Showing posts with label Race. Show all posts
Showing posts with label Race. Show all posts

Tuesday, April 9, 2013

H is for Half-Elf and Half-Orc

H is for Half-Elves and Half-Orcs
Half-Elves and Half-Orcs are both included as character options in the original rules – 3E, 3.5E, and later Pathfinder – used for the Toldara campaign.  These two races are not available in the B/X rules so I was faced with a decision.  I could just delete them from the options available to players.  I did not want to do that because it seemed like retroactive restrictions being put in place.  The other option was to do a B/X version of both of these races.  Of course, in B/X these two races will become demi-human race-as-class listings.  My initial thoughts on these two races are listed below.
Half-Elves
Half-Elves appear to be human at first glance.  Upon closer inspection an experienced eye can see the differences.  A half-elf tends to be about the same height as a human of similar age but the ears are slightly pointed, the eyes are somewhat wider, and they can not grow a beard.  Half-Eves tend to share their elven parents fascination with magic.   
Half-Orcs
Half-Orcs remain a mystery in the world today.  Many rumors persist about their origins but none know for certain.  Some believe they came about from the spoils of war, some believe they are the results of a magical experiment gone wrong, and still others believe they were created from a moment of divine retribution in the ancient past. 
I am still working on these two races.  I want to avoid the Half-Elves as just "humans with an advantage" and portray them as a mixture of the two races.  I am not sure about giving them infravision with a limited range - say 30 feet - or just eliminating it altogether.  They will have a reduced ability to find secret doors and instead of being immune to being paralyzed by ghouls like their elf parent will have a 2 in 6 chance or maybe a better saving throw; something to think about.  I am not sure whether to give them reduced spell casting ability or let them have natural spell-like abilities that would improve with levels.
Again, I want the Half-Orc to be something more than "ugly and rude".  There should be a little more characterization to them or they might as well just stay as monsters.  I am thinking the Half-Orcs will basically be a B/X version of a barbarian with berserk rage. 

Wednesday, October 17, 2012

[Used Gaming] Monte Cook's Arcana Unearthed

I frequent a few places that have used gaming products for sale.  I mostly visit the stores in Tulsa but every once in a while I make a trip up to Bartlesville.  When I do I always make sure to stop at Hastings because the in-store selection of Sci-Fi and Fantasy books always seems to be more in tune with my tastes than other book stores.  In short, I always browse the Science Fiction, Fantasy, and used gaming sections.  On my last trip to Hastings I picked up Monte Cook's Arcana Unearthed.
 

I usually tend to avoid this type of product because it seems that there is very little bang for the buck.  It has been my experience that there are basically just a few changes here and there - like the removal or addition of just a few races and classes - that could probably just be handled by a small list of house rules instead of a complete rule book.  I noticed the price was only $5.99 so I flipped through the manual to look at those two sections.  I found enough information that I was actually quite interested and decided to purchase the book.  I have yet to play this game but I have skimmed through it and read some sections in a little greater detail in my spare time.  I get the impression that there is a lot more to this product than simply making a few alterations here and there to the 3.x iteration on the rules and calling it "new".  The following sections explain what I found in each chapter.
Races
The only standard PHB race included in Arcana Unearthed are the Humans; all of the other races are removed.  In their place are 6 new races - Faen (3 varieties of diminutive folk), Giants, Litorians (lion folk), Mojh (reptilian), Sibeccai (canine folk), and Verrik (red-skinned and human in appearance).  These replacement races do not appear to simply be the demi-human races with a new skin.
 
Classes
 None of the standard PHB classes are use in Arcana Unearthed.  There are 11 new classes to choose from - Akashic (skilled experts that tap into the collective knowledge of all beings for information and other things), Champion (defenders of a cause), Greenbond (masters of animism), Mage Blade (follows the paths of sword and sorcery), Magister (master spell casters), Oathsworn (devoted warriors), Runethane (spell casters that focus on the study and creation of magical runes), Totem Warrior (rural warriors that bond themselves to an animal spirit), Unfettered (warriors focused on speed and prowess in contrast to heavy armor and brute force), Warmain (the other side of the coin with the unfettered), and Witch (spell casters focused on the magical nature within themselves).  As you can see, the classes presented allow many other types of characters than the standard classes.  I am definitely interested in taking a closer look at each of these classes in the future.
 
