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Showing posts with label Fluff. Show all posts
Showing posts with label Fluff. Show all posts

July 13, 2010

{Quest Log} Writing Campaign Wikis isn't easy...

So I have decided to build my Silver Marches sandbox and have reactivated my Obsidian Portal account, thinking that it was the right tool for the job.

Well, it is but right now at this moment, I'm getting a little frustrated about the formatting and all the information crumpled together looks like an unorganised mesh, which wasn't what I had in mind when I started writing in the wiki.

I think I have ran straight into my first brick wall about writing this sandbox which is how am I going to put the information from the books in such a way that it makes it easier to reference. Bear in mind, the reason why I wanted to take the information out of the books is so that I can put them somewhere where they are cohesive and linked properly.

I think I need to draft a template which list down the significant information for adventurers in a certain order. I'm starting with the town of Quaervarr, which is really a simple town that only has one landmark (but more of my own creations will be added later) but it's already giving me a headache as I try to rearrange where and how should I present each information about the town's defenses, government, people, food source, important NPCs and plot hooks.

So far my template would include in order;
    Overview - A brief overall look of the location, perhaps one or two paragraphs just to give a general feel of the place.
    History - The complete history of the place, somehow I tend to get a better idea of a place when I know where it's coming from that led to its current position
    Population - A rough estimate of the populace but combination of what races inhabit the place is more important. Should I mention where each race comes from?
    Law & Order - A breakdown of the location's enforcement, defense and judicial system just in case the players want to get smart in looking for trouble.
    Economy - The important imports and exports that the location and what sort of goods that can be found there.
    Points of Interest - A list of places that might interest adventurers, each with their own wiki entry.
    NPCs of Note - A list of NPCs and personas that the adventurers would most likely meet, each with their own separate wiki entry along with a short description to mention any titles or positions.
    Plot Hooks - For GM information. What could draw the adventurers to the location and what adventurers are afoot in the location?

Somehow I feel something is missing and there's where you guys can come in. Do you think this list of information is complete for a sandbox? What would you include in your list of information for a sandbox-type wiki entry?

If you have a different approach of organising sandbox information, I would like to hear them too!

April 3, 2009

The Multiverse is REAL!

Just watched this Youtube video about a theory that there is a multiverse rather than a universe.



It's amazing to see how some of these theories mentioned are so similar to the D&D cosmology. The baby universes sounds like demiplanes and the Far Realm could be a parent of the current world (imagine the horror!). There are also some good homebrewing ideas to base on this theory of creation.

The implications of a multiverse theory gives us a new perspective on how we should treat religions in D&D. Maybe the gods have this knowledge of the multiverse and that the main motivations of the gods are battling for a much higher stake of cosmological dominance than they would have their clerics and paladins to believe in their faith. Perhaps only the Invokers are let on in this little secret?

This could be one way to look at planar campaigns for those who can't wrap their heads around it.

Tell me what do you think?

April 1, 2009

Races At War: Halfling

This is my contribution to this month's blog carnival on War hosted by The Book of Rev. This is meant to be a series that will examine each of the races from the Player's Handbook from a war perspective, their behavior during war and some of their war gears. These posts are based on information found in the official 4th edition books and articles by Wizards of the Coast. It is mainly intended to be used as a reference and are therefore by no means official content. Comments are very much welcomed (and needed).

Side note: I've skipped the half-elves because they do not have a separate community of their own so they technically are not a race per se.



Background
Tight-knit halfling communities are found near the settlements of other races, often along or even on the surface of a body of water. Halflings have never built a kingdom of their own or even held much land. They don’t recognize any sort of royalty or nobility of their own, instead looking to family elders to guide them. This emphasis on family and community has enabled halflings to maintain their traditional ways for thousands of years, unaffected by the rise and fall of empires. (Player's Handbook, pg. 45)

Halfling communities are sort of an enigma. It has been taken granted that they will always be there but no one pays them any attention. Halfling communities have always lived in the shadow of their taller neighbors. Although they have been known to co-exist very well with other races but it is their promiscuity that has always keep them away from trouble.

Their friendly and peaceful nature makes them one of the least warlike races and no other race ever sees them as a threat. Halflings are willing to maintain good trading relations with whoever that happens to be their neighbor at a particular point in time and do not stick their nose into political matters that are not their own. They are always neutral in any conflict and their friendliness makes it hard for them to make enemies.

Halfling settlements have been known to be a good source of food, drink and other basic necessities and conquerors have always considered that it is best to leave them alone for that reason.

Halflings in Times of War
Most halfling communities have seen and been through many wars but to them it is mainly a subject of curiosity and novelty. War also does not destroy trading opportunities but rather it creates them. A halfling spice merchant who frequently travels to a human town to trade may return and tell his fellow merchants that a group of burly orcs have moved into the neighborhood and they need a good beef supply.

Halflings are an optimistic folk. Their cheerfulness is maintained even before, during and after wars. Wars that happen outside their community are regarded as though it never involves them, which is usually the case. It has been a way of live for halflings to never bother or be bothered by such affairs. They live in a world of their own.

A traveler who enters into a halfling village will find that the atmosphere of war and anxiety are absent. The music are still lively in their taverns, the woman and children are out in their fields and the halfling merchant is only concerned about when he needs to restock his goods. Halflings genuinely just want to have fun and enjoy their communal lifestyle which they don't need to be reminded about.

However, a halfling knows when there is a time to defend themselves and they pride themselves of keeping their borders safe for anyone who ventures into them.

Most wandering halfling clans have a number of bounders who serve as scouts. These warriors help keep the traveling band carefree—they put down dangers before the threat becomes dire. (Martial Power, pg. 28)

Although civilized armies don't normally pose a threat to a halfling community but it is the savage monsters of the wilderness that halflings have to face to keep their homes secure. Occasionally, a deadly beast would wander into the fertile lands near the rivers where halflings build their settlements and waylay travelers and merchants alike. Sometimes halfling scouts would spot these emerging threat before they can do any serious harm to their village and a quick effort is made to sedate that threat immediately.



Halfling Military

The world is wide and wild, and the nomadic halflings are small folk. Deftness and quick wits have
allowed them to survive nonetheless. As they have done so, they have come to rely on wily and daring warriors to protect them. Even settled halflings maintain a soldierly class to see to their interests among other, and larger, civilized folk. (Martial Power, pg. 28)

Halfling armies are only as large as their stature which are only sufficient for self defense and minor skirmishes with singular or small number of monsters. It does not even have a complicated structure. A regular soldier are called stouts and the highest rank that one can attain in a halfling army is captain who is the commander of the army.

Stouts are divided into platoons each headed by a platoon leader who relays the direct orders from the captain to the platoon members. Normally the leaders are the most resourceful members in the platoon but they do not outrank any of their comrades, merely the lucky ones who get selected.

Halfling in the Battlefield
Quick and resourceful wanderers, small in stature but great in courage (Player's Handbook, pg. 44)

Halfling armies are very mobile and they move quickly around the battlefield. They don't fight toe-to-toe with their enemies in a rank and file formation unlike most armies do. They strike their enemies at all sorts of angles and then just as they appear to be withdrawing, they run right back into the fray.

Halflings are also resourceful which means that they improvise in battle. Halflings are well known to be brilliant tacticians in using the terrain of the battlefield to turn against their enemies. If given the time and place to prepare, halflings tend to design elaborate traps that will hinder the maneuverability of their enemy such as pit traps or net traps. They would also lure their enemies into tight spaces where their small size becomes an advantage.

