Monday, August 4, 2008

And another couple of templates

Hob Goblin: The Hov Ninz are rare on Oerth, for which fact even the other humanoid groups are grateful. These man sized, ultra militaristic cousins of the goblins may look simply like big goblins and may share certain visual traits with them, but there the similarities end. The Hob Goblins of Oerth are a powerful and terrifying race. Seeming more to be a form of lesser devil than a humanoid, they are the epitome of organized, concentrated and perfected militaristic tyranny.

ST +1[10]; DX +1 [20] HT+2 [20]

HP+4 [8]; FT+3 [9]; Will+2 [10]

Physical Traits: Acute Vision +2 [4]; Bad Sight (Nearsighted, only in daylight/bright light, -30%) [-17] ; Combat Reflexes [15]; Infravision [10]

Racial Skills: Broadsword +2 [4]; Hiking +3 [6];

Social Traits: Hideous [-16]; Social Stigma – Monstrous [-15]; Social Regard – Feared [10]

Total Cost: 10 points

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Bugbears: These giant hairy mutations among goblin kind are rare. Less than one goblin born in three hundred becomes a “bugbear” as it grows. They are brutish, exceedingly tough, vicious and naturally irascible and compared with their goblin kin, somewhat stupid as well, and down right naïve at times. Still, with their natural stealth, ability to climb as well as big apes and their skills with forced entry, they are often the scouts and escalade troops of choice among goblins when they are available.

SM +1

ST +3[-30]; DX +1 [20]; IQ-1 [-20]; HT+2 [20]

Physical Traits: Bad Sight (Nearsighted, only in daylight/bright light, -30%) [-17] ; Damage Resistance*2 (Tough Skin -40%)[12]; Fearlessness*5 [10]; Infravision [10]

Racial Skills: Stealth +3 [6]; Forced Entry +3 [6]; Climbing +3 [6]

Social Traits: Bad Tempered [-10]; Gullibility [-10]; Hideous [-16]; Social Stigma – Monstrous [-15]; Social Stigma – Ignorant [-5]

Total Cost: -33


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Half Elf: Combing traits from both aspects of their parentage, the long lived, attractive, and perceptive children of the unions of elves with man lack the many disadvantages that have stymied their elven parents while keeping many of their positive traits as well. Unlike in other places, with the Flanaess half elves are not viewed with suspicion in human society and are accepted within elven society as a whole as well.

Per +1 [5]

Physical Traits: Appearance-Attractive [4]; Extended Lifespan 1 [2]; Less Sleep 2 [4]; Night Vision 3 [3]

Total Cost: 18 points




I

The Initial Campaign area

FIRST: I borrowed heavily for this from the Ratik Living Greyhawk Campaign site and want to acknowledge their work as the basis for much of this. I've taken allot of it my own way as well, but their work WAS the basis for what follows.

Ratik and the Timberway Forest are cold lands, locked in snow and ice for much of the year. Outside of the settled lands it can be more than a man’s life to be caught away from some sort of shelter, even in the early Fall, or later Spring months, with only Summer safe from cold so bitter as to kill a man swiftly.

The foresters and trappers and woodsmen of the Timberway are seldom seen without heavy skins and fur cloaks, thick furred clothing or if they are wealthy enough, worsted woolens trimmed in fur, except during the short wet summers. The primary weapons are the axe and the spear and the short bow, as it can be stowed easily in padded and weather proofed cases, so as to survive the cold. Javelineers are also common and the goblins who dwell there usually carry several, the first to throw, in volleys when in force, and then the last to use as short spears. Despite their small size these creatures use javelins nearly fully the size of the ones men use, and with nearly the same distance and accuracy of use.

