Eberron
Round Table 50 – Setting Speculation
Round Table / Birth Right, D&D, D&D fifth edition, D&D Next, D&D5e, Dark Sun, Dave Gibson, DnD, Dragonlance, dungeons and dragons, Eberron, Forgotten Realms, Greg Blair, Greyhawk, Jeff Greiner, Mystara, Planescape, podcast, Ravenloft, rpg, Sam Dillon, Spelljammer, tabletop, tabletop rpg, TRPG, world building, worldbuilding / 6 comments
Gamer to Gamer – Keith Baker
Gamer to Gamer / card games, D&D, D&D fifth edition, D&D fourth edition, D&D Next, D&D5e, DnD, dungeons and dragons, Eberron, Forgotten Realms, Gloom, Keith Baker, Pheonix Dawn Command, rpg, TRPG, world building, worldbuilding / 0 comments
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Twisty Turny
Brass Tacks / Bel Shalor, D&D fourth edition, Demons, DnD, dungeons and dragons, Eberron, Mournland, plot, plot twist, rpg, Silver Flame, tabletop, tabletop rpg, TRPG, twist, Whispering Flame, world building, worldbuilding / 3 comments
Everything has fallen apart. Jaela Daran is dead. Bel Shalor is free. It’s all your fault. The Silver Flame burns no more. You have started the apocalypse.
That is how epic tier began for the players of my fourth edition Eberron game. How did the 20 previous levels of adventuring get them there? Read on, and I’ll show you my method of making big plot twists pay off. This post is inspired by this month’s RPG Blog Carnival theme, With a Twist. It was chosen by Mike Bourke over at Campaign Mastery. Thanks for a great topic and for hosting, Mike!
The Campaign
My Eberron campaign was full of twists, turns, backstabs, betrayals, and secrets. The PCs were wrapped up in so many schemes it was difficult for them to know friend from foe, even amongst their own party ranks. Eberron is perfect for this kind of game, since Keith Baker designed his world with plenty of spies, terrors, and hanging story threads for DMs and players to yank on.
The main arc of my game for the first 20 levels involved the mystery surrounding the Day of Mourning. If you’re unfamiliar with Eberron, one of its mysteries is that an entire country was enveloped in a deadly magic mist, killing millions and creating monstrosities which are still active in the borders of the mist-shrouded wasteland now called The Mournland. No one knows what caused this disaster, but there are several options. In my game I chose to have the events on the Day of Mourning caused by the test of a doomsday device gone horribly wrong. The adventurers slowly discovered the plot and exposed the subsequent coverup. Eventually they gathered all of the scattered pieces of this device before rival and enemy factions might. That’s how things went bad for them.
The adventurers all cast themselves as agents of the Church of the Silver Flame (think Dark Ages Catholic Church). The Church, which also has an entire country and army under its power, worships a literal silver fire, which burns at the site of a showdown between the paladin Tira Miron and the demon lord Bel Shalor. The Silver Flame itself is said to be the soul of Tira Miron (and her couatl ally) who gave her life to bind Bel Shalor in the plane of Khyber. As long as the flame burns the demon lord cannot break free of his prison.
Imagine the adventurers’ shock and horror when they realized their own actions extinguished the Silver Flame and set Bel Shalor free.
Set Up
In order for a twist to pay off, it shouldn’t come out of the blue. A good twist should be something the players don’t see coming, but also gives answers to one or more unanswered questions. Past moments of the campaign that didn’t make sense will suddenly click into focus. Lay the ground work early for your twist. Good twists are not just surprising, they’re rewarding. There should be an “It all makes sense!” or “We should have seen this coming!” moment.
My twist had its groundwork laid in the first session. Bel Shalor was imprisoned, but his right hand was free – a rakshasa called Durastoran the Wyrmbreaker. The party encountered this lore early in their adventuring days since they and their patron, Cardinal Gaffin, were members of the Church where the story is common knowledge. They knew that Bel Shalor, though imprisoned could still speak to people of the material world, though he could not otherwise influence it directly. Rakshasa are shape shifters, so Durastoran could be anyone.
Bel Shalor himself contacted each of the PCs at least once, usually pretending to be the voice of the Silver Flame giving divine orders. He even convinced two PCs to do multiple evil deeds for what was seemingly a greater good.
Other hints of Bel Shalor rising came here and there throughout the campaign. Symbols of his cult were found in dungeons and settlements, suggesting his followers had become more active. A blind orc soothsayer told the players to abandon their current path and help him prevent a great evil from rising. They put his idea on hold because they saw their immediate help needed elsewhere, planning on coming back to him later. When they did try to find the orc, they found that he had been murdered. Clues like these were peppered everywhere.
Perhaps one of the most baffling things that happened to the PCs during those first 20 levels was that followers of Bel Shalor appeared in one of the characters’ most desperate moments and offered them aid. Though wary, the PCs accepted this help since it came during a time when the alternative was death.
All of these hints made the actual moment of the twist more than a WTF moment. It was a moment that was able to answer many big questions at once and satisfy some story threads while exposing entirely new ones.
