Sural for Dragonbane

Monsters and animals in Dragonbane are pretty simple. They only have five stats and maybe three skills, and they are all numbers that you assign independently at any value you think seems appropriate. There’s a good piece of wisdom that’s been around for a while that says that almost any custom monster you’ll ever want to stat will be adequately represented by the default stats for a bear, wolf, or giant spider. Nearly every fantasy RPG has these three and they work well enough as stand-ins for most medium or large predator and giant insect. Maybe adjust hit points and armor a bit, but in practice players probably won’t even notice that difference.

However, occasionally, you have a creature that takes a bit more tinkering than that. The sural from Kaendor doesn’t resemble any of these three. But even in such a case, you usually can get pretty far with just combining parts of existing creatures. The Dragonbane rulebook only has 15 creatures and none of them are either aquatic or snakes. But there’s also an adventure book in the set, which does have a few adventure specific creatures as well. And the White Death is just what I need.

The sural is a large eel-like creature that lives in many swamps and partially flooded caves. While it does feed on fish, its main prey are mammals and birds that come to the water to drink, which it grabs with its jaws and then drags into the water to drown.

  • Ferocity: 1
  • Size: Large
  • Movement: 16 (in water)
  • Armor:
  • HP: 16
Monster Attacks (1d6 or pick one)
  • 1-2: Tail Swipe! The sural swipes its tail at a player character within 10 meters. The attack inflicts 2D6 bludgeoning damage and knocks the victim down.
  • 3-4: Ferocious Bite! The sural bites a player character with its strong jaws. The attack inflicts 2D8 slashing damage.
  • 5-6 Drowning! The sural pulls a player character into the deep and the  victim immediately begins to drown. The player character cannot move or perform actions that require body movement, except trying to break free, which takes a STR roll. Others can help.

Monsters in Dragonbane are different from animals and NPCs. They automatically hit with their attacks unless a player decides to make a Dodge check. (They can not be parried.) They can see in the dark, are immune to poison, fear, and some spells, can not be shoved or grappled, and automatically resist the Persuasion skill. They are very much considered to be unnatural creatures.

While I guess surals could be treated as ordinary animals, I think that encounters with them should be memorable scenes in dramatic environments of heroic scope. Making them monsters with everything that comes with it seems appropriate. However, since they are meant to be encountered in small groups and not supposed to be the big monster of the week for an adventure, I decided to only give them a single turn every round (Ferocity: 1), instead of the multiple turns that most monsters get. And while being scaled, creatures like minotaurs and giant spiders don’t have any armor either, so surals can go without them as well.

Heroes and Monsters

In much of fantasy, particularly RPGs and videogames, both hero and monsters are very generic terms, typically applied to any protagonists and fictional creatures. But historically, in ancient myths and medieval tales, the concepts of a “Hero” or a “Monster” have much more specific meanings that give them a greatly heightened significance on a metaphysical scale. Heroes and monsters are not merely exceptional people or creatures, but typically unique individuals that exist outside the common rules of the natural world. They are supernatural beings that break the rules of ordinary life.

Conan the Cimmerian fighting the ape-beast Thak in the mansion of the Red Priest Nabonidus.

While I was looking at the spells available to mages in Dragonbane and how their existence would impact the worldbuilding of a campaign, one spell in particular that stood out to me was Resurrection. It is of course a very powerful ability to raise the dead, but under the rules of Dragonbane, an animism mage focusing on healing powers could get access to it very quickly after just two advances in the Animism skill. And there are no limits on who can be resurrected other than the time that has passed since the target has died. To counter this potency, each casting of Resurrection permanently reduces the Willpower attribute of the mage, which can not be recovered.  If we take the rules of the game as they are written as the internal logic by which the campaign world operates, then any mages with healing spells find themselves in the situation where they could save any 8 to 16 people brought to them from death by sacrificing their own mind. How would they even make the choices which people to bring back to life and to which ones they refuse this service to? And even if a player playing a mage with this spell comes to a decision, this would be a philosophical problem with gigantic implications for the worldbuilding of any Dragonbane campaign. Which I am pretty sure the writer of this spell had no intention to be relevant. There are surely many ways to work around that, but something that came to my mind is that perhaps the Resurrection spell does not work on most ordinary people and can only be used to resurrect a small number of exceptional individuals.