Skills
So far I have just quickly skimmed through the chapter on skills.  No drastic changes or additions grabbed my attention so I can only assume that there are none.  That may not be the case and if someone notices any omission on my part feel free to correct me in the comments.  Skills are usually pretty dry reading so I did not take a hard look at them.
 
Feats and Talents
There are three types of feats used in Arcana Unearthed - General Feats, Talents, and Ceremonial Feats.  General Feats are the most basic type of feats and can be taken at the appropriate time by any character meeting the qualifications.  Talents are feats that represent an inborn gift instead of training and can only be taken at first level.  Ceremonial Feats are gained after participating in a ritual of power.  Again, this chapter made me take notice and grabbed my interest in taking a closer look.
 
Equipment and Playing the Game
Similar to my reasoning for skipping the chapter on skills I did so with the chapters on equipment and playing the game as well.  If I understand correctly, Arcana Unearthed is supposed to be highly compatible with the 3.x version of D&D so I should be pretty up to date on these sections. 
 
Magic
The chapter on magic has just as much or more to offer than the chapters on race and class.  It seems pretty familiar but there are some important changes.  Spells can be cast as a diminished spell (using a spell slot one level lower than normal), heightened spell  (using a spell slot one level higher than normal), and a laden spell (using two slots of the spells level instead of just one).  Of course, it is mentioned that using the spells in each of these manners has special effects and rules that correspond to doing so. 
 
The spells are also split into three categories: simple, complex, and exotic.  Each category determines the learning and casting difficulty plus how common the spell is among the various spell casters.  Simple spells are the most common and easiest of spells to cast; these spells are usually the ones taught to apprentices.  Complex spells are less common and more difficult to cast and learn because they require a real understanding of the way magic works.  These spells will require components and difficult gestures to cast.  All spell casters other than magisters require a special feat to cast these spells.  Exotic spells are the rarest and most difficult of the spells. 
 
Spells
I did not read through this chapter yet but for different reasons than skipping the earlier chapters.  It is my impression that this chapter may require a serious look with all the differences from the magic chapter.  Since I am just giving my first impression of Arcana Unearthed I believe that this chapter will be better done with a post devoted to it alone.
 
Final Thoughts
I will definitely take a closer look at this rule book.  I may post further about detailed reading of sections from the core book.  I would like to devote a short campaign to test driving the rules in play.  I did not feel that there were any glaring omissions so far but I would have liked to have seen a small section on the campaign setting setting and maybe a short selection of monsters.  As it stands, this book is golden.  The only real concern right now would be the acquisition of the rest of the line.  I am pretty late to the party on this one but I would like to see the complete line of books to evaluate the whole run. 
 
A few questions for anyone interested in answering:
 
Does this game play as well as it reads? 
 
Does it "feel" particularly different from standard D&D?
 
Are the rest of the books worth obtaining?
 
Are there any big differences between Arcana Unearthed and Arcana Evolved?
 
     
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Saturday, March 10, 2012

[Toldara] House Rules - Character Generation

After a long absence of too many years, I returned to role playing games with the release of D&D 3E.  One of the first things I did was start work on a campaign world, Toldara, for my own games.  With the release of 3.5, the rules bits of the setting had to be adjusted in a few areas.  Eventually, Pathfinder came out and I found myself tinkering with another 3.X iteration of the game.   

I enjoy playing the 3.X/Pathfinder versions of the game but I want less book keeping and rules referencing the older I get.  I have fiddled around with a few of the other games to see what they have to offer.  I like the idea of Microlite20 but I do want just a little more crunch than that; it is a great game regardless.  C&C may be "just right" but I need to purchase my own copy of the rules to make sure.  I have been looking at the retroclones to see which one catches my eye.  Of course, which ever game I decided on will include house rules and this is what I have decided on so far.   