Now you’d think all these threads would make players think, “Oh man we have to investigate all this Bel Shalor stuff!” but as I noted above the players had far more pressing concerns and were caught in the middle of a tangled web of politics, deceit, and war.
Distraction
One reason the players didn’t discover the twist in my campaign until the appropriate time was because their minds were elsewhere. There were more immediate concerns in their lives and the world than dealing with Bel Shalor (or so they thought). Keeping your players busy will keep the hints you drop just hints as they deal with threats everywhere and navigate a treacherous landscape.
As I mentioned above, my players were racing to find out what happened on The Day of Mourning and then gathering the pieces of the device which caused it. Why were they racing? Because other people wanted this device to use for their own nefarious purposes. In Eberron their are large merchant houses who were looking to lay hands on the device, some to keep their involvement in actual events covered up, others to use it themselves, there were rival governments looking to recover the device, radical factions within the Church, and terrorist organizations who wanted the doomsday weapon for obvious reasons.
So this race took up a lot of the PCs’ time and resources. Add into this numerous side quests and each PC’s individual character backstory quests and their plates were full. “Who cares that Bel Shalor’s followers saved our lives? We’ll investigate it once we have this device in hand.”
Trust
Often a twist involves a betrayal or at least the unexpected action of one NPC (or PC). Just watch Game of Thrones, Arrow, or almost any serialized genre television show and you’ll see what I mean. Characters drive the action of stories. If the world just blew up for no reason other than it was time for the world to blow up, that’d be surprising, but it would be unsatisfying. If the world blows up because an NPC put it into motion ages ago and secretly had the characters helping him or her along the way, well that’s a very satisfying twist. In order for that particular twist to work, the PCs really had to trust the right NPC.
With so many spies and sneaky NPCs in my Eberron campaign, it was difficult for my characters to know who to trust. Yet, there was one person they trusted – their patron, Cardinal Gaffin. From the beginning, Cardinal Gaffin showed himself to be a friend to the players and a good person. He saved their lives several times with valuable information, exposed spies within the Church, educated and warned the PCs about their enemies, and put himself at risk for the adventurers. He trusted them and eventually they returned this trust. It was evident they did since they broke him out of a super secure prison and then helped him become the High Cardinal in the Church. It’s easy to achieve mutual trust in the players’ minds with all that life saving going on. Gaffin was their rock of trustworthiness.
It was very convient for me when they went to Gaffin and asked him to create a special ritual so they could hide all the pieces of the doomsday weapon they were gathering in a secret extradimensional space. No one would have access to these pieces accept for the party… and Gaffin because he designed the ritual of course.
Challenges
Turning challenges into weaknesses is easier said than done, but when it comes to a big plot twist, you’re going to come up against challenges, especially if you’re dropping hints for your players. Remember that as the DM with a little creativity, you can turn challenges to advantages for your twist.
The biggest challenge of pulling of a twist like this is tracking everything that’s happening in your game and making sure your players are still in control and driving things. The worst thing that can happen to your twist is you railroading your players into it. When the PCs decided they wanted to look at the activities of Bel Shalor more closely, I allowed them to do it, but I made sure their other enemies kept working to recover pieces of the doomsday device. This kept the PCs from looking too deep. It was a chance for them to uncover a few more clues and also a chance for me to add in even more distractions. As I mentioned two of my PCs were unwittingly working with the demon lord and the rest of the party uncovered this in their investigation. This caused party in-fighting which pulled their focus from the big twist that was coming.
Then there are, of course, the bookkeeping challenges of keeping track of the your different threads. Regularly emailing your players updates, keeping a lot of Google docs, using software like Realm Works, or using a website like Obsidian Portal help you keep your story organized. They’re quick, easy, and you can even have the players help you out.
Payoff
Finally, savor your payoff when the moment arrives. Lean into it, believe in it, have fun, and your players will too. If you’ve set everything up well your players’ minds will be blown when the reveal occurs and they’ll be hungry to know what happens next. It should play out like the end of a great season of television.
My payoff was, of course, that Cardinal Gaffin was actually Durastouran the Wyrmbreaker. Once the players had assembled all the pieces of the doomsday weapon, which caused massive magical phenomena, Gaffin threw a banquet in their honor. During the banquet, he stayed behind and turned on the device which extinguished the Silver Flame and set Bel Shalor free. As the PCs arrived on scene they were able to teleport the device into The Abyss before it did too much damage, but they were not yet strong enough to take on the already free demon lord and had to regroup and gather new allies. The players loved the twist and the stage was now set for the epic tier of the campaign.
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Round Table 44 – DMG Previews and Mike Mearls AMA
Round Table / Aasimar, AMA, D&D, D&D fifth edition, D&D Next, D&D5e, Dave Gibson, DnD, dungeons and dragons, Eberron, eladrin, gross lich, Jeff Greiner, Liz Theis, magic items, Mike Mearls, npc, npcs, Planescape, podcast, races, reddit, rpg, Sam Dillon, tabletop, tabletop rpg, Topher Kohan, TRPG, worldbuilding / 0 comments
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Round Table 40 – DMG Previews and Eberron
Round Table / Alex Basso, Chartiy, D&D, D&D fifth edition, D&D Next, D&D5e, DnD, Dungeon Master's Guide, dungeons and dragons, Eberron, Enrique Bertran, Extra Life, Fundraising, magic items, Newbie DM, podcast, Preview, rings, rpg, tabletop, tabletop rpg, Topher Kohan, TRPG, world building, worldbuilding / 0 comments
A new episode of my podcast, The Round Table, is up on The Tome Show’s website.