Which brings us back to Heroes. At the most basic level, classical heroes of myth are larger than life individuals who have an exceptional impact on their society and regional history. Quite often their exceptional cunning and wisdom and their superhuman fighting skills and resilience are attributed to a divine heritage, being the children or grandchildren of gods. They are not just brave or lucky or unusually well talented and trained, there is something about their inherent nature that is supernatural. This supernatural quality could be what is necessary for the Resurrection spell to work in a Dragonbane campaign. It can work of course on all PCs, but also on powerful priests and sorcerers and even kings and famous knights. And as it happens, there already is a mechanical element in the Dragonbane rules that establishes such a difference between minion and boss NPCs. Willpower Points are something that only PCs and boss NPCs have, but minion NPCs don’t.

Similarly, not every creature in Dragonbane is a monster. A dragon, manticore, or giant is a monster, while orcs, goblins, skeletons explicitly have the Non-Monster trait. The rules for monsters are quite different from those of non-monster creatures and ordinary animals. They never have to make attack rolls and can not be parried, so any PCs attacked by a monster have to either use their action for the round to attempt to dodge or automatically take damage. Monsters also typically have several actions per round, a table with several different special attacks that usually has at least one fear effect, and players can not use the Persuade skill on them. Monsters are clearly something very different from large and ferocious animals.

I really like this approach to super-human people and supernatural monsters to create a stronger feel of Sword & Sorcery in a campaign. It encourages to use “Monsters” more sparingly and have each of them be at least a major setpiece of the adventures they appear in, rather than as a simple way to avoid too much repetitiveness in long stretches of repeated fights. Dragonbane is not a system meant for classic dungeon crawls like B/X, where going from room to room to deal with a new threat behind every door and corner is the name of the game. I’m really looking forward to see how this will play out in practice and how it will impact the feel and presentation of Kaendor.

Random hit point ranges

A few years ago I read something about the value of always rolling for the hit points of creatures and NPCs that the players get to fight and not always taking the average by default. I really like the idea of using different hit points to give individual opponents a bit of a personalized description even though otherwise they have completely identical stats with the same AC, saving throws, hit chance, and damage on a hit. In a fight against some random orcs or bandits, it can be a neat and convenient inspiration to have those with 7 hp look much larger and more menacing and approach the fight different from their otherwise identical buddies with only 2 hp.

But sometimes, you might want to know what actual hit points numbers might be realistically expected for a given number of d8s. So I made this little table. The math magic behind calculating 2 standard deviations for normal distributions isn’t really important here. What this table shows is the range of hit points into which 96% of all random rolls will fall. There is only a 2% chance that a randomly rolled number will be lower than the shown range, and a 2% chance that a number will be greater. It will still happen occasionally, but even then most likely only by 1 or 2 points, and for the purposes of encounters in an RPG, I consider the odds negligible. You can just assume that pretty much all randomly rolled hit points on a d8 will fall into the shown ranges.

Hit Dice hit points
1 HD 1-8
2 HD 3-15
3 HD 6-21
4 HD 9-27
5 HD 12-33
6 HD 16-38
7 HD 19-44
8 HD 23-49
9 HD 27-54
10 HD 31-60
11 HD 34-65
12 HD 38-70
13 HD 42-75
14 HD 46-80
15 HD 50-85
16 HD 54-90
17 HD 58-95
18 HD 62-100
19 HD 65-105
20 HD 70-111

Oldschool Orcs and Horrible Hordes

When looking at fiction from the 80s, you often run into things that make you think “yeah, we probably wouldn’t do it that way anymore”. It’s not even that the core ideas have to be actively offensive, but just that there are much better ways to handle the presentation. Sometimes just a bit of recontextualization or the adding of a few nuanced details can make a big difference in going from stereotype back to archetype. In my current attempt to set up a big lavish campaign using the 1987 Forgotten Realms Grey Box amd the 1988 The Savage Frontier sourcebook that sticks true to the material with only expanding but not overwriting the texts, I’ve been coming across a number of things that I mentally highlighted as requiring a special touch to put them into a less dodgey looking light. Mostly it’s stuff that really just needs to be seen in its full context to take the edge of the initial dubious perception, but there is one thing that requires some real heavy work to salvage.