But in the end when it comes down to a fight, halflings are no cowards. Fighting with halflings can be a very confusing and messy. They don't charge straight at the enemy, they charge into the enemy. Using their size as an advantage, halflings tend to run in between enemies before they strike. They willingly expose themselves as fast moving targets which opponents can find it very difficult to keep up. Sometimes this creates such a confusion that enemies hit their own comrades in their frustrating effort to get the dodging halfling.

Halfling soldiers are trained in two different fighting styles that are unique to halflings. One is called bounding, the other is dancing.

The fighting tradition of the halfling bounder favors halfling traits. Bounders are practiced in hit-and-run strategies and pack tactics. They spring about the battlefield, avoiding the attacks of their
bigger enemies, striking from unexpected angles, and making harrying assaults. Bounders willingly lay down their lives to allow those they care for to survive and escape danger. (Martial Power, pg. 28)

Bounders, as they are called, are combat acrobats. They perform jumps, flips, sommersaults and tumbles to stike multiple targets on the run. They are always on the move to prevent themselves from being an easy target, causing confusion and distractions at the same time.

Halflings have long used music and a sense of fun to enliven physical labor and various dull tasks. When the race was young, they created dancelike movements that mimicked martial skills—and translated into deadliness in melee. Halflings learned that bladed weapons lent themselves easily to such a refined use. As their battle dances evolved, halflings began to consider the nimble use of a pair of bladed weapons a refinement of the style. (Martial Power, pg. 60)

Dancers are deadly single combatants that perform their blade dances across the battlefield. Their turns, swirls and footwork allows them to dodge and riposte many attacks which makes unpredicatble and deadly. A halfling army with dancers are accompanied by a musician trope that plays the music in the distance to set the rhythm of the dance.

Then there are those who do not rely on fancy footwork and flashy acrobatics. Prowlers would sneak up to an enemy amidst the commotion and hamstring him before slitting his throat.

Tactics & Strategy
Halflings prefer to use stealth first rather than array themselves before their enemies. Halflings would first use sniping tactics with their slings from cover as long as they can. Once their cover is blown then do the bounders and dancers charge out to face the enemy.

Once in melee combat, halflings don't usually fight alone. They use their size and speed to set up flanks and outnumbering a single opponent to make them easier to take down. Also because of the chaotic situation which halflings create and given the height difference in hand to hand combat, slingers would still continue to bombard the enemies with shots, aiming for the taller parts of their bodies without hitting their own comrades.


War Gear
Halflings have a long tradition of using light blades with great skill. Whether a tool of survival or an
implement of battle, the simple dagger has much to recommend it. Even one as small as a halfling can hide a dagger on the body for use in a tight spot. A small body coupled with a small weapon means greater mobility and deadliness enhanced by a better chance for stealthy attacks.

Halflings also have a history of using light blades in their art and performances. Carving, acrobatic
blade tricks, knife juggling, dagger throwing, and even dances that incorporate blades are common among halflings. For them, such activities are a natural meeting of physical traits and handy tools. (Martial Power, pg. 94)

The weaponry of a halfling soldier is simple. He carries a sling with a pack of stones on one hand and a short sword or dagger in the other. Halflings know very little about the ways of forging heavy and large steel swords but it doesn't suit them due to their size and agility anyway. The light blade is more of an essential tool that also acts as a weapon.

They also wear light armor such as leather for minimal protection that will not hamper their movement and speed. They have no use for metal armor and they don't have armorsmiths that can create a proper suit.

Halflings do not have any magical equipment that can aid them so they rely heavily on the craftsmanship of those who made their weapons and armor.

March 24, 2009

Races At War: Elf

This is my contribution to this month's blog carnival on War hosted by The Book of Rev. This is meant to be a series that will examine each of the races from the Player's Handbook from a war perspective, their behavior during war and some of their war gears. These posts are based on information found in the official 4th edition books and articles by Wizards of the Coast. It is mainly intended to be used as a reference and are therefore by no means official content. Comments are very much welcomed (and needed).

Background
At the dawn of creation, elves and eladrin were a single race dwelling both in the Feywild and in the world, and passing freely between the two. When the drow rebelled against their kin, under the leadership of the god Lolth, the resulting battles tore the fey kingdoms asunder. Ties between the peoples of the Feywild and the world grew tenuous, and eventually the elves and eladrin grew into two distinct races. (Player's Handbook, pg. 41)

Unlike the dwarves, elves are a race that were a consequence of war.

While the eladrin remained in their crystalline towers, the elves entered into the world to live amongst its trees in the forest. As the races grew distinctively apart, the elves slowly learned to live in harmony with their new homeland. Although the spirit of the fey still lives in them, their being grows closer to the natural world.
Elves revere the natural world. Their connection to their surroundings enables them to perceive much. They never cut living trees, and when they create permanent communities, they do so by carefully growing or weaving arbors, tree houses, and catwalks from living branches. (Player's Handbook, pg. 41)

Unlike their eladrin cousins, elves eventually adapted closer to the primal spirits and call forth its powers rather than relying on the arcane. Instead of living in beautifully architecture and fortified homes, elven communities are mostly defenseless unless they are within natural barriers.

Their bond with nature had healed their wounds from the war with the drow and once again the elves had found peace and harmony.

Since then, elves have become a simple people, enjoying the simple life provided by the bounties of nature and consider themselves as guardians of their natural homes. They may be care-free but are not complacent. Their eyes watch closely for any threat that would dare come near their borders.

Elves are very cautious and suspicious towards armed strangers in their forest. They are curious at best but most of the time, they would shadow the alien visitors for days without them knowing to gauge their intentions. They will pay close attention to details like what are they wearing, the weapons they carry, their actions and most importantly, how they treat the nature surrounding them. Anyone that makes it clear that they will bring destruction to the forest will confirm the elves' suspicions and they will report back to their community that a threat has appeared.

The elders of the community would discuss among themselves on how this threat is perceived and what punishments would be suitable for these defilers. They will no tolerate anyone that put the survival of the community at stake.

Elves in Times of War
Despite how unpleasant war can be, a threat to their homes, families, or friends can make elves grimly serious and prompt them to take up arms. (Player's Handbook, pg. 41)

All elven communities rely on nature to survive, whether it's by foraging or hunting and all adult elves are either proficient in using a weapon or have good knowledge on the lay of the land as part of their survival skills. Some elves even form good relationships with the beasts and the plants of the forest and could call upon them as allies in times of need. This makes every elf have something to contribute in the time of war, physically or tactically.
Slender and agile, elves revere nature and roam the wilderness, hunting creatures that threaten their lands. (Monster Manual, pg. 106)

Elves generally don't have a word for 'war' which is an ancient concept that predates their race before they split from the eladrin. Instead, when elves go to war, they use the word 'hunt' to describe such a conflict. The mission of the 'hunt' is to kill their enemy (which they call them as 'prey') before they find their community. Elves rarely evacuate their homes since it can be difficult to find another suitable place in the forest that can sustain them.

There is another concern when an elven community is on a 'hunt'. Elves are very prone of wandering into the wilderness for weeks and months before returning to their community because of wanderlust. It is often when the elders call for a 'hunt' that many of their own are somewhere in the forest. This is where those elves that have ties with the natural world would send our messengers to track down their kin through animals and plants. Wandering elves would eventually heed the call and rush back to the defense of their homes.