The Timberway Forest teams with animal life. The fur trade is the primary industry, even more important to the economy of the region and the Ulthek, and Keth noble houses than logging is. Only in the Barony of Abon Hoth is lumbering more profitable. Also, while there is little enough truck gardening, the plethora of game animals is necessary to keeping the folk fed. Yet, even in the dead of the icy winters, there are always more than enough game animals active to ensure any competent hunter of a full belly. Unfortunately, the Timberway also teams with predators, many who have lost their innate fear of men, or have been “altered” to be more aggressive. The foremost of these are the mighty Timberway lions, cougar/mountain lion type animals almost as big as the great lions of the southlands and far more aggressive, faster and more cunning. Besides the natural threats too there are supposedly Owlbears deep within the forest, near the uncertain borders between the lands of the noble house of Ulthek and the lands of the Fruztii. Too, and besides the few tribes of goblins, there are said to be some few ogres and even a few of the rare Hov Ninz, the Hobgoblins, in the verges of the forested slopes of the eastern Rakers. There may be other creatures too who wish no disturbance. One persistent rumor claims that a great vampire prince has fled, just in the last few decades, into the deep forest. If true, he is a quiet tenant who must lay somewhere between Keth and Coldspur.

Bandits also sometimes operate in these verges, almost always restricting their depredations to the folk of the forest baronies. Since the communities of the Timberway are small and the forest itself is far from safe, this is not often a problem, but sometimes a charismatic Fruztii will get the hankering to go “viking” and won’t have a ship at his disposal and such are these bandit/raider bands usually born. When they are then in existence they can be dangerous as compared to a similar number of such in the south lands. The Fruztii see “viking” as a national pass time and those who answer the call themselves are often hard, capable men not simply desperate ones. Officially there is peace between Ratik and the Frost Barbarians, but the “viking” still occurs.

Deep winter though is not the time for it. In deep winter even the goblin folk will sometimes aid stranded or misplaced travelers and even the most xenophobic logging camp might well aid a misplaced goblin. The struggle for survival then is against nature itself and even natural enemies often become very temporary allies to survive it.

Within the Timberway Forest’s southern half there are three noble families, not truly Baronial, as the populations wouldn’t support full baronial houses, but rather these are Baronetcies, or, more commonly, Lordships.

The southern most family, the Abon Hoth, are descended of two Knightly families of long service in the first days of the Aerdy Imperium who had feuded for long decades before reconciling by marriage. They are an old line now, going back more than four hundred years as a combined house and have a fair amount of influence even in Rauxes, even after the Greyhawk Wars, even though they are not at all in line with the former Imperial values. Logging forms the basis of their wealth and they are as such, while they are not rich, they do have more elaborate wooden fortifications than the other families with the forest can manage. Even the moderately wealthy house of Ulthek can’t really afford the number of wooden towers that dot the Abonhoth lands. The forces of his Lordship, Thellon Abon Hoth, are small when only standing forces are considered. He has a dozen men at arms manning the walls of his timber and stone keep, and there are a few more scattered here and there in the service villages, acting as Bailiffs, but his folk respect the “Just Lord” Thellon and he would field a force some hundreds strong in full defense of his lands and they would not be simple peasant levy forces, if they would also not be tremendously organized or disciplined. Outside of the directly held forces these would be woodsmen, mostly armed with axes and spears and the occasional shortbow, and cavalry would be basically unknown, but at the same time almost all of these folk would have a good acquaintance with long distance hiking and with survival in the wilderness, a distinct advantage in these heavily forested lands.

The Keth noble house is a nearly impoverished one. The Lord of the house, Lord Vartuel Keth, who was once a respected and just statesman, is little more than the figurehead now and barely acknowledged even as that. His wife, Lady Katharna, is the real ruler and everyone in the Baronetcy knows this. Lady Katharna is a greedy, avaricious woman, who sees the familial lands as nothing more than a resource mine…and while former generations of Kethian Lords may have allowed and sometimes even encouraged a certain degree of over trapping, presently and for the past twelve years, the situation has been disastrously over done. Now there are barely enough of the once plentiful fur bearing bounty animals, especially the winter fox and the ermine, to provide for any real fur trapping industry at all. It is only because of the close ties that Lady Katharna forged with the Merchant Houses of Marner that, via credit, the house of Keth is still able to maintain itself in any style at all, and the villages are beginning to complain vociferously of the taxes upon taxes the Kethians are levying. Also, since the trappers now must range further a field, there have been border disputes with Abonhoth, and the “Baroness” (a title she demands be used in her presence) has taken to hiring mercenaries to “police these southern rabble rousers in her lands”. This could easily turn ugly and many folk on both sides are beginning to brace for it.

