Showing posts with label Trucewood Vale. Show all posts
Showing posts with label Trucewood Vale. Show all posts

Friday, January 8, 2016

Review -- The Book Of The Dun Cow

This is how it's done, folks.  If you're looking for a near-flawless example of an epic fantasy novel starring animal characters, The Book Of The Dun Cow by Walter Wangerin Jr., is what you want. I'd argue that the book is -- or can be -- to animal fantasy role-playing what Tolkein's Lord Of The Rings is to traditional longpaw fantasy gaming.

Set in a distant time before Man, when the sun still orbited the Earth and animals could still speak, the stakes in Wangerin's tale couldn't be any higher: there is a horrible evil rising in a distant land, that threatens the very pillars of creation. Its vile army of monsters and dark magic spreads at a rapid pace, and few in its wake are willing to acknowledge its coming before it is too late for them.  So it falls to a noble rooster king, Chauntecleer, and the common-folk animals of his kingdom to rise to the occasion and save the world, perhaps at the cost of their own lives.

Like C.S. Lewis's Narnia (another big influence on Great & Small), The Book Of The Dun Cow is a Christian fable cloaked in an epic fantasy story, but is so well done that it transcends its own religious identity to become something with more universal appeal.  When I first read it back in high school (aka, the Pleistocene Era), I couldn't help but see it as at least a thematic cousin to Tolkein's great trilogy as well as Lewis's series. It just feels like an epic medieval fantasy, despite the lack of swords, elves, and castles.  Indeed, I distinctly remember pitching it to a friend as, "Animal Farm meets The Lord Of The Rings."

It has a distinctly medievalist outlook, for one thing, with a feudal system overseen by rooster monarchs and every animal in the realm knowing (and mostly loving) his or her place in the God-given social order.  And it features a multi-species cast of reluctant heroes drawn together by fate and tragedy, to carry out a sacred pact of which they never knew they were a part, but still feel duty-bound to uphold.

Also like LOTR, Dun Cow features monsters that would become staples of nearly every version of the D&D game and its imitators.  Tolkein had dragons and orcs, of course.  This novel has basilisks and their master, the Cockatrice, with their powers pretty much straight out of (or into?) the Monster Manual.

Winner of the National Book Award in 1980, Dun Cow was considered a surefire future classic, but seems to have fallen into obscurity among fantasy fans since then... a fate it does not deserve. In my opinion, it's not just the definitive animal fantasy novel, but a great fantasy novel, period.  It has pride of place on my shelf alongside Tolkein, Lewis, Lackey, and Tad Williams' Tailchaser's Song, as one of those fantasy books I keep coming back to and always seems fresh, revealing new depths every time it's read.

Contrasted with Watership Down -- which was essentially a sandbox hexcrawl with rabbits -- Dun Cow is more of a scripted campaign with a multi-racial adventuring party.  It's a great model for how  to integrate characters of multiple species who might otherwise be antagonists to one another into a cohesive unit bound by loyalty and mutual affection.  In addition to Chauntecleer the rooster, the main heroes include a depressed dog, a family of mice, and a weasel.  Even ants get in on the action.

I loved Watership Down, as both a kid and an adult.  But it was The Book Of The Dun Cow that first made me want to play D&D with animal PCs.  If you haven't already, I recommend you read it, and see if it has the same effect on you.

Wednesday, December 30, 2015

The Foundling -- A Niche For Longpaw PCs

A majority of longpaw children lost or abandoned in the wild can expect little but a horrible death unless they are rescued by their kin or species-mates.  But sometimes -- just sometimes -- an orphaned human or demi-human child gets adopted by a community of beasts and reared as one of their own.

This niche is optional, but can be a great way to bring in players who simply aren't sold on the idea of animal PCs.  Let them play Mowgli or Tarzan instead!