The primitive sub-human hordes of savages that descend on the god-fearing civilized people to murder indiscriminately and burn and plunder because it is in their nature and they lack the mental capacity to stop being evil.

Yes, orcs are fantasy monster. They are not real and don’t have any actual physical similarities with real human populations. But they are still just the same age old stereotype that has been used to demonize and villify whatever foreigners or even local minorities a people is in conflict with or just happens to make a convenient scapegoat and victim for exploitation. What do we gain by adding a monster to our fantasy worlds for which this isn’t a racist stereotype but actually the objective truth? What interesting and meaningful stories do we proeuce by having an endless supply of creatures that are just like people in every way, except that we are totally in the right to kill them by the hundreds with no questions having to be asked? Do we want to play out the things horrible racists thought should be done to other people based on their circumstances of birth?

No. There just is no way to twist and turn this to make it into something that is entertaining and fun, or at least rewarding or interesting to play. The primitive subhumans who are always to be killed on sight because their nature and limited intellect makes it impossible for them not to be evil is unsalvagable.

But in the world that is described in The Savage Frontier, the large populations of orcs and their numerous bands of raiders are a very prominent and integral component of the history, culture, and currently power relationships of the entire region. Simply removing the orcs in their entirety would be a deep cutting change to the whole setting that would already end the ambition to find out how much fun and depth can be gained from the old setting before it underwent several big retcons and dramatic style changes. The other quick and easy option is to simply make the orcs people like any other, with free will, a deep culture, and a multi-faceted society with many individual expressions. With good people and bad people, and a majority who just want to live their lives in peace like everyone else. Like we see for example in the later Elder Scrolls or WarCraft games. And this is exactly how I see the human Uthgardt barbarian tribes as something that can be handled without any cringe or allusions to old stereotypes and propaganda. But the orcs that are described in the material are very much distinguished as something else entirely. Giving them the same treatment would result in the two populations being kind of redundant, and I also feel like it wouldn’t allow the orcs to play their intended role. This has been something I have been pondering a lot for the last two weeks. Eventually I just asked the good people of the Enworld forum if they had any thoughts on this, and after a few first reflexive protests of blasphemy for even considering the question, I was given a couple of really good pointers.

First of all, we of course have to ask what is actually established about orcs at this point in the history of both the game and the setting. In the 1st edition Monstrous Manual, orcs are Lawful Evil, not Chaotic Evil. I generally think alignment for indovodual player characters is really stupid, but for monsters it can be a useful guideline for what the creator had in mind regarding their overall society and general behavior. The next thing is that the Intelligence for orcs is given as “average (low)”. This indicates a leaning towards slightly below average, but overall they generally as smart as humans, dwarves, and halflings. Already we see here that orcs are not presented as dumb brute barbarians. We also see that in the depictions of orcs from that period of D&D. Violent and evil, with armor that looks dark and shaggy, yes. But still an army that knows what it is doing. These are people who are aware of their actions, not purely controlled by animal instincts. The first thing I would do with orcs and their place in the setting is to present them as marauding armies who are feared for their organized raids, not just wild packs of roaring predators that hack down everything in their past. NPCs within the game world may still talk about them like that because of their racist prejudices, but in encounters with orcs the players should see them look and act more like lawful soldiers of an intelligent people.

Going through all the paragraphs mentioning orcs in both of the two sources I am working with, one thing that stood out is that the history of the orcs is deeply interwoven with the history of the dwarves. You can’t really study one without studying the other. As the 1st edition sources say very explicitly in numerous places, the dwarves and the orcs have been in a war for extinction for thousands of years. And the dwarves know that they have lost. In this version of the Realms, there is only a single dwarven king in all of the north, holding the last major dwarven city. And it’s not the last heroic stronghold where all dwarvenkind is rallying to turn the tide and return their people to glory. Most dwarves have accepted that it is over and that their only two remaining options are to settle as a minority in human populations or to seal the doors of their mountain holds and wait out the end of their civilization in dignity. With the big sanitization of the setting with the 2nd edition, the dwarves to take back two of their old cities and strive towards rebuilding their past glory, but the original version of the Realms had none of that. The sources mention quite frequently that the major orc settlements are inside old dwarven cities. The Citadel of Many Arrows right outside the gates of Silverymoon and Sundabar being the only one described, but with many more high up and deep below the mountains clearly implied. There even is a mention of competition over the same resources in their common homelands, but nothing more detailed is given about that.

