zaterdag 20 maart 2021

New Blog: Flintlock Fantasy

 "I'm glad to be with you, Samwise Gamgee, here at the end of all things."


Posting here at Orange Dragons has been slow, a combination of a responsible job, parenting, and spending scarce hobby time preparing all too few D&D sessions. I've found my ideas for this blog lagging. 

So I have decided to start with a clean slate. A few short weeks ago, I found a new well of inspiration in the genre of "flintlock fantasy" - fantasy stories that move away from traditional medieval settings and embrace a more modern approach. Combined with a new scholarly interest (I'm a historian by training) in the Napoleonic Wars I've decided to build a setting around the concepts of revolutionary wars, economic modernisation, and political experiments in a fantasy world. This blog carries a lot of loose ideas, on the new blog I will be focussing more clearly on the setting of Flintlock Fantasy.

Legacy posting about the current and long-running campaign in the Sunset Realm will continue sporadically, but I will be blogging frequently on the setting of Flintlock Fantasy.

maandag 4 januari 2021

Homebrew: Mass Miniature Battle System

Sooner or later, every adventurer will be confronted by the rigors of mass battle, especially when they are in command of a fief. When armies clash, adventurers often take central stage. The outcome of a mass battle can be determined abstractly, as per this post. Alternatively, the engagement can be played out as an epic miniature battle.

These Miniature Battle Rules use a simplified system, in order to streamline play.

 

Glossary

AB: Attack Bonus
AC: Armor Class
HD: Hits
Hero: An individual miniature representing a single, heroic, individual
ML: Morale bonus
MV: Movement
Stand: one miniature, representing 10 individuals of that type
Unit: multiple stands of the same type, grouped together and performing actions collectively

 

Stat Blocks

Stand and Unit stat blocks are written in the following format:

AB (attack bonus); AC (armor); HD (hits); MV (move); ML (morale bonus); Special rules

Goblin
AB +4; AC 15; HD 2; MV 30; ML -1; Nimble Escape: Disengage as bonus action

Guard
AB +3; AC 16; HD 2; MV 30; ML +0

 

Turn Sequence

At the start of each turn, side initiative is determined. Each side rolls a d20, adding the Charisma modifier of the side’s general. The side that rolled the highest can decide the turn order.

On their turn, a side activates all units one by one. Once activated, a unit can move up to their movement and perform one maneuver. A maneuver is similar to an action in standard D&D combat: melee, ranged attack or spellcasting. Once all units of both sides have been activated, a new turn begins.

 

Movement and Distance

Movement is measured in points. Every inch of distance requires 5 movement points. Conversely, for every point of movement a unit can cross 0,2 inches or 0,5 centimeters. Movement can be broken up to take place before and after a unit’s maneuver.

Disengaging from an enemy within melee range requires an action, unless specified otherwise in the unit’s description. Neglecting to disengage while moving away immediately allows the enemy unit a melee maneuver.

Attacks and Hits

Most of the time, melee attacks are performed by the front stands of a unit. Exceptions are made for units with reach, whereby the second rank of stands is also allowed to make attacks. Ranged attacks can be made as long as the enemy unit that is the target of the attack is within range.

Attacks are made by rolling a d20 for every eligible stand in the unit and adding the unit’s AB per rolled die. For every roll that beats the enemy unit’s AC, a Hit is scored. The total number of Hits is divided by the enemy’s HD, the result is the number of enemy stands slain.

Melee maneuvers are made with Advantage whenever the enemy unit is wedged in between two attacking units.

 

Clashes

Whenever Heroes on opposite sides meet, there will be clashes. In this case, a regular D&D combat is initiated between the Heroes that are involved and 10 regular units of an adjacent stand as preferred by the side in question. After the clash is resolved, the Mass Battle will resume.

 

Morale

Once certain conditions are met, a Morale save must be made by the unit. Base DC 10. Failing the save means the unit becomes Frightened. The second time the unit fails the save, the unit becomes Routed and flees the scene. These conditions are:

After losing 25% of the number of stands
After losing 50% of the number of stands
After losing 75% of the number of stands (save made with Disadvantage)
When a unit’s Hero is defeated in a Clash
When confronted with enemies that have a characteristic causing the Frightened condition

Heroes are exempted from making Morale saves.

