Showing posts with label elf. Show all posts
Showing posts with label elf. Show all posts

Thursday, June 5, 2025

E is for Elves

I missed the April A-Z Blog Challenge this year, so I'm doing my own...in June. This year, I will be posting one post per day discussing my AD&D campaign, for the curious. Since 2020, this is the ONLY campaign I run. Enjoy!

E is for Elves...duh.

How short should I make this? I mean I can be pretty short: in my campaign, elves = Melniboneans (as per Michael Moorcock's Elric stories). Derivative? You bet. But I've confessed many times before that I'm a hack. I may be the Anne Burrell of adventure critique, but when it comes to adventure design, I'm definitely the Joe Cocker

It is what it is. No need to be dishonest.

So, for those who haven't read Moorcock's books (and why haven't you? You play D&D don't you?), Melniboneans are a "pre-human" people...similar to humans, but not the same. By "human standards" they're fairly amoral: their wealth and sorcery has made them decadent and prone to excess, apathetic to the anything outside their own whimsy and desire, hedonistic and (mostly) unambitious...this last explaining (in AD&D terms) the reason for their level cap.

Now, the elves of my campaign are NOT the slave owners of Moorcock's island kingdom but (similarly) they hold nothing like "Christian values" or organized religion. Their life expectancy isn't much more than humans (about 120 at the max)...they simply have an older civilization with a longer history, more ingrained traditions, and a (somewhat) more sophisticated society of protocol and etiquette. In many ways, they are a post-anarch (in the 'rational anarchy sense) society...they are, more or less, self-governed as individuals (the extensive magic-use/sorcery facilitates this) with every wizard a noble and every individual a 'prince' of their own castle.

However, there is no island of Melnibone in my setting; instead, high elves rule the city-state of and Port Townsend, AKA "The City of Dreams" (an actual moniker for Port Townsend in our real world, and close enough to Moorcock's "Dreaming City" of Melnibone to be downright eerie). I don't speak any (Tolkien) elvish, by the way, but to distinguish my elves further as a separate culture, they all speak Spanish, and "Port Townsend" is thought to be a human corruption of the city's "elvish" name of Puerto Sueño. There are many parts of Western Washington that carry Spanish names (the San Juan Islands, for example) from Spanish explorers; in my campaign world, these are areas that have seen elvish influence.

Aside from the Pac Northwest-isms, most of my inspiration for elves in my campaign can be traced back to the original origins of the campaign (when I still wanted to set it in South America), as I wrote about in 2020. Bob Pepper's artwork, specifically the old Dragonmaster card game, is a major source of inspiration for the look and feel of my high elves (get it? Dragon Lords? Melniboneans? See how that fits?). Elegant, decadent, and a little strange...they are very human-like, just not quite human.

Yes, half-elves are a thing in my campaign, unlike "half-orcs."

Elf longevity is more-or-less the same as humans...they have a slightly longer average life expectancy, but perhaps this is due to better drugs/pharmaceuticals.

Tolkien-wise, elvish stuff is just crafted better than humans stuff...but usually it can only be purchased in Port Townsend, and then only at exorbitant rates. The elves (being elves) shun gold and instead base their economy on a "silvery metal" system, trading mostly in silver, electrum, and platinum. Because of the AD&D exchange rate, this gives their economy an almost Metric flavor:

100 silver pieces = 10 electrum pieces = 1 platinum piece

...which is the BTB exchange rate found in the PHB, if you ignore copper and gold pieces. My high elves also have a fourth "silvery metal" coin they use: the mithril piece (or m.p.) worth 10 platinum pieces (or 1,000 silver pieces) each. An m.p. is a silver/sea-green color (silver streaked or flecked with sea-green) is non-corrosive and (like gold and platinum) does not oxidize. It is not minted or exchanged in other kingdoms, and is only rarely found outside of the Peninsula region. Visitors to Puerto Sueño can exchange their gold for m.p.s (for a pretty steep fee), which is useful when you're trying to buy high-quality elvish goods.

Of course, that assumes you can even get into the Port...unless you have elvish blood (or traveling with an elf who vouches for you) outsiders typically aren't allowed into the City of Dreams, and their defenses are quite a bit more formidable than our real world Port Townsend...more like a cross between Melnibone and Gondolin (which also serves as an inspiration). Fees for entry are steep for foreigners, just by the way...elves be making money hand-over-fist and any apparent apathy they exhibit towards money and material wealth is due more to how passé they find the whole money-making exercise (they mastered the art of the merchant years ago).

Mm, let's see, what else can I tell you? Lot of elvish and half-elvish assassins have popped up in my campaign world (all player characters), which certainly colors the feel of the species. "Commodifying murder" is an ancient elvish tradition, apparently, helping them approach revenge as a cold business proposition, rather than one of hot blood and high emotion. That elvish assassins cannot reach a great level of experience makes no nevermind to me: remember these are a CHAOTIC people, and they don't need no guilds and guild masters...leave that stuff for the humans. They're still really good at killing people...just one example of how player actions/choices impacts a campaign.

My campaign, at this point, only makes use of the elves listed in the Monster Manual: high elves, grey elves, aquatic elves, wood elves, and dark elves. Except with regard to longevity, they are pretty much exactly as described. 

Grey elves are a secretive offshoot of the high elves with no real city, living in the wild's of peninsula, in what is Grays Harbor county (south and west of Port Townsend). In my campaign, Grays Harbor is named for the grey elves (duh), but Aberdeen is no elf-town and any elvish communities that might have once been found on the water were long ago abandoned and/or destroyed. They are rumored to be great sorcerers, yet twisted and insane.

Aquatic (sea) elves are mutated elves who long ago chose (or were forced) to become an aquatic species through the application of sorcery. They live in the ocean but are sometimes seen in the Puget Sound, where they are hunted (and eaten) by Orca. Very little is known about their culture.

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Wood elves
are the name given to the elves of Colville Forest in eastern Washington. They do not refer to themselves as "Colville;" that name and the name of the forest is derived from the human city of Colville, a fortress town founded on the edge of the woods, some ten miles east of the Columbia River. The wood elves are far less organized and far more scattered than their coastal brethren, but they still do a brisk trade with the humans and, if not exactly hospitable and welcoming, are at least on amicable terms with their neighbors. They mainly keep to their woods, but...in Eastern Washington...are the most likely type of elf to be encountered aside from high elf adventurers. In terms of Bob Pepper artwork, their look is best represented by the Nomad cards.

Dark Elves (or "Drow" as they are called by their elven brethren) are a legend. They have never yet seen an appearance in my campaign. My players don't know a thing about them. Some day, perhaps.

There are no other elves.

All PC elves are considered to be of high elf stock (the most likely type of elf to be wandering adventurers)...this includes half-elves (people of human and elf blood). With regard to half-elves: these people are assumed to have been raised in an elvish fashion, most likely on the Peninsula if not specifically in Port Townsend. All multi-class magic-users are definitely assumed to have been schooled in Port Townsend, where such cross-training is common. As a player character option, the choice to play a half-elf assumes a character who is either the child of an elf-human couple or (possibly) two half-elf parents. Any player may choose to have had a distant ancestor (a single grandparent or great-grandparent, for example) of human or elf species without it affecting their "racial type" (elf or human). A half-elf is a child of two worlds.

Okay, that's enough for now. Well, maybe one more "wood elf:"

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Sunday, June 1, 2025

A is for Alignment

I missed the April A-Z Blog Challenge this year, so I'm doing my own...in June. This year, I will be posting one post per day discussing my AD&D campaign, for the curious. Since 2020, this is the ONLY campaign I run. Enjoy!

A is for Alignment. A funny place to start when it comes to talking about one's campaign but, I think, a necessary precursor to understanding how my world runs.

As with most DMs, I have "modified" the AD&D game rules in a number of ways. Unlike most DMs, these modifications are few in number and generally quite small in the grand scheme of the game; most are designed (in part) to ease speed of play. 

Removing alignment, however, is no small thing.

Still, I've done it, and am quite satisfied with the result. Humans (and human-like elves, dwarves, halflings, etc.) are capable of doing good and evil, acting lawfully and chaotically and are not so simplistic to model as stock characters from a morality play. Actions have consequences; it is important for the Dungeon Master to keep this in mind because (when he/she does so) issues related to "bad behavior" tend to take care of themselves.