I sit down with Alex Basso, Topher Kohan, and Round Table newbie Enrique Bertran (aka Newbie DM) to talk about previews from the Dungeon Master’s Guide related to the Wizards of the Coast participation in Extra Life. The conversation doesn’t stop there, we then talk about the possibility of the Eberron campaign setting being brought into the fifth edition rules. This podcast was recorded on October 21, 2014.
Links:
The Tome Show on Facebook
newbiedm.com
Topher’s Google+ Page
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We’re Off to the (Sub)Races!
Brass Tacks / D&D, D&D fifth edition, D&D Next, Deep Gnomes, DnD, Duergar, dungeons and dragons, Eberron, githzerai, Gray Dwarves, kalashtar, race, races, rpg, shifter, Svirfneblin, tabletop, tabletop rpg, Underdark, warforged, world building, worldbuilding / 20 comments
So I’ve already written quite a bit about some of the races available to my players in Exploration Age – the assimar in one post and the deva, mul, and shardmind in another. Yet, I’ve got more yet to be released D&D races I’m going to make available to them and I’d like to give you the mechanics I’ve created as well as the unique story for each race in my setting.
Svirfneblin
First up, the svirfneblin. They’re actually a gnome subrace, so bust out that Player’s Handbook, and check out the gnome. I’ve given you the deep gnome story in another post, so check that out if you want their story. Here are the mechanics.
Svirfneblin Traits
Ability Score Increase. Your Wisdom score increases by 1.
Superior Darkvision. Your darkvision has a radius of 120 feet.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Svrifneblin Combat Training. You have proficiency with the war pick and warhammer.
Svirfneblin Lights. You know the dancing lights cantrip. Intelligence is your spellcasting ability for this spell.
Duergar
Living with the drow and fighting side-by-side in their constant war with the aberrants are the duergar, or gray dwarves. Like their surface kin the gray dwarves value martial prowess and good well-crafted. This is, of course, because the duergar descended from their surface kin a long time ago. During their bloody war with the chromatic dragons on the side of the shardminds, some dwarves went into The Underdark seeking refuge. These dwarves became the duergar and eventually found an entirely new war beneath the surface.
Now, in many ways duergar have more in common with drow than they do with dwarves of the world above. Both duergar and drow deal with the constant stress of their aberrant war and rely on each other with undying trust.
While they share brotherhood and battlelines with the drow, duergar do not share their drow’s impulsiveness and live-each-day-as-if-it-were-your-last lifestyle. Almost everything the duergar do is in preparation for war. Duergar are practical and know that a good night’s sleep and healthy meal are more likely than a late night of revelry at ensuring survival the next day. They craft arms and armor, mine metals, and train constantly. Ever vigilant, careful, and calculating are the gray dwarves.
Duergar adventurers could be mercenaries seeking a better life on the surface, aberrant hunters hoping to learn new techniques to help them with their war below, deadly assassins for hire, or anything you dream.
Duergar Traits
Ability Score Increase. Your Wisdom score increases by 1.
Superior Darkvision. Your dark vision has a radius of 120 feet.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Duergar Magic. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the invisibility spell once per day. When you reach 5th level, you can also cast the enlarge spell once per day, but you may only target yourself with the spell. Wisdom is your spellcasting ability for these spells.
Shifter
Shifters are born outcasts. Many are killed as babes, their parents too horrified to look upon them. To the elves they are abhorrent monstrosities. To the werewolves – an evolutionary misstep deserving only to die. Many of the shifters lucky enough to have a parent let them live are still kicked out of the house at an early age, or orphaned when their parent is murdered by bigots.
These abandoned shifters find each other and form communities of wandering vagabonds who make a living performing, swindling, and selling crafts. These communities exist all over Findalay and many look forward to the circuses and carnivals the shifters provide. Others feel shifters have been short-changed and try to help these beings find a more established life in Findalay. Some fear the partial werewolf race avoiding and shunning them. The truly fearful seek out and kill these half-breeds.
The discovery of Verda has opened up new possibilities for the shifters, a place where they may have a home of their own free from persecution, stares, jeers, discrimination, violence, and the ever-looming Brotherhood of the Moon.
Shifter adventurers could be thieves disguised as traveling circus performers, cunning mages using their magic to predict people’s fortunes, wild, untamed barbarians, or anything you dream.
Shifter Traits
Ability Score Increase. Your Wisdom score increases by 1.
Age. Shifters mature and age at the same rate as humans.
Alignment. When it comes to good or evil, shifters are usually neutral, since they embody the spirit of the wild. Most shifters tend to be wild and free and therefore favor chaos over law.
