2018/03/02

Playing with Fantasy VI

Fantasy game thoughts, mostly (as I've been working on my setting a lot lately) of the icosahedral variety.
  • Was working on writing-systems for my D&D/Pathfinder setting. Realized, a good "hook" for things like that, is to use a shape in most of your characters. I use circles and parts thereof, in various sizes, in my elvish one; rectangles in my dwarvish one; and am probably going to go with triangles in the gnomish one I'm still working on. I also have a dark-elf version of elvish that uses triangles instead of circles (yes "pointier is shorthand for evil"—maybe "bouba and kiki" works for elves too). Based my elvish and dwarvish scripts' numbers on the fact they use base-12 and count on their knuckles; will incorporate the fact gnomes use base-20 into theirs, but I haven't worked out, yet, how I'll convey that they're counting on their toes, too. (Just now decided giants will use a square-y script, with a different basis than dwarvish, and have base-8 numbers, from counting on the gaps between fingers.)

    Kind of thinking my fiendish writing should be reminiscent of the symbols from Dead Space, and Hive runes from Destiny, but the thing there is that I also have my celestials and elementals use the same language. Maybe something like the elf/dark-elf versions of elvish? (Goblins, being mutant elves, also use a degenerate form of elvish—I think with the circle or triangle replaced by "slash marks" in some way?; ogres and orcs likewise use degenerate dwarvish, since they're mutant dwarves.) I also think my "undercommon", which in my setting is primarily the language of subterranean reptiles like kobolds and serpent people—and has a dialect spoken by aquatic things like sahuagin—will look a bit like Dwemeris, from Elder Scrolls, except the aquatic version will look more like Falmeris. (Seriously look at it, Falmer writing looks like the Deep Ones use it to write their prayers. And not the "Deep Ones" who blinded and enslaved the Falmer.)
  • Putting bugbears back in my setting, as something like "noble" goblins (which would make goblins "common" and hobgoblins "elite"). Or come to think of it a four-way division, with barghests as the top. "Low, middle, high, great," like the field-officer ranks of the People's Liberation Army? (Okay that's actually "small, middle, high, great.") "Lesser, common, high, great?" Then again barghests aren't mundane goblins; maybe something more like "lesser, common, high or great, holy." ("Minor, major, ultra, zealot"?)

    Thought I might have the bugbears go back to being chaotic evil, and the goblins neutral evil; the drow had a strict religious code and yet were chaotic evil, after all (at least in 1st and 2nd Edition, 3rd and 5th made them neutral evil possibly because their strict code seemed un-chaotic—but Pathfinder put them back as chaotic). Went only partway in that direction, though; the hobgoblins and barghests are lawful evil, the goblins neutral evil with lawful tendencies, and the bugbears straight neutral evil. Basically as the elite of goblins the bugbears just form smaller groups and tend to be more self-indulgent—a strict code for hunting your human sacrifices doesn't really require you be lawful across the board, after all.

    Interestingly, if I make bugbears as much bigger than my goblins as the ones in the Pathfinder core rules are bigger than their goblins, the males wind up being Large—over eight feet tall. (The females are still Medium, because my setting's goblins have feline-like sexual dimorphism.) Decided both sexes of bugbear go on the ritual hunts; the females have goblin and hobgoblin servants, or their husband's goblin and hobgoblin junior wives, do what female goblins and hobgoblins do, for their families. I'll still stat 'em by class-levels, though—females as ninjas and males as rangers; don't wanna waste that Large-creature Strength bonus.
  • Also gave my bugbears and hobgoblins Intimidating Prowess as a bonus feat, and all three a +2 to Intimidate checks (which I'm taking away from the half-orcs). Plus gave the goblin races bonuses to saves against fear effects. Basically my goblins are obsessed with fear, it's the cornerstone of their culture; where other "savage humanoids" might use torture, goblins use terror. To elicit a scream by any other means is, in their view, a sign of weakness.
  • I've mentioned that elves' equipment is like mithral and darkleaf cloth, but only costs as much as the cloth, because they have the hardness of wood. Decided that instead, the stuff that would be made of mithral, is made of the leaves of the elves' sacred trees, and the stuff that would be made of darkleaf cloth is made of the trees' bark. The leaves have metal in them (so elf druids can't wear it), giving them the hardness and hit points of steel; the bark doesn't (druids wear light or heavy bark, i.e. "leather" and "hide" armor), but it has the hardness and hit points of wood rather than just leather.

    While they're both weaker than mithral or darkleaf, they cost the same (respectively); the difference is made up by the fact they all give the same resistance to Sunder attempts granted by elven curveblades (which don't exist), and, in the case of weapons, also allow Weapon Finesse to be used with weapons that aren't light. I think that, like mithral, weapons made from it also count as alchemical silver automatically—I'd had that be an option that costs extra. Indeed given that all a mithral weapon is is a half-weight masterwork silvered weapon that's slightly more durable (whereas the armor has a lot of advantages), I'll just have the weapons cost twice what an alchemical silver weapon would, plus masterwork cost.

