Friday, December 28, 2007

common role playing situations- Earthmoon

I’m writing a kind of overview of some role playing situations that your characters are likely to encounter based on your race, alignment, and class.

So...Earthmoon.

First off, the dnosaur is probably not going to be accpeted except in the most "anything goes" parts of large cities (places where they might sell animals like dinosaurs). Everywhere else in a city, the animal is likely to be confiscated by the authorities. The dinosaur's recption in rural areas is likely to be more violent. Farmers will probably not appreciate the presence of a large carnivorous and poisonous lizard near their livestock. Needless to say, walking around with such a lizard marks you for suspicion.

On the other hand, you are exalted, you golow with goodness. You are a holy paragon of righteousness whose mere presence makes evil uncomfortable and whose touch causes a physical reaction to evil. Some people will turn to you as a prophet of divinity beyond a priest or church. They may seek your absolution. Celestials, devas, and archons will think of you as an ally. You are marked with goodness beyond the simple confines of virtue but manifest it, instead, as a quintessential force. Most evil people will avoid you, or deal with you through intermediaries. Your presence anywhere near agencies that they control will cause them to become either cautious or downright aggressive. Earthly authority will see the authority that you wield as a threat.

common role playing situations- Gringulia

I’m writing a kind of overview of some role playing situations that your characters are likely to encounter based on your race, alignment, and class.

Gringulia will be persecuted in human society at the drop of a hat. Human civilization watches half-orcs waiting for them to do something that will justify rounding them up and killing them. That's always a danger for half orcs in Aversill. Larger cities are better but even there, in most large cities, there's a lawless ghetto where half orcs are expected to stay, and areas of the city where half orcs are refused admittance.

Gringulia, on her own, will be ostracized or even attacked. Her presence will sour reactions from humans against her friends and allies. Even the less civilized regions of human civilization will treat the half orc differently than they treat all other civilized races.

As a citizen, Gringulia can expect a certain elevation in respect especially in urban environments. She can own property. She is protected under Stumgort imperial law from aggressions by non-citizens, and is allowed to sue for imperial prosecution against those who break the law against her. How well such cases fair is another story of course, but at least, at that point, there's a possability of getting some kind of grudging justice.

Outside large urban areas, imperial citizenship carries less weight. In such cases, if the villagers are rounding up torches and pitch forks, it's time to move on.

common role playing situations- Emord

I’m writing a kind of overview of some role playing situations that your characters are likely to encounter based on your race, alignment, and class.

Interestingly, the reace most like humans are dwarves. They’re obsessed with craftsmanship and gold. They believe in war and suffer from xenophobia…just like humans! Unfortunately, the xenophobia they share is also a force that drives them apart from other races. The dwarves see humans as a bumbling race content to leave on their leavings up at the surface. A human in a dwarf city is seen as a friendly diplomat from a country that could easily become an enemy. Dwarves living among humans often see human problems as trivial. They deign to deal with the surface dwellers only as needs be. Humans covet dwarves for their riches, for their secrets, and of course, for their military presence (the size of which is always an unknown factor for human governments). Human government desires military and trade pacts with dwarves. On occasion, such pacts are made, but never in perpetuity. Dwarves are shrewd.

On the other hand, the average human sees the average dwarf in the same way they’d see anyone else. They may expect more structural knowledge from a dwarf, but other than that, there isn’t a strong predetermined reaction. Humans have little problem accommodating dwarves living in their settlements. The reverse is not true except in extraordinarily rare circumstances, and even then there are stipulations.

For Nicki, the real role playing challenge will not be playing a dwarf but playing a lawful good cleric of Moradin. Moradin is the dwarven god of justice and war. He is devoted to finding the dark monstrosities of the world and ringing them out into the light where they can be dealt with. This is also the goal of his followers. That means that when Emord sees things amiss he MUST do something. That’s his religion. Plus, he’s lawful good which means that Emord must avoid deception and criminality as he attempt to help those around him/save the world.