Size. Shifters range from just over 5 to just over 6 feet tall and have lean builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your lycanthrope heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. Two subraces of shifter are found in Canus: longtooth and razorclaw. Choose one of these sub races.
Longtooth Shifter
Ability Score Increase. Your Strength score increases by 2.
Longtooth Shifting. Once per day, as a bonus action you may shift, entering a more beastial state for one minute. When you do, you gain a +2 damage bonus to Strength-based attacks and regenerate 5 HP at the start of your turns. In addition, you grow long fangs which function as a light weapon which deals 1d6 piercing damage. You may attack with your fangs as a bonus action on your turn.
While you are shifting, you may not cast spells. You can end the shift early on your turn if you so choose.
You gain a second daily use of longtooth shifting at 8th level and your bonus damage to Strength-based attacks while shifting increases to +4, and your attacks with your fangs count as magic for the purpose of overcoming damage resistance. You gain a third daily use of this ability at 16th level and your bonus damage to Strength-based attacks while shifting increases to +6.
Razorclaw Shifter
Ability Score Increase. Your Dexterity score increases by 2.
Razorclaw Shifting. Once per day, as a bonus action you may shift, entering a more beastial state for one minute. When you do, your speed increases by five feet, you gain a +1 bonus to your AC, and you have advantage on Dexterity saving throws. In addition, you grow a pair of claws which function as light, finesse melee weapons which deal 1d6 slashing damage. You may attack with one of your claws as a bonus action on your turn.
While you are shifting, you may not cast spells. You can end the shift early on your turn if you so choose.
You gain a second daily use of razorclaw shifting at 8th level and your speed increases by 10 feet, you attacks with your claws count as magic weapons for the purpose of overcoming damage resistance, and your bonus to AC increases to +2 while shifting. You gain a third daily use of this ability at 16th level and your speed increases by 15 feet and your bonus to AC increases to +3 while shifting.
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Stealing Races
Brass Tacks, Inspiration / D&D, D&D fifth edition, D&D Next, Dark Sun, DnD, dungeons and dragons, Eberron, Forgotten Realms, kalashtar, mul, races, rpg, shardmind, Svirfneblin, tabletop, tabletop rpg, thri-kreen, world building, worldbuilding / 4 comments
I love strange fantasy races. The more bizarre the better. The grognards may shake their heads at shardmind, kalashtar, and dragonborn, but I say bring them on and keep them coming!
So needless to say I was a little disappointed, though not wholly unsurprised when I saw this list of Player’s Handbook races tweeted out by Wizards of the Coast last week.
Time to Steal
I’ve written about my good habit of stealing ideas from those smarter than I. My favorite fantasy races are not the elf and dwarf (though I do enjoy a playing pointy eared or bearded PC from time to time). My favorites are the warforged, mul, genasi, and other races of setting specific campaigns. So I say, why not steal them for my own game if I love them so much? Yeah! Why not?
Well, many of these races are specific D&D licensed property, meaning they are the original intellectual property of the company, meaning they were made by D&D for D&D (unlike elves, dwarves, orcs, and more which existed before D&D came along). That means they most-likely won’t be covered in the forthcoming OGL. That means I probably shouldn’t put them in products I’m planning on selling, like the Exploration Age Campaign Guide.
However, it does not mean that I can’t incorporate these races into my home game or include them in a FREE supplement for folks who want to play a game in Exploration Age… Hmm…
Incorporating the Bizarre Races
Here’s my way of incorporating some of the more unusual PC races into the story of Exploration Age. I’ve already written about the shifters and warforged, but here are some others. Their behavior and ecology may differ from their original settings in order to bring them into Canus, but I tried to keep the heart and soul of the races intact. I want a thri-kreen to still feel like a thri-kreen.
At some point, I’ll be creating mechanics for these races, but this post is all about making the races of other settings work in your story. This is just a taste.
Kalashtar
Like their githzerai parents, kalashtar are calm and contemplative, and like their human parents, inquisitive and curious. Such a combination marks these rare humanoids as ripe for a life of adventure.
Kalashtar serve a vital role in the tribes. Often they act as emissaries, carrying a chief’s message across the neighboring lands, or as neutral mediators, negotiating peace between two warring tribes. Kalashtar often break off on their own when they come of age, hoping to see all that Canus has to offer. More than any other race, they are willing to travel to West Canus. The furtive stares and pointed questions of the locals do not bother them, since the Kalashtar are just as eager to stare and question them back.
Kalashtar adventurers could be druids wandering the wider world cataloging all manner of flora and fauna, mages studying the origin of magic, paladins who believe all life is beautiful and worthy of protection, or anything you dream.
Muls
If half-elves are rare in Exploration Age, then muls are practically unknown. These half-human, half-dwarves are met with pity, fear, and disrespect across West Canus. Mul struggle and often fail to find belonging among either their human or dwarven kin. Like half-elves, this not-so-subtle poly-ethnic persecution is at the heart of their racial identity.
In Bragonay, muls are not brought into the caste system. They are treated as outsiders and have no access to the services of the region. Unlike Kalashtar, these half-dwarves, do feel the burn of the many eyes that glare at them with suspicion. As a result, they speak little and do all they can to blend into the crowd. However, muls are not pushovers. They end conflict swiftly, usually with a harsh word or solid hit to the mouth.