If there is a 'prey' that is great enough to threaten another community, elders would send out runners and arrange a meeting with elders from that community for help. Although each community is still responsible for their own defenses but cooperation is very common among elvish tribes to bring down a greater 'prey'.

Elven Military
Elves don't have a formal way of organizing an army since their numbers are often small and they don't have a strict chain of command. They are simply organized into small groups consisting of archers and scouts that are called 'packs'. Most elven hunters are very deadly archers but the scouts are melee combatants that are known for their two-bladed fighting skills. Those that are bonded to nature can form their own packs with their animal companions that are equally aggressive and ferocious in bringing down their prey.

There is no hierarchy within a pack and they operate based on respect and mutual understanding. Each pack must report to a 'Packmaster' who coordinates their attacks, discusses the tactics and places where they would waylay on their prey and plan a line of retreat. Although the packmaster is the one with the most experience and knowledge, they do not override any suggestions made by a younger member from a pack if they have a better plan. These decisions are made based on very strong agreements and understanding among the packs that will executed them.

Elves in the Battlefield
Elvish packs rely heavily on stealth and camouflage. When they arrive on a pre-determined spot where a prey is bound to pass through or set up camp, the elves would quickly set up an ambush. They find as many positions with a lot of cover as they can and each pack takes their place in each of them. Once they are in position, the packs would wait silently only communicating by imitating animal noises that blends with the environment or using animals for those who are naturally inclined.

Elves can be very patient when waiting for an enemy to approach and are not unnerved even if facing against a number that is much greater than their own. They are very confident of their strengths and they know that nature is always on their side. Elves strike when the prey is most unprepared or not on their guard even if the prey has been there for hours.

Elvish attacks are sudden and end quickly. Archers from unknown corners would start firing their arrows with deadly accuracy, killing their prey from every angle on the battlefield and scouts would charge out to slaughter the enemy. Once they have lost the element of surprise, the packs break for the nearest cover and leave behind a trace of their fallen foes and not a single traceable track.

After that, the packs would make their way to rendezvous at an agreed location and plan for their next attack until the prey is taken out or driven from their homes shrieking in fear of elvish ambush.

Tactics & Strategy
Wild and free, elves guard their forested lands using stealth and deadly arrows from the trees. They build their homes in close harmony with the forest, so perfectly joined that travelers often fail to notice that they have entered an elven community until it is too late. (Player's Handbook, pg. 40)

The basis of an elvish hunt is guerrilla warfare. The elves would either use fear to drive away their prey from their homeland or constantly pepper them arrows until the prey is killed. Along the way, elves are also master hunters and lay booby traps for areas that are too small for an elven ambush.

The main objective of the 'hunt' is to prevent it from finding or reaching their community, so elves would also place false tracks that would lead their prey on a detour or to a perfect spot where another pack is waiting for an ambush.

Packs are also allowed to maneuver independently around the prey and make small scale skirmishes with them but never stray too far from the rest of the other packs and the pack master. Packs also don't generally stay in one place for long in fear that the enemy might send out vanguards to hunt down the packs.

Packs also take turns to attack the enemy as they have a rotating system which keep the pressure on the prey. Some packs and their packmaster follows the prey closely to make contact while another group of packs and its packmaster could be preparing an ambush in another site. The lack of a need to sleep for elves also means that their skirmishes can happen at any time of the day and night and can seem relentless to the enemy.

If the elves are not able to drive the prey as they reach closer to the community, all the packs would gather together for one last final stand.

War Gear
Ages ago, after they entered the world and became separated from the eladrin, elves found it necessary to survive in the hostile wilds. Grace and awareness became their strengths. The bow became their chosen weapon for hunting and stealthy warfare. (Martial Power, pg. 68)

Elven archers are legendary for their accuracy and deadliness. It is said that entire armies can easily be mowed down by elven arrows alone if they present themselves as such an opportunity. Elven archers are even known to hit hard on the run, even while retreating, enemies are hesitant to pursue knowing that an arrow could lodge in between their eyes as a reward for trying.

Legendary elvish archers are said to be so spiritually linked with their arrows and bow that they could guide them to seek an enemy as if it has a mind of its own. Other legends speak of an elvish arrow being able to take down multiple foes at once.

Elven battle armor (Player's Handbook, pg. 230) tends to be light and are usually made of leather or hide which are worn by elven archers so as not to impede on their movement for stealth or during a quick retreat. Packmasters wear Wildleaf Armor (Adventurers' Vault, pg. 55) which is fashioned from fallen leaves that gives them greater maneuverability over even the most treacherous terrain.

Scouts wear heavier armor who needs them for greater protection in melee but it is normally not any heavier than chainmail. However, it is known that elves who live near by the river and seas wear heavy Coral Armor (Adventurers' Vault, pg. 43) which allows them to swim and breath in water. Elves are one of the few armies that can employ amphibious tactics because of this.

For those that are naturally inclined to the forest, they favor the Loamweave Armor (Adventurers' Vault, pg. 48) which is cloth weaved in together with soil that grants them greater control over the earth.

Every elf also wear a pair of enchanted elven boots (Player's Handbook, pg 246) and an elven cloak (Player's Handbook, pg. 250) which makes them stealthy or hide better under cover.

Elven beast masters also bring packs of grey wolves (Monster Manual, pg. 264) for a 'hunt' and sometimes they form their own packs.

March 17, 2009

Races at War: Eladrin

This is my contribution to this month's blog carnival on War hosted by The Book of Rev. This is meant to be a series that will examine each of the races from the Player's Handbook from a war perspective, their behavior during war and some of their war gears. These posts are based on information found in the official 4th edition books and articles by Wizards of the Coast. It is mainly intended to be used as a reference and are therefore by no means official content. Comments are very much welcomed (and needed).

Background
In a time long before other great empires, eladrin faithful to Corellon fought bitter wars within the Feywild against the followers of Lolth and other evil fey. (Martial Power, pg. 128)
Like their counterparts in the world, eladrin have had to fight and die to defend their way of life. (Martial Power, pg. 59)

The eladrin knows about wars all too well in fact, the eladrin may know war possibly better than most other races would have you believe. War has caused many irreversible damage to the eladrin as a race. Many Eladrin cities and lives have been lost to war which until today are not fully recovered.

The first war of the eladrin was with the drow. It was a war that almost destroyed them but the eladrin managed to pull through in the end and drive them from the Feywild. Although the story of the eladrin's hard earned victory against the drow are inscribed on the ruins of the Spiral Tower, it was a victory that had its price. The war had shattered their people. The people of the fey are no longer one. The eladrin watched from their shining cities in the Feywild as the elves leave for a better home in the forest of the natural world.

Despite their victory, war never escapes from the eladrin.

The intelligent races do their best to bend the Feywild to their will. The main rivals attempting to rule the Feywild are the eladrin in their shining cities and the fomorians in their subterranean fortresses. (Manual of the Planes, pg. 36)

Today, many eladrin cities are greatly under the threat of the Formorians who seek to destroy them and ransack their vaults for highly prized magical artifacts and power. The eladrin stand ever more vigilant to guard their cities from the formorians and the vengence of the drow. The eladrin will never be caught off guard.