Rallying Units is possible by Heroes. As a bonus action, Heroes within 10 can make a Charisma (Intimidation) or Charisma (Persuasion) check against DC 10+the number of turns the unit has been frightened and routed. When the check succeeds, the unit may immediately make a new Morale save.

woensdag 9 september 2020

Tidings from the Sunset Realm

Antissa Siege lifted
In a miraculous turn of events, Divine Intervention on behalf of High Ecclesiarch Terenas Vayder, most devout servant of Bahamut, has resulted in the end of the Siege of Antissa. Gruemar, Voice of Bahamut, a magnificent dragon of the golden variety, appeared and the Elven besiegers were scattered. Elven skirmishers remain, however, and harass the surrounding countryside.

Iron once more flows on the Emperor's Road
Ferrek Hammerhold, leader of Irongard, has resumed mining iron in that ancient Dwarven citadel. Iron ore once more makes its way down from the Hellmouth Mountains to the towns and cities along the Emperor's Road. Antissa's Artificer Guild has already commissioned a large supply and the iron price has started to fall back to pre-scarcity levels.

Walking dead on the shores of the New Sea
The mysterious undead epidemic has reached the southern shores of the New Sea. Shambling ghouls and zombies have been sighted on the cliffs and beaches south of the Pirate Isles. King Kenneth of Antissa has called for adventurers to investigate the cause of the dead rising in these parts.

Tartaros Draekonys Bounties
The Dragon Hunters of the Tartaros Draekonys have put out bounties directed at known and individual dragons of golden, silver and other metallic colors. In Aurora, rewards have been promised to adventurers that bring the heads of a Gold Dragon by the name of Aurulus, and a Silver Dragon by the name of Heart, to the improvised headquarters of Sevil Artorius. In the eastern lands of Old Turath and the North, massive hunting parties track spoor of metallic dragons. Why specifically dragons of the metallic kind are targeted is unknown.

Tarrasque sighting in Sjikah lands
Refugees fleeing the living dead bring news that the dread abomination, the Tarrasque, has been sighted in the southern sands of the Sjikah Republic, on a course for Niveneh. Whether this is linked with the emergence of the walking dead in that land remains the subject of arcane debate.


donderdag 16 april 2020

Peoples of the Westerrealm

Although humanity is widespread and the most multitudinous race in the Westerrealm (being primarily of an olive complexion with dark hair, but other skin-tones and haircolours are prevalent as well), it shares the land with a number of nonhuman peoples, recounted here:



Elves
Descendants of their space-faring precursors, the Elves of the Westerrealm are similar to their eastern brethren, the houses that migrated away from the cradle of civilization. In addition, the direct heirs of the Eldar (star-people, in the Elvish tongue), called Nimbus Elves call the Westerrealm home. They make their abode in starlit forests and on mountaintops, hidden by the luminous stars of heaven.



Smallfolk: Dwarves, Halflings and Gnomes
Unlike in the eastern realms, the peoples of dwarves, halflings and gnomes are considered to share a common ancestry here in the Westerrealm, having differentiated on their migratory trail to the land of the rising sun. In contrast to their eastern cousins, the smallfolk of the Westerrealm are not particularly known for their underground existences. They live among Men all across the land, although some stick to the "Old Ways" and live in isolated cabins that hold a single dwarf family. All around, they are less inclined to warfare and fighting than the eastern clans and more industrious and mercantile.
[Author's note: I am considering making the Dwarves of Azurth available as a PC race.]

Smallfolk that take up a life of wandering, either by land or by river, are known as "halflings", for they are always "half-there", always their eyes on the horizon. The smallfolk that live in forests - be they enchanted or not - are known as gnomes. All are known for wearing pointy red caps.