The life of a mul is usually one of lonely wandering. They are occasionally accepted by bands of half-elves and could live a more stable life in Marrial or somewhere in Verda. For the most part muls serve as self-taught mercenaries and thieves, making their living off their strength and resilience.
Mul adventurers could be wandering thieves, battle-hardened professional fighters, demolitions experts, or anything you dream.
Shardmind
Amongst the rare races of Canus, sharmind are the most uncommon. These crystalline beings were created long ago by the chromatic dragons of West Canus. No more have been made since the shardminds rose up against their creators. Despite their infinite life-spans, many met their ends in that uprising, and throughout the millennia others have fallen admist adventures and battle. This dying breed is made up of wandering hermits, secluded scholars, and nihilistic daredevils.
The shardminds alive today have forgotten more years than most other humanoid races have lived. Some shardmind let their long lives fuel them, diving into research and training to hone their abilities and become the best they can be at a particular discipline. Others have given up and now seek a glorious death in an adventure. They want to go out of this meaningless life in an explosive finale, often battling against their most hated foe – chromatic dragons.
Contemplative, quiet, and patient are the virtues of these crystalline people. Shardminds are often loners, and many members of other races go their entire lives without ever seeing one. Unless they are adventuring with a party, they tend to avoid populated areas and make their homes in the wilderness so they might be alone with their thoughts and projects.
Sharmind adventurers could be scholarly mages unlocking the secrets of the universe, fighters seeking their glorious end, hermit clerics who have tapped into the power of the divine, or anything you dream.
Svirfneblin
Deep gnomes, or svirfneblin, live with the drow and duergar of Quatus. They share the same brotherhood and loyalty of these peoples but they have something the too-practical duergar and devil-may-care drow lack – a sense of hope. While duergar have accepted their war with the aberrants as eternal and the dark elves bury the issue with partying, the deep gnomes believe that someday they could beat the aberrants. The svirfneblin have not lost sight of what makes life worth living.
Deep gnomes work hard; they are tinkerers and inventors who love working the stone and metals of The Underdark. They take great comfort in spending time with family and friends, drinking good tea, and eating good food. They understand the complex and take joy in the simple. The gray dwarves would say the svirfneblin are naive, while the drow would say they are too boring, but there is a reason all three of these races live together. In the darkest hours of Quatus, the hope that the svirfneblin provide is infectious to the other races of the war-torn country.
Amongst the people of the surface, svirfneblin are met with kindness. They are honest merchants and well-mannered diplomats, but they do not often serve in these rolls since they can be easily pushed around since they are too willing to trust. A deep gnome merchant is usually a good thing for a consumer looking to make a dishonest deal.
Svirfneblin adventurers could be crafty rogues, curious tinkerers, mages out to end the aberrant threat for good, or anything you dream.
Thri-kreen
Thri-kreen tribes have been stalking The Sprawling Jungle of Verda for as long as humans have been on Canus. These bellicose humanoids answer almost any threat or annoyance with battle. Thri-kreen are bitter toward enemies, suspicious of outsiders, and take extreme all-or-nothing solutions to most problems. However they are also loyal allies and friends.
Thri-kreen enjoy battle and take pleasure in the thrill of placing one’s life on the line. To them, the best and most honorable death is one that comes from an enemy blade. The strongest warriors are always the chiefs of their tribes. Thri-kreen are taught the ways of battle from the time they are little. Even when a thri-kreen tribe isn’t at war, it trains with other tribes and within its own people. Thri-kreen warriors and mages fight one another for entertainment, an activity which guests of the tribe are expected to join. Other than battle and the study of war, thri-kreen take pleasure in nature. They find it peaceful to commune with plants and animals after a long battle and are taught the names and behaviors of all the all that lives within the jungle.
Thri-kreen treat most other races suspiciously, particularly folk foreign to Verda. Their trust is hard to earn and usually won through battle. Once that relationship is earned, thri-kreen will die for their friends.
Thri-kreen adventurers could be honorable barbarians, wise druid shamans, fierce rangers defending the jungle, or anything you dream.
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Timeline Update
Brass Tacks, Inspiration / D&D, D&D fifth edition, D&D Next, Dark Sun, DnD, dungeons and dragons, Eberron, Events, Forgotten Realms, History, rpg, tabletop, tabletop rpg, timeline, world building, worldbuilding / 0 comments
First up, my real world timeline. I wanted to give you all a quick update on the Exploration Age Campaign Guide. Most of the history, description, and fluff has been written. That’s all being looked over by a group of close friends, pretty much all of the guys who play in my campaign. I’m taking the comments left on the blog into account as I revise and edit as well, so please keep them coming!
Right now all mechanics are still being tweaked. Obviously, I’m waiting for the release of the fifth edition Dungeons and Dragons core rule books before I lock it all down. I won’t be able to release anything for sale until the Open Gaming License is revealed in 2015. That’s good, because it gives me more time. I’m only one person and I can only do so much, especially when I want any modules and supplemental rules to be fair and balanced.