The Foundling
On rare occasions, animals will adopt an orphaned human (or other longpaw) child as one of their own.  Such unique individuals will grow up to prefer the company of their animal family and its species, and have a great deal of trouble interacting with members of their own... especially if they have witnessed longpaw crimes against their adoptive animal family.  Nonetheless, they can become ambassadors of sorts between their parent species and their adoptive species.  Indeed, such Foundlings often become legendary heroes among longpaws, thanks to their unique abilities.

Niche Ability:  Select a Species Trait of your adoptive animal family. This ability is now an inherent trait for you, but comes at the expense of a normal longpaw trait, such as the Versatility of Men, the Tunnel Sense of dwarfs, the Fey Magic of elves, or the Halfling attack bonus with missile weapons.  The longpaw trait you lose and the animal trait you gain are both your choice, but remain permanent throughout your adventuring career.  

In most circumstances, you can use this new Species Trait as effectively as any actual member of your adoptive species.  You can also acquire spandrels based on this adoptive Species Trait, but otherwise must gain rewards and treasure in the standard longpaw ways.

Some Species Traits, such as natural flight or water breathing abilities, are only available in classic fantasy or other high-magic settings. 

Other Abilities:  Add your Foundling level (plus your Foundling niche die result, if any) to all lore checks involving communication between longpaws and your adoptive species, to attempts to communicate with animals other than longpaws and your adoptive species, to find food or water in your adoptive species' preferred habitat, and to applied knowledge about the the geography and other features of the wilderness where you grew up.

Saving Throw: Fear

Threat: Average (+6). This increases to Tough (+3) at 2nd total level, Challenging (+0) at 5th total level, and Formidable (–3) at 8th total level.

Tuesday, September 15, 2015

A First Look At The Longpaws

I've received several private inquiries as to how I plan to stat out humans and demihumans in Great & Small.  Here's a preliminary look.  These are only first drafts, and don't necessarily reflect what will end up in the final version of the rules.

Longpaws 
“Longpaw” is a slang term for humanoid, believed to have been coined by the first dogs.  It is used when referring to any bipedal, mostly hairless, tool-using creature that does things like hunt with weapons, construct and live in buildings, wear clothing, practice agriculture, domesticate other species, and so on.  In some settings, humans will be the only species of longpaw.  In others, typically ones inspired by classic fantasy, the term will also refer to dwarfs, elves, halflings, orcs, goblins, and any number of other humanoid creatures.

Aside from dogs, farm creatures, horses, and small cats, most animals see few relevant distinctions between the different kinds of longpaws.  Nearly all of them are disruptive invaders or upstarts from animals’ point of view, best avoided or driven off when possible.  However, some smaller species – like mice, raccoons, rats, pigeons, and squirrels – have managed to make homes for themselves on the fringes of longpaw settlements, living off of the scraps that longpaws foolishly cast aside as waste.

Although Great & Small is not a game about longpaws, it can be useful to know their game stats anyway, as they make excellent antagonists. Also, some groups may prefer mixed games in the style of Russian fairy tales, Mercedes Lackey’s Valdemar stories, or C.S. Lewis’ Chronicles Of Narnia, which often feature humans and talking animals adventuring alongside each other.

To that end, the four main longpaw races of the classic fantasy game – man, dwarf, elf, and halfling – are detailed below.

Unless otherwise noted, all longpaws have the following default game stats.

     AC: 9 or by armor type
     AT: Unarmed (1d2), or by weapon type
     Beginning HP: 7
     Habitat: Any
     MV: 8
     SZ: Medium 