Eladrin in Times of War
As is commonly known, the foundation of eladrin society is the extended family, or House. Although most eladrin spend decades of their youth in one of the isolated stone and crystal cities dotting the endless shadow of the Feywild forest, an eladrin’s true allegiance is to his or her House and its nobles. Those nobles in turn often swear allegiance to one of the eladrin archfey. The eladrin archfey are titular monarchs only. (Manual of the Planes, pg. 39)

War can be a politicized matter for the Houses. The results of war usually involves high number of casualties and sacrifices on the resources of the House which can undermine the House's standing and influence among other Houses. However, if victory is gained, the Houses that participated in the war would gain higher recognition and favor.

When war is inevitable, the nobles of each House would deliberate among themselves, weighing the potential benefits and losses of joining in the war. Eladrin take the long view and calculate the benefits to be gained over decades and centuries. War can be the pivotal point which will turn a minor House into a ruling House of the city or be the drastic end of a House's bloodline. The reputation and survival of the House is taken consideration before the welfare of the city and its citizens.

Once the decision is done, Houses would openly declare their stance on the war and decide whether to join or to abstain. A House that joins the war will call for capable volunteers to form a militia. Gender and profession is not an issue. Anyone that is capable of swinging a blade or slinging a spell are worthy candidates.

If a House chooses to abstain, all of its members are prohitbited by the law of the House to be involved in the coming conflict. A ruling House cannot force other major Houses to change their decision but they can influence the minor Houses to switch sides.

There are exceptions to this however. It is not uncommon to hear of rebellious members of an abstaining House joining the war for other personal reasons and ideals. Such disobedience are severely punished by the House if found out that may involve being exiled from the House.

Houses also pledge themselves as subjects of an archfey and an archfey has the power to override a Houses' decision on whether to join or abstain. However, the fickleness and the agenda of the archfey can be so hard to grasp, even for eladrins, that the occurence of such an event is considered rare. Archfeys tend to only make a decision to join a war if it threatens the Feywild more than their eladrin subjects.


Eladrin Military
Each settlement is a city-state unto itself because the settlements are scattered at great distances across the Feywild. The cities sporadically attempt to create formal alliances, but none of the alliances are strong or of a long-lasting nature. Both the distances involved and the eladrin character run counter to such efforts. (Manual of the Planes, pg. 39)

Every eladrin city is responsible for their own defense and adopt different strategies of organizing their own military. The city of Astrazalian has a uniformed regiment of soldiers and a navy under the command of its ruler while ruins of Shinaelestra are guarded by free spirited rangers. However, the size of these city militaries are usually small when compared to the threat of the Formorians and other racial armies. The militia of the Houses is the one which builds the bulk of the army.

House militias and the city army are distinguished rather clearly. House soldiers signify themselves with banners from their House while the city army carries the banner of the city. This is intentionally done so that each House could easily claim any credit if there are benefits to be won after the war. Each militia has their own chain of command which are headed by an eladrin noble such as a Bralani or Ghaele. This in effect means that an eladrin defense force is actually made out of several armies in addition to the city army. The leaders of each army still convene with one another and plan their strategies as a collective force but still retain their respective anatomies on the field.

The standard infantry is called a Fey Knight while a standard spellcaster is called a Twilight Incanter.

Apart from regular soldiers, Houses also deploy squads of highly trained and specialized members of their House to the field. These are warriors and wizards that are dedicated to a specific martial or arcane arts that are highly efficient outside the formal struture of organized militaries. Squads are basically a combination of various skills provided by each member which makes it a deadly attack force. It is said that Houses that provides a squad is the equivalent of providing 100 regular troops. The usage of squad tactics has turned the tide of battle before in the long line of eladrin wars.



Eladrin in the Battlefield
Combined with their intellect, bravery, and magical power, this loyalty makes them powerful and respected allies. (Player's Handbook, pg. 39)

Despite all their motivations behind a war, eladrin are far from cowardly warriors. On the contrary, it is their bravery that tends to make eladrin armies lead the attack first. Eladrins fight fiercely but also cunningly. They are very aware of any comrades in need of aid and would hurry to their side to prevent their lines from breaking.

Eladrin battles are very dynamic and unconventional. When a battle commence, some eladrins take to the skies and fly over to their enemies, arrows and eldritch energy are fired by archers and Incanters while the Fey Knights march slowly and suddenly teleport into battle. The battle is joined quickly by a bright flash.

Despite the appearance of haphazardness and lack of coordination, eladrin battle plans are rhythmetic and flows like a musical piece to which the soldiers are dancers armed with swords on the dancehall of the battlefield.

Tactics & Strategy

Ossandrya was an eladrin squad commander when the Last Battle of the Spiral Tower began. Drow and demons had taken the mythic site during a protracted battle that saw the eladrin fighting on many fronts. Several fruitless assaults on the enemy-held tower cost Ossandrya’s superiors their lives. With reinforcements unavailable, the eladrin commander was forced to lead the remaining troops against the drow. She devised a multipronged attack that utilized the eladrin’s fey step, taking the biggest risks on herself and having no regard for the tower’s ultimate fate. In the end, Ossandrya’s efforts proved successful. Although the Spiral Tower was reduced to a blackened spindle bereft of magic, the eladrin drove the drow out for good. (Martial Power, pg. 128)

Although soldiers are neccesary for most of the fighting but it is the squads that can turn the tide to victory. Squads are used as precision strike teams that have specific battle objectives which they reach by teleporting. They either cause confusion by distracting enemies or have a commanding officer to kill. They do it fast and disappear fast. They are the sharp tones in the musical Eladrin battle plan.

Squads add a whole new dimension to the battle as highly trained independent soldiers. They sometimes coordinate with other squads to achieve an objective and strike without anyone noticing as they teleport in and out of the battle. Once their objectives are completed, the squad joins into the regular fight, using their deadly skills and powerful magic to mow down the enemy lines.

War Gear
Each eladrin learns to wield the longsword, the traditional weapon of the eladrin people. They have martial disciplines that teach an eladrin to channel the innate magic in his or her spirit, as well as that stored within the elements. (Martial Power, pg. 59)

Eladrin weapon crafters are very skilled in making fine steel blades that are elegant and exquisite as the longsword is a mark of an eladrin's identity. Every longsword is created and balanced according to the current capabilities and skill of its wielder and every eladrin can tell if a longsword belongs to her simply by holding it. Even the longswords of a Fey Knight are easily differentiated from each other.

However, weapons crafters are also known to produce fey blades which are used eladrin rangers who trained to fight with two swords. They are trained to adapt their capabilities to match their weapons created by master crafters.

Eladrin weaponers often make bladed weapons in matched pairs. Whether two identical blades, one heavy and one light, or a double sword, the weapons are made to look good together. More important, they are balanced together so that they seem to fit perfectly in the wielder’s hands. (Martial Power, pg. 135)

As for armor, Eladrin warrios favor the chainmail and they have very refined techniques which makes them stronger and lighter called Finemail (Adventurers' Vault, pg. 6). A more advanced technique is used to create a Weavemail (Adventurers' Vault, pg. 6) which looks like a embroided shirt that is stronger and more resistant to attacks. Beholding an army in eladrin armor is often a breath taking sight as every link sparkle like stars in the faintest of nights.

For their spellcasters, they wear Feywaeve armor (Player's Handbook, pg. 212) using a special thread found in the Feywild that are woven together by special eladrin techniques.

Squads tend to wear enchanted eladrin boots (Player's Handbook, pg. 246) which allows them to teleport further.