One really good pointer someone gave me for thinking about the regular hordes of orc raiders descending into the lowlands like migratory locusts that consume the landscapes they are passing through. Coming out in large numbers from nowhere to feed and then seemingly disappearing again for several years. While that does have the old association of people with vermin, thinking about the food supply of the orc populations is a great starting point for giving them more depth. While there are large orc tribes in the High Forest and the Evermoors, the largest populations are in the Spine of the World, the Ice Mountains, and the Grey Peaks. All places with very limited food sources. And when considering fictional societies, it’s always a good start to ask “What do they eat?”

The first source of food when thinking of orcs is of course hunting for meat. Living undergound in the mountains while being snowed in means that the orcs will need a lot of food stored for the winter and will have a large demand for fresh food as soon as it is possible to come out and move around again. Both are good reasons to have huge hunting expeditions going considerable long distances to find enough prey to feed the many tens of thousands of people back home. This could be the main driving factor for large numbers of orc warriors descending from the mountains all at once on a regular basis. Not to wantonly destroy farms and murder everyone they come across, or to satisfy their endless craving for gold, but to collect and return home with food. A great alternative to hunting deer is of course to just steal some cows. Lots of meat that stays fresh until you reach home and that even has the dignity of walking on its own legs. And the Surbrin and Dessarin valley (and to a lesser extent the lower Delimbyr valley) are described as being big cattle raising areas. While agriculture isn’t that big in these northern lands, the sparsely populated prairies are pefect for raising cattle. And as such, perfect for rustling cattle as well. And of along the way you come across poorly defended barns full of sacks with grain and flour, that’s an opportunity no orc could pass on.

Thinking of the orcs in their mountains had me think of the Vikings from Norway and Iceland. An important factor in their raids was that their own agriculture was pretty awful and as a result their economy not much to speak of either. With little surplus of their own to trade, buying nice things from other peoples was not much of an option. If you want to bring some nice gold necklace or expensive fabrics for making clothes for the lady back home buy you have no money, just steal that shit from others! Or steal their money and use that to buy expensive stuff from merchants. I think that if we think of constantly raiding bands of orcs more like viking raiders who are in it for the plunder instead of a rabbid horde out for blood and carnage, we have a much better basis to consider orcs as NPCs instead of hungry monsters. Of course, this makes little difference for the human farmers or dwarven soldiers who suffer an attack from a roving orc army. As mentioned above, there is nothing wrong with the image of mindless murder machines existing among the NPC population. It’s just that as a GM who plays orcs when players interact with them, there should be more complexity given to them than that.

While players are unlikely to ever see them, the old conquered dwarven fortresses and vast cave systems in the mountains make for a good explanation for why we always only get to see lawful evil warriors. You can’t just have a whole society only of warriors. But the orc raiders we get to see are not at all representative of orc society, no more than a viking longship tells us about life in a Norwegian village. All the things that are said about orcs in the source texts might be true. But those are statements about orc armies and raiding parties. They are not statements about orc society.

Can a whole species and society truly be evil and perists over many generations? That seems hard to believe. Can all marauding bandits be evil? Duh, of course they can. That kind of comes with the job description.

Finally, there is an idea that apparently originates from the writers of a 5th edition monster books. While individual orcs might be intelligent beings with the capacity to consider their actions and exercise free will, orc society as a whole is not free to choose its own way. More so than maybe any other people other than the drow, the orcs are a society that is directly under the hand of a single despotic god. Gruumsh is not just some distant creator of the orcs in times immemorial, he is the ruler and master of the whole orc species. Not in the way of direct supernatural control of the mind of every individual orc, but all orc tribes are part of a single universal hierarchy with Gruumsh at the top. Through his shamans, Gruumsh gives direct orders to all the orc kings and chiefs who in the end are obliged to execute his will and his plans for the people. And when the ultimate dictator at the top is a god, there is little room for resistance and no hope of revolution. In this context we can very well imagine that orcs are physically capable of chosing different ways to live, but it’s the hand of their god that keeps them on their paths and that crushes even the thought that existence for the orcs could be different. This doesn’t make the actions of any orc less evil, but it provides a basis for why we never see orc tribes choosing a different life. Orcs who consider different choices probably appear regularly, but in orc society under the rule of Gruumsh, these can be crushed effectively without their thoughts reaching other ears.