But the game...

Well, the D&D game created alignment originally to distinguish the two sides of the (war gaming) table. There were the forces of LAW (i.e. "good") and the forces of CHAOS (i.e. "evil") and then there were "neutrals" who might fight for either side, depending on their whim (this was long before the advent of "True Neutrals" who refused to fight for any side...). 

Over time, these assignations grew muddled in complexity, as LAW ceased to mean "good" but rather "order and organization" while CHAOS ceased to mean "evil" but rather "freedom and wildness." Having multiple factions certainly makes for more interesting gaming (and more asymmetrical war gaming) than just "Side A" versus "Side B," but it hardly models the complexity of life, where actions are determined by degrees of ambition and pride and fear and self-interest and love and joy and...well, all the things. All the stuff; "the usual" (or, just, "the ush") as they say.

But then, how does that work with the cosmology of D&D? How do paladins and assassins get along? Why do we kill orcs and goblins? How the heck are we supposed to know if clerics are being granted their spells?  And what about all those alignment-based spells and magic items?

Here's how I approach these things in my campaign:

With Regard To Monsters (and Character Classes): 

Think of "alignment" as a short-hand for the general attitude/perspective of a class/species from the point of view of a human; D&D is human-centric, after all.  Any creature with a "good" alignment is generally "pro-human" or (rather) "pro-human values;" any creature with an "evil" alignment is "anti-human."  SO, "good" dwarves and elves and halflings like and value humans and treat them in as friendly a manner as humans treat each other. Admittedly, humans have a long history of robbing, raping, and killing each other so this might translate to "not-so-friendly," but it's a good enough starting point and things being equal they're generally willing to work with humans so long as it suits their interest.

"Evil" creatures, on the other hand, have a history of conflict and antagonism with humans and their allies (i.e. creatures that get along with humans or that humans would view as "good"...like dwarves and elves). It doesn't mean they're inherently evil or bad or spawned of Satan (at least, with regard to non-planar creatures) just that...historically...they've been on opposite sides of the battlefield more often than not.

Paladins and rangers (traditionally "good" aligned classes) are characters that champion HUMANS and their allies. As fighters, they are warriors, killers, and destroyers of things that would harm or threaten humans. That is what they are trained to do; although they have different training from each other.

Assassins (traditionally "evil") place no particular value on human life...being trained as professional murderers, a human is only "valuable" insomuch as it affects the fee they charge to end it. Meanwhile, thieves' traditional "non-good" designation aptly describes their cavalier attitude towards other humans' property (being trained in the larcenous arts). 

"Lawful-ness," then, is simply an estimate of whether or not a particular species operates in an ordered and civilized fashion..."civilized" again being from the perspective of humanity. Do they have hierarchy? Bureaucracy? Laws? Most of the humanoid monsters found in the Monster Manual (and, thus, in my campaign world) fall into this category...they are as organized with regard to trade, agriculture, and warfare as any human society.

"Chaotic-ness" on the other hand, is not just the absence of law and order, but an abhorrence of it, and a a wanting to smash the social norms and niceties of (what humans would call) 'polite society.' Bugbears are something OUTSIDE the hierarchy of other goblinoids...a throwback species (like a neanderthal or sasquatch), insane individuals too large to kill that have been driven into exile, or perhaps some ogrish-hybrid...who knows? Ogres are just too big and un-refined to have ever developed anything like a "society;" they are at the top of the food chain and they enjoy being there. Gnolls are something like the beastman marauders found in the Warhammer world...they are as close to a demon-worshipping barbarian horde as anything you'll find in my world. And elves...well, let's just say most humans tend to stay the hell out of elven cities (there's only one), as they're something akin to Moorcock's Melniboneans; they'll get their own post in this series.

As far as classes go only the monk and paladin have a requirement for "Lawful-ness" and this simply indicates that they must follow a strict hierarchy and discipline with regard to their profession. Monks are beholden to their monastic order and must follow its dictates; paladins are the same with regard to their church. Here, the alignment restriction (again...not used in my game!) indicates character classes that are not altogether free from obligation.

And the Neutrals? Well, all the creatures and classes of my campaign are effectively "neutral" when it comes to their actions, self-determination, and self-interest. But with regard to the True Neutral druid, we simply see a sect that is neither concerned with promoting human interest, nor overtly antagonistic to it. For the neutral-leaning bard, the alignment merely describes the free spirit of these drifters.

By the way: any character class can adventure with any other character class in my game.

With Regard To Alignment-Based Magic:

There are only a handful of magic spells in the PHB, mostly clerical in nature, that require alignment to be addressed. Know alignment does not exist as a spell (un-needed). Detect evil detects the presence of unnatural or supernatural presences: the undead, creatures from other planes, and (as noted in the spell description) "evilly cursed magic items" (i.e. magically cursed items specifically designed to do harm). Similarly, dispel evil banishes enchanted and summoned creatures regardless of alignment. Protection from evil is now just circle of protection, a spell that wards out unnatural and supernatural creatures and provides the listed bonus against creatures trying to do harm to the warded character(s).

I should probably note that I long ago stopped using denotations like "protection from good" or "unholy word." To a devil-worshipping cleric, "unholiness" is "holy" and "evil" is "good." While these spells still exist, they do not merit having a reversible version (holy word is always "holy" to the person using it). 

As for magic items of an alignment nature, they generally fall into three categories: items designed to screw with a PC's alignment, items meant to restrict access (benefitting or cursing depending on alignment), and items meant to exert control over its user (like an intelligent sword). In the case of the former (a helm of opposite alignment, for example), they're simply out of the game...it was rare that I would stock such items anyway, even back when I used alignment, as all they ended up doing was giving a player an excuse to engage in unproductive shenanigans OR unfairly stripped the abilities of a PC (paladins, rangers) through no fault of their own.

For magic-swords and other such items (like the Gauntlet in module UK3), I determine what the item's motivations are, and have it exert control in order to obtain those motivations REGARDLESS of alignment. No damage is received from using such an item, unless it's made for a particular type of wielder (a dwarf or a paladin, for example) as is picked up by someone else.

As for magic items that bestow benefits based on alignment...eh, anyone can use it. You want your magic-user to read a libram of ineffable damnation? Have at it...all magic-users gain the benefit (and can likewise benefit from a libram of gainful conjuration, etc.). I want my wizards seeking out forbidden tomes of knowledge, good or evil; that's the stuff of the adventure fiction I grew up reading.

With Regard To Clerics:

Clerics in my campaign still pray for (and receive) magical spells from their deities. They have access to the same spell list, regardless of deity; this list is different from the other spell lists. My long-standing house rule is that they pray for their spells as needed, not in some morning ritual...I've explained this all before

Clerics have tenets of faith and worship that they are expected to practice. Do I bother detailing these? No.

Would it be possible for a cleric to lose their spell powers for failing to follow the dictates of their church/religion/deity? Maybe. I haven't (so far as I can recall) ever ruled as such in any D&D game I've ever run.

Are clerics expected to fight for "good" (or "evil") against their opposite number? Clerics are expected to champion and protect their own faith and that faith's worshippers against those who'd harm or threaten that faith or those worshippers. Sometimes that might mean fighting against a (previous) ally. Sometimes that might mean fighting with a (previous) enemy. Sometimes "protecting the faith" involves rooting out corruption within their own church (i.e. fighting/killing their own clergy or congregation members).

God (and gods) move in mysterious ways.

I don't use the DDG all that much these days. If I were to use it, it would be mostly as a "monster manual" for other planar entities. Yes, I have no issue with high level characters fighting (and possibly slaying) gods...good luck to 'em if they want to try it. I know from experience that it's not all that easy...in fact, I've never seen it done in an ACTUAL game of AD&D. Nope, not even Llolth (and I've run Q1). If a god were slain, I'd expect its worshippers to shift allegiance to whatever god would have them (and that suited their fancy), and would retain all their prior levels/spells/abilities.