Species Traits:
  • Bipedal:  Longpaws walk on their hind legs at all times, making them especially susceptible to trip attacks.  They receive no bonuses to resist such assaults.
  • Encumbered: Lacking naturally tough hides, longpaws have invented armor to protect themselves.  However, this slows them down in a fight.  Longpaws add their AC rather than their MV to Initiative rolls.
  • Tool Users:  Longpaws never have to make lore checks to understand or properly use levers, latches, doors, springs, or any other simple tools.  They automatically succeed at such tasks.
Men
Humans like to think themselves the measure of all things, and the masters of all they survey.  Rarely considering other species, they will move into an area and struggle epically to master it by establishing settlements and farms.  This activity drives out some animals, but creates opportunities for others.  In some settings, animals are divided over the question of Man’s existence; those who travel and live alongside Men – notably, dogs, their most loyal companions – are set against those who are driven out by them.  Nearly all animals marvel that individual men are able to survive at all, lacking as they do any claws, teeth, or tough hides.  Weak though they may be compared to some other animals, though, men are nearly unstoppable in large numbers, as many great beasts have learned to their detriment.

Species Traits:
In addition to the standard longpaw traits above, men also possess the following abilities.
  • +2 on all lore checks to interact with dogs, even feral ones.
  • +1 on all lore checks to interact with small cats, even feral ones.
  • +1 on all lore checks to interact with horses and farm creatures.
  • Versatility: Men have a permanent +2 bonus on all lore checks with a single lore of their choice outside their niche, chosen at 1st level and remaining the same throughout their life.
  • Suitable Niches: Any.  
Dwarf
Dwarfs are a longpaw race only found in fantasy worlds where magic and monsters are real.  In such worlds, they are a race of miners who prefer to live underground, and value gold, gems, and mineral wealth above almost all other things (such is their reputation among fellow longpaws, anyway).  They are gruff, surly, and stocky of build, average about 4 ft. tall, and weigh about 150 lbs. as adults.  Their males prefer to grow and decorate their beards.  They tend to have hostile relations, often unintentionally, with subterranean animals, but are not especially cruel towards them when encountered. 

Species Traits:
In addition to the standard longpaw traits above, dwarfs also possess the following abilities.
  • Darkvision:  Dwarfs can see without the aid of any light at all, out to a range of 60 ft.  This vision is black & white only.
  • Tunnel sense: Thanks to their long experience living underground, dwarfs get a +2 bonus on all lore checks to notice unusual earthenworks, such as traps, recent mining, unsafe tunnels, and so forth.
  • +4 bonus on all saves vs. magical effects.
  • +1 bonus on all lore checks to interact with burrowing animals.
  • Suitable Niches:  All dwarfs are trained as Warriors at 1st level.  They make take levels in other lores after this, but Warrior remains their niche.
Elf 
Like dwarfs and halflings, elves are a longpaw race usually only found in settings where magic and monsters are real.  They fancy themselves a people of the forests and woodlands, self-appointed “protectors” of such realms.  And to be fair, many animals feel that elves are less bad than other longpaws when it comes to respecting other species’s territory… but not by much.  Like all longpaws, elves have certain animal species they like more than others, and will alter their forest homes to favor such species.  They are nearly as tall as men, on average, and have long, pointed ears and slender, graceful frames.

Species Traits:
In addition to the standard longpaw traits above, elves also possess the following abilities.
  • Darkvision:  Elves can see without the aid of any light at all, out to a range of 60 ft.  This vision is black & white only.
  • Fey Magic:  Every elf knows one 1st level magic-user spell of her choice.
  • Ghoulbane:  Elves are immune to the touch attacks of ghouls.
  • +2 bonus on Scout lore checks to spot secret doors; merely passing near such a door entitles an elf to an unmodified Scout lore check to spot it, as though she had been looking the entire time.  The bonus applies if she is actually actively searching.
  • +1 on attack rolls made with long bows or swords
  • +1 on all lore checks to interact with forest or woodland animals
  • Suitable Niches: Familiar, Magic-User, Scout, Trickster, Warrior.
Halfling
This race of small longpaws is usually only found in classic fantasy settings, where magic and monsters are real.  They resemble men in their proportions, but are notably shorter as adults, average about 3 ft tall in maturity.  They are known for their love of fine food and drink, their gentle disposition, and their adeptness with slight-of-hand tricks.  Notably for longpaws, they often do not cover their feet in shoes or boots, unless it is exceptionally cold.  They normally burrow their homes into the sides of hills, which sometimes causes them to disrupt communities of burrowing animals.