So, in closing, I do believe that the situation is not hopeless. The amount of additional work is quite significant, but I believe that it is indeed possible to have orcs in the Savage Frontier, in the role they were intended, in ways that are not wildly implausible and offensive to sensibilites, only by adding to the established material and without removing or rewriting any of it. Would I go through all this trouble to make an orc horde work in a new setting I create? Absolutely not. I really don’t think it’s worth it to have a great race of evil as a regular enemy if going with actual humans can create much more interesting and nuanced situations and conflicts. But my fascination with this old setting and my dream to really make it shine with all the great potential that was thrown out so early in its existence to be replaced with cozy mush makes it seem worthwhile for me to invest this sweat and blood into this effort.

Deities & Demons

Couldn’t help myself with the title.

Starting a wilderness and stronghold building campaign setting with supernatural cosmic beings is a bit backwards, but that was one of the first things that popped into my mind and it kept running with it until it quickly turned into something that I think is really solid and might even be final already.

The big inspirations I am drawing from are the ALMSIVI Tribunal and daedra from Morrowind and sorcerer kings from Dark Sun, the Deathless of Aernal and the Inspired of Sarlona from Eberron. Also the demons and soul arts from Demon’s Souls and the Pagans from Thief. Several works that have been mentioned here before plenty of times, but ideas from Demon’s Souls and Eberron in particular are taking things in a quite different direction.

A Concept of Spirit

Both mortal beings and demons are understood to have three different components that make up their existence. A body, a life force, and a mind. As an analogy, the body is like a lamp, the life force is like oil, and the mind is like a flame. Any kind of self is in the flame of the mind. If the body runs out of life force, the flame is extinguished and the individual ceases to exist. However, the life energy of a living creature can be stolen and consumed, either in part or completely.

Many demons feed on the life force of other beings, and consuming the life force of demons is a great source of power to sorcerers. But by adding demonic life force to their own, sorcerers become more demonic in nature itself, even though the change might be outwardly invisible. When draining the spirit from other beings, it is only the life force that is being consumed. If all of a being’s life force is taken, the mind is simply extinguished.

In the analogy of the lamp, ghosts can be regarded as a kind of smoke. There is a direct link to the flame and the nature of the flame affects the appearance of the smoke that lingers, but the original mind already has gone from existence. Ghosts are kke echos instead of a voice.

Deities

The natural environment that surrounds mortals and in which they live is both a manifestation and the origin of a universal, supreme divine force. The Divine is in everything and off everything that makes up the natural world and the creatures in it. While the Divine is far beyond mortal understanding and perception, it manifests itself in various aspects known as the gods. These gods are understood to be separate from each other, but also parts of a greater whole that even they can not comprehend in their own limited experience. Mortal cults highly anthropomorphize the gods, appearing humanoid in iconography and behaving like people in myths, to contrast them from the alien strangeness of demons. But ultimately the gods are more like formless forces acting within the ultimate Divine. Individual gods don’t hold domain over specific aspects of the natural world or mortal life, but each of them is believed to have a greater control over certain aspects than others. There is no single god of storms, but there are many gods that are worshiped because of they are believed to have the power to protect people from storms. As a result there is no standardized pantheon shared across all cultures, and the religions practiced in no two temples are exactly the same.

Demons

Everything that comes from or exists outside of the natural environment and the powers of the gods is regarded as demons or demonic. Unlike the gods, all demons are physical beings, bound to a single body they can not be separated from, though often not tied to a single specific shape. As a general thing, larger and more alien demons tend to have greater supernatural powers, but their looks can be deceiving. More powerfhk demons have the ability to communicate with their minds across vast distances and even control the minds of lesser beings. But since their minds are a creation of the life force bound within their physical bodies, true demonic possession is impossible. The closest thing to that is sorcerers consuming too much life energy from demons and adding it to their own until they effectively become indistinguishable from demons themselves. But their minds are still the original flame, only know burning a different kind of fuel.