    Guess the gnome stuff, made from the chitin of their mushrooms, is going to be the same (lower hardness and hit points, sunder resistance and Weapon Finesse eligibility), with the "mithral"-equivalent being mineralized chitin (with metal, though, instead of calcium).
  • Was unclear what I should do with dwarf stone items, besides having them count as cold iron (but easier to enchant). 3.5e/Pathfinder adamantine is insanely OP, so I clearly couldn't do that. Then I realized I could just make them be like straight-up mithral as written, higher hardness and hit points included, and with the effect of cold iron instead of silver (and the weapons only costing as much as masterwork plus double cold iron). That's convenient; the original mithril in Tolkien was actually associated with dwarves, after all, not elves. I'd also decided that the dwarf stuff is actually made of a highly mineralized algae, something like one of the "coralline" algaes, but looking more like ordinary translucent stone; the dwarves grow it in volcanic pools and treat it with some elaborate cocktail of metallic salts to produce a metallic "shell".
  • My setting now has two other surviving cities of the Ancients, and they're my setting's equivalent of dark folk and gillmen. The king of each of the three city-states regards himself as the true heir of their empire, and they're as likely to fight with each other as with the other humans or non-human races. The other two didn't exactly hybridize with anything (huh, maybe the gill-men technically hybridized with skum or sahuagin?), and consider it creepy how the one that did has "polluted" its people's blood, but they're all run by basically "mad scientist" spell-casters.

    Also decided their artificial hybrids include half-ogres, though they only make males—at the size of my female ogres, averaged with the height of a human female, you get a Medium creature, while averaging the male ogre with a human male makes a Large one, so all a female half-ogre would be is a large half-orc. My half-elves, half-orcs, and half-ogres use half the ability adjustments of elves, orcs, or ogres, and then have +1 to one score of their choice—i.e., the average of the ability-adjustments of humans, elves, orcs, and ogres. (There's nothing in the Advanced Race Guide for +1 ability adjustments, but these are NPC races in my setting.)
  • Was looking for stuff about worldbuilding for RPGs. A lot of them seem to think you should have a creation-myth, but I don't really feel a need. Maybe it's just that I've studied enough mythologies to know that actually having a creation-myth is the exception, not the rule. (Seriously most Native Americans haven't got one, the Emergence Narrative you find in the Arido- and Mesoamerican "cultural complexes" is quasi-cosmogonic but not quite the same thing; and e.g. Celtic mythology doesn't even really have that, at least in the parts of it that have survived to us.)

    I do have some cosmogonic stuff—there was a Titanomachy between what are now fiends and celestials, over whether the mortal races would be, basically, livestock or pets—but honestly, mythology and religion have relatively little to do with each other.

    Many of the most important gods in real polytheist religions have strangely little mythic role. I can't think of anything Inari does in Japanese mythology, for example, and Hecate, though important as the guardian of children (as the goddess of the night and its terrors), doesn't show up in any Greek myths that I know of. (Okay so that's kinda cheating, Greek myths as we know them have about as much to do with actual Greek religion as an anime like Kannagi does with actual Shinto.) Does any era of Vedic religion really have a creation myth? I can't think of one.
  • I had at first thought that I'd do what The Alexandrian recommends, and use their alternate rules for raise dead-type effects (he removed them, so death would still be permanent and dramatic; a few other things were changed, to make the game a bit less lethal since that "safety net" was removed). But then I read the actual Pathfinder rules; its version of the assassin prestige class has abilities (true death and angel of death) that make it harder to bring the victims back from the dead. Besides, only a tiny number of people will actually have access to 9th-level clerics or 10th-level oracles (for raise dead) within nine or ten days, let alone 13th/14th for resurrection or 17th/18th for true resurrection (which admittedly don't have a time-limit). Remember, only 5% of the population are "adventurer" material, and, assuming an even distribution of ability scores, only one in 120 has the Wisdom required to be a cleric—one in 360 if we assume even odds of becoming a druid or monk instead. (Oracles are even worse, with inquisitor, paladin, cavalier, bard, summoner, and sorcerer also available to people with that Charisma score. Wow, went a little too far the other way RE: Charisma once having been the universal dump-stat, huh?)

    A couple of people who also dislike the raise dead spells claim they would make wars last forever; but that's actually untrue, since most feudal wars actually don't end in the death of either of the factions' leaders. Most end in surrenders and the exile or house-arrest of the losers. You might actually have the threat of an enemy being raised or resurrected as an ensurer of good behavior, at least for people who can't spring for a 4th- or 10th-level assassin's services (and the people who can, are people whose enemies are disproportionately likely to know high-level clerics or oracles): "I'll go into exile and let you run the kingdom, but anything happens to me and my allies will raise or resurrect me, and then I'm coming for you." Maybe a "church" with a standing threat to raise or resurrect any rival you murder (ascertained by speak with dead spells) would act as a fantasy Peace of God to ensure a setting's elite behave themselves. (Of course there would be ways around that but it'd still make it much more difficult to just casually murder a rival—that sort of thing reduces unwanted behavior, it doesn't completely eliminate it.)
  • Hmm. That actually has interesting worldbuilding implications. Presumably there'd be a taboo on cremation much like the one that exists in Judaism and many Christian communities; probably instead they cast sanctify corpse on the dead to keep them from being reanimated as undead (maybe they do burn them if they're killed by undead?). Maybe truly hated individuals, like heresiarchs, witches, and traitors, are burned after death and the ashes disposed of, like in Hellenistic Egyptian lynchings (which may actually involve a real-world version of all this, given Egyptian afterlife beliefs emphasize an intact corpse). Of course doing it to an ordinary political rival would be seen as beyond the pale, at least in places less insanely violent than Hellenistic Alexandria—as it was in the Middle Ages.

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