Rules System
The Toldara campaign will be powered by the Basic Fantasy rules.  Following the link will take you to the downloads page that contains rules, supplements, adventures, and more.

Ability Score Generation
The generation of ability scores is done by rolling 9D6 and then splitting them up into sets of 3D6.  The three scores generated are then assigned to Strength, Dexterity, and Constitution.  Another 9D6 is rolled and then split up among Intelligence, Wisdom, and Charisma using the previous method.  After all of the scores are generated the racial modifiers are applied to the scores.  The rolls must be used on the abilities rolled for and can not be switched between groups.

Hit Points
All beginning first-level characters begin play with the maximum available hit points according to the appropriate hit die for the class and any modifiers gained from the Constitution score.

Races
All of the core Basic Fantasy races will be available for play plus the addition of the following:
  • The Gnome, Goblin, Half-Elf, Half-Orc (with appropriate changes), and Lizard Man (Slarn on Toldara) from the supplements on the download page. 
  • The AnshuKarnin, and Oranian races will need to be converted to the Basic Fantasy standard.
Classes
All of the core Basic Fantasy classes will be available for play plus the addition of the following:
  • The Assassin, Barbarian, Druid, Illusionist, Necromancer, Paladin, Ranger, Scout, and Sorcerer classes.


Of course, this is all a work in progress.  As play progresses, things may change further.



Thursday, January 5, 2012

[CFRPG Draft] Dwarf


I am helping Eric over at Back to the Dungeon write the neo-clone game CFRPG, the Classic Fantasy Role Playing Game.  Yeah, I know everybody and their brother is doing a retroclone but we wanted to do something similar but different from the retroclones that have been done.  The game will instantly be recognizable to anyone with any fantasy gaming experience but we are truly trying to do something atleast a little different.  One of the things we want to do is try to do a simpler D20 game that is compatible with existing products with minimal fuss.  We are still in the process of re-writing but here is a preview of the Dwarf race entry from the players book.

***Note: the following is open game content and subject to the terms and conditions of the Open Game License.*****

Dwarf
Attributes: Str +1, Dex -2, Con +2, Wis +1, Cha -2
Height: 4 feet to 4 feet 6 inches
Weight: 160 pounds to 190 pounds
Lifespan: 350 years
The rough and crude dwarves all stand a slight bit shorter that mankind although quite a bit more stocky. The dwarven men all sport long hair and beards while the women stand slightly shorter, a bit less stocky and have no beards. Most of the dwarves live in great and ancient underground halls carved out of the mountains or in cities deep in ancient giant caverns. Dwarves are a rough and tough race that likes the strong drink. They also enjoy mining and the crafting of weapons and armor.
  • Dwarves can see in the dark with their infravision of 60 feet.
  • Dwarves receive a bonus of +4 on spotting traps, sloping passages, and new construction while underground.
  • Dwarves receive a +1 to hit when fighting orcs and goblins; if the whole party of adventurers is comprised of dwarves then the bonus is +2 to hit.
  • Dwarves receive a +3 AC bonus when in combat with creatures larger than man-sized.
----------------( end of open game content )-------------------------------

Saturday, December 31, 2011

A Peek at Perilous Journeys 2

A Question Answered
In my last post about Perilous Journeys, I wondered if there were any differences between the pdf and the print version of the rules.  The author, Jamie Hardy, has informed me that the only differences are the cover to the print version and the fixing of some typos and minor clarifications. Just an FYI for those interested.


Now, a look at the character creation process in Perilous Journeys...

Introduction
Two things caught my attention when reading the introduction of the character creation chapter of the rule book.  First, the beginning characters created with this system are not weaklings and the power level is one that is "appropriate... for characters that would be adventuring in a dangerous world".  Some might argue that the "OD&D feel" mentioned in the foreword of the rule book is not in agreement with this.  I disagree with that view.  The characters in both games just begin at a differing level of power.  Second, the rules ask each player to come up a somewhat fleshed out character concept before character creation begins. It is even pointed out that this concept should be more than just "warrior" or "thief" but should include details on personality, abilities, how the character was trained, etc.