Animalfolk
Called "Therion" in the old tongue, Animalfolk are the second largest population group in the Westerrealm. Some sages even say that the Animalfolk were here before Men or even the Eldar. Not naturally inclined to build cities and civilizations, the Animalfolk live in the cities of Mankind and are differentiated into various animal types, the most common of which include:





Orcs
Common folktales claim that the brown, savage folk known as orcs were once Eldar seduced to evil by dark gods. And for sure, time out of human records, they have been a plague upon the lands of the Westerrealm. Whatever their origin, there is great emnity between the races of orcs on one side and the elves and smallfolk on the other.



Dragonborn
In the days of the Dragon Empire, the race of the dragonborn were the favored warriors, stewards and sages of the Great Dragons. With the fall of that empire, its society and organization collapsed as well and the dragonborn clans took to a life of wandering the Westerrealm. Nowadays, they are a rare sight indeed and only scattered warbands of them remain.



Tieflings
Common in the lands conquered by Phaeton, the Morninglord, tieflings carry a bit of otherworldly blood. They aren't shunned in the Westerrealm like they are in the eastern kingdoms, yet the palpable taste of ash and vinegar makes even the most hardy Burgundy adventurer squeamish at times.

maandag 13 april 2020

Undulating Burgundy Marches: First Map!

Click me, ye explorer!
For a first experiment in hand-drawn mapmaking, I haven't disappointed myself! This map of the Burgundy Marches was sketched by hand with pencil. The labels have been added with typing in Paint. I have ordered inking pens so an inked-up and technicolor version of the map will follow. But for now, explorers of the Marches must make do with this prototype.

I am particularly satisfied with how Mt. Snowpeak and Rusty Lake turned out. I'll have to practice making an icon of a classical Greek-styled temple for the Library of Omnibus. The rest is an okay start.

Still left to consider are the paths that adventurers can traverse in the Marches. The whole seems rather "this forest goes here, these mountains go here"-cobbled together. And it is. I would like my maps to have a bit more intelligence to them.

vrijdag 10 april 2020

The Syndicality of Nymma

Ostensibly led by the Commissioner of the King (though which king is a matter of debate and frequently changes as the tides of the Whatsitabout War shift), the town of Nymma is essentially a syndicalist commune. This has provided the townspeople with great zest and energy, sorely needed on the marcher frontier, but has led to a number of ineffective policies. The local Guild of Thieves and Bankers (aren’t they the same thing?) has taken advantage of this political vacuum in order to create various racketeering and ponzi schemes, though a recent economic downturn means hardship also for the Guild.

Though originating as a feudal town under a noble line in the days of the Dragon Empire, Nymma has come a long way since then. Princess Ruby is the sole remaining heir of that noble line but owns no land and has no legal authority. The actual governing of the town lies in the hands of an ever-changing and eclectic number of cabals, coteries and factions, the most numerous, most powerful and richest of which is the aforementioned Guild of Thieves and Bankers. However, the communo-anarchic nature of politics in Nymma being what they are, this doesn't mean the Guild actually sets the course of things in town. Other power groups are the Collective of Magi (a socialist but deeply divided group of wizards, sorcerers and warlocks), the Union of Independent Contractors (a network of mercenaries, torchbearers and down-and-out adventurers) and the Scarlet Swords (the Nymma town guard). Curiously, the coteries that run the Raad (town council) and the Hof (the courts) wield no serious power at all, being mired in debates about public representation and the subject of dikastocracy.

Nymma’s largest building is its Great Stained Glass-Domed Temple with two towers flanking its entrance, originally dedicated to the ancestral gods of the area. In recent decades, increasingly arcane influences have entered the temple, with spirits, petty godlings (such as the fickle Dice Gods) and nascent demigods in pursuit, including a cult of the Beer God led by that high priest, titled the Magister Carceri et Sub Terra Exsulto. This cult of the Beer God has become increasingly popular for its annual Totem-rites wherein supplicants dress up as various and sundry animals and personages for three days of alcoholic festivities, after which the Beer God will sulk and disappear for forty days.