Just about the only way I really see a cleric losing their spells would be through some crisis of faith: either a literal "crisis" (our deity has been slain!) or through some curse/geas or vow breaking crisis, of the kind that might require an atonement spell. In the latter case...well, that's the kind of thing that has to be worked out on a case-by-case basis generally through (*shudder*) role-playing. Which isn't BAD, folks, but just isn't something I can pencil down with a hard-and-fast answer. That the AD&D game provides for this potentiality of such a spell being needed speaks to the robustness of the system...you won't find atonement in 5E, just by the way.

[which maybe says something about the unforgivable blasphemy that is 5E]

ALL RIGHTY...that's enough of a foundation in the basic cosmology of my campaign. We'll get to the actual geography of the world (physical and political) in tomorrow's post.

Friday, December 6, 2024

Demi-Human Expansion

 AKA Cocaine Is A Hell Of A Drug

From Dragon Magazine, issue #96:
With expansion of the deities in the WORLD OF GREYHAWK Fantasy Setting, and by Roger Moore's articles herein so as to provide for the races of demi-humankind, there is no logical reason to exclude their clerics from play...

Elves, half-elves, and halflings -- being more nature-oriented than the other demi-human races -- deserve admission to the druid sub-class. Elves are now unlimited in their ability to rise in levels within the druidical ranks, just as half-elves have always been...

Elves are no longer prohibited from entering the ranger sub-class with the same reasoning that now opens the druid sub-class to that race....
E. Gary Gygax, April 1985

In the previous Dragon (issue #95), Gygax had outlined new level maximums for the various demi- and semi-human races for characters that have exceptional ability scores, i.e. prime requisites that exceed the normal maximum for their species. As such an event only occurs through the use of powerful magic (for example dozens or scores of wish spells), I see no problem with extending levels for those rare circumstances. 

Likewise, I have even less problem with the new rule that allows single-classed non-humans to boost their maximum level by +2 in a class that they could normally multi-class with (for example, an elven magic-user or dwarven fighter). This is sensible and a nice bennie for non-humans that seek to "focus" in a particular profession. An excellent addition to the game, while still allowing humans to maintain their place in the PC hierarchy by dint of their "unlimited potential."

SO...see those last two paragraphs? One thing: non-obtrusive. Second thing: good and welcome.

Now, let's talk about everything else. Because Gary seems to have been all coked up when he tweaked out the rest of this mess.
Players and DMs alike should take note of an impotant new rule change which is alluded to herein: player characters can be members of certain demi-human sub-races that are not permitted to PCs by the rules in the Players Handbook -- namely, the valley elf, grugach, drow, duergar, and svirfneblin. More will be said about this new development in subsequent articles. For now, however, players who choose to have drow, duergar, or svirfneblin characters should heed this general stricture: The alignment of such a player character may be of any sort, but daylight adventuring must be severely curtailed due to the nature of these creatures. Without special eye protection and clothing, these three demi-human types will suffer slight problems and sickness due to exposure to sunlight. 
No, Gary. No. No. No.

No, you cannot give players to play powerful demi-humans...creatures originally designed to provide additional challenge to high level PCs with their extra special abilities. Creatures with built-in magic resistance or natural spell powers or the capability of summoning elemental monsters regardless of class. No, Gary. You are high, man. You are NOT thinking straight.

Unfortunately, however, the drugs would continue to flow all the way through the publication of the Unearthed Arcana, when the final blow would be struck to the balance of non-human class relations:
The cavalier class is not listed on the tables for elves and half-elves, and the bard class is not listed on the table for half-elves, because level advancement in either of those classes is unlimited to any character with the requisite ability scores to qualify for the class.
Fucking cocaine, man. 

Anyone unfamiliar with the cavalier class as it appears in the UA will have to wait for the next post in this series to understand just how crap-tastic it is to give elves unlimited class advancement in a class that's...basically...a better fighter. That such a character could also be, say, a drow with a bunch of bonus bennies is a friggin' travesty. Oh Noes! So sad I have a -2 penalty to hit in daylight...we're exploring dungeons, jackass! If I'm getting into fights in town, there's already something wrong!

*sigh*

But let's talk about some of the more subtle problems here. Letting non-humans into the ranger and druid class is a thumbing of the nose at the (unstated) wold-building inherent in the original work. Rangers are not "woodsy heroes of good" (and even if they were, why the hell would a DROW get to be one?)...rather they are AVENGING KILLER HUMANS that hunt and murder the humanoids that threaten humankind. That rangers operate in the wilderness is because THAT'S WHERE THEY FIND THEIR PREY.  It's not the "civilized" ork or goblin that they're protecting (human) people from...it's the roaming bands of cannibalistic hostiles that would otherwise overwhelm fragile humanity. Regardless of your take on alignment, forcing rangers to be "good" places them in direct opposition to the listed (evil) alignment of their quarry.

And druids? Do we not remember what these are and where they came from?
DRUIDS:  These men are priests of a neutral-type religion, and as such they differ in armor class and hit dice, as well as in movement capability, and are a combination of clerics/magic-users...they will generally (70%) be accompanied by a number of barbaric followers....
From Supplement I, Greyhawk
...They are more closely attuned to Nature, serving as its priests rather than serving some other deity... Druids have an obligation to protect woodland animals and plants, especially trees. Unlike the obligation of lawful and good types towards others of this sort, the tendencu of druids will be to punish those who destroy their charges, rather than risk their own lives to actually save the threatened animal or plant. Druids will not slay an animal if it can be avoided, and they can never willingly or deliberately destroy a copse, woods or forest -- no matter how enchanted or evil it may be -- although they may attempt to modify such a place with their own magicks.
From Supplement III, Eldritch Wizardry

As explained in the PHB: "Druids can be visualized as medieval cousins of what the ancient Celtic sect of Druids would have become had it survived the Roman conquest."  These are very HUMAN  characters, aligned with neutrality/nature, not the frolicking Chaotic Good elves feasting on freshly hunted deer. If anything, druids and elves would probably live in a state of polite distance (if not Cold War style hostility), each in their own section of the forest...if not different forests altogether. That half-elves can beliong to the druid class (and the druidic-based bard class) speaks more to their human nature than any elvish part of their blood.  The same reason, really, that they can become rangers (although lacking the unlimited leveling potential of a fully human ranger). 

It's part of the neat thing about half-elves: they get more OPTIONS than an elf. Now you're giving me no reason to play a half-elf at all...except as a bard (and interestingly enough, all the half-elves in the campaign of my youth were bards, including my own PC). 

And thus a new trope was born...of elven archer-y rangers and leafy-pantsed druids. Man, it always bugged me the way 3.0 portrayed rangers and druids as elves, and now I know why (though I guess that's not as bad as dragonborn paladins...). Still, if you're going to allow elves to become rangers "by the same reasoning" that gives them unlimited druid access, why not go all the way and let halflings play giant-killer, too? What? They can't shoot a bow?

Idiocy.

Of course NOW ("officially") halflings can become CLERICS...something that wasn't allowed in the PHB (even for NPCs). And, why? Because Roger Moore came up with some demi-human deities for a specific campaign setting, that Gary wanted to throw his editor a bone (and some royalties) by using them as filler in the new UA book. AND he (Gary) extended the maximum clerical level obtainable by non-humans (PC and NPC alike) to the point that a dwarf or elf with 18 wisdom (not even a number requiring wish magic!) can obtain double-digit (!!) levels of experience...while the poor half-elf can't get higher than 8!

That's right: a dwarf cleric can reach a higher level of cleric than they can fighter. Cocaine.

Okay, again, understand the original world-building of the game. Originally, ONLY HUMANS COULD BE CLERICS...of the adventuring sort. Yes, you could find dwarf and elf clerics (see their monster description in Supplement I: Greyhawk), because it makes sense that a demihuman population worships their own gods and have their own priests. But those clerics were of limited ability: 

On the other hand half-elves, since their inception, have always been allowed to earn levels as an adventuring cleric: presumably because of their human nature. That they could not advance very high showed how their elven half limited their ability to advance within the (human/adventuring) church...even though they could make up for it through multi-classing (half-elves with OPTIONS had the largest number of multi-class possibilities of any race in the PHB). It is this same elven nature (presumably) that prevented the character from being a paladin (originally) even though they wee human enough to take up the mantle of ranger. 