The Character Creation Steps
There are 14 steps to creating a character in the Perilous Journeys rules.  Some of the steps are either optional or do not apply to every character due choices made in other steps.  It may sound like a lot of steps but - I am happy to say - the steps are clear without any confusion to the reader.  Unlike Lejendary Adventure, I am 100% confident that I understand the steps and can actually create a character.  In fact, I am tempted to once again pull out my Lejendary Adventures book to see if I can make any more sense of those rules.

Races
Players have 8 races to choose from in the Perilous Journeys rule book.  Four of the races - Dryad, Fomorian, Lurikeen, and Wild Elves - offer a wider variety of chooses for the player.  Some might be wondering why the Wild Elf is simply not listed as a sub-race of the Elf.  After a little examination, it is clear that the two races are quite different from each other.  A simple sub-race listing would not work in this case.

Each race entry is laid out in an easy to follow format.  First, there are some introductory remarks about the race that includes physical details.  Second, the generation of the Core Attributes is covered in detail in this section.  Players have two options here - a point based method or a points plus random rolls method; both methods seem viable but the choice of method is up to the GM.  Third, this section covers the selection of Abilities (commonly called skills in other games) for the character being generated.  Humans are free to choose anything but the non-human races have abilities that are excluded - they can never learn them - and others that are restricted - they can not begin play with these abilities.  Fourth, the race entries end with Racial Traits that are other capabilities such as immunity, special hearing, special vision, etc.

This is just a beginning post on character creation.  I am going to try to locate my Lejendary Adventures rule books so I can do a side by side examination for several sections of the two rule sets; explaining my problems with LA and any insights with PJ.  I feel that is the proper way to continue this look at Perilous Journeys.  If I am unable to locate my LA books then I will just continue examining the PJ rules alone.  More later...








Monday, November 28, 2011

[Toldara] Half-Orc changes (new school version)

This is the original version of the changes to the Half-Orc race for the Toldara campaign.  Of course, it was written in the format of the "third edition of the world's most famous fantasy role-playing game".  This will be updated with a Pathfinder and a Microlite20 version in the future but this is a good start. 

The following information is considered 100% Open Game Content.  The use of such material is governed by the Open Game License.



Half-Orc


I have previously mentioned the background changes to the Half-Orc race in this post.  The other changes are listed below.


HALF-ORC RACIAL TRAITS (in addition to the traits listed in core rulebook I)

  • +2 racial bonus on Intimidate checks.
  • Social Stigma: Half-Orcs have a – 2 penalty to Diplomacy checks and also receive no skill synergy bonuses related to Diplomacy checks.  
-------------------------- (end of open game content) -------------------------------------------------

Friday, November 25, 2011

[Toldara] Karnin (new school version)

This is the original version of the Karnin race entry for the Toldara campaign.  Of course, it was written in the format of the "third edition of the world's most famous fantasy role-playing game".  This will be updated with a Pathfinder and a Microlite20 version in the future but this is a good start.  This was the first contribution that Alex, my co-designer, made to the Toldara campaign.

The following information is considered 100% Open Game Content.  The use of such material is governed by the Open Game License.