Eladrin's don't generally use any war beast in battle but their nobles tend to be accompanied by Wild Hunt Hounds (Monster Manual, pg. 161). It has been said in legends that some eladrin armies have Knights riding on Griffons which have been known to be difficult to tame.

March 14, 2009

Races At War: Dwarf

This is my contribution to this month's blog carnival on War hosted by The Book of Rev. This is meant to be a series that will examine each of the races from the Player's Handbook from a war perspective, their behavior during war and some of their war gears. These posts are based on information found in the official 4th edition books and articles by Wizards of the Coast. It is mainly intended to be used as a reference and are therefore by no means official content. Comments are very much welcomed (and needed).


Background
Carved from the bedrock of the universe, dwarves endured an age of servitude to giants before winning their freedom. Their mighty mountain fortress-cities testify to the power of their ancient empires. Even those who live in human cities are counted among the staunchest defenders against the darkness that threatens to engulf the world. (Player's Handbook, pg. 36)

Dwarves are a race that is very familiar to war. Their history as a race began with war and they are still in an ongoing war with orcs, goblins and even dragons, whether it's defending their stone fortresses high up in the mountains or claiming their mining stake in the underground veins of minerals.

Dwarves were a slave race to the giants and titans who worked them mercilessly and endlessly. Among them was a dwarf named Bergrom Earthfast who became a renown general that lead the dwarves to rebel and fight against the giants for their freedom. It was he who set the standards of resilience that is attributed to his people and it has become a long held tradition by the dwarven warriors and warlords of today.

The dwarven fighting style was mainly developed based on the tools that they had which were the only so-called weapons available to them. These were used as thrown weapons as well as up-close murder weapons when they were able to bring down their towering slave drivers. The dwarves that were able to escape, fled underground and craved new refuges from the rock so that the giants wouldn't be able to capture them.

From there, the dwarven rebellion gradually turned into a crusade in the name of their creator god, Moradin which seek to liberate all dwarves from the iron grip of their overbearing nemesis.

Although not all dwarves were able to be freed from their slavery, their strong unity and stubborn tenaciousness like the earth which they believed to have spawned them would lay down the rock solid foundations on which dwarven civilization would be build upon.

Dwarves In Times of War
Although dwarves are not constantly at war with their hated enemies but their society is always prepared for such eventualities.

Soldiering in dwarven society is a very common profession much like being a weaponsmith, an armorer or a miner which has their place in normal society. During peacetimes, dwarven soldiers do not belong to any uniform military force that one might expect from other racial armies. They seek employments in various dwarven institutions and integrate themselves seamlessly into dwarven civil society. Soldiers often find employment as guards or defenders, either as temple guards, escorts for mining missions, caravan guards for merchants or simply a loyalist to their king or clan elders.

All the institutions of dwarven society have soldiers loyal to the cause. Doughty fighters serve king or lord, guild or business, deity or church, or a simple creed. A few serve the almighty coin, selling their time and axes for wealth. Time-honored fighting techniques teach a dwarf warrior to use his or her racial abilities to the fullest and to use fine weapons and heavy armor. When the dogs of war are loosed, dwarf soldiers hold the line. (Martial Power, pg. 27)

Dwarves value everything that is old. Anything that is old by dwarven standards are either called traditions or grudges and it is the latter category which gives reasons for dwarves to go to war.

Dwarves never forget their enemies, either individuals who have wronged them or entire races of monsters who have done ill to their kind. Dwarves harbor a fierce hatred for orcs, which often inhabit the same mountainous areas that dwarves favor and which wreak periodic devastation on dwarf communities. Dwarves also despise giants and titans, because the dwarf race once labored as the giants’ slaves. They feel a mixture of pity and disgust toward those corrupted dwarves who still have not freed themselves from the giants’ yoke—azers and galeb duhrs among them. (Player's Handbook, pg. 37)

Dwarves don't normally wage war easily unless it involves their hated enemies but dwarven strongholds also find themselves besieged by greedy war leaders of other races who crave for the riches that are promised to be found within and underneath the halls of dwarven kingdoms. More often than not, self defense becomes a major reason of why dwarves go to war.

When there is a threat great enough to threaten the whole of dwarven society, the clan elders are called to council where they will discuss on how to confront with the threat.

They are strong, hardy, and dependable. They value their ancestral traditions, which they preserve through the ages as fiercely as they defend the carved structures of their mountain homes. (Player's Handbook, pg. 37)

Dwarves never want to give up their territory so easily. When the clan elders have decided, it becomes a clan matter and the order is passed down.

Dwarves believe in the importance of clan ties and ancestry. They deeply respect their elders, and they honor long-dead clan founders and ancestral heroes.(Player's Handbook, pg. 37)

When that happens, all dwarven soldiers are mustered together despite who they serve. Loyalty to ones clan takes precedence over their employment. Together, these soldiers would form into an army that the dwarves call a 'host' to show their invaders a bloody taste of dwarven hospitality. Retired soldiers who have taken other vocations could possibly dust off their arms and volunteer themselves to join such a 'host'.

When a dwarven society is going to war, their industrious instincts kicks in. All mundane production and mining are halted and their efforts are refocused to arming their host. Weaponsmiths and armorers work furiously in their forges, manufacturing weapons and armors for their soldiers in the highest craft of dwarven weaponary. Miners walk down the mines only to dig for ore and raw materials that are used for war. Artificers use up their residuum reserves to enchant weapons, armors and other war gears for their elites, commanders and generals. Other citizens work to gather food supplies to feed the 'host' and themselves for the coming days ahead.

More so than most other races, dwarves seek guidance and protection from the gods. They look to the divine for strength, hope, and inspiration, or they seek to propitiate cruel or destructive gods. (Player's Handbook, pg. 37)

The clergy plays a special part during wartime. They hold sermons and preaching either at their temples, if it's large enough to support the host or at the grand halls of their stronghold, reciting heroic war tales of lengendary dwarves from the past. The most important lesson that is passed down at this time is that dwarves are protected by Moradin, their creator who set their race free from servitude. This is a lesson to remind all dwarves that in the face adversity, steadfastness is what all dwarves are blessed with.


Dwarven Military
Dwarf soldiers are unmatched in their fighting prowess and loyalty to one another. War stories hold that a single dwarf foot soldier is the match of any two warriors of another race and the same skill. Two such soldiers are worth five similarly skilled enemies. When the enemy forces are composed of little more than savages, dwarven armies break them like stone channels water. (Martial Power, pg, 27)

Once the host is assembled, organization is quickly done to divide the soldiers between the main infantry and the elites based on senority and experience. Dwarven soldiers require little training to teach them how to use weapons and their shields but drilling is intensified.

The main infantry unit of a dwarven army are the hammerers which forms the basic rank and file of the host who are led by a champion called the Dwarven Defender. For elite troops, they have the dwarven assault fighters, also called the Avalanche Hurlers who are better armed than the ordinary infantry and are mostly comprised of veterans who are well trained in various dwarven fighting styles.

Dwarf bolters are lightly armored since mobility is their main concern but their marksmanship is well renown among the races to produce fine snipers. Their role is to usually provide a barrage of well aimed shots at charging enemies as they approach the host.

Clan elders that are physical fit to join the host act as their leaders. Their presence is to strengthen the rock solid morale of the dwarven soldiers and lead by example as a beacon of resolve. It is through endurance and loyalty to one another that dwarven wars are won and the elders are living proofs.