This is not a “hey Emord, why don’t you leave the room for a second,” kind of situation. That’s just bad role playing. People who want to do sneaky stuff are going to have to be sneaky about it. Basically within the party, Emord’s going to have to be worked around lest the characters become adversarial towards each other. I repeat, if characters do stuff that is in opposition to Lawful Good, they should expect to have to deal with Emord. If he knows about what the characters are going to do before hand, he is likely to forbid them doing so. Asking Emord to give up his staunch ethics should be akin to asking Earthmoon to torture small animals for fun.
Emord may elicit a number of reactions from N.P.C.s. On one hand, he’s the cleric of a god of justice and war. On the other hand, it’s a dwarf god. Some humans will treat Emord as a roaming fighter of evil and professional do-gooder. For others, the prospect of a dwarf telling everybody what to do and claiming divine authority is intolerable. Keep in mind, humans worship Moradin as the father of the gods and as the god of craftsman. Humans have Kord for war, Pelor for Justice, and Heironeous for valor. They don’t understand Moradin as a god of these things and may not feel comfortable conceding to Emord on issues of orthodoxy (though some may…it depends heavily on the strength of the craft guilds and the proximity to dwarf kingdoms).

One advantage Emord has, as a dwarf and a cleric of Moradin, is that human authority will recognize Emord as an ambassador. He will, at the very least, be tolerated by human authority. They may be reticent to arrest or harass him (though his companions will probably not share this immunity).

common role playing situations- Neri and Feldon

I’m writing a kind of overview of some role playing situations that your characters are likely to encounter based on your race, alignment and class.

Elves are pretty much considered friendly by humans in Aversill—mainly by human authority who’ve had their bacon saved many a time by nice elf armies who’ve shown up with powerful magic and well trained archers. Essentially tha’s when humans like elves best…when they show up to help and then, afterwards, leave. When they stay behind and move in, human reactions towards elves changes a bit.

First of all, elves are stand-offish and foreign. They worship different gods, they don’t sleep, and most of them can do magic. What elves reside in human society never really feel welcome or at home. The reaction isn’t the prejudice that half-orcs face, it’s more like suspicion and superstition. Most humans believe that elves are naturally wizards and that the presence of elves alone can cause arcane problems that the elves, themselves, cannot help but attract. Storms, draughts, strange occurrences—all will be blamed on elves by some portion of the human population. But this same portion is likely to commit any real acts against the elves—they’re afraid of retaliation by cosmic forces to which they see elves belonging (or at least attracting).

Human government sees elves as indicative of problems or concerns that they know nothing about. This ignorance puts them at risk of not knowing how to solve the problems that arise—thus making them look like they are not in control. No Baron wants to consult the elvish community to find out what’s going on.

So, Neri, you all by yourself will probably be treated by humans with awe and respect, but also fear and suspicion. Civil authority may question elves for their opinion on some difficulties and then think them secretive for not saying all that they know (or all that the human authorities assume they should know). People think elves know secrets about nature, magic, the universe, etc., especially elves that actually are wizards. They may ask. They may be afraid to ask.

As far as lawless elves go, there is nothing scarier to humans. If elves represent arcane power that humans cannot comprehend and against which only elves can protect, then a lawless invites danger from unknown sources and offers no guarantee of protection when that danger manifests. Whatever stories humans have heard about “dark elves” they associate with chaotic and evil elves they’ve met. A chaotic elf can expect to be under some kind of surveillance there entire stay within a lawful human society (and afforded a great deal of respect in the more lawless areas of human society).

Thursday, December 27, 2007

A Quick Note

A quick note.

Most of the entries that are on this blog are either Game Play, Or Game World. At the end of the post are labels (there's also game mechanics, but that's far less frequent) that will tell you which category the post fits into.

Game Play posts are me telling you all how role playing games are played, how to get the most enjoyment out of your play, etc.. These posts are good to read if you feel like you're trying to figure out what you can do as a player of a role playing game.

Game World entries are descriptions of some thing in Aversill. I write these from time to time. Sometimes, they're more for me than for you, but as they are stuff that your character would probably know, I put them up there. If you feel like you really could care less or if you just want the cliff notes version of these, just ask me. I will be happy to explain "The Fade" or "The Eternal Library" in the ten cent reader's digest version of the blog post. If you want to know more, feel free to read.

