly through their Draconic kin; the Dragonborn. By far the greatest city-builders of this age, the Dragonborn have built urban hubs around their masters lairs. Though they do farm themselves, the Dragonborn also extract tribute from their lords’ savage vassals.

Hierarchy of Dragons
By far the most basic organization for the Dragon Clans is that of the Klutch- an immediate family. Each Klutch controls a portion of the Clans territory and is led by a Maekrix (leader). The right to lead the Klutch as Maekrix is by combat, and often ends not only with the victor killing their opponent, but their opponents offspring as well. Likewise, the right to lead a Clan is by combat- though one must be a Maekrix to undertake this challenge. The winner of this challenge is termed Vivex (victor). This is usually where the similarity between challenges over Klutch and Clan end as is extremely rare for a Vivex to eliminate their Klutch. While trail-by-combat amongst the Vivex is often used to determine the leader of all Dragons- a Sveratrix (overlord) –it is rare that such a thing occurs and for the most part, the Clans are autonomous.

Dragonborn Society
Dragonborn are divided into Clans similar to Dragons. The chief difference is that a single Dragonborn Clan serves a single Klutch, with individual family-lines of Dragonborn serving individual Dragons. The chief Dragonborn of any one Dragon is termed a Thurgrix (Loyal Claw). Dragonborn are forbidden any political organization above the family level.

The Dragon Clans



Black Clan (Vutha)
South of the Red Clan’s volcanic mountains the land cracks, but does not break. It is a peninsula of endless swamp dominated by the Black Clan. Orcs are the main race to dwell here under the Dragons and Dragonborn, but they are not the only. In the north, where the ground is still hard and good for building, dwell Half-Orcs; a race born of long passed mixing of the Teifling’s ancestors and the Orc-tribes.

Blue Clan (Ulha)
The islands of the Blue Clan are home to Halflings. Far from being a maritime people, these Halflings can do scarcely more than simply hop from island to island (and thus eventually the mainland). The Dragonborn, likewise, make use of the Halfling tribes for their own transport.

Brown Clan (Rater)
Eventually the jungles of the Red Clan and the forests of the Green give way to grasslands, where the Gray Clan dwell. The grasslands, likewise, eventually cease and the desert of the Brown Clan. The Brown Dragons and Dragonborn alike dwell in desert-cities. The Humans whom they claim exist along the Great Wyrm- a fertile river valley.

Gray Clan (Vuthsir)
Between the seemingly endless desert of the Brown and the trackless woodlands of the Green is the Sea-of-Grass, held by the Gray Clan. War is common here, encouraged to no small end by the Gray Dragons, as the Half-Elves of the southern grass do not take well to the Shifters of the north. Nor do the Razorclaw and Longtooth Shifters bode well with one another.

Green Clan (Achuak)
Trees define the land of the Green Clan, which is home to the race of Elves. There is also a good measure of Half-Elves within this land, existing on the grassy borders with the Gray. To the south, in the temperate jungles beneath the volcanic mountains of the Red Clan, the wild pygmy-Elves known as Gnomes dwell.

Red Clan (Charir)
The Red Dragons dwell in the Mountains-that-Burn, a great volcanic mountain range beneath the realms of the Brown and Green Clans. The Dragonborn have their cities in these mountains, one the slopes below which the cave-dwelling Dwarves live. The Dragonborn have long since grown to appreciate the skill of the Dwarf craftsmen. Crude though they were, the Dragonborn have since supplied them with proper tools and schooling that they might be of true benefit. Additionally, on the Red Clan’s southern border, dwell Half-Orcs.

White Clan (Aussir)
A mountain-barrier divides the Green Clan from the white, and the ground does not drop from this rise but rather plateaus, forming frosty peaks. Here the White Clan dwell. Predatory to the extreme, the White Clan have little love for the Goliath’s who dwell beneath them- seeing them as little more than prey. The Goliath’s, for their part, have raised themselves from savagery to form a crude mockery of civilization. Because of this, they are often taken as slaves to fight as gladiators for sport or to be used as beasts-of-war. More commonly, the White Clan utilize Kobolds and other primitive examples of the Draconic races in the same manner as other Dragons use Humans or Elves.

Purple; The Lost Clan
Ages ago Draconic history records one other Dragon Clan- the Purple or Chahar Clan. This clan was a group of deep cave-dwelling Dragons, deemed odd for their tendency towards introspection. It is commonly thought that these Dragons have gone into an extended period of hibernation or else become extinct, though none are sure. All that is left of them are their Dragonborn, seen occasionally living amongst other Clans or else as independents answering to no master.

Other Civilizations
Thulantis
Off the coast of from the Green Clan lies the city-island of the Eladrin. It feeds itself mainly through fishing and gains both wood and grains through trade with the mainland. The races whom the Eladrin trade with are often happy to part with items that have in such vast quantities in exchange for metal goods. The ore for these, along with stone for other works, is dragged from mines beneath their own streets by the Drow; a purpose-bred race of slave.

Ba’al-Turath
Land of the horned folk known as Teiflings, Ba’al-Turath is found just west of the Brown Clan at the delta of another fertile desert river-valley. Since their earliest times, the Teiflings have made dark pacts with the beings who dwelt in flames and given over themselves to vast rituals and sacrifice in honour of their Devil patrons. It is with the twin-tools of blood and magic that the Teiflings have built their kingdom.