Karnin
Karnin keep to themselves for the most part. They welcome visitors warmly, regardless of race. All they ask from visitors is to put aside their differences while in Karnin territory.
They see themselves as the rightful protectors of the wilderness and all those who live there. However, they consider the civilized world as part of the wilderness, as it is no more tamed to them than a beaver's dam, or a bear's cave. Cities and towns, to the Karnin, are nothing more than human shelters.
Personality: Karnin are honorable creatures, who value their personal and clan honor greatly. They can be a bit arrogant, especially when regarding their perceived Guardians of the Wildernesses duties, and often look down on members of other races as lesser beings. At the same time, they do not judge other races, as they cannot help their inferiority.
Karnin are not greedy, wanting only what they need. They prefer trade to currency, as currency seems to them like an unnecessary burden, however, they will use and accept currency when needed.
Karnin take their responsibilities seriously, real or perceived. If someone brakes the rules, the Karnin will ensure that justice is served. This is not to say that they impose their rules on others, except when the others are visitors in Karnin territory. They honor the laws of whatever town or other such community they happen to be in, but they enforce those laws as well. Karnin do not start wars, except with Anshus, who they have a great hatred for, but they will end them. If Orcs plan to raid a human settlement, the Karnin will stop them. However, if humans plan to slay a band of orc without proper reasons, the Karnin will stop the humans.
Physical Description: Karnin typically stand 6 to 7 feet tall while on the pads of their feet, and about 6 inches shorter while standing normally, the females being a bit shorter. They look like a cross between a human and a wolf. They are covered in fur that is usually a blueish gray, except for the fur on their chest and stomach, which is white, and some have white patches, usually over the shoulders or behind the ears. Other colors of fur are red, black, brown, black with brown patches, and white. Their faces have snouts, like that of a wolf, except that they are more broad. Karnin tend to have dark colored eyes, such as brown, but gray and even gold are not uncommon. Most Karnin wear little clothing, as their fur acts as much the same thing for the most part. However, the druids will often wear animal skin coats as a symbol of their position. Karnin stand upright and flat footed as humans do normally, but when they start to run, they run on the pads of their feet, like wolves.
Relations: Karnin get along well with everybody at first, but as one gets to know a Karnin, his true feelings are revealed. Karnin generally see other races as inferior, or as children needing their protection. However, these "Children" they see as their own, and take very good care of them, and even enjoy their company, even when they don't enjoy the company of the Karnin.
Alignments: Karnin are almost always Lawful Good, and usually to an annoying extreme. This is because those who are chaotic are usually exiled, and those who are evil are usually killed. Karnin believe strongly in their duties and convictions, and do not normally tolerate those within their race who don't.
Karnin Lands: Karnin live everywhere, and a different clan looks over each type of land.
Religion: The Karnin worship Galador, the God of Good, Lilithan, the Goddess of Law, and Calian, the Goddess of Nature.
Language: The Karnin language is fairly primitive, consisting mostly of growls, barks, howls, and roars. Very few people bother to learn Karninic, as all Karnin speak Common as well.
Names: Karnin are named at birth, much like humans, and also inherit their clan name. Their clan name is determined by which clan they were born to.
Male Names: Karnak, Fildar, Morthunk, Forgnik, Fido, Zefnar, Guroul
Female Names: Kiko, Fifi, Narkusa, Vikaga, Karnika, Lupinia
Clan Names: Grrahl (plains), Harul (mountains), Snouk (swamp), Tinkor (forest),
Paunti (desert), Blikarok (arctic/high altitude), Rulac (Ruling clan)
Adventurers: Karnin adventure, usually, as a way to prove themselves, either to themselves or to their clan. Those with a chaotic alignment are usually searching for their place after being exiled from their homes. Those with an evil alignment are usually out to destroy what the Karnin are trying to do.
KARNIN RACIAL TRAITS
  • +2 Constitution, -2 Dexterity: Karnin are tough, but their canine features get in the way of mobility.
  • Medium-size: As Medium-size creatures, Karnin have no special bonuses or penalties due to their size.
  • Karnin base land speed is 40 feet.
  • +2 to Listen checks: The Karnin have canine senses, and hear very well.
  • Scent(Ex): Karnin have the Scent ability as stated on page 10 in the Monster Manual. Karnin can smell things 30 feet off, 60 if upwind, 15 if downwind. Stronger scents double the range, and overpowering scents triple the range. A partial action can be taken to determine the direction of the smell. Karnin can track smells using Scent.
  • Frightful Presence(Ex): Karnin are man beasts that can be a frightful sight to behold when they choose. Rules for Frightful Presence on page 8 of core rulebook III.
  • +2 racial bonus on Animal Empathy & Wilderness Lore checks: Karnin do not only live in the wilds, they are a part of it.
  • Natural weaponry: Karnin have clawed fingers that can be used to inflict 1d4 damage.
  • Automatic Languages: Common & Karninic. Bonus Languages: Orc, Goblin, Draconic, Elven, Gnoll, & Sylvan. Smart Karnin know the languages of the local creatures.
  • Favored Class: Druid. A multiclassed Karnin's Druid class does not count when determining whether he suffers an XP penalty for multiclassing.  
-------------- ( end of open game content ) ------------------------------------------------