All that being said I know I can start finalizing some of the mechanics I’m creating starting July 3rd when the first set of D&D Basic rules drop and my local friendly gaming store will put out the D&D Starter Set. Wow that is close!!!
A Special Sneak Peek?
I also know that a lot of folks out there are eager to start a campaign around August 19th when the Player’s Handbook drops. Maybe, if I’ve done my job right, there are a few of you eager to play in the world of Exploration Age? Maybe with a less complete campaign guide lacking art and layout, but for free? A manuscript version of the Exploration Age Campaign Guide, if you will. If you are interested in that sort of thing, keep checking back here and follow me on Twitter for updates. It’s going to happen, but I won’t be giving it away for free for long so keep your eyes and Twitter feeds open.
And now a bit about my own process of creating Exploration Age and some excerpts…
Starting Point
When I first began getting into the details of Exploration Age, I wasn’t sure where to begin. If you’ve been following this blog for a while you how I determined the ideas and themes of the world as well as the major events inspiring Exploration Age. But what led to all of these events and got Canus into its current state? I needed some help and inspiration.
I looked at the timelines of my favorite campaign worlds like Dark Sun , Forgotten Realms, and Eberron. In looking at these timelines I realized something huge. Timelines are outlines. They give readers and authors the significant events in a world’s history. These events are deemed significant by the fact that their impact is still being felt in some way in the present. I didn’t just need to write a history, I needed to start with a timeline to help me mold the rest of the world.
All of these timelines begin with big, broad strokes which paint the settings’ most important beginning events with hundreds, thousands, tens of thousands, or hundreds of thousands of years in-between events. Heck, Eberron’s first event in its Age of Demons is 9.5 million years away from the next.
This is to say, only the really big events of the far past still matter today (for the most part). In general, when we look back in Earth’s history, it’s the real game changers that matter and for which we can still find evidence. Your ice ages, your rise and fall of the dinosaurs, and your big bangs fall into these broad strokes categories. Here’s what the beginning would look like for Exploration Age. (Note: BF stands for Before Findalay – since the formation of the countries and continent of Findalay are the defining moment in Canus’ history according to the people making the calendar. More on that below.)
- ??? Aberrant beings rule Canus. The first dragons hatch from eggs buried deep within Canus’ core and the tunnels they dig to climb out become The Underdark. The Chromatic Dragons bleed from the effort, lacking the hard scales of their metallic brethren, and their blood turns into the drow. Somewhere in the present day Damned Lands, a psionic race of peaceful humanoids has shielded their lands from the aberrant influence.
- 500,000 BF In present day Findalay and Parian, Chromatic Dragons, coveting power for themselves, war with the huge population of aberrants, but become locked in a bloody struggle in which no side ever has the clear advantage. Metallic Dragons in Verda form a less straight-forward plan to beat the abberrants and begin experimenting with planar magic.
- 300,000 BF Chromatic Dragons create the shardminds who, enslaved by the dragons, destroy the aberrants in Findalay and Parian. The remaining abberants flee underground. The Damned Lands earn their name as an unknown tragedy envelopes the land. For hundreds of millennia its skies and lands glow hot with psionic energy, changing the land and destroying all civilization within its borders. Metallic Dragons open a portal to The Nine Hells, releasing legions of devils upon Verda to battle the aberrants. While many devils are subservient to the dragons who summoned them, others are able to break free of their bond and form alliances with the aberrants. The devils and the aberrants mate, creating the morchia.
- 100,000 BF The shardminds rise against the Chromatic Dragons in a surprise attack, releasing two races of their own creation – the dwarves and the gnomes. Canus is completely devastated by the attack. The shardminds are spread far and wide as are the dragons, with most of their civilization in ruins, few of either ancient race remain after the war. Some gnomes and dwarves are driven deep underground and welcomed by the drow, while others begin to build new lives on the surface once the war settles down. The Metallic Dragons of Verda create a race to uphold their ideals of learning from the devils still loyal to them known as the tieflings.
Then, People Showed Up
Eventually people show up in the world and that’s when the timeline becomes less broad. As people, our personal history is more important to us and has more of an impact on our present. Still, the far past of human history is painted in broader strokes with more time between events than the more recent past. The rise of Christianity, the fall of the Roman Empire, and the Norman Invasion are events in our own distant events which shaped our world today. The period of time between events could be hundreds of years, decades, or less.
These medium-broad stroked events are also part of the history of fictional campaign worlds. Again, I’ll use the Eberron example.
Exploration Age has some similar jumps in its timeline as it comes closer to the present year – 403 FF.
- 4,000 BF A sect of devout humans on Parian, now an established, powerful nation, face religious persecution from their emperor. The remaining gnomes face racial persecution. Together they board a boat in search of safer lands and come to present day Aeranore. The dwarves welcome the humans and gnomes, who, in exchange for land of their own, promise to aid the Bragonians in a renewed fight against Taliana and Marrial. Tieflings, fearing their own destruction at the hands of the morchia, begin to research a way to seal the morchia in The Underdark.