The category of demons includes many kinds of beings that would considered as spirits or fey in other contexts, but they also include incomprehensible, reality-warping leviathans from realms never seen by mortal eyes.

God-Kings

In a number of city states, the traditional worship of the gods has fallen back in importance behind the cults of living god-kings. These powerful monarchs claim that they are physical incrnations or avatars of gods and that they possess great divine powers to repell invading armies and force demons to their will. Though in practice the abilities they display are little difference from those of extremely powerful ancient sorcerers.

Cultural Traditions

Priests perform great rituals and sacrifices to request aid from the gods for protection and prosperity, to which the gods will respond through action in whatever way consider appropriate. The priests themselves possess no magical powers.

Typically, demons are seen as very dangerous, hostile to mortals, and never to be trusted. However, the druidic cults of many barbarian tribes see things as much more complex, with some demons being useful protectors and teachers of magic, and even caring for the people who honor and serve them in their own strange ways. But even druids agree that all demons are extremely dangerous to deal with.

Most sorcerers keep their magical powers secret and instead appear in public as nobles, merchants, alchemists, or scholars. Only the most powerful of them make no efforts to appear as regular people, as they have little to fear from regular people or worry about being bothered by local lords.

More Species of Known Space

Tubaki

The Tubaki are one of several species whose presence in space is greatly dependent on technologies and inrastructures of other powers. There is only a small number of Tubaki shipyards and most of them are primarily specialized on converting old purchased ships from other manufacturers to provide greater comfort to Tubaki crews. Those shipyards that do build their own ships still rely on imported hyperspace drives and gravity generators from other more established companies. Despite Tubaki worlds being generally seen as more low tech planets, Tubaki have been travelling through space for centuries and founded several dozen of colonies in other sectors. Even though most of them are of no interest or relevance for major interstellar companies.

Tubaki are humanoids quite similar in size and proportions to Enkai and Mahir, which is generally attributed to the very similar gravity and climatic conditions on the Tubaki and Enkai homeworlds producing a similar optimal body shape for upright walking humanoids. On average, Tubaki tend to be slightly taller and more muscular, but mostly stand apart due to their sand to brown colored fur and thick manes. Tubaki found outside their own system are usually employed as manual labor, primarily in mining and agriculture and also various low-level mechanic jobs. Tubaki colonies are usually too small to have advanced engineering and science schools and those individuals with advanced degrees typically find their calling in contributing to the development of their planets rather than seeking their luck among the stars.

Chosa

Chosa are tall humanoids with tough green-gray hides and sharp teeth that give them a reptilian appearance. They are among the physically strongest of the species travelling space and fight fiercely and with little hesitation. Prejudices are widely spread among the other species of Chosa being violent brutes, but their homeworld actually ranks among the most technologically advanced planets in Known Space. Their ships tends towards blocky and practical designs typically ragarded as looking blunt with little thought for decorations, but compare in their capabilities to all but the most sophisticated Damalin and Netik ships.

Chosa encountered in space are often mercenaries, an occupation that their physical toughness and familiarity with advanced space technologies makes them well suited for. Chosa culture as a whole is not overly militaristic though, and their prominent presence in the mercenary business comes more from the high demand for Chosa in that line of work. There are typically not a lot of opportunities for Chosa engineers or pilots outside of Chosa systems.

Amai

The Amai are one of the newest species that have gained the ability to travel between the stars. Even just 200 years ago, the Amai had no contact of any kind with any other species and only performed a few crewed exploration missions within their home system. Being native to a mostly aquatic world with relatively few islands above the surface, Amai civilization has always been greatly limited by the available amount of land for agriculture, and even after becoming industrialized the total population has only barely surpassed one billion, which is much smaller than for any other species in Known Space. Given their relatively small number and only recent arrival among the stars, Amai are only rarely encountered by any other species and usually releatively close to their home system. Being only in contact with small frontier colonies and minor outposts and knowing about the home systems of other species only through tales, Amai tend to be quite cautious when encountering aliens or visiting unknown planets in a region of space that appear rather lawless and chaotic.