[Toldara] Anshu (new school version)

This is the original version of the Anshu race entry for the Toldara campaign.  Of course, it was written in the format of the "third edition of the world's most famous fantasy role-playing game".  This will be updated with a Pathfinder and a Microlite20 version in the future but this is a good start.  I think the traits are pretty decent as far as design but the descriptive text in some of the entries could probably use some work.


The following information is considered 100% Open Game Content.  The use of such material is governed by the Open Game License.


Anshu
Anshus are renowned for their abilities to hunt and track in the woods. Human armies typically have atleast one Anshu scout. Anshus are fairly strict traditionalists and believe their homelands will provide most of their needs. Anshus are typically slow to form bonds with outsiders but when they do, have proven to be steadfast allies. Upon betrayal or when their homelands are threatened, anshus have proven to be just as powerful adversaries.
Personality: Anshus are never quick to make any decision concerning others; slow to judge or trust outsiders. Those that gain the trust and friendship of an Anshu have gained a faithful companion. Anshus have a deep respect for tradition and generally oppose random change.
Physical Description: Anshus typically stand between 5 and 6 feet tall weighing from 125 to 175 pounds with a generally slim, athletic build. Their features are basically feline with fur that is often brown or yellow in color and even a tail. Anshus reach maturity at the age of 14 years and can live to be 90 years of age.
Relations: Anshus have been in a centuries long war with the Karnins. There are periods of peace between them but the truces are uneasy at best. Eventually, the hostilities seem to be always be triggered again. Anshus share a deep mutual respect of nature with the Elves and often trade goods with them. Anshus get along well with Humans except when they get greedy and try to expand into their lands.
Alignments: Anshus are usually lawful, and they tend toward neutral. Adventuring anshus may not fit the typical mold of anshun society.
Anshu Lands: Although Anshus can be found in most places, the largest anshu populations are typically located in the forests and plains.
Religion: The chief diety of the Anshus is Kitta, the Den Mother. She is the origin of all anshus in the world. They also revere numerous smaller gods in charge of such things as the seasons, hunting, food, etc.
Language: Anshus communicate with each other by a somewhat primitive language consisting of various feline like sounds. Many anshus have learned common as well. Most other races can not seem to master the anshu language.
Names: Anshus have three names. The first name is given at birth by the parents, the second name comes from the tribe, and the third name is awarded by the tribe elders based on the greatest aptitude or accomplishment of the individual.
Adventurers: Most anshus that travel outside of their lands do so to avenge some wrong committed against their people or to help curb the influence of evil in the world.
ANSHU RACIAL TRAITS
  • +2 Dexterity, -2 Consitution: Anshus are quick and agile to compensate for being somewhat frail.
  • Medium-Size: As Medium-size creatures, anshus have no special bonuses or penalties due to their size.
  • Anshu base land speed is 40 feet.
  • Low-Light Vision: Anshus can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and dress in these conditions.
  • Natural Weaponry: Anshus have clawed fingers that can be used to inflict 1D4 damage.
  • +2 racial bonus on Balance, Climb, and Tumble checks: Anshus are surefooted and agile.
  • +2 racial bonus on Animal Empathy and Wilderness Lore checks: Anshus do not only live in the wilds, they are a part of it.
  • +2 racial bonus on Listen checks: Anshus have keen ears.
  • Automatic Languages: Common and Anshunti. Bonus Languages: Dwarven, Elven, Gnome, Goblic, and Orc. Smart Anshus learn the languages of their friends and enemies.
  • Favored Class: Ranger. A multiclassed Anshu's ranger class does not count when determining whether he suffers an XP penalty for multiclassing.
------- ( end of open game content ) -----------------------------------------------------------------------------