- 3,500 BF Parian declares war on Aeranore, seeking to punish those who left. Bragonay turns to the powerful Parian, offering to help destroy the inhabitants of Aeranore in exchange for help against Marrial and Taliana. Aeranore joins forces with Marrial and Taliana against Bragonay in return for aid against Parian. The First Great War begins. On Verda, the tieflings use The Reckoning Spell to bind the morchia back beneath the ground. The ritual is so powerful, they break it into many pieces and hide it.
- 1,000 BF Parian declares a truce with Aeranore, Marrial, and Taliana in exchange for trade rights. Bragonay now faces a war against the other three Findalayan nations alone, but is aided when Taliana’s capital city is swallowed by a massive earthquake.
- 500 BF Desperate, Bragonay makes an exclusive treaty and trade agreement with Marrial to remove them from the war. Taliana’s capital is rebuilt on the site of the old.
It is usually during this time that many histories have their defining moment of the current age. In the real world for many cultures this defining moment was the rise of Christianity. BC standing for Before Christ and AD standing for the Latin phrase Anno Domini meaning “in the year of the Lord,” are good examples of that. All other events in many of Earth’s cultures are defined by their temporal relation to the birth of Christ. Regardless of your beliefs, that’s some lasting influence right there!
In Exploration Age the defining moment for the calendar is the founding of the continent and nation of Findalay. For tens of thousands of years the various nations of Findalay were at war with one another. When the leaders signed a (temporary) peace and officially created their borders, that moment was huge for the people of Exploration Age. It has helped define the current age in a major way. Thus everything in the Exploration Age timeline is either BF (Before Findalay) or FF (after Findalay’s Founding).
Details of the Recent Past
When one thinks of the recent past, he or she can name numerous defining moments of the world’s history. In the United States we still feel the effects of slavery, World War II, the moon landing, the terrorist attacks of September 11, 2001, and more. I could name a bunch of events in the past few years we’re still feeling. That’s how it goes when you’re looking at the recent past. Even smaller events have an impact if they’ve happened recently. Again, let’s look at Eberron, who’s starting campaign year is 998 YK. Not only is the distance between events much shorter, some years have multiple significant events.
So for Exploration Age the trend follows. When I got to this point in the time I began with broad strokes. There were major events I knew I wanted to have happen – like the cooling of The Damned Lands, the creation of the Explorers’ Guild and The Society of Seekers, and of course, the discovery of Verda. Then I put random placeholder entries between the years of major events I knew I wanted. In those placeholders, I began placing minor events. These were usually events that I wanted to happen that would create interesting organizations, adversaries, conflicts, and adventure sites for PCs in Exploration Age. Some of these events were ideas I had in my head for years and some were things I thought of on the spot as I was filling in the spaces I had created for myself.
As I’ve used the timeline as an outline to flesh out the actual Exploration Age Campaign Guide, events have been added, subtracted, and modified. I love coming up with another cool idea and then finding a place within Exploration Age’s history for it. Take a look at some of Canus’ recent history.
- 377 FF The Plague of Twenty Cycles comes to Verda and decimates the tribal population for twenty years.
- 384 FF Parian discovers Marrial’s involvement in the freeing of slaves and joins Bragonay in battle due to Marrial’s breaking of the Pardalay Treaty.
- 387 FF Desperate to remove the pressing grip of Parian and Bragonay, Aeranore makes a deal with Parian and provides them with slaves to replace those lost to Marrial. Parian agrees to the terms and leaves the Fourth Great War.
- 392 FF End of the Fourth Great War as the warforged rise up against the dwarves.
- 393 FF The Explorers’ Guild discovers Verda. Findalayan countries and Parian rush to establish colonies.
- 397 FF The Damned Lands finally cool and exploration begins… and most end badly.
- 401 FF Ragorn Zhul Prison has a massive riot and the guards stay on the walls. The prisoners stay inside and run the prison city.
- 403 FF The campaign begins…
So that’s the Exploration Age timeline! Take a look and let me know in the comments below if you’re toying with the idea of playing a few sessions in Canus.
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The Google Master’s Binder
General / D&D, D&D fifth edition, D&D fourth edition, D&D Next, DnD, dungeons and dragons, Eberron, Fantasy Grounds, Gmail, Google, Google Drive, marble composition notebook, notebook, podcast, Realmworks, roll20, treasure, virtual table, world building, worldbuilding / 12 comments
So I’m taking a little diversion this post from Exploration Age to talk about the theme of this month’s RPG Blog Carnival. That theme? GM binders.
Way, way, way back in the day when I was ten and playing The Fantasy Trip I used a marble composition notebook in which I wrote every whack campaign idea I had (many of which we’re never played). This included an entire campaign based off the James Bond movie The Man with the Golden Gun. The Man with the Golden Hand Crossbow (I was ten) was a rollicking tale and one of the first stories I ever ripped off completely. Here’s to you marble composition notebooks! May you hold young children’s campaigns, MASH games, dot-man wars, and secret crushes forever.
Google Drive
My gaming notes today are organized, but usually only in a way that would make sense to me. I’ll use my last campaign as an example. I ran a group of six PCs through a Fourth Edition Dungeons and Dragons Eberron game that lasted from levels one to thirty. The ideas for this campaign began where many today probably do – Google Drive.