Dwarves on the Battlefield
To a dwarf, it is a gift and a mark of deep respect to stand beside an ally in battle, and a sign of deepest loyalty to shield that ally from enemy attack. Dwarven legends honor many heroes who gave their lives to save their clans or their friends. (Player's Handbook, pg. 37)

When the day of battle draws closer, depending on the scenario, the host either marches out to meet their foes or cautiously await the arrival of the invaders in a siege.

On a march, dwarves are known to travel for long miles without resting and for their meals, they are known to feed on Stonemeal biscuits (Adventurers' Vault, pg. 192) which provides the basic sustenance for the host to keep moving. During a siege, the dwarves are fed by the food supplies that their citizens are able to gather or hoard albeit sparingly to save them in case of a long siege.

On the day of battle, the clergy would lead the host into prayer as well as providing them with blessings by their father, Moradin. The commander of the host would recite a war poem, sing a battle song or any performance that traces back the history of victorious battles and war leaders, how dwarven resilience seized the day as a proud dwarven traditions. The dwarven soldiers would beat their shields with their hammers and form their lines. When all is done, the host remains silent and waits for the approaching enemy.

Dwarves are willing to accept negotiations for surrender or peace except towards their hated enemies who by any means should be squashed in the name of Moradin. Dwarves are known to fight to the death, seldom surrendering but never retreat. If a dwarven stronghold hears the defeat of the host from another stronghold, they will remember the victors and are bound to avenge them.

Tactics & Strategy
Warriors in a unit of skilled shield bearers can place their shields together in an overarching arrangement, completely protecting all within the shield shell from outside attack. This is said to have originally been a dwarven trick, a “boulder formation.” (Martial Power, pg. 33)

The basic formation of the dwarves has been passed down from generations to generations and it is shaped to represent the dwarven endurance. Hammerers from every line lift their shields, each one meant to cover their comrades side by side. Bolters are placed in between the hammerers to have a clear line of sight at the enemy and to place a shot as they charge.

This common trick is called the 'boulder formation' upon which the tide of enemies will come and smash against the rocks of dwarven hammers, axes, bolts and shields

Bolters provide heavy barrages of crossbow bolts raining down on a charging army, each shot aiming to take one casualty off the battlefield. These well aimed shots although not as long ranged as other races are usually a deadly sting that could stop a charge at its tracks. Once the battle is joined, the bolters quickly drop their crossbows and pull out their hammers to meet their enemies.

Once the enemies have crashed into the dwarves, not only does the shield provide an obstacle of breaking through the ranks but the front lines heave and push back the enemy while those behind would slaughter those on the ground. The 'boulder' formation then moves forward slowly after initial contact, like a disturbed rock that should be left alone, it rolls down and buries their enemies.

Once the enemy are starting to show signs of breaking, the elite assault force or the Avalanche Hurlers breaks rank and burst out into the withdrawing lines of the enemy, raining hammers and axes at them before breaking through the ranks of the enemy, causing as much havoc as they can to make them break and run.


War Gear
Dwarven attire and equipment, including weapons and shields, are decorated with bold geometric shapes, natural gems, and ancestral faces. (Player's Handbook, pg. 37)

The dwarven armor is one of the greatest strength of dwarves when it comes into warfare. They truly understand the meaning of 'the best defense is the best offense'. Their production quality of every armor and shield is revered among the other races and it increases their resilience further more. Even the lightest armored bolter are endowed with forgemail which provides better protection than a normal chainmail. The main infantry are suited with platemail while the elites wear the tougher warplate. Only the elders and members of the clergy are entitled to wear the perfect godplate which is said to be forged by Moradin himself.

The first most important weapon that all dwarves learn to use is the hammer and axe. Although they are called hammerers, the standard armament of the dwarven infantry is a shield and a mixture of single handed warhammers and axes. Only the Avalanche Hurlers carry a more bizzare assorment of weapons (which are still mainly different shapes of hammers and axes) that can often be thrown as well. As mentioned before, the first dwarven weapons were the tools they used when they were still slaves and their fascination with them as evolved into a tradition and an art form for dwarves. When dwarves are fighting against giants, the size of their weapons is in proportion to the size of their enemies.

Numerous peoples maintain a tradition of bringing dead warriors home on their shields, and burying a shield with its owner. Especially among dwarves, a broken shield is seen as a symbol of loss or corruption. (Martial Power, pg. 33)

The second most important element of the dwarven arsenal is the shield. They are used to create stone-like walls and shielding a comrade with a shield is a sign of deep loyalty among dwarves. The shield is the bulwark by which the dwarven 'boulder formation' is formed.

Dwarven greaves and boots are also specially made to be sturdy and to root them down to the ground. This is very helpful when facing the full force of the enemy's onslaught at the first charge. The elites and the clan elders wear magical boots that makes them immovable as the mountains.

The Avalanche Hurlers wear a special glove called Dwarven Throwers (Adventurers' Vault, pg. 133) which allows them to throw any weapon even if they are unwieldy or unsuited for throwing.

Dwarves are also known to use war beast in battle such as the thunderthusk which are domesticated dire boars. Even so the dwarves don't ride them as mounts as they are still too aggresive. Thunderthusk are uncontrollable war machines that can easily rip through enemy lines when unleashed.

Although the dwarves are industrious in producing weaponary, some dwarven artificers are innovative as well. During a war, some strongholds employ a device known as the Ornithopter (Adventurers' Vault, pg. 20) which allows a single dwarf scout to survey the enemy from the air.

Other innovations also include the 'Sending Stones' (Adventurers' Vault, pg. 255) which the dwarven generals use to relay a single order to the host from a distance.

March 12, 2009

Races At War: Dragonborn

This is my contribution to this month's blog carnival on War hosted by The Book of Rev. This is meant to be a series that will examine each of the races from the Player's Handbook from a war perspective, their behavior during war and some of their war gears. These posts are based on information found in the official 4th edition books and articles by Wizards of the Coast. It is mainly intended to be used as a reference and are therefore by no means official content. Comments are very much welcomed (and needed).


Background
It is believed that all dragonborns are born to fight because they have the physical attributes that makes them the perfect warrior.
They are tall and strongly built, often standing close to 6½ feet in height and weighing 300 pounds or more. Their hands and feet are strong, talonlike claws with three fingers and a thumb on each hand. (Player's Handbook, pg. 35)

Dragonborns are a race that is tempered by war. It has always been a way of life for them. It was war that brought them together to the height of their civilization and it was war that brought the downfall of the mightiest empires the world has ever seen. The military traditions of the dragonborns started during the early days when they were just fragmented clans before the unification, serving in the conflict between Tiamat and Bahamut.
These unified clans had military discipline in common, which was a trait needed in ongoing war or for mere defense in the elder world. (Ecology of the Dragonborn, Dragon #365)

When the dragonborns finally unified into the Arkhosia empire. they became an unstoppable force that would finally find their match in the tieflings and devils of Bael Tunrath which would ultimately lead both empires to their doom. Even so, the dragonborn have nothing but utmost respect to the tieflings that they deem as worthy adversaries.

Although the glorious days of the dragonborns are now but a legacy and distant memory of their mighty heritage, dragonborns have retained their militaristic reputation and are respected as skilled fighters and inspiring warlords. There are two defining features that makes them a natural warrior; self-improvement and honor.