In the Barony of Ulthek there are nearly as many Suel as there are Aerdy folk. Most families, including the noble one, are of mixed blood, with strong Suel antecedents obvious to the eye. Indeed in the noble house, both the ruler himself, Lord Phelgar Ulthek, and his sister Anthea, are almost prototypically Suel in appearance, being tall, blonde haired with pale skin and violet eyes. The Lords brother, Sir Thek Ulthek, who is also the head of the Order of the Hart in Ratik, is a half orc, an obvious one too, but has won a great deal of respect and loyalty from the folk of Ulthek because of his strong loyalty, to the Order, the Timberway itself and his family, in that order. The economy of Ulthek centers on the fur trade but a good bit of lumbering is done as well. Trapping is more prevalent here than anywhere else in Ratik, yet the trapping is done with great care to not over trap any certain species and to keep a good balance of predator and prey, so it is that the Ulthek family has become fairly wealthy and powerful itself. Unfortunately for them the Merchants Houses of Marner and many factors of house Cormik itself, see the manner in which the family coddles the “fur bearing animals” and “sides with the northern barbarians to which they hold close kinship” as disloyal to the Arch-barony and indeed, they have began to become more and more correct. The Ulthek forces are similar to the type of troops used by the Fruztii in many ways. Except for a small cadre of troops, more like a chieftain’s personal war band, there are no standing troops in Ulthek, but nearly every man in Ulthek is a capable combatant and as the Lord owns great loyalty from the people, his ability to raise a force is far greater than would be expected. Most of these troops are also armed in the Fruztii manner. Bows are all but unknown, but javelins and throwing axes abound, and spears sometimes thrown as well if the owner is capable with swords and owns one of those. They’re a mixed bag, irregular troops, but with high moral and a great deal more skill than is usual with irregulars.

To the north, along an uncertain border, lie the lands of the Fruztii, the Frost Barbarians. Within the Timberway they are a more settled folk, less prone to raiding than their northern kin, yet no less warlike and capable. There is some lumbering going on, but Jarl Ardheim’s folk live more by trapping and hunting than by lumbering by far. As is usual in the Timberway, there are small truck gardens, usually, if they are organized at all, than done at the Thorp or Dorf level. The Jarl himself actually lives in a longhouse on the shores of the Grendep Bay and not in one of the forest enclaves, so there are no actual armed camps or village steadings within the Fruztii portions of the Forest itself. Even large Thorps are unusual, with almost all of the folk dwelling as single extended families with a great deal of interaction between the Thorps. This does indeed make the Jarl’s people more clannish than is usual for the Fruztii, more along the line of the folk of Ratik, and less apt to direct commands of the “king”, but as the present monarch is friendly with Ratik, which pleases these folk greatly (after all, there is a good deal of Aerdi blood in the Jarl’s own family and it is far from unusual in that of his folk as well.), they are some of his most loyal supporters.

Friday, August 1, 2008

For today, just a couple of new templates:

Orc: The orc is ubiquitous humanoid raiders in the Flanaess. There may be more Goblins, but they are not, for the most part, nearly as aggressive a race as they are usually portrayed as. The Orcs, if anything, are more so. Strong, vicious, fast, enduring and hardy, they are a true warrior race. They are not though known for their wit or sagacity.

ST+2 [20]; IN-1[-20]; HT+1[10];

HP+4 [8]; FT+3 [9]; MV+1 [5]

Physical Traits: Bad Sight (Nearsighted, only in daylight/bright light, -30%) [-17]; Fit [5]; Infravision [10]

Racial Skills: Hiking +3 [6]; Running +4 [8]

Talents: Racial Talent*2 (Spear, Intimidation, Stealth & Tracking) [10]

Social Traits: Callous [-5]; Ugly [-8]; Social Stigma – Monstrous [-15]; Odious Personal Habit – Eats Sapient Beings [-15];

Total Point Cost: 9 points

Half Orc: The almost always bastard children by rape of Orcs and Humans, Half Orcs take a bit of both parent races, adding a certain degree of Orcish strength and hardihood to Human sensibility. They are very often wrongly discriminated against by both races and no where find real acceptance that they do not take/make for themselves.