[yet another reason why the UA's allowance of half-elf paladins is such a slap in the face]

Similarly, half-orcs were also given the ability to become clerics and cleric multi-classes...the only other non-human (besides the half-elf) with the capability. Again, the assumption is this is possible because of the character's semi-human nature...they have the blood of humanity in their veins and so can learn the ways of the human (adventuring) church. That these teachings could be perverted to evil and combined with the skills of an assassin speaks to their orcish side, I imagine.

But with the UA rules, no half-orc with max wisdom (14) nor half-elf (18) will ever equal a dwarf with even a 16 wisdom (not an elf with 17) because...reasons? Their racial deities are cooler, I guess?

*sigh* (again)

Hey! How 'bout this? Have you ever noticed that...with the advent of the new super-official Unearthed Arcana...even while demi-human class and level potentials were "expanded," a LOT of the original (i.e. PHB race-class combos) were actually reduced? Huh? What? That's right...here's the comparison:

   Dwarf fighter, STR 16 (or less) in PHB: maximum 7th level
   "Hill Dwarf" fighter, STR 16 (or less) in UA: maximum 6th level

   (High) elf fighter, STR 17 in PHB: maximum 6th level (7th with STR 18)
   High/Grey elf fighter, STR 17 in UA: maximum 5th level (6th with STR 18)

   Gnome fighter, STR 18 in PHB: maximum 6th level
   Gnome fighter, STR 18 in UA: maximum 5th level

   Half-elf fighter, STR 18 in PHB: maximum 8th level
   Half-elf fighter, STR 18 in UA: maximum 7th level

   (High) elf magic-user, INT 18 in PHB: maximum 11th level
   High elf magic-user, INT 18 in UA: maximum 10th level

So, yeah: adopt the new UA rules and all your "standard" races are going to suck a bit more. Hey, but at least they raised the maximum thief level a half-orc can achieve (still not "U" however, so why would a half-orc be anything bother being anything but an assassin?).

It's crap...it's all just a big pile of crap. I'm sure there are folks that LOVE the Unearthed Arcana rules and the newly expanded demi-human roles. Sorry...I'm not one of them. Here, I'll share another fun, personal anecdote with everyone: when I decided I wanted to start playing AD&D again (four-ish years ago), I decided to look at each D&D race, and their allowable classes, and figure exactly how high of level I wanted their potential to be based on A) how I viewed the species, and B) how it fit with my world/setting. This included looking at what I wanted their best fighting ability to be, the highest level of skill I wanted them to get to, the best spells they would have access to, and all the various "class abilities" (like the gaining of henchmen or "baron status" or whatever) they might achieve. I decided that I was not going to be a "slave to the rules," but would "make my own choices" as to what level/class restrictions would be allowed in my game. 

And what I found was that I liked ALL the classes and level restrictions AS WRITTEN. The PHB limits are perfectly appropriate, based on how I see my campaign world. Well, except I'd like a dedicated, "focused" non-human to be able to achieve a slightly higher level (and the UA '+2 to max' rule gets that job done). 

But I definitely don't want elven cavaliers and (adventuring) dwarven clerics and half-elf paladins in my game. Nor do I have any interest in making duergar and drow and svirfneblin available as PC race types...my players have yet to discover and explore the Underdark! Why should that content be available to players from the get-go? 

(Spoiler: it shouldn't)

There have, of course, been worse travesties in D&D since the UA was published. Allowing PC githzerai (hello, 2E Players Options!). And WotC's devolving the druid class into its current shape-shifting/no semblance of origin/bullshit is a clear sign that the designers live in Seattle and smoke way too much weed ("Dude, like, why don't we, like, lean heavy into the shape-changing thing? Like isn't that better than making them use a scimitar all the time?" "Yeah, dude. Like what if it were a dragon-born druid, and it could become, like, a REAL dragon." "Dude, cool.").  Yeah, far worse travesties. But adopting the UA rules wholesale into your 1E game is...pretty bad. You're going to end up with a lot of elven cavaliers.

(I mean, why wouldn't you? No level cap, right?)

No. The PHB works JUST FINE. Add the +2 bonus to max level for single-class demi- and semi-humans. Leave out the non-standard "sub-races" (terrible term, BTW, Gary). Leave out the cavaliers. If PCs end up taking their prime requisites into the 20s some point down the road then, sure...take a gander at the UA tables to get an idea at how many bonus levels to grant (here's an idea: +1 to max level for each point over 18). But, otherwise, just stick with the classics; stick with what works.

And remember folks: drugs are bad for your brain.

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Must. Stop. Doing. Cocaine.


Thursday, February 10, 2022

From Twisp to Port Townsend

Yesterday, one of Diego's classmates (Maceo) spent the afternoon with us and joined our AD&D campaign. Using a half-elf assassin ("I love assassins!") we introduced him to our version of Hommlet: the village of Twisp

"Twisp? That's a crazy name!" It's actually a real place in the Methow Valley, just a few miles south of Winthrop. "Oh! I've been to Winthrop!" So have we...it was our first vacation spot after the pandemic started. Small population, lots of hiking, beautiful surroundings. Of course, in my campaign Winthrop takes the place of Nulb; the "Temple of Elemental Evil" (such as it is) would be located just beyond, to the north.

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The Village of Twisp

[all apologies to the good folks of Winthrop. Sure, there were a lot of pro-Trump signs and banners the last time we were in the town, but I'd hardly call them "mean," "slovenly," or "evil." Fact is, I found the folks of Winthrop to be very friendly, and a place we wouldn't mind vacationing again. Very relaxing for JB the Tourist...and I don't even fish]

Using the real world..

[oh, wait...you want to know how did the adventure go? Pretty good. They hit up the moathouse again and managed to slay the giant snake with only Diego's new dwarf character getting downed (and he survived). Oh, what happened to Diego's elven thief? He was slain in our last outing by a wandering ogre. These things happen. Sofia's cleric is halfway to 2nd level]

Using the real world as a campaign setting is a great boon. It makes the world building so immensely easy, especially in this Internet Age of ours...the touch of the Google machine can bring up all sorts of historic, demographic, geographic information instantly (well, near enough). Images and pictures of landscapes and rivers and mountains and forests...with no hemming or hawing or arguing over whether its plausible or makes sense or if "magic" is required to explain it all.

I haven't written much about elves in my campaign...mainly because it hasn't been all that important. My concept of the elven race isn't far removed from where it was in August 2020, when I was still using the OD&D rules and using South America as my "world map." They're still based largely on Moorcock's Melniboneans in temperament, outlook, and culture, but now they're coastal cities are more located in the Olympic Peninsula region, with their main location being (of course) Port Townsend, nicknamed The City of Dreams.

[yeah, see what I did there? I'm such a hack]

However, there's a LOT about the elves that I need to nail down. In my OD&D game, for example, they had the same life expectancy as humans...but when I re-booted the game with AD&D I just rolled with the Rules As Written meaning their lifespan is measured in centuries. This is something that has to be corrected, I just haven't gotten around to it yet. 

[having 1,500 year old elves screws around with my world in ways that I don't like. It's okay to give them a slightly extended lifespan along with resistance/immunity to aging magic, but for the species to function in my world, it has to have a life expectancy on par with humans]

Besides, it's not like the PC elves that have shown up in-game have lasted more than a few weeks/months, let alone years. SO...low priority. It'll happen eventually.

What IS a higher priority is figuring out the population figures and resources of the region. Found a great, early 20th century mineral report explaining there's plenty of iron to be mined in Washington, but production was halted to "market unfeasibility" (translation: Big Iron couldn't make enough money for the industry to be economically viable compared to other resource harvesting). This is great news for an Iron Age setting that needs lots of swords and armor. Today, I've been trying to track the historic population spikes in Washington State, and was tremendously confused with 1910 boom (it couldn't just be due to the successful Suffrage movement!) until...duh...I was reminded of the Klondike Gold Rush that occurred at the turn of the (20th) century.

But MY world didn't have a gold rush to the Yukon...so that boom wouldn't have happened. Neither did it have an "industrial revolution" or the building of railroads. The region is still much the same, but withOUT all that Manifest Destiny hullabaloo and U.S. expansion...heck, the indigenous peoples of the region aren't even humans (and some of them live underground). It's alternate history that I'm creating with my fantasy world, one that features a lot of strangeness and wilderness...but with a background canvass that features a lot of detail I don't have to worry about creating.