Dragonborn In Times of War
Dragonborns have always been in war throughout their history except during the peaceful days of the Arkhosia empire but even that was short lived when they met the Bael Turath empire. Most dragonborn feel that it is their obligatory duty to serve in the army. It is not only an honor to be able to serve in the battlefield but it is also a great opportunity to improve one's skill or to show them off.

A dragonborn is never conscripted. Each and every one of them gladly submit themselves into the service of an army with the willingness to fight. This not only happen to individual dragonborns but also to the society. When the time of war comes, every class of dragonborn society knows very well how to play their part in contributing to the war effort and to do so is a great honor.
A dragonborn weaponsmith aims to be the best, to push the boundaries of his craft, to sell weapons in a scrupulous manner, and to honor those who use his armaments by creating implements of worth. The dragonborn soldier, in turn, honors armorer, commander, and clan, by performing his or her duties well. He or she does
so by taking initiative in training and on the battlefield, and by helping comrades. Failing to recognize such interconnectivity is a failing of character. (Ecology of the Dragonborn, Dragon #365)

The passionate and sometimes obsessional drive of dragonborns to self improvement makes them take their training seriously. They train to perfect their skills with a weapon not only to satisfy their sense of duty but also to call themselves worthy of a proud military heritage. A well trained dragonborn soldier is one of the finest military examples that very few racial armies can emulate in terms of bravery, loyalty and discipline.


Dragonborn Military
Dragonborns do not segregate between genders for joining the army. A male dragonborn warrior would call a female dragonborn his comrade-in-arms as readily as they learn to swing a sword and the opportunities for dragonborns to rise among the ranks are equal among genders.

The lowest rank in the dragonborn military is the Soldier (Monster Manual, pg 86) organized into groups led by a Commandant (Ecology of the Dragonborn, Dragon #365). Raiders (Monster Manual, pg 86) act more like light troops than scouts since the dragonborn physique is not ideal for stealth missions while Gladiators (Monster Manual, pg 86) act as frontline shock troops. The strongest of the dragonborn warriors are called Champions (Monster Manual, pg 87) and they often take the higher positions in the chain of command.

Dragonborn Elementalist (Ecology of the Dragonborn, Dragon #365) are the primary magical support that blast their enemies with an array of damaging spells.


Dragonborn In the Battlefield

To a dragonborn, honor is more important than life itself. First and foremost, honor is tied to battlefield conduct. Adversaries should be treated with courtesy and respect, even if they are bitter enemies. Caution and discretion are key to a warrior’s survival, but fear is a disease and cowardice is a moral failing. (PHB, pg. 35)

The battlefield is a very sacred ground for the dragonborn. It is a stage where they could display the fruits of their tireless effort in training and a moral high ground. Dragonborn ferocity in combat is well known but they are by no means bloodthristy. Dragonborn soliders and commanders know when there are times to stop pressing forward and aid any comrades in dire situations.

Dragonborn honor dictates that they must accept any surrender from the enemy and prisoners of war are treated with respect during their captivity. Looting of the dead is forbidden but capturing of supplies is acceptable.

If there is any fear that can be found among the dragonborn is the fear of defeat. A Dragonborn's honor requires them to rise against a challenge as long as success can be achieved with calculated risk and good judgment. Once they have promised that victory can be attained, it becomes a test of their honor. Their pride gives them an inherent fear of failure which is taken as a sign of losing one's honor or failing to meet the responsibilities of keeping ones promise. A dragonborn general would never submit to defeat and would withdraw to fight another day if necessary or fight to the death if cornered.

However such fears can also work in the favor of dragonborn commanders since it is usually when the odds are turning against them that the dragonborn spirit would become more resolved and fight ever more harder. It is actually rare to see a dragonborn army break out of sheer horror or poor morale unless their most reasonable discretion tell them otherwise.

Tactics & Strategy
Dragonborn employ intense and straightforward tactics, aiming at taking enemies out of an ongoing clash. Their military leaders facilitate efficient butchery. Arcanists pour on damage, their attacks resembling dragon breath weapons. (Ecology of the Dragonborn, Dragon #365)

Dragonborns are not afraid of direct confrontations. In fact, they revel in them. The only maneuver that a dragonborn general knows is one that will lead his army to the opposing army in the shortest route possible. A battle with a dragonborn army is bound to be a brutal fest of steel, talons and flame sooner or later.

Dragonborn honor don't usually allow dishonorable methods such as assassinations, subterfuge or preemptive strikes before actual combat unless it can be justified as part of a strategy to balance the odds for the dragonborn army when they meet on the battlefield.

Champions are always at the forefront of the army when battle commence. Their tactic is usually to fly straight into the opposing army and cause havoc among the lower ranks of the enemy with their flourishing blade work. However, the main job of the Champion is to find a suitable challenge (usually a commanding officer of the enemy) and take them out.

Gladiators are the second wave of shock troops but their lack of mobility usually leaves them on the front line slashing through the enemy until either is slain. Dragonborn Elementalists provide magical support as artillery and magic is wielded like a weapon in the hands of a warrior.

A tactical advantage of dragonborn armies is that each dragonborn are born with the elemental core to breath out a deadly burst of energy when they are wounded in combat. This advantage is not used blatantly and not without the coordination of a commander that can maximize the damage caused by these breath weapons.

War Gear
The standard arsenal of a dragonborn army is a steel blade. Every dragonborn soldier is armed with a longsword while gladiators and champions usually carry a bastard sword. Champions are also known to carry the Tratnyr (Adventurers' Vault, pg 10), a winged spear that can be thrown as a javelin from the air but are just as effective when used in melee.

Dragonborn commandants sometimes ride into battle on rage drakes (MM, pg 92) which acts as a vicious mount especially when it gets bloodied in combat. Rage drakes also accompany units of dragonborn soldiers not as mounts but simply as a war beast.

Dragonborns have also developed fortification armor (Adventurers' Vault, pg 45) that are know to be impervious towards deadly attacks that could potentially save the life of a scale armor clad soldier or a plate armored champion.

Magical items that are also found in the dragonborn weaponry are Dragonborn Greaves (Adventurers' Vault, pg 128), Wyrmtouched Amulet (Adventurers' Vault, pg 155) and the most prized, Ring of the Dragonborn Emperor (Adventurers' Vault 161).

November 19, 2008

4 Fundamental Questions That Religion Should Answer in a Fantasy Setting



It's been a while since I would imagine myself contributing my fair share into a blog carnival. Last month's Superheroes was just a subject that I was too unfamiliar to crack. This month's Religion while broad has managed to produce some really interesting and insightful pieces on the subject thanks to the wide amount of talents and thinkers in the RPG bloggersphere (that just keeps getting bigger!).

So here I go, with my first post (hopefully more will come) on Religion and here's hoping that it would be just as good as those that came before it. The title says it all so take it away.


Religion plays a big part not only in the lives of just the wandering adventurer but also to the common folk that stay in their farms and towns. Its influence can be overraching beyond the character's expectation and the fervor that it causes could even frighten the most toughest of adventurers. Faith is a power that cannot be underestimated, many good and evil has been and can be done in the name of faith, religion and gods.

Psychology aside, religion also plays an important part in fantasy settings because while scientific explanations is not usually embrace for explanining the planes, cosmology and magic, religion is one of the key knowledge that people see as the most acceptable (if not logical) explanation to the mysterious and supernatural.