20 Questions

Okay, here’s the difficulty: you are not your character. You don’t exist in the same world, you don’t have the same skills, understanding of ethics, etc.. For instance, you know, right now, how far away the nearest big city is. You would know to react to a guy walking down the street with an ax. You know what sorts of things you can reasonably expect to find in someone’s house when you go for a visit. You know where you are, who you are, how to act, how to react, what’s weird, what’s not, and in some senses you know what to do on a day to day basis.

On the other hand, you have no idea the etiquette behind the use of invisibility in city limits, you don’t know how to judge between Claymores in terms of quality, you don’t know how to make friends with the forest creatures, you don’t know whether it’s a toga or a robe that’s proper attire for a night at the theater in Starfell. In essence, you don’t really know much at all. At any point during our game play, you’d be at a loss to know how long your characters even been awake that day. See what I mean?

What’s worse is that this is fantasy which means that there really isn’t a frame of reference at all. Is the world like Camelot or Conan, Middle Earth or Xena, Warrior Princess. At least in a game set in ancient Egypt, there are books you can look up. There’s a wikipedia entry. In the Dungeons and Dragons world, there is no such wikipedia, nor any other reference material.

So, what do you do?

The solution to this problem is a kind of re-imagining of the game as to what it is you’re trying to do as a player. In some ways, your character sheet and the rules of the game give you a basic guideline of what you can do at any moment in time as far as game mechanics go. But keep in mind, the mechanics are just there to support a role-playing environment; they’re the game part of the role playing game. What I’m talking about is getting you to concentrate on the role playing part of the role playing game.

To do this, I want you to think of Dungeons and Dragons as a kind of grand esoteric version of twenty questions. I’m serious. The people who have the most fun playing Dungeons and Dragons are the people who ask the most questions. In the same way, the longer a person has played, the more questions they ask. Really, aside from trying to figure out what your character will do (and deeply related to that), asking questions is the quintessential part of playing a role playing game.

The best part is you can ask about anything. You can ask about customs (is that guy’s hat normal?), physical space, race relations, the normal attitude your character might have about something, backstory, history. I’m serious. You as a player can ask about anything. It’s the D.M.’s job to sort of immerse you in the game world, but the job is complimentary: you have to ask the questions for this to work.

Now, it never hurts to give the D.M. a bit of a background as to why you think you would know the answer to the things you’re asking. Some stuff is common knowledge, but if you’re asking something like, “does that guy’s hat have anything to do with the Thieves guilds of this city?” it’s always nice to remind the D.M. that your character’s been working with the city watch for ten years.

Sometimes the D.M. will relate your question to one of your character’s skills, and so, it’s always good to remind the D.M. if the question you’re asking is related to a high skill (say +5 or more). So, if you want to know what kinds of relics are likely to be found in the area, it’s good to mention that your asking as a person with a +6 in appraise, local knowledge, profession: historian, or profession: merchant, just so the D.M. knows where you’re coming from and how much you would know.