ST+1 [10];

HP+2 [4]; FT+1 [3];

Physical Traits: Night Vision*7 [7]

Social Traits: Unattractive [-4]; Social Stigma – Outsider [-5]

Total Point Cost: 15 points

Monday, July 28, 2008

And, back to work. :)

First and foremost on the schedule is to update racial conversions. I've started with the three most basic, High Elves, Dwarves and Goblins. I'm surprised by how easily they set as "drop in" pieces.
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Dwarf: Courageous warriors and great craftsman, the dwarves of the Flanaess are powerful, rugged and taciturn, with a great reputation for honesty and a resistance to magic.

SM -1
ST +1 [10]; HT +1 [10]

Physical Traits: Extended Lifespan 1 [2]; Night Vision +9 [9]; No Hangover [1]; Resistant to Poison +3 [5]
Mental Traits: Absolute Direction (Accessibility, Underground Only, -30%) [4]; Sense of Duty (Clan) [-10]; Honesty [-10]; Proud [-1]; Staid [-1]
Magical Traits: Magic Resistance 2 [4]
Talents: Racial Talent*2 (Armory; Axe/Mace; Detect Lies; Masonry; Smith; Survival) [10]

Total Cost: 33 points

High Elf: Beautiful, gifted with great skill with song and graceful, perceptive, truthful and extremely long lived, magical and masterful with bow and sword and the arts, the High Elves of the Flanaess are also said to be extreme claustrophobes that are stubborn beyond belief when a thing matters to them.

DX +1 [20]; HT -1 [-10]
HP -1 [-2]; Per +2 [10]

Physical Traits: Appearance-Beautiful [12]; Extended Lifespan 5 [10]; Less Sleep 4 [8]; Night Vision 7 [7]
Magical Traits: Magery 0 [5]
Mental Traits: Claustrophobia [-15]; Stubbornness [-5], Truthfulness [-5]
Talents: Racial Talent*3 (Artist; Bow; Broadsword; Diplomacy; Sex Appeal; Singing) [15]

Total Cost: 50 points

Goblin: Whether it is deserved or not, goblins have a reputation for being awful, cruel and cannibalistic. They are small, but swift and vicious in combat, able to see in the dark like cats and nearly blind in sunlight. While often thought to be stupid as a race this is far from the case and is likely tied to their low browed, and hideous appearance and hygiene.

SM -2
ST -1[-10]; DX +2 [40]

Physical Traits: Acute Vision +2 [4]; Bad Sight (Nearsighted, only in daylight/bright light, -30%) [-17] ; Easy to Kill 2 [-4]; Infravision [10]
Racial Skills: Animal Handling (Dogs) +2 [4]; Riding (Canines) +2 [4];
Social Traits: Hideous [-16]; Social Stigma – Monstrous [-15]

Total Cost: 0 points


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Next up is a quick look at pricing. Yes, I know, I'll have to organize and settle this into a coherent whole at some point, but as this is still very much a work in progress, not just yet.

In GURPS $1 is defined as the cost of bread or other staple. With this being the case, the dollar is about 2 of my games "iron bits". This makes the average pay for the average guy on the street of the average city about $5 a day. Is it just me, or does this seem awfully low even when considering the Greyhawk standard class (social classes that is) disparity?

Still, until something that fits better comes along, this seems like the way to go. It will obviously have to also assume support services provided by the employer not being added in to this, OR, a primarily barter economy where little actual cash is needed or in use.


Isshia

Thursday, July 24, 2008

Accomidiating greater degrees of verisimilitude.

The differences between my GURPS Greyhawk and regular Greyhawk also include a few other accommodations to verisimilitude.

The first is the changing the standard valuable coin from the gold to silver. This still makes the coins worth MUCH less than they would have been in, say, medieval Europe, but it does away with a king’s ransom in gold outweighing the king by ten to one, which is ludicrous except in extreme circumstances. Quite simply count down by a single factor, with platinum being replaced by large gold coins, electrum being replaced by smaller gold coins, gold being replaced by silver, silver by copper and copper by iron. So a stay in the Welcome Wench will run 3 silver a day and a draft of ale will be only 4 iron bits. The feel isn’t as awkward, with beggars getting gold dropped at their feet and barmaids being tipped with electrum for having a nice wiggle.

Secondly, I despise having to have the unknown magic suppliers running about, mainly because there would never be enough Artificers to make even a small proportion of the magic items buy able even in frontier towns, so other than Alchemy and the few items such an Alchemist can provide or an Apothecary and his stocks, magical items offered for sale will be odd, rare and much sought after…in large towns and cities and no where else.

Also, I am going to be paying a bit more attention to the impact of a miracle worker on a small settlement. These guys will get instant reputations, which will have both positive and negative effects, when they “set up shop” in a small town or village. Since the standard is going to be roughly one true Wizard per 3000+ people (outside of elven lands anyway) when a village of 300 folk has one become part of the landscape it will draw instant notice unless the Wizard hides his talents.

The positive effects of this will be social regard, usually 10 points worth, either as feared (by far the most common outcome) or respected, depending on the locale. Negative effects are more subtle in some ways but more pronounced in others. If a “witch scare” sweeps the area, as the result of any “unnatural phenomenon” (which could include the local braggart not being able to get it up with his favorite doxy or the cow kicking over her milking bucket when she’s “normally so docile”) then the least outcome will be a social stigma and could escalate into mob violence. Since everyone is breakable in GURPS, the wizardling needs to be careful of this even when he begins to become truly powerful.

For Priests and Clergy the matter is slightly different, as they are expected to work miracles for their gods…but this will not protect them if their lord falls out of favor for one reason or another. Rather severe forms of social stigmata or outright ostracism can be the least of their worries then if the deity or pantheon has fallen into enough disfavor. Also, far more than with Wizards, the Cleric or Priest will find themselves held accountable, after a fashion, for anything from bad weather to disease, whether their lord had anything to do with the event or not being immaterial. Peasants look to the gods to protect them, when they don’t or won’t the peasants quickly point the finger of blame at their representatives.

Magic and Mana Levels and where...

Since I’m using the Greyhawk world map, but not the exact Greyhawk setting, settling instead on GURPS, a discussion of mana levels and techological levels where they are prevalent needs to be done, as well as some thought given to language and cultural groupings.


There is far less actual magical use and more Church inspired nastiness, especially in the form of Theocratic forces from the Pale waging a Crusade against the “new heathen Tehnites” and between Suloise clergy and those of the Oeridian gods. Too, while all the various political intrigues that are part of canon for the period right after the Greyhawk Wars are in place, many of those are nastier as well, with assassination becoming another tool of statecraft in many places. Bandits are numerous and dangerous and the Empire of Iuz is still rapacious as well. The “end of the Wars” may not have been the end in this iteration.

Most of the cultures are TL*3, with some of the more sophisticated regions, such as Greyhawk Free City or Nyrond or Keoland or the westernmost settled states (with the exception of Ull) are closing in on TL*4, albeit completely without anything relating to firearms or gun powder in existence, while many of the Barbarian lands are TL*2, with the Amedio Jungle tribes and most of those of the Hepmonaland Jungles as well being TL*0…but with a few tribes in the TL*1 range. The Rovers of the Barrens and the most isolationist of the Wolf and Tiger Nomads are just at the cusp of TL*2, really closer to TL*1, albeit their weaponry is usually bone, horn and the like than actual bronze.

Among human kind the Western (mid eastern style) culture group is centered on Zeif, Tusmit, the Plains of the Paynims, Ull, the Wolf and Tiger Nomads and Ekbir (and surprisingly, the Bright Lands as well), while the Snow, Ice and Frost Barbarians, the folk of Stonefist and the remnants of the Rovers of the Barrens all qualify as part of the “Barbarian” cultural group. The Oeridian cultural group handles most of the rest of the Flanaess, with the biggest exceptions being the Amedio cultural group (think Aztec), the Hepmonaland cultural group (think Olmec), the unique culture of Lendore Isle and the various demi-human groups, such as the High and Sylvan Elven cultural groups which are separate and Dwarven as a single cultural group which includes the Gnomish and Halfling folk who are not inculcated into the human cultures of their homelands. Finally there is the Darken Fold cultural group, which covers most humanoids and giant kind, with the exception of the Giant clans of the Crytalmist, Jotens and Hellfurnace mountain ranges who constitute the Giant cultural group.

I also handle languages a bit differently. I don’t like the Common tongue being a universal tongue. Rather there are three different major spoken Common Tongues, the Oeridian Common being the most common, with Darken Common being the next most common and finally Elven Common as the final of them. Oeridian Common is a trade tongue used nearly everywhere that the Oeridian cultural groups are found. Darken Common is the “universal trade tongue” of the Darken Fold cultural group (in theory more than in practice as only about 35% of the folk of that cultural group can understand it sufficiently to use it. There is an Elven Common, mainly for use between Sylvan and High Elven folk as within each group there is but a single language and there exists a Dwarven Common which is used mainly by Dwarves with Gnomes and Halflings that dwell within their communities as the dwarves are seldom willing to teach their tongue even to those they consider to be distant cousins. The Elven common though is sometimes used as a universal tongue by long travelers when nothing else seems to work.

Old Oeridian is still the most common WRITTEN language of commerce and business, even being used in some of the Elven, Dwarven and a very few “Barbarian” communities. The next most common is a written version of Elven Common although few outside of the elven and dwarven races use it. Other than these there are really no written common tongues, although Ancient Suloise is easily the most prevalent written language of long ago and Ancient Baklunish is widely known as well.

Other than these changes the languages remain the same as Greyhawk canon.

Magic is a bit different too. The idea of tying the power of magic to not only lines of power but also to the relative “health” of the region is not a new one, but is seldom used in RPGs. I though am a bit of a maverick.

There will be four mana levels in various places around the campaign zone. Everywhere from the High Mana lands of Celene, Lendore Isle, the Valley of the Mage, parts of the Duchy of Ulek and the land of the High Folk, and small parts of Veluna, Gran March and Keoland, to No Mana regions like the Sea of Dust (except for the Forgotten City which his the one and only Very High Mana region left) and the Bright Desert (except for the region within two miles of Rary’s Tower, which is High Mana), the Flanaess are variable and often hard to judge. Notable Low Mana regions are the Plains of the Paynims, Ull, the lands of the Wolf and Tiger Nomads, the Hold of Stonefist and the mountains close by it, as well as the lands of the Snow, Ice and Frost Barbarians and both the Amedio and Hepmonaland Jungles.

There is a recognizable pattern here, but it may not be as simple a pattern as it appears on the surface. The periphery of the settled lands of the Flanaess are where the Low Mana zones are, or the greatest of the No Mana zones, the Sea of Dust, as these areas are very lightly populated by sapient beings, but the presence of Mana in an area is also tied to complex life forms other than just sapient beings, so one might expect the Amedio and Hepmonaland Jungles to have normal Mana levels at the least, yet both are closer to No Mana than to Normal Mana. The reason for this is the subject of much debate among the most well traveled Magi.

Some small areas will be different in mana level than their surroundings for one reason or another and some will also give certain advantages to violent spell use and disadvantages to supportive spell use.

The mood of the campaign is almost Dark Fantasy, although the tenor will be closer to Sword and Sorcery. Initial characters will already be very capable, built on 250 points, as is detailed elsewhere, but won’t be world beaters yet. They will gain slowly in magical gear compared to D&D, but there is much, MUCH less magic use in this game than in a D&D Greyhawk game. You can be from where ever you want to be from, but YOU are expected to come up with a plausible reason as to why and how you got to the starting area, which is in the fringes of the frozen north, on the Thillonrian Peninsula .

Greyhawk: Going from the Ashes to Dust

Greyhawk: Going from the Ashes to Dust


This is going to be a rough campaign. Character death is no more likely than in any other GURPS campaign, but I don’t hold back from other outcomes and results and my villains act like villains. They are often despicable and seldom willing to deny themselves anything out of a sense or propriety.


The themes are heroism, horror and as a tertiary theme, Sword and Sorcery. The folk in this will need to be heroes…but heroes need not be “Good”. The heroes will be powerful in their own rights, but young. They will be built on 250 points, with no more than 75 spent in skills and up to 100 points of disadvantages and flaws. This should allow for a considerable amount of differentiation and will still hopefully keep them from being too overwhelming personally.


The average human being will have anywhere from a 1-50 point build. The younger they are, the fewer the points. And by average I do mean 9 out of every 10 of them. In a village on the frontier this may be closer to 6 out of ten and in many cities it may be closer to 19 out of 20. Still, the PCs will stick out. Also, magical ability, outside of alchemical and herbalist lore will be rare indeed, and even those exceptional fields will have few practicing members. Roughly 1 human in 100 is born with the capability to even learn magic. Of those most never get the opportunity to do much with it. In most societies in the Flanaess fewer than 1 true wizard exists per 3000 inhabitants. Elves are the biggest exception to this, since every elf is capable of magic and few don’t bother to learn at least some minor spells, but they are few in number and have children so seldom there is no place outside of the few primarily elven realms where their abilities help them to dominate the cultures they mix with.


The Dwer folk in my game include the Gnomes and the Halflings as well as the Dwarves, of which there are three major divisions, the most numerous being the Ath-Dwer of the central Flanaess, then the isolationist Havahd-Dwer of the northern mountains and finally the Muir, or Dark Dwer of the Sulhaut Mountains, or more precisely, the spaces below them. Each dwarven race has their own secret tongue that is only spoken when they are sure they are amongst their own alone. The various gnomish and Halfling sorts are seen as distant cousins and the halflings and gnomes share the same universal dwarven pantheon, albeit they have their own “saints” such as Garl Glittergold and Sheela Peryroyl, who are also revered by the dwer as well.


The humanoids of my world do not have their own deities and sometimes (seldom) worship the human or dwarven gods in their regions. Usually they worship the Dukes of Hell, or occasionally, they get caught up in cultism when an avatar of a particularly strong or violent deity appears. Presently almost all of the humanoids in the Empire of Iuz worship him, but outside of the Empire it is the diabolic lords, especially Dispater, who receives the greatest veneration.


The lands and much of the canonical history remains the same, simply deemphasizing the role of magic in all that was undertaken. Also, there has been more involvement by the deities themselves directly, through their aspects (not avatars). A Divine Aspect is an individual, almost always one chosen because of their great faith, which is chosen by the deity to represent a part of their portfolio that the deity believes needs to be stressed in a particular place and time. They become imbued with a not insignificant amount of raw divine power that is tailored to represent most clearly whatever aspect of the divine will that the particular deity wants stressed. In game terms they are characterized as a broad 300 point (usually) imbuement that the GM adds on to an existing character that fits the portfolio and desires of the deity. This can be nearly anything, of course, but is more useful if applied to an already powerful figure, which is the reason that most aspects are already well known in their own rights before becoming (almost always temporarily) divine aspects.


Avatars appearing are a much more problematic thing. Few ever do this, as it has no small degree of risk for the deity… like the possibility of death for the deity if the avatar dies, and while immensely capable, avatars ARE mortal. Still, these beings are vastly powerful representations of the deity’s divine will. The most famous avatar is Iuz, a god incarnate in the form of a cambion. But he still isn’t the “real problem”. The real problem won’t be quite so easy to discern and may get missed entirely, until it is too late. The kid gloves are coming off in this campaign, which may end up being Apocalyptic. Still, Iuz plays a truly major role in the campaign as it exists now too.