These fundamental questions should underpin some of the important aspects of how religion plays a part in making a fantasy setting more alive to your players and at the same time provides a guideline for homebrewers when they are making their own pantheon for their setting.

What is the source of divine magic?
In a fantasy setting like D&D, there are classes which are inclined to a divine power source which grants them their spells. Clerics and paladins, for example, rely on their devotion to a divine source which translates into giving them powers for their devotion.

Religion should give a proper explanation of where the source of their powers come from because it is the first act of will of the gods that is prevalent from a cleric than a wizard. Divine servants are mortal beings empowered by their faith and how that faith translates into manifestable power is going to be the first question that people will ask when they see it on a daily basis.

The simplest explanation given in 3.x D&D is that gods had the ability to grant spells to their followers. They only have to pray, meditate or dedicate a certain number of hours at a particular period of the day and they will be rewarded with their spells.

But what if you wanted to try something different? What if divine magic did not come from the gods?

In the Forgotten Realms before the Spellplague, while clerics were granted their spells by their gods but the source of energy that powers their spells still comes from the Weave which is the embodiment of Mystra, goddess of magic.

This is one of the first mysteries that when designing of using a published pantheon that a DM should be able to give a straight answer to his players who needs to know an answer. Naturally, there could be many versions of the truth for different deities and pantheons but a cleric needs to know who is powering his/her spells and how.

Who are the gods?
As a servant of the gods, the servant must know what kind of relationship he/she shares with their patron. Naturally as a servant of a god, there is a bond that the servant must feel that he/she shares deeply with their god that would give him a source of power for his faith.This could depend on how the god/pantheon normally operates and the possibilities in a magical fantasy setting can be much more than in the real world.

There are many settings (Birthright, Forgotten Realms) with examples that gods had or do walk the earth alongside their mortal worshippers which means that the worshipper is able to see their god and interact with him/her/it physically.

Then there are gods who remain distant (Eberron, Dragonlance?) from the affairs of mortals and only provide their own words of guidance when they worshippers call their names or never give them an answer at all.

In 3.x and older editions, these answer will have implications on how spells like Commune or other divine divination spells work.

Only by being informed on how the gods will respond to their worshippers will their servants know when to call upon their name and have a greater understanding of how their work would expand the grand scheme of things in the universe/cosmology at large.

What happens when I die?
One of the main reasons why people believe in religion is to have an insurance against death and joining the clergy is one good way to get top marks in getting the best benefits in death. The reward that awaits after death is a great motivation for a servant to dedicate his/her entire life in the service of one god.

Thus the details will need to be laid out on why dying or being a matyr in the name of one god is better than the other god. One of the most common reward anticipated in a religion on the matter of death is going to heaven; a promised land where the soul can rest eternally in the most absolute and ideal way as possible.

Will a cleric for the god of war be satisfied if he is promised that he will be taken to the land of eternal peace and pacifism or the land of eternal battle, bloodlust and bravery?

Then there is also the issue of death and resurrection. In D&D, this is a quite a common question and problem because raise dead and resurrection spells are accessible by higher level clerics. What happens to the soul when it leaves it mortal shell? Does it suddenly wake up and find itself in whatever fate it is suppose to deserve or a spiritual journey must be taken to complete his exodus to the heavenly/infernal realms?

How are resurrection spells suppose to work in the context of how death, soul and heaven/hell is interpreted by that religion?

Perhaps souls that have reached their final destination and have passed through the gates of their metaphorical heaven means that the soul has committed itself beyond the mortal realm and cannot be called back to the living?

Then how does this answer the question about the position of the undead and the process of creating undead?

These are important questions because death and undeath is a common issue in most fantasy settings especially in D&D.

What is the Meaning of Life?
Modern monosthetic religions in real life have teachings, scriptures or doctrines that tends to tell mortals how to live their lives. A person who follows these tenets to the extent that he/she preaches them to others should have great foundation of belief in those values that he/she thinks could change the world.

By answering this question, it becomes very useful for players to roleplay their divinely enlightened characters. It usually starts with a few core values of what the god believes makes the world go round, what it should be and finally comes down to the mission.

Missions are the greatest pointers on how a cleric or paladin should act and lies as the main motivation for his/her action in everything they do. It has becomes the sole purpose that they believe that their god has given to them in life and this is what they must do. Although the application and implementation of their actions in accordance to their mission is widely variable to subjective repercussions but at least it gives them a sense of meaning for their actions, justified or not.

Whether it's the mission to evangelist and convert every non-believer into neophytes of the One True God, to enhance the knowledge of the ignorant folk for the god of knowledge or to slaughter every orc man, woman and child that is the abominable offspring of the orc god in the name of Moradin, the Soul Forger.


There could be more questions that needs answering and I just wrote whatever that popped in my mind. I really don't mind if any of you had others to share and your views on the subject. Hope you enjoy this and let me donate my modest contribution to this month's blog carnival.

September 30, 2008

Stepping into the Obsidian Portal and Stepping Out

September ends and so as the blog carnival which I have dedicated the entire month's worth of blog post for. 5 posts is a bit too little than I had expected but writing each and every one of them really took alot more effort than I thought I needed.

Oh well,

So after watching World Building with Obsidian Portal at DungeonMastering, I gave myself a chance to take a whirl with the future of the web; wikis.

I was quite impressed with what I saw in the video as it really made me consider checking out the website and see how it could be a real boon in campaign management. To say the least, the simplicity of the wiki is really on the friendly side, which is a good thing as I'm still finding directions to wade through Web 2.0.

I like it very much as an organizational tool and I'm really regretting that I wouldn't be able to post most of my old stuff there before they got stolen last year.

But before I considered making this the site of choice for its endless potential in saving me endless pages of notes and designs, I was dissapointed to realise its limitations as well.

The features for the free account are too restricted; only allowing one map to be uploaded for one campaign and only allowing one account to maintain 2 campaigns at any given time.

It must be really expensive to maintain such a site and an ever increasing database, so I really don't blame them for giving unlimited campaign slots to members who pay for it but the map feature is still most utterly lacking even for paid members. We could certainly use more spaces for more maps.

While I was really excited to learn about this great tool and would have loved to use it for it's ease of use, I don't think I would be able to get the best out of it with the limited functions that I'm allowed to use.

But Obsidian Portal has made me looking forward to using wikis as a great means of organizing all the fluff for campaign use and I'll definately be on the lookout for other personal wiki sites.

August 10, 2008

The Arcana Wiki

Running out of ideas? Need some real-world inspiration?

Check out The Arcana Wiki! It's a wiki developed to gather all sorts of real world history, events, places, myths, religion, people, tropes etc. that can be used for gaming purposes.

What's neat about this wiki as compared to wikipedia, is that it has a special section under each entry on gaming implications and on how to use them as ideas.

The wiki is systemless so it basically gives you generic ideas that can adapted from fantasy to sci-fi games. This is particularly useful for a Dark Matter game.

The site is gradually expanding and is taking in a lot of support from anyone who has something interesting to share. It's a cool resource in the making.

July 13, 2008

Point of Light Wiki



ENWorld 2 wiki function is up and what really makes me excited about this is because there are really useful threads that deserve to be archived in the halls of friendliness and accessbility of a wiki.

I'm a great lover of fluff and one of the latest wiki entries on ENWorld 2 so far that has kept me interested is the compilation of 4E Point of Light setting fluff from various sources and sourcebooks.

You should most certainly check it out here.

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