     AC 7 (or by armor type)
     Beginning HP: 5
     MV: 6
     SZ: Small

Species Traits:
In addition to the longpaw traits above, halflings also possess the following abilities.
  •  Darkvision:  Halflings can see without the aid of any light at all, out to a range of 60 ft.  This vision is black & white only.
  • +4 bonus to saves vs. magical effects
  • +2 bonus on Trickster lore checks to climb walls, hide in shadows, and move silently
  • +1 on all attack rolls using missile weapons
  • +1 on all lore checks to interact with burrowing mammals
  • Suitable Niches: Herbalist, Scout, Storyteller, Trickster, Warrior.

Tuesday, September 8, 2015

Some rules revisions & housekeeping

Here's a link (which I'll also share on the Quick Start page) to some revised rules that came about as a result of my alpha-test run of Great & Small.  I have a feeling that most of these will be in the final draft of the game.

The big changes are:

1) Hit Dice are now tied directly to Size rating.  Species determines 0-level starting hit points; adding a niche at character creation takes you to 1st level and gives an additional HD roll to add to this total.  Each time you level up afterwards, you gain a new HD of the appropriate type and re-roll all your hp using the new pool of HD, and only change hp total if the new result is greater than the old.

2) Initiative now uses a Move (MV) score determined by your species. I'll be going through the Featured Creatures to revise them, but in the meantime, MV scores can be converted from the old system by dividing the combat movement rate (the number in parentheses) by 5.  This number is added to a 1d10 roll during combat to derive your initiative. Runner characters add their niche die result as a further bonus to this roll.  This will eliminate the system using Speed ratings for declared actions.

3) I've diversified the saving throws so that each core niche now has its own unique save bonus.  The new categories are Blast (Runner), Charm (Storyteller), Deception (Seer), Device (Scout), Fear (Warrior), Paralysis (Trickster), Poison (Herbalist), and Trauma (Healer).  Discerning readers should be able to tell which old-school save category each of these was derived from.

Next week, I will be diving headlong into arranging, re-writing, and compiling the final draft of the full product, including systems for Scent Battles over territory (based on turning undead mechanics!) and hazards of the wilderness, a re-working of OSR treasure rules to accommodate Resources and spandrels, and hopefully expanding the Herbalism list.  Also, creating more tables, including randomized scenario generation ideas.

Meantime, on the blog, I'll continue statting up Featured Creatures -- which will also all be in the final product -- adding 5e-compatible material, more sample PCs of various levels, more setting details for the three campaign schemes, and reviews of some of the inspirational reading.

Thanks to all my readers for the support and encouragement.  This project really feels like it is starting to take on a life of its own.

Sunday, September 6, 2015

Alpha-Test Session Report

Shots from our game table for the first-ever run of Great & Small.
Printed rules and Zocchi dice



Observations:
  • Gamers will eat healthy snacks if you provide them.  Some of the gang brought popcorn and chips, of course, but I supplied a bowl of cantaloupe and some fresh carrots & celery.  All gone by session's end.
  • The probabilities seemed to be exactly where I wanted them to be, dice-roll-wise.  The Zocchi dice finally got their time to shine at my table.
  • The B/X-based rules run like a charm without the use of ability scores, as I suspected. You can design and run an OSR game using nothing but stat blocks, the race-as-class concept, and a collection of templates to add on top of them. I'll have more to say about that in a future post.
  • The adventure I wrote wasn't enough of a challenge for 1st-level characters, except for the final challenge, which was beyond their abilities.  Need to scale it better on a re-write.
My players went through the Spooky Old Warren with Evra, the snake magic-user; Holly, the rabbit scout; Meander, the gopher tortoise guardian; Brogan, the rabbit warrior; and Bramble, the rabbit seer.