How tremendously freeing that is! Instead of worrying about where to put rivers and towns and mountains and cities and political boundaries and forests...or even worrying about figuring out "fantasy names" for these things...I can simply use and re-purpose what is already present. I can build my "Red Empire" over the (so-called) Inland Empire. I can have Renton dominated by the "Wizards of the Coast" (a magical conclave or a batch of charlatans...who can say?). I don't need a range of "Misty Mountains" or "Dragon's Teeth" when I already have the Cascades and the Olympics (not to mention the Picket Range, Enchantment Peaks, Icicle Ridge, Black Hills, etc.). I don't need a Mirkwood when I have the Olympic Rainforest and Colville National Forest. 

I have a rough timeline of the region's settlement going back more than 10,000 years and that's plenty of time to figure out when and where the dragons landed.

And all this, of course, is just "surface" material. Plenty of room underground if I want to put giant subterranean civilizations...though the access points for those will probably be further north in British Columbia (i.e. "the land of snow and giants"). Should I, someday, need to expand my world, I can always dig deeper (literally), or else develop Oregon and California and Idaho...all three being, currently, different forms of apocalyptic wasteland holding little interest for the NPC population of my world (except maybe northern Oregon, but it's full of Yuan-Ti and such...scary). 

As I said...the real world is a great boon. It is recognizable (to me and my players). No one can argue that its geography isn't "sensible" (since it's real). It does the heavy lifting of map making for the most part...all I have to do is write my own little travelogues and "tart it up" with D&Disms.

It's a helluva lot of fun.
; )

Friday, December 18, 2020

Elven Beef

More thoughts on the AD&D game...

My son's character is an elven fighter. Not a multiclass character, just a fighter.  

He is a beast.

Back in the day (ah, the days of youth) such a character would never have existed in our campaigns. Never did exist...not even as an NPC. Oh, I think my half-elf's elven father was a general in the elven military (if I remember correctly) which would probably have made him a "straight fighter," but he never made an appearance except for a note on my character sheet. They were estranged after all.

[yes, backstory. We were dumb kids back then...and anyway, it ended up having zero impact on the game, except perhaps explaining why my character was out adventuring]

Certainly, we would never deign to use an elf fighter as a player character.  For multiple reasons: level restrictions first and foremost. Limits to the race's strength score is another (how can you fight if you can't hit?). And there was definitely a bad taste left over in our mouths from our B/X days, which we played prior to AD&D: the "elf" class is paper-thin (1d6 hit points per level) despite being expected to melee, and it takes twice as long to advance as a "normal" (i.e. human) fighter.

But level restriction was the main issue. When we sat down to the table, our intention was to be in the game for the long haul...thoughts of death or retirement were far from our minds! And none of us considered our D&D play to be a short-term, passing fancy thing... SO, any character "type" (race-class combo) that didn't allow unlimited level advancement was deemed as wholly undesirable. Ours was a human-centric game (as Gygax fully intended), though there were of course halfling thieves and half-elf bards, too.

My kids, though, don't think like that...at least not yet. The game is far too new for them still. Images and ideas fire their imaginations, not the raw heft of mechanics. My daughter is playing a halfling because, when I was toying with the idea of running a Dragonlance campaign I told them about kender; now, she insists her PC is a "kindr halfling" (pronounced "kinn-der"). She is, at once, both the most cowardly and most foolhardy example of a PC I can ever remember seeing in a game, and certainly deserves a post of her own.

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The boy says his
character looks
like this dude.
Meanwhile, my boy prefers the fighter class (chip off the ol' block there) but wanted to be an elf. Unlike his sister, Diego did have an idea of the level restrictions...with only a 17 strength, I made it clear that the character would be limited to 6th level. However, I'm not sure he had all that much faith in his ability to reach such lofty heights; I don't recall any of his past characters making it past 4th level.

[reading over my shoulder, Diego just corrected me...he never had a character go past 3rd level]

Welp, as I wrote the other day, AD&D is far more survivable than many folks (including myself) give it credit for, and the kid has managed to amass nearly 27,000 x.p.. Fast approaching 6th level (at 35K), the end of his career is in sight, and I would not be surprised to see him hitting his limit after 2-3 more sessions, depending on what treasure they discover.

How? How does a lowly elven fighter, with a constitution penalty and a lack of exceptional strength manage to survive and thrive? This is a character that didn't even achieve proficiency with a longsword until 4th level (choosing short sword, hand axe, dagger, and short bow as his initial weapons), a character who eschews armor heavier than leather and shield, a character whose "party" has, for the most part, consisted of a halfling and two or three hirelings. How does he make it work?

Turns out, the elf has a lot of advantageous features for the player who doesn't have preconceived notions of the fighter's "role" in an adventuring party. Elves in non-metal armor move almost silently, surprising monsters on a 4 in 6 chance most of the time. Elves' +1 bonus with bows relates to any bow, not just the long bow, and the racial dexterity bonus makes them even better sharpshooters (especially given their infravision). The boy's character, in fact, has a dexterity of 18 because of the bonus, meaning he is almost never surprised himself (reaction bonus of AD&D) and enjoys an armor class equivalent to plate armor when using a shield...and that was before he found leather armor +1. Against goblins and giant rats...not-unusual-monsters for low-level adventures...he makes a number of attacks equal to his level, and the +1 to hit and damage from his strength made him a killing machine against such creatures...much more so after the party recovered a hand axe +1 from a goblin chieftain. 

But it's the staying power that has really impressed. A 90% resistance to sleep and charm spells is nothing to sneer at when these are the exact types of spells low-level sorcerers generally employ against  parties of invaders. And with a 16 constitution and d10s rolled for hit points, the character can take more damage than the average B/X elf of twice his level (34 at 4th level; currently 40 at 5th). That's huge. 

Of course, there're the bonus languages as well...being able to speak gnoll, goblin, orc, and hobgoblin has enabled the character (with stealth and the demihuman hearing bonus) to effectively spy on humanoid opponents and understand the tactics and commands they communicate in pitched combat. Good intel is always valuable, as is the ability to speak with foes (and potential foes) negotiating both terms for surrender and deals to preclude bloodshed. 

All of which has gone a long way to proving the basic elf fighter is an extremely viable character type. Which I wouldn't have thought possible before. 

Right, so...that's all I have time for today. Need to clean the kitchen so I can bake some gingerbread cookies.
: )

Friday, October 9, 2020

Friday Snark

High Elves: More than any other kind of Elf, the High Elves allow little to interfere with their lives of pleasure. They are the core of their race, living in the cities of the Elven Kingdoms and scorning travel. To these people, working for a living is regarded as a sign of personal failure. Few High Elves ever leave the Elven Kingdoms, though a few younger, more adventurous individuals might do so as a form of vacation, or for the 'experience.' These travelers cannot help but irritate the other races they encounter by their patronizing and overbearing attitude. Lynchings of such individuals are not uncommon.

One might think I'm quoting a passage from Blood Bowl, a game that both satirizes and parodies American football (and fantasy game species) with a snarky...if good spirited...attitude. But I'm not. Instead I'm quoting the "grimdark" RPG known as Warhammer Fantasy Roleplay, specifically the section of the game's bestiary dealing with elves. 

What I find especially amusing about this passage is setting it down next to the Advanced Dungeons & Dragons PHB which states in no uncertain terms that

Elven player characters are always considered to be high elves, the most common sort of elf.

[emphasis added by yours truly]

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Typical.

WFRP is a good game, and one that I never got to play enough of "back in the day." But that's (mainly) because I had D&D, as well as DragonQuest and Stormbringer (both of which filled particular needs not met by D&D). And for all its neat ideas, it's not much different from D&D in terms of system. But it's a great read and full of punchy attitude.

ANYway...just a little break from the Blood Bowl talk. Started a post about penalties, but I'll save that for tomorrow or something.

Happy Friday.

: )

Tuesday, August 11, 2020

Elves in Red Earth

Still lots and lots to talk (and rant) about these days, and I haven't yet gotten to around to the subject of elves in my Red Earth campaign; I just can't seem to help but get sidetracked.