Why Google Drive? Well there’s a few reasons. First I work on my game in a lot of different places. At home on my laptop, on my phone in the train headed to work, and on my work computer during my lunch hour. With Drive being a cloud I can work on my home laptop, my phone, and my work computer without having to lug too much back and forth. I can easily output word docs, tables, PDFs, etc. to share with my players or print stuff out and bring it to games. Plus, 15GB is plenty of space for campaign notes.
In Google Drive I kept a bunch of different documents related to the Eberron game, but they mostly fit into these categories.
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Campaign Outline – A brief outline of where I think the campaign is going. This is so I can see how things are playing out, what the endgame might be, and what’s happening in the world beyond the scope of the party. I usually update thisdocument every few sessions. Here’s a look at my outline during ourepic tier of play (forgive any typos, remember, this was just for me).
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Open Threads – Then I also have a list of open threads (and believe me there were PLENTY in this campaign). Here’s where I list all of the unresolved issues in the campaign. Stories from side quests, character backgrounds, secret dealings, and consequences reverberating from the party’s actions all go here. I leave this open while we play and jot down notes quickly. Anything that gets resolved I highlight in red.
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Weekly Quest – This is where I kept detailed information about what would (might) happen during our weekly session. Monster stats, read aloud text, traps, NPC statistics, and general adventure information would go here. Here’s another taste.
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Treasure – If you’ve ever played 4th edition, you know that there’s many a magic item to give out. If a player doesn’t have the right magic items the math for attacks and defense won’t work out. In this case I awarded over 150 magic items (not counting consumables like potions). It’s a lot to track along with gold and monetary rewards so I had a separate document for that.
So those documents help me track what the campaign is doing and where it’s going, and a tiny bit what’s in the past. However most of the past of this campaign was tracked if a different way – via gmail.
Gmail
I’ve tried using Obsidian Portal before, but unfortunately for as much as I loved it, getting my players to use it made taking a dog to the vet seem easy. Obsidian Portal and services like it are awesome, but they’re a ton of work as well and if my players aren’t into it then it’s not worth the effort.
My players do read emails. Going to a website and navigating for the answers you want requires more effort than opening and reading an email. Likewise typing an email is a lot less work than managing an Obsidian Portal account. So after each session I’d send an email with the following information – a list of the known quests and tasks they had committed to completing, a brief summary of what happened during the previous session, a list of who was wounded or diseased, a list of rewards gained during the previous session, and an updated quest wiki.
Our wiki was simple and tacked onto each email. It was divided into three categories – people, places, and organizations. Each was organized with alphabetical entries that had no more than two lines of description. I’d simply copy and paste the wiki from the previous recap email then add to it for the current email. It started small and was enormous by the end, but it was a helpful reference for the players and myself. They didn’t have to read it each week, but they knew it was there for them when they needed it. Plus, it was super easy for me.
Roll20
I’ve already sung the praises of roll20.net, but this is where I kept all my maps for battle, which is super important in a Fourth Edition D&D game. I could archive maps I really loved and might use several times throughout the campaign (like the deck of the party’s airship or the temple which served as their home base).
If roll20 doesn’t turn you on, there’s a lot of other services like it. Recently I did a soon to be released podcast interview with Doug Davison of Fantasy Grounds. This product is badass and I highly recommend checking that out as well. The podcast will be released in two weeks, but until then check out their video.
The Future
Again, through my podcast, The Round Table, I recently learned about a new product for worldbuilding and campaign tracking called Realmworks. Right now this product is only available on PC, which stinks for us Mac users like me. However thanks to the podcast interview with Liz Theis (coming next week) I’ve learned Realmworks will one day be available through the web. When that day comes, I’ll be super excited to keep my GM notebook with that product. It’s full of tons of ways to make prep, worldbuilding, story-tracking, and on-the-fly note taking easy. Check out the video below to get more information about what Realmworks can do.
Until then, I’m working on outlining Exploration Age with, you guessed it, Google Drive!
A Postscript – Eberron Fiasco
Also, as a bonus in this blog post, I was going through my old notes and I found a Fiasco playset I created for Eberron. It was supposed to be used in the event I couldn’t make a session, but the players still wanted to play something. That never actually happened, but I think it a group could use this playset in a bunch of different ways. Maybe a way to kickoff a campaign or to create a story that somehow ties into an overall Eberron campaign. If you’re familiar with Eberron, the playset is meant to be set before The Mourning in the city of Making in the country of Cyre. Anyway, it’s super niche, but I thought I’d share since I never got to use it. So on the off-chance you love Eberron AND Fiasco, check it out in the link below. Let me know if you actually use it and how it goes! I’d love to know.
Eberron Fiasco – Making
Become a Patron!
If you like what you’re reading please consider supporting me on Patreon, supporting me on Ko-fi, follow me on Twitter, like World Builder Blog on Facebook, check out my podcasts, find my products on the DMs Guild, tell your friends about the blog, and/or leave me a comment and let me know you think. Thanks!