Player Character Races of Toldara

The Toldara campaign not only uses the standard races presented in the core rules - with some modifications - but also allows more options for player characters.  A quick summary of these races and changes is detailed below.
  • Anshu: A humanoid feline race.
  • Goblin: Not all of the Goblins are minions of evil; some have risen to great heroic deeds. 
  • Half-Orc: The Half-Orc race is not a simple mix of human and orc; some details can be found in this post.
  • Human: In addition to the statistics presented in the core rules, the ability scores of a human character are generated by rolling 7 sets of scores and choosing the 6 scores to use.
  • Karnin: A canine humanoid race.
  • Oranian: A winged bird-like humanoid race from the Oran mountain regions.
  • Slarn: A reptilian or lizard like race of humanoids.
The Anshu and Karnin are often at odds with each other.  Their nations have been in a constant cycle of war with intermittent periods of peace but something seems to always ingnite the feud again.  Individual members of each race are, of course, able to over prejudices or preconceived notions when it comes to members of the other race.

The Goblin started out as a one person experiment in Alex's game.  It was such a success that other people wanted to play goblins occasionally also.  Part of the history of Toldara is the first age had a war between the gods of light and the gods of darkness.  Members of the goblin race discovered that being a minion of the gods of darkness wasn't what it was cracked up to be.

The Half-Orc origin is a result of my personal dislike for the often used rape or spoils of war origin of the race so I came up with the explanation I use in the Toldara campaign.

The Human characters getting an extra roll during ability score generation was just done to give them further advantage for lack of any real special abilities.

For information on the Oranian race, Alex is the best source of information.

In regards to the Slarn race, I am not sure whether to do a full fledged write up or just use the lizard man entry and do some background tinkering like the Half-Orc or something similar in the timeline to the Goblins of Toldara.

Monday, August 8, 2011

On the Origins of Half-Orcs

I am taking one more break from continued posting about the Book of Adventure from the AiF rules to post this quick thought.

Half-Orcs have always been among the outcasts of society.  This only makes sense considering their typical origin.  Usually, the Half-Orc is the result of Orc conquerors and the obvious spoils of war.  More rarely, the Half-Orc is the result of of an "unfortunate" pairing with an unattractive human.  Neither one of these are satisfying answers to the origins of the Half-Orc.

I believe that there is a better explanation - or even multiple explanations - for the existance of Half-Orcs for three simple reasons.  First, the name of the game is fantasy role-playing so step out of the box and come up with some reasons out of the ordinary; skip the science and start thinking of magical, divine, or other reasons.  Second, I keep hearing how creative role-players tend to be. How about showing some creativity and come up with a different reason?  Third, most role-players I know of really enjoy tinkering with the rules.  Why let the changes be restricted to just the rules?  I can not count the number of times I have read that it is "your game" so why should I not tailor it to my liking?

In my campaign world Half-Orcs are pretty close to their official writeup in many ways except for their origins.  Here is what I did to change the Half-Orcs of my world.  Half-Orcs are not the product of crossbreeding - willful or otherwise - between a Human and Orc.  In fact, that union will never produce any offspring.  Half-Orcs are actually the product of divine intervention.  At the end of the First Age of my world, there was a great war. All nations were eventually pulled into this conflict and even the Gods took sides.  There was one spot where war was expected but both sides refused to give in to the conflict and the will of the Gods.  The capital city of one human nation and the nearby Orcs had a truce that had been in place for several years by the time of this war.  They both saw the needless bloodshed of the past and did not want it to continue.  The Humans and Orcs from these two areas made a stand against their respective allies and against the Gods even.  As punishment, the Gods cursed these two societies by forever joining them in mind, body, and spirit. The other cultures started calling these people and named them as "Half-Orcs" and the label stuck.

There it is - the quick version of the origin of the Half-Orcs in my campaign.  I just did not like the "official" explanation in the rulebook.  It did not seem that enough of these beings would be created from the implied explanation to justify an entry in the races section.  I just sat down with my notes and tried to draw some logical conclusions.  That is the one I came up with and used.  Do you have anything like this in your game?

edit 1 - removed unnecessary "an".