The syndicality has largely been kept out of the Whatsitabout War, though not for lack of trying from outside sources. Even now, a Luminous Legion of Phaeton the Morninglord besieges the town from their camp on the neighboring hill. But the sheer strangeness of Nymma has so far thwarted any attempt at invasion. From Nymma out, young adventurous types defy the Legion and venture out into the Marches in search of artifacts from folklore and mythic danger.

donderdag 9 april 2020

Religion in the Undulating Burgundy Marches

Priest: "What do we say to the God of Beer?"
Worshipers: "Bring me another one!"
- Ritual Prayer to Qorn

"Beer for the Beer God!"
- A common toast

Faith in the Undulating Burgundy Marches is, as it turns out, a strange thing.

For the better part of human history, the Westerrealm has held to a pantheon of common gods. The people lived in awe of names such as Boccob, Incabulos, Ehlonna and Ralishaz. Temples were founded for these great and luminous beings all across the land. Over time, other faiths such as those of Kord, the Stormlord, and Istus, Lady of Our Fate, were introduced from foreign eastern nations. The large temples and organised religious organisations of the Westerrealm are each dedicated to one of these common and widespread deities.

For every common deity, however, the Westerrealm is home to a demigod upstart, forgotten godling, pretentious nature-spirit or free-roaming sentient concept. Some of these wayward divinities stay around long enough to gain a foothold in civilization and expand their body of worshipers. Others are discarded, fused as aspects with common deities or mutated into entirely new concepts.

Three of these divinities with a large presence in the Undulating Burgundy Marches are described here:


Qorn, the Beer God
A divinity of uncertain origin. Some say he is an outcast agricultural deity, washed up in the Marches and taken to nursing his woes over fine craft beer. Others claim Qorn is the collective guzzling mirth of taverngoers everywhere in the Westerrealm. A select sect holds the Beer God to have once been a mortal man, an adventurer, a hero even, whose mirth and whose sorrow were both so large that the ale he consumed took on magical qualities which propelled him to demigodhood. But that is surely false, heretical and unholy. Debates over Qorn's nature are always accompanied by large amounts of fermented drink, bawdy songs, jokes, and emotional arguments and last well past midnight. These theological discussions almost always end in a fistfight with an inconclusive outcome, after which the combatants will fall into each other's arms and proclaim eternal brotherhood. "Beer for the Beer God!" is then shouted.

Whatever Qorn's origin, no one can dispute his influence in the Undulating Burgundy Marches. The Commissioner of the King is a known adept of the God of Beer, as are many adventuring types undertaking doomed expeditions to Snow Mountain or the Out-of-Place Jungle. His cult at the Great Stained Glass-Domed Temple is one of the largest and the annual festival in his name, wherein supplicants dress up as various and sundry animals and personages for three days of alcoholic festivities, after which the Beer God will sulk and disappear for forty days, is the grandest in town.


Lady Death
The east has Nerull, the south has the Raven Queen, the Marches have Lady Death. As in every culture, the peoples of the northwestern Westerrealm, of which the Undulating Burgundy Marches are part, have an anthropomorphic conception of Death. In contrast to the reaper dreaded in the eastern lands, or the indifferent cold god of the south, Lady Death is a caring and merciful deity. Her embrace is warm and the release into her halls is, in the Wyld-infected, volatile areas of the Marches, sometimes considered a natural and accepted part of life. She is depicted as a robed, skull-faced woman but she can also appear as a beautiful female of the same species as the viewer.


The Dice Gods
Perhaps owing to the large influx of scallywags, outcasts, explorers and mercenaries into the Undulating Burgundy Marches, this godhead has increased in attention in recent years. These fickle gods of fate are said to be the masters of destiny of all, perhaps even guiding the Cosmic Flail Snail on its slithering path. Portrayed as seven polyhedral stones in the Great Stained Glass-Domed Temple, the Dice Gods are not actively worshiped or named, but as every soul knows their role in this great cosmic game, offerings are left at their altar all the same. Even priests dedicated to the great deities and other minor godlings know to offer some myrrh or incense to the mighty polyhedral set.

Except for the priests of Boccob. They don't care.