No one died, not even in the yellow mold room.

Wednesday, August 26, 2015

The Familiar Niche

The concept of the magic-user's familiar has a long pedigree in fantasy tales and games.  In an animal fantasy campaign, the Familiar can become a protagonist in her own right.  While she largely plays a support role for a Magic-User, the Familiar is endowed with certain unique abilites of her own that make her a viable character option... especially if the Magic-User in question is an NPC.

This niche is optional, and intended for use in campaigns that feature "real"magic, such as a standard classic fantasy setting, or a modern fantasy setting.  It has no place in "reality-lite" campaigns where the supernatural is a subtle influence if it exists at all.  

The Familiar
Magic-Users are notoriously vulnerable at the starts of their adventuring careers, and often call upon arcane forces to protect themselves.  Some spells or rituals allow Magic-Users to call an animal into their service, with whom they share a magical bond that benefits both parties.  These animals, called Familiars, then embark on a life of adventure with their Magic-User partner.  And some learn from their "master," then go on to earn their independence.

Niche Ability:  When you take Familiar as your niche, you benefit from a handful of special abilities rooted in your bond to the Magic-User who summoned you. 

Your mystical bond with a Magic-User allows you to add her maximum possible hit points to your own total, giving you both a better chance at survival.  However, if your Magic-User is ever killed, you must permanently subtract these hit points from your own maximum possible total, which may lead to your own death.

Second, you share an empathic link with your Magic-User, and are always aware of her general location within 200 feet.  You may share your perceptions with her, and she with you, giving each of you a form of remote sensing, and you may speak to each other in your native tongues with perfect understanding.  You also benefit from any spells your Magic-User casts on herself.

Third, you gain a bonus Species Trait from your bond: a +1 bonus to any single lore outside your own (reflecting the fact that most Magic-Users are human, and you are thus sharing in their versatility).  If you become the Familiar of an Elf, you instead gain immunity to the touch of ghouls.  If the Magic-User who called you is a member of some other species, you gain a bonus Species Trait from them based on the BM's judgment.  (NOTE: In some settings, such as the Trucewood Vale, it is possible for animal Magic-Users to have longpaw familiars!) 

Finally, you receive a +1 bonus on all saving throws so long as you are in service to your Magic-User.

Beyond 0 level, this bond grants you further advantages.

At 1st level, a you become an arcane dabbler.  With a successful lore check, you can activate magical items normally only usable by Magic-Users as though you were a Magic-User of equivalent level.

At 2nd level, you become capable of delivering touch spells from your Magic-User to targets normally beyond her reach, as though you are an extension of her body.  And with a successful Familiar lore check on your part, the activation of this spell no longer depends on the will of your Magic-User.  She can cast another spell before you deliver the one you are carrying, and you are capable of changing the intended target to one of your own choosing.

And at 6th level, you become capable of storing extra spells within your mind, that your Magic-User can call upon as though she had remembered or prepared them for the day. The choice of which spells are stored in this way belongs to your Magic-User.  However, you're also able to activate these spells yourself, with a successful Familiar lore check!  You can store a number of spell levels equal to your Familiar level.  Thus, at 6th level, you could hold six 1st-level spells, three 2nd-level spells, two 3rd-level spells, or any other combination of levels that adds up to your total Familiar level (for instance, four 1st-level spells and one 2nd-level spell).

At 10th level or any time following, after years of loyal service, you have the option of gaining your independence from your Magic-User.  If you part ways amicably, you lose all of the above abilities except the extra hit points, bonus on saves, and arcane dabbling, and gain the spell-casting abilities of a Magic-User equal to half your level.  You may then continue to advance in spell-casting abilities by level as though you were a Magic-User yourself... even being able to summon a Familiar of your very own!

Other Abilities:  Add your Familiar level (plus your Familiar niche die result, if applicable) to all lore checks when attempting to intuit the function of magical items, recall or remember ancient mysteