Worldbuilding: Name and Races
November 20, 2009 at 6:18 pm (Role Playing) (D20 3.5, Iron Heroes, Pathfinder RPG, races, world building)
Well, we’ve got a world concept… now we need some people on it.
We also need a name for the world which is, sadly, something I do not excel at (any suggestions?)
So, races for this world. Iron Heroes actually makes this easier, since it largely doesn’t muck about with races – most characters are human, and any customization is cosmetic, or done through picking different Traits (in the core book).
However, I’d like to slip a specific non-human race for this one. One of the things that I usually do when I’m working with a new world is that I look at mental images I have for the game – scenes. Well, one of the things that I have going through my head is a world that has airships – galleons sailing through the sky overhead on great oar-wings, ornithopters carrying single passengers, a world that has, to some extent, the fantasy-world equivalent of advanced technology. Adapting that sort of idea in, most worlds would use elves as the people to develop that sort of technology. Despite that… well, frankly, I don’t really like the idea of just trotting out elves again. Instead, I’m going to swap in another species.
The Greys.
Yeah, those little guys we all met in Close Encounters – the fellas with the spaceships and the anal probes. What would they be like in a fantasy world, albeit a low-magic one? They’d be masters of the sort of fanciful, clockwork machines that Davinci designed. Given materials that would behave the right way (which, of course, we can create), they’d be able to make airships and the like – and all sorts of other ‘fun’ toys.
In the interests of changing the name up a *little* bit, we’ll rename them the Gree (modified from the French for ‘grey’) – I’ve actually got some ideas for ways to put that name to use later on, too.
Given the description of them – scrawny intellectuals – we’ll give them a -2 to Strength, and a +2 to Dexterity and Intelligence. They’re great watchmakers, not so hot as blacksmiths. Their large eyes give them the benefits of Low Light Vision, but they also suffer a -1 penalty to all skill and attack rolls when in bright light, unless they’re wearing protective eye gear (which we can design later.) And, in keeping with the creatures of alien-abduction lore, they’re telepathic – they don’t normally communicate verbally, but instead with any intelligent being who speaks a shared language within 100′. In keeping with their Davinci-era technology, I’m going to have them dress accordingly.
I’m going to work on a class later that lets their advanced tech work, but that’ll take a while – not going to worry about it for now.
So, in game terms, here’s what we’ve got:
The Gree (Humanoid)
-2 Strength, +2 Dexterity, +2 Intelligence
Low Light Vision (Ex): The Gree can see twice as far in low lighting conditions.
Light Vulnerability (Ex): In bright light (daylight or brighter), the Gree suffer -1 on all attack rolls and skill checks.
Telepathy (Su): The Gree don’t speak a normal language; instead, they communicate telepathically with any intelligent being that can understand a language they do. They can hear just fine, and are capable of speech, but they typically communicate telepathically for the sake of expediency (and because they’re more used to it.)
Description:
These short (4′ average), smooth-skinned individuals look like classic “Third Kind” aliens – their name is based off the French for Grey. Rather than hyper-advanced individuals, though, the Gree are based off of “Davincian” technology and culture – they live along coastlines, in the mountains, and in forests, and craft exquisite artwork there. They also craft intricate clockwork devices and machines that blur the line between science and sorcery. Gree sky-galleons are a fairly common sight, sailing through the sky on the winds, massive sails billowing in the jetstream, oar-wings beating to steer the ships. Smaller vessels, powered by pedals or delicate springs, carry individual passengers, while the galleons are used to move trade goods, money, and the feared war machines of the Gree.
Oddly, the Gree refuse to live in jungle regions, or do business there – nobody’s entirely sure why, and they get touchy whenever somebody asks about it. However, the general theory is that it has something to do with why a largely peaceful race that deals in high-stakes trade and diplomacy has put so many resources into incredible war machines that allow handfuls of men to wipe out small armies.
This technology is made possible by three key ingredients – incredibly light yet resilient woods (darkwood), and metals (mithril), and the fantastic ingenuity that the Gree are renowned for.
Construction in Progress
November 18, 2009 at 9:14 pm (Role Playing) (Arcana Evolved, D20 3.5, Iron Heroes, Pathfinder, world building)
I’ve been asked by a couple people how I build a game world when I’m working on it (mostly my brother, who’s trying to break into game design, but it’s a good place to start). So, for a little fun, and to talk about my world-building ideas with examples, I’m going to walk through the world-building process that I use.
Now, I know that some guides suggest you start small, and work out to get bigger from there. But when you’re coming up with the world’s basics, you need to start a bit larger… for example, what game system are you going to use?
I’m going to opt for three, actually – Iron Heroes, Pathfinder
, and Arcana Evolved
. Why three? Because they’re all variants on d20 3.5 – my main focus, at this point, will be on the Iron Heroes era.
Iron Heroes is a very low-magic, high-”heroism,” version of 3.5. There are magic wielders, but magic is very dangerous to use. There are no clerics channeling the power of the gods to heal the sick and raise the dead. The world that it works best for is, thus, one that doesn’t use a lot of magic, one where it’s still a very young science, rather like chemistry in the first millennia… or, if not a young science, then one that was only recently rediscovered.
That idea appeals to me, actually. There was a time when magic was more common – however, for whatever reason, it went away, or at least regressed. This isn’t a young world, it’s one that’s very old… and that had a massive catastrophe in the past.
I’m actually going to delve into two different sources for inspiration here. First, questions about how the moon of our world was formed. Second, one of my favorite inspirational sources, Lovecraft.
Earth’s moon is an oddity – compared to all other worlds, it’s far, far too large… and too lonely, being the only one. Astronomers simply aren’t quite sure how it got there, or where it came from. Well, I’m not going to go for *exactly* that set of issues – I like the idea of multiple moons – but I will go ahead and raise the question of where the moons came from.
The ancient civilization that came before did have a moon in the sky… but they raised more. Why did they bother to put that much effort and time into building new moons? Obviously, because there was something that needed to be put Somewhere Else. Maybe cities, maybe creatures… and that’s where Lovecraft comes in.
Lovecraft’s work is rife with ancient, eldritch beings that can only be contained, not defeated. It’s also full of cities that are hard to reach, and parts of fantastical worlds – Kadath, for example, or R’lyeh. Let’s say we’ve got a world that *had* a series of wars like the ones Lovecraft outlines in Shadow Out of Time. Ancient beings, Aberrations in d20 terms, warring against each other… and, eventually, against their own rebelling slaves. Eventually, our ancient races managed to score a victory, but they couldn’t destroy their former masters entirely. Instead, they wielded powerful magic, that sent their cities into the sky, encased in massive orbs of stone, imprisoned for eternity. Of course, such powerful magic always exacts a price – the sheer amount of magical energy involved in such an act largely impoverished the rest of the world. What magic does remain is used at a potentially disastrous price – it weakens the bonds holding the Old Ones in their prisons. Worse, after so much time, the very energy of magic has been tained by the evil of the Old Ones – those who use Their power are slowly warped and changed by the exposure.
So, that’s the Iron Heroes (core) magic system explained, in this world. It also gives us things to build on later in the game.
At this point, our world has been rebuilding from the ‘cataclysm’ brought on by the loss of magic. Without magic, people have had to learn to maximize their skills and abilities – to do for themselves what wizards and clerics used to do regularly. This explains the pumped-up abilities of the classes in Iron Heroes.
How we tie this into the other systems later… I’m getting some ideas, but those are for much, much later.
So, are you getting any ideas? What sort of things would you like to see in this world? Let me know – maybe I can work them in through later posts.