Monday, December 24, 2007

Gods-alphabetically

Here is a list of gods present (in one way or another) in the Aversill campaign

Alobel Lorfiril (Chaotic Good)- Elvish demigod of hedonism, mirth, magic, and revelry
Altua (Lawful Good)- human goddess of honor and nobility
Avoreen (Lawful Good)- Halfling god of defence, war, vigilance, Halfling warriors, duty
Blibdoolpoolp (chaotic evil)- chief god of Kua Toa
Boccob (Neutral)- Human god of magic
Brandobaris (Neutral) Halfling god of stealth, thievery, adventuring, Halfling rogues
Callarduran Smoothhands (Neutral)- Gnome god of Svirfneblin, Secrecy
Carl Glittergood (Neutral Good)- Gnome god of gnomes, humor, wit, illusion, gemcutting, jewelry making. Carl Glittergood is the quintessential Gnome god.
Corellon Larethian (Chaotic Good)- Elvish god of elves, magic, music and arts
Cyrollalee (Lawful Good) Halfling goddess of friendship, trust, the hearth, hospitality, crafts.
Deep Sashelas (Chaotic Good)- Elvish god of oceans, aquatic elves, creation, and knowledge
Eadro (Neutral good)- chief god of Locathah and merfolk
Ehlonna (Neutral Good)- human goddess of nature
Elbrin Liothiel (Chaotic Good)- Elvish god of orchards, nature, gardens, and harvest
Erythnal (chaotic eivl)- Gnoll god of slaughter
Erythnul (chaotic evil)- human god of slaughter
Fharlanghn (neutral)- human god of roads and travel
Gelf Darkhearth (Chaotic Neutral)- Gnome god of entropy and revenge
Gruumsh (chaotic evil)- chief god of the orcs
Halmyr (Lawful neutral) human god of strategy and skill
Hanali Celanil (Chaotic Good)- Elvish god of love, romance, beauty, enchantments, magic item artistry, fine arts, and artists
Hanseath (Chaotic Neutral)- Dwarven god of war, carousing, and alcohol.
Heironeous (Lawful good)- human god of valor
Hextor (Lawful evil)- human god of tyranny, war, conflict, and destruction
Hinggek (Chaotic evil)- Bugbear chief god
Konkresh (chaotic neutral) human god of brute force
Kord (Chaotic Good)- human god of glorious combat
Kurtulmak (Lawful Evil)- Kobold god of kobolds, trapmaking, mining, and war
Laduguer (Lawful Evil)- Dwarven god (Duergar) of magic weapons, artisans, magic, duergar
Lolth (Chaotic evil)- Elvish goddess of Drow, spiders, darkness
Lyris (neutral)- human goddess of victory and fate
Merrshaulk (Lawful evil)- chief god of the Yuan Ti
Moglubiyet (neutral evil)- chief god of goblins and golinoids
Moradin (Lawful Good)- Dwarven god of creation, smithing, engineering, and war. Moradin is the dwarf all purpose God and is sometimes worshipped by humans.
Mya (Neutral Good)- Dwarven goddess of clan, family, and wisdom
Nadirech (chaotic evil)- human god of cowardice and trickery
Nerull (Neutral Evil)- human god of death
Obad Hai (neutral)- human god of nature
Olidammara (chaotic netural)- human god of thieves, beggars, and wine
Pelor (neutral good)- human god of the sun, good, and justice
Rill Cleverthrush (Lawful Neutral)- Gnome god invention, creation, and the sky.
Rocknar (Neutral Evil)- Dwarven god of greed, intrigue, lies and earth
Sehanine Moonbow (Chaotic Good)- Elvish goddess of mysticism, dreams, death, journeys, transcendence, the moon, the stars, the heavens
Sekolah (chaotic evil) chief shark god of the Sanhuagin
Shella Peryroyl (Neutral)- Halfling goddess of nature, agriculture, weather, song, dance, beauty, romantic love
Sheyanna Flaxenstrand (Chaotic Good)- Gnome goddess of love, beauty and passion
Skerrit (Chaotic good)- Centaur chief god
Smemwanya (Neutral)- chief god (goddess?) of lizardfolk
St. Cuthbert (Lawful Neutral)- human god of revenge and just punishment
Sulerain (neutral evil)- human goddess of slaughter
Syreth (Neutral Good)- human god of protection and community
Tharmekhul (Neutral)- Dwarf demi-god who tends the forge for Moradin
Thautum (Netural)- Dwarf god of magic and darkness
The Glutton (Chaotic Evil)- Gnome god of disaster and greed.
Typhos (Lawful Evil) human god of Tyranny
Urbanos (Neutral Good)- God of cities
Urogalan (Lawful Neutral)- Halfling god of the Earth, death, and protection of the dead
Valkar (Chaotic Good)- human god of courage
Valkauna (Lawful Neutral)- Dwarf god of oaths, death, and birth
Vandria Gilmadrith (Lawful Neutral)- Elvish god of war, guardianship, justice, grief, vigilience, and decision
Vecna (neutral evil)- human god of secrets, magic, undead
Wee Jas (Lawful Neutral)- human goddess of magic and death
Yondolla (Lawful Good)- Halfling goddess of Halflings and explorers
Zarus (Lawful Evil)- God of human superiority