Let's go ahead and get to it.

The original draft for this post spends the first thousand words quoting all the information found in the OD&D books as a foundation; but I've since decided NOT to go down that road. Here are the basic takeaways of note (with regard to OD&D elves):

  • They are never noted as having an exceptionally long life span; there is no mention of longevity at all in any of the books (nor are there special notes regarding elves under the entries for the potion of longevity or the staff of withering as there are in later editions, like B/X).
  • With regard to appearance, there are no notes stating elves have pointed ears or that they are beardless (contrariwise, the illustration labeled "ELF" on page 32 shows an individual with a longer beard than the "DWARF" on page 8). Per Greyhawk, elf skin color ranges from "tan to fair" with "wood elves being the darkest." Height is given as "five or more" leaving open the possibility of rather tall individuals.
  • The original books state that "elves are of two general sorts, those who make their homes in woodlands and those who seek the remote meadowlands." No distinction is made between these two types. In the Greyhawk description of the elf class, four types of elves are listed: wood, high elves, meadow elves, and fairies...this last being a term found in the Chainmail fantasy supplement where it was used interchangeably with "elf," much as was done with dwarves/gnomes, goblins/kobolds, and pixies/sprites. The 1E Monster Manual will "clarify" this by stating "faerie" is the term for Grey Elves, even as it removes the term "meadow elves" from the game lexicon. Aquatic elves are added (along with a host of other underwater variant monsters) in the Blackmoor supplement.
  • Elves are "not naturally adapted to horseback." While they have the split-move-and-fire ability found in Chainmail (and originally used to model the speed of horse-born archers like Huns, Mongols, etc.), it only applies to elves on foot.
  • In the wilderness encounter tables, elves are on the GIANT TYPES sub-list (along with dwarves, gnomes, and treants). It would appear that the "giant class" of monsters (i.e. the enemies against whom rangers receive a special damage bonus) was meant to apply to ANY type of nonhuman humanoid. 

It is highly interesting to me that elves, as originally presented in Chainmail, were NEUTRAL in alignment (albeit with "a slight pre-disposition for LAW"). By OD&D, of course, they appear on both the Law and Neutrality lists, but this explains why elven clerics (only available as NPCs) are limited to 6th level of experience...per OD&D no cleric may progress above 6th level unless aligned with either Law or Chaos.

So it is with MY elves: these are not the goody-goodies found in Tolkien, but something far more aloof from humanity. An ancient race, not in terms of longevity, but in terms of culture...these elves have been around for a looong time, and have already passed the apex of their civilization. Not demihumans but protohumans...another species of humanity (like neanderthals or denisovans) destined to one day be extinct or subsumed into what we know as the modern human race.

The main inspiration for my elves are Moorcock's Melnibonean fantasy race (Elric and all his kin). I've written before about the general similarities between the Elric books and D&D, and the specific similarities between Melniboneans and the D&D elf. For my campaign world, I am embracing these parallels, although they are not an island or sea-going people (I already have my Numenorean/Valyrian sea king-types in the descendants of Atlantean refugees...and they are all "normal" humans). Instead, elves are a coastal-mountain folk living in the Chilean region of the Andes...though I admit to being tempted to move them farther north.

Another inspiration for my campaign setting is the artwork of Bob Pepper, and specifically his illustrations for the old Milton-Bradley card game, Dragonmaster. Each of the "suits" found in the game provide visual clues and inspiration for distinct factions of my campaign setting. Considering the Moorcock influence, it should come as no surprise that the DragonLords are the model for my elves, although they are not literally "dragon lords" in the Melnibonean sense.

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Still, they are an ancient culture with access to metallurgy and sorcery that is hard to find (or equal) in the young human kingdoms. Though they ceased their wars of conquest centuries before the coming of the Sea Lords to the temperate eastern plains, the elves maintain enough might to remain independent from the ever-expanding Red Empire of the north, and most human communities continue to hold them in superstitious awe.

[the Sea Lords being a notable exception]

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For once upon a time, the elves were conquerors, and the early humans of the continent little more than primitive, nomadic tribes and a ready slave population. These slaves would eventually throw off the yoke of servitude, using lessons learned from their decadent masters to forge their own kingdoms in the lowlands (thus was the Red Empire born), but the animosity and dread of their former oppressors remain.

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Nor is this their only legacy, for in elder days the elves experimented with dark magics and sorceries best left unknown. The result: fell beasts and twisted monsters, demonic enchantments and dangerous pockets of enchantment that continue to plague and bedevil those who stumble upon them. It is said that dragons were created by elvish magic, but most sages consider the possibility unlikely in the extreme. However, it is a certainty that both the orc and gnoll species were products of the elves' attempts to create pliant slave races that would not rebel as their human servants did. Unfortunately (for everyone), this was a disastrous failure.

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In these latter days, the elves are very much a diminished people, but they still retain secrets and powers unknown to the younger human race. It is unlikely that they will ever return to their former splendor, but the occasional elvish adventurer has been known to come down from the mountains, searching for treasure and glory among humans of like mind.

These are the elves of Red Earth. They are otherwise as found in the OD&D books.
: )

Monday, April 20, 2020

Third Level

The trial and error and enthusiasm for the D&D game continues in my household. More dead characters abound. I will relate but a single amusing anecdote:

Diego (my boy) playing two characters simultaneously wanted to return to the lizard god temple mentioned last Thursday. This was his third such foray since the TPK that kicked off the campaign; he's like a dog gnawing at a bone. This time, he was bringing two characters: a cleric ("Brother James") and a magic-user whose name escapes me but who was said to be the younger brother of another mage that had been captured (and ultimately sacrificed) in Diego's second foray to the dungeon. D said he wanted revenge against the cultists (who, just by the way, have not established themselves as evil or anything).

Entering under the guise of new worshippers (and paying an offering in gold for the privilege), the pair made it to the main shrine where they cast sleep, dropping all present into a deep slumber. They then proceeded to steal the golden idol from the altar stone and abscond with it before anyone was the wiser. Back in the city, they sold its emerald eyes to a gnome gem-cutter and its gold body to a jeweler that paid them its weight in coin. Diego then congratulated himself mightily.

"Do you feel like you've gotten sufficient revenge for your brother's death?" Um...

The kid realized he'd been so excited at his ruse/petty theft working that he'd forgotten his vendetta entirely ("I should have killed them while they were asleep!")...and indeed, has made dangerous enemies who will certainly be seeking payback of their own for the defilement of their temple. Probably with a hired assassin (time to start working on those subclass rules...).

The more I hone my play, the more I focus on my campaign setting, the more dross and detriment I find myself doing away with. You really, really don't need a "thief" class to play this game (though I can see how one might be helpful in certain instances). And critical hits? Sheesh...I've axed them from the game after a single session and mine were really easy.

[my crit rule was simple: roll a natural 20, do max damage. I did this because I felt players would dig the "excitement" that came with hitting that nat 20 and that they would want some type of reward for the lucky happenstance. In practice, *I* was the one rolling the nat 20s...and why not, when I was acting as so many more NPCs?...which just meant PCs getting cut down faster. That being said I am keeping the "natural 1 attack risks losing your weapon" rule, which I hope will...eventually...affect the NPCs more than the PCs, for the same reasons]

Mostly, I'm running the game as originally written, with very few rule additions...most of which come directly from Mr. Gygax's (stated) house rules. However, there's been one Gygaxian house rule I've studiously avoided since the get go: starting all player characters at 3rd level of experience. I know I've written about this before (most recently back in 2018) and how I find it objectionable from both a design point of view and from general principal.

I've changed my mind.

All PCs in my campaign are now starting at 3rd level. I know there are folks reading this who are going to "tap out" of this discussion as soon as they read that sentence...I'm not the only person that likes to stand on principal. But I've thought about this a lot the last couple days (especially as I've gained more experience with the OD&D system) and I want to enumerate all the reasons I've decided this to be a sensible approach:

  • Enhanced survivability: characters get an extra two hit dice. On average this means they can absorb two more blows (one more as a magic-user) than a normal beginning character, giving the player time to re-evaluate a bad tactical decision (i.e. fighting a superior foe). There's some "wiggle-room" for the player, in other words, rather than a "oh, you made a bad decision and/or just got unlucky" one-shot kill result. At least, THOSE situations are more rare when PCs start with more hit points.
  • Retained low level experience: no OD&D character gets their first "step up" in attack table or saving throw matrices before 4th level (fighting men only). Heck, no character class gets extra weapon proficiencies (their first new one would be gained at 4th level); characters are left with the same basic "skills" as they had at 1st level.
  • Emphasize player skill: with regard to handling starting equipment of a 3rd level character, I allow the players to choose whatever they want off the basic equipment list, with the caveat that they must be able to carry it on their person (in addition, they automatically receive a light horse, saddle, and saddle bags). Players still roll "starting gold" (3d6x10), but this is coin wealth, not equipment. Rather than force players to conform to random chance with regard to what gear they take, they are only limited by their own wishes/choices and encumbrance...and encumbrance is a major part of the game.
  • Bonuses received are minor but helpful: a magic-user has three or four starting spells (one of 2nd level), a cleric has two or three (all first level) and the ability to turn monsters up to wraith, and fighters can make three attacks per round when in melee with "lesser" opponents (men and monsters of 1 HD or less). This provides a little more variation/utility to how PCs approach challenges and it isn't so much as to be overwhelming to the new player.
  • More game content available: DMs working with 1st level characters...especially inexperienced players using 1st level characters...are forced to walk on eggshells with regard to scenarios, monsters, and challenges presented. Goblins, kobolds, normal men, and giant rats (all in small numbers) are about the only thing such PCs have a decent chance against...and even then, poor luck can quickly mean the death of a character or five. The higher level of the PCs opens a larger range of possible opponents to delight and astound the players. The scenario I've written for today's game includes an encounter with ice trolls (adapted from the Fiend Folio)...2 hit die monsters with minor regeneration. Those should be both fun and different for the players to confront! Also, falling into a pit is less likely to break your character's neck.
  • Starting at 3rd level does not preclude low level characters in the game: in the past, I've asked 'If all PCs start at 3rd level, why even bother writing rules for 1st and 2nd level?' There are two very good reasons for this: 1st and 2nd level characters are fantastic for NPCs (wizard apprentices and under-clerics, or up-and-coming heroes) especially the retainers for the player characters (which must start at 1st level). The other reason is that players may end up playing lower level characters: if their main PC dies and they want to take control of a valued henchman, that might well mean playing a character of lower level. And don't forget energy drain! Wights are highly appropriate encounters for 3rd level characters, and it's not too tough to imagine players being drained to a lower level than that at which they started.
  • Still retains the "joy" of paying your dues: in OD&D, it takes a player the same number of experience points to get from 3rd to 4th level as it does to get from 1st to 3rd. All you've done is halved the distance...and the slog...of getting there. And even though your character is "paying dues" by fighting low HD monsters, the emphasis becomes more about the treasure, as the x.p. yield from lower HD monsters is fractional, using the PCs' level as a denominator (i.e. those 1 hit die orcs only yield 33 x.p. instead of 100 x.p. to the 3rd level character; you need to kill three times as many for the same reward). I'm not sure you're cutting more than handful of sessions from the character's career...and if it's half a dozen sessions of dross, so much the better.
  • Adequately handles the elf (and half-elf) "issue:" I actually like the OD&D mechanics of elves multi-classing...the handling of elves in OD&D generally has given me a lot of grist for my campaign setting which I will, perhaps, discuss in a later post (hint: I'm going Moorcock, not Tolkien, with the species). Unfortunately, you have an issue of the beginning elf character: is it assumed to be 1st/1st level from the get-go (thus giving the player an extra level compared to other adventurers?) or does it simply become 1st/1st in its second game session (when the player decides to switch classes solely with the purpose of picking up a much needed extra hit die)? By starting the PCs at 3rd level, I require elves (and half-elves who have the same capability) to chose which classes gain which levels: i.e. they start as a 1st/2nd fighter/magic-user or a 2nd/1st fighter/magic-user (half-elves with a wisdom of 13+ must be a 1st/1st/1st fighter/magic-user/cleric).Players can thereafter choose to split (or neglect) their advancement as they see fit, but all issues of "training" multiple classes are handled.
Image
The "3" is for third level.
For all these reasons, I have no qualms about allowing PCs to begin their OD&D careers at 3rd level, just as "Grandpa Gary" claims to have been running for his own game. As I wrote at the beginning, I'm sure there are folks who will object to my reasoning out-of-hand, but until play-testing shows me the error of my ways, this is what I'm going with. I'll let y'all know how it goes, but right now I feel pretty good about this decision (as ever, I reserve the right to change my mind).

Pax.


Friday, April 5, 2019

E is for Elvenguard

[over the course of the month of April, I shall be posting a topic for each letter of the alphabet, sequentially, for every day of the week except Sunday. Our topic for this year's #AtoZchallengeRevamping the Grand Duchy of Karameikos in a way that doesn't disregard its B/X roots]

I can understand folks looking at my last few posts and asking, hey, where's the B/X in all this? Hey...I did point out there's no need to make Duchess Olivia (or any of the duke's family) a particular character class when there's a perfectly good B/X monster ("the noble") available.

In my defense, this series is mainly about REVAMPING Karameikos without "disregarding its B/X roots" (I do say that, right?). The revamp is the important bit...offering potential re-skins of various aspects to make the Grand Duchy a little more fun.

Fun for me anyway.
; )

So, anyway. E is for Elvenguard, the archduke's elite fighting force of elves.

Ugh. Apologies to everyone who feels otherwise, but the whole concept of "Elvenguard" sets my teeth on edge...it's the kind of thing I associate with trope-y "vanilla fantasy," of the saccharine-sweet variety. And perhaps that's hypocritical of me, after all I kind of LOVE the Dwarvenguard found in Rose Estes 1983 Endless Quest book Revolt of the Dwarves. However (in my defense), the latter seem more interesting / less vanilla to me for a number of reasons: 1) there's a logical progression of converting a gold-lusting, goblin-fighting species to mercenary unit, 2) the dwarves are portrayed in a different way (riding horses! outside of caves!), 3) they're staging a bloody coup! Not only that, but the book is entitled "revolt" which implies they're breaking a form of bondage which, again, is an unusual way of looking at dwarves (I don't often see them as indentured servant / slave types, instead they're always of the "fiercely independent" variety).

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Wouldn't be as cool with elves.
Of course, it might just be that I'm partial to Rose Estes's books. They're perfectly acceptable fare for children (I loved them as a 9-10 year old) and Holloway's artwork is great. And, damn it, they ARE "D&D"...child protagonist or not, you can get killed, eaten, or turned into something "unnatural" if you choose the wrong path...which would be most paths, by the way. Do you know how hard it is to die in a 4th or 5th edition game?!

Ah, well...I digress.

The duke's Elvenguard, as near as I can tell, first appears in the 1983 Mentzer rewrite of the Cook/Marsh expert set. There's no mention of any "Elvenguard" in B/X, or any of the pre-Mentzer, X-series modules; I thus peg is squarely as a Frank Mentzer invention. Here's what happened: the sample wilderness of Karameikos in the (B/X) Expert set has a section titled "NON-HUMANS" in which it details the gnomes of the area (this being important as there is also a "gnome lair" included in the rules, showing how a wilderness map can link to and include dungeon maps). The gnomes of Karameikos will be discussed in a later post; here I just want to quote the final paragraph of the (brief) description. From page X60:

"The gnomes are excellent craftsmen, especially skilled in combining items of wood and metal. Their wares will bring good prices in human lands. Trade is rendered difficult, however, not only by the reluctance of the gnomes to deal, but also because the goblins of the forest and the gnomes are involved in frequent skirmishes."

Okay, so that's pretty awesome. Here we have a brief conclusion chock full of adventure ideas for "expert level" characters: there are some gnomes out here. They'd make great allies. They'd add value to the humans. There are obstacles to this alliance occurring. Here are some suggested avenues of exploration (helping gnomes with goblins, wooing the gnomes). There's also no "right answer" presented...maybe a chaotic party wants to ally themselves with the goblins, conquer the gnomes, and force them to become slave laborers "combining items of wood and metal." Maybe the players want to trade with the gnomes, but set themselves up as the sole distributor of gnomish wares (seeing as how trade is difficult). Who knows? It's wide open...but there's an interesting situation presented.

Mentzer's expert set retain the paragraph in its entirety, but then ADDS the following sentence to the very end:

"Nevertheless, the Duke's Elvenguard pays regular visits to the gnomes, picking up finished metals for the coining operations."

BAM! Adventure ideas wiped out and discarded with the stroke of a pen. The archduke already has an established presence and (presumed) alliance and trade agreement with the gnomes. His "elvenguard" (whatever the hell that is) makes regular visits to pick up finished metals, probably trading foodstuffs and textiles for the same. Hey, player characters: don't look here for adventure; we've got it all sewed up. Fortunately, Mentzer provides a number of other "adventure ideas" around the hometown of Threshold...but while I'm not going to talk about those here, suffice is to say they ain't that great.

But, hey, let's get back to the 'guard...from the additional information found in Mentzer's section on Threshold, I infer the Elvenguard rides around, collecting taxes (?) and acting as escort for high value transport (the Duke's Galley...presumably plying the waters of the Volaga) as well as Stefan's coinage, both in base metal and post-minted states. Module B6: The Veiled Society (1984) sets its adventure in Specularum and adds the following details:

"In the city, the Duke keeps 500 soldiers ready for any emergency. The Duke also has an elite troop, the Elvenguard, who go on special missions and sometimes act as his bodyguard. The entire Elvenguard often patrols the forest lands to the north."

Mentzer's 1984 Companion set offers a War Machine (mass combat) scenario called The Fall of the Black Eagle, that includes 100 "Western Elves" as part of Stefan's forces (in addition to a 500-man strong "Ducal Guard" force). I think it's fairly safe to assume this comprises the bulk of the archduke's Elvenguard (there are options to allow an addition 250-man force of "Eastern Elves," but these appear to be an allied group, not part of the standard army).

For certain, there ARE elves in Karameikos; there are three main forested regions, two of which (north of Specularum and the eastern frontier) list "Elves" as inhabitants. The adventure module B10: Night's Dark Terror identifies these separate groupings as Callarii elves and Vyalia elves respectively, though very little information is provided on these communities. Per Steve Marsh's Alfheim gazetteer, these elves settled some 1800 years before the present day, when followers of King Mealiden fled Thyatis, eventually reaching (and founding) the Alfheim forest within the Republic of Darokin...Karameikan elves were those who stopped "along the way" following the exodus.

Allston (in GAZ1) states that Duke Stefan's Elvenguard is drawn entirely from Callarii elves, the community just north of Specularum and named (per B10) for "their epic heroine" who is also their symbol ("a sad elven woman on a white horse"). Allston describes them as:

"...a merry and hardworking tribe, proficient in river boating, riding, horse trading, hunting and foresting. Callarii elves are robust and healthy, with very pale hair (blonde to white) and blue eyes. They tend to wear tunics of green with leaf-patters embroidered upon them."

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Merry-making is hard work.
They also REALLY like white horses (per B10).

The War Machine scenario from the Companion set shows the elves as a combination of light foot and archers (50 of 100 have missile weapons; all are listed as AC 7). GAZ1 beefs them up quite a bit: troop class goes from "good" to "excellent," the typical individual is 2nd level, and all wear chainmail and carry both swords and longbows. The total number of troops is increased to 122 (two companies), led by 4th level officers and a 10th (max) level elf captain. Per GAZ1:

"The Elvenguard is charged with the responsibility of maintaining order in the Duke's Park and in forested areas around Specularum; they are also charged with keeping order within the Kelven-area elven woods whenever the local elves need help."

So, they're kind of a combination forest ranger and (native reservation) police force? Okay.

I don't know. I mean, I realize that elven mercenaries are a part of the B/X game. A force like that described in GAZ1 would cost a bit more than 29,000 g.p. annually (and probably closer to 30K depending on officer salaries). That seems like a lot for some foresters considering the entire 4th Division (732 men, including cavalry), charged with "the responsibility of guarding the northern and eastern frontiers of Karameikos" costs less than 24K per year to maintain. I suppose the archduke might like the prestige (and fear factor) that's associated with having an elvish guard unit...but then, why would the elves submit to being some human's soldiers? Is it just a matter of "better with them than being seen as a threat (that the Duke will have to do something about?)?" The Vyalia elves in the east don't seem overly concerned in this regard. Do the Callarii have some sort of "warrior tradition" that they're trying to maintain? I couldn't find any real info on the "epic heroine" from which they take their name.

Eh. I guess it just bugs me...and I understand that the Elvenguard may be a non-issue for many folks. I suppose I might find the idea more palatable if they weren't ALL magic-users (because that's elves in B/X)...while owning a small army of wizards might be worth the price, doing so makes magic more common and, thus, less "magical." But then, that's a problem with B/X too, right? Right.

Anyway, as with my earlier posts in this series, I've thought up a couple interesting ways to spin/twist the Elvenguard in one's campaign. Here you go:

Elvenguard as Hated/Feared Uber-Police: the Callarii have a long, prideful martial tradition, and for their people there is no higher prestige than military service to a great lord. It doesn't matter that the archduke is human...perhaps he fought a duel to the death with their prior king and, having won, now claims overlordship of the Callarii by right of battle prowess. The Elvenguard will serve Stefan for as long as he lives...but his successor will need to duel another elven champion to retain their loyalty...

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"Let's go murder some people!"
Regardless, the Elvenguard struts around Specularum, Kelvin, and the general region wearing shining plate armor astride white stallions, looking down their noses at all non-elves and generally acting imperious and insufferably arrogant (they're also quick to draw sword or spell and strike down those who would insult or impinge their honor). The human population (whom they view as sheep) loathe and fear them, and the only creatures they hold in lower stead is elven adventurers (like PCs) who would rather dig around in ruins and dungeons than drill and march.

Elvenguard as Amazon Tribe: the Callarii were originally women of the Vyalia tribe that threw off the yoke of patriarchy to found their own colony far from the tree houses of elvish tradition. Callarii herself (their founder) was of a martial tradition, and stated she would take no husband, and would look for relationships outside the elves..."for such is the length of the elvish life and memory that they shall never change." For centuries since, her followers have carried on under the laws she set for them, taking mates only from amongst humans (with whom they can reproduce), and then only for the sake of procreation. Female progeny are retained and raised, boy children are abandoned on the edge of the woods, to die or be adopted by others.

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A good man (or dwarf) is
hard to find.
The Elvenguard represents a term of service that each member of the Callarii must fulfill, bringing both wealth and honor to the tribe. Service is generally for a quarter-century unless the warrior becomes pregnant (living and working amongst humans, that's known to occur), after which she is allowed to return and contribute to the community in other ways. Callarii ways and traditions are common knowledge to the people of the region, and would-be parents unable to produce children of their own are known to frequent the edge of the woods, hoping for a babe to foster.

Elvenguard as Necessary Allies: the Callarii and Vyalia tribes of elves have been at war with each other for nearly 1500 years...centuries before the first humans settled the region. The elven bloodfeud has had momentary respites brought on by non-elven rivals (humanoid tribes and monsters) or natural disasters (forest fires, etc.) but it always resumes and absolutely will not end until one tribe or the other is wiped out.

The balance of power finally began to shift in the last century with the arrival of the Thyatians. Bearing steel armor and weapons, and being unafraid of the "dark faeries" of the woods, they carved out a settlement along the southern coast, delving deep into the Callarii forests for much needed timber, and destroying large swaths of the elvish population. Seeing their hated cousins so diminished, the Vyalia seized the opportunity to launch a massive invasion, hoping to once and for all exterminate their rivals. Instead, the Thyatians, decimated by the surprise attack, joined with the Callarii to repel the invaders.

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"Kill! Kill! Kill!
Now, the Callarii and humans of Karameikos exist in an uneasy alliance, forged to defend against the elven empire that sits in the eastern region of the country. Because of the humanoid tribes that infest the hills and mountains, the Karameikans have been unable to marshall a force strong enough to wipe out the elvish threat, and the Elvenguard (symbol of Duke Stefan's alliance) is a necessary evil to protect his still-young dominion.