Gods & their Faiths
Gods in Sauria are strictly for the Civilized races and no others. While Barbarians do have gods, they are often silent and distant- speaking to their followers through totemic animal-spirits. Savages revere only Spirits.

Draconic Dualism
Religion for Dragons and Dragonborn is a dualist faith, divided between the principle of light, represented by Bahmaut the Platinum Dragons, and darkness; embodied by Tiamat; the many-headed Dragon.

Dwarves and Moradin
Dwarves are monotheists in the sense that they revere Moradin. While this is indeed the case, they still maintain a strict hierarchy of spirits under Moradin. After this fashion, the Dwarves must communicate with the lowests of Spirits, their own Ancestors, who mediate through the grand hierarchy to Moradin’s Throne.

Teifling Emanations
Teifling religion is of the Evil Alignment. Teifling’s revered Dis the Inferno. Beyond that, Dis has nine emanations, each one reflecting a different aspect of the Great Flame. Each aspect of Dis is thus embodied by an Archdevil.

The Eladrin Pantheon
The isle of Thulantis is home to the Pantheist faith of the Eladrin. Corellon, Erathis, Ioun, Melora, Sehanine and Lolth are the gods of this faith.

The Goliath Pantheon
Goliath’s revere strength above all else, worshipping gods that will destroy rather than create; they bow to Kord and Gruumsh, Bane and Asmodeus. This may seem odd, but the Goliath’s know that from the seed of their foes destruction, their own flower will bloom. Still, the Goliath race is strong and silent. They do not yet prey, but revere their gods through totemic animals that embody strength- such as the Mammoth.

Spirits
Spirits are not gods. Rather, Spirits are seen as intermediaries between the world of flesh and world of magic. In this sense, Spirits are not worshipped but bartered with. If there is a drought, for instance, water Spirits may be partitioned for rain. If there is war, ancestor Spirits may be called on for strength.

It is Savage Races which have Spirits, but not gods. Cultivated races, on the other hand, have gods. Barbaric Races, likewise, have Gods- though these are often distant, silent deities.

Ancestor Spirits
These Spirits are the souls of the dead who have passed to the Lands-of-the- Shadows-Fallen. Often as benevolent as they are malicious, the Ancestors are as fickle and varied as the living. Ancestors are the least powerful of all Spirits.

Celestial Spirits
Spirits of the Sun, the Moon, the Stars, the Clouds and the Sky; the movements of these beings is clockwork as they embody the principle of Lawful. Additionally, because of their station above the world in the Sea-of-Skies, they are deemed the most powerful of all Spirits.

Terrestrial Spirits
Wild and varied beings, each individual Terrestrial Spirit is tied to a elements, the plants and the beasts of the land. Because of this they are rhe most common kind of Spirit for any of the living to encounter, and also the most malicious and demanding of all Spirits. Terrestrial Spirits come from the world itself. These Spirits originate in either the Wood-of-Elements



Rules



Common
The ‘Common’ language for Sauria, being under the Dragons thumb, is Draconic. Many races in particular have stopped speaking their own languages in favor of the Dragonborn’s tongue.

Cultivation
While in many D&D worlds any race or culture may access any Power Source, such is not the case in Sauria. Here, in the savage and primitive world, civilization as it exists in most worlds is absent. Thus many races and cultures have yet to develop proper martial or arcane arts. Some have do not even have gods, worshipping a collection of spirits. Only old races, such as the Dragonborn or Eladrin fully grasp civilization. While others, being particularly predisposed in one way or another, such as Dwarves or Goliaths, have managed to forge rude imitations of civilization.

There are three levels of Cultivation, each tied to particular Power Sources.

Cultivation Level = Power Sources
Savage = Primal.
Barbaric = Primal & Martial.
Civilized = Arcane, Divine & Martial.


Race/Dragon Clan or Kingdom/Cultivation Level
Dragonborn/By Breath/Civilized
Dwarf/Red/Barbaric
Eladrin/Thulantis/Civilized
Elf/Green/Savage
Half-Elf/Brown, Gray or Green/Savage
Half-Orc/Black or Red/Savage
Halfling/Blue/Savage
Human/Brown/Savage
Gnome/Red or Green/Savage
Goliath/White/Barbaric
Orc/Black/Savage
Shifter/Gray/Savage
Teifling/Ba’al-Turath/Civilized

Dragonborn Dragon-Breath
The Dragonborn, their current state being the work of the Dragon Clans, share both colour and breath with their ruling kindred. In this sense, the key word options for a Dragonborn’s Dragon-Breath is expanded to reflect the full extent of Dragon colourings.

Dragon Clan/Dragonborn Dragon Breath
Black/Acid
Blue/Lightning
Brown/Fire
Green/Poison
Gray/Acid
Purple/Psychic
Red/Fire
White/Cold

Teifling Language
The Teifling culture of Ba’al-Turath exists in something of a modest glory-age, openly worshipping their Devil Patrons and flaunting their hellish visage. As such, Teiflings have their own language- Ba’esh. This occupies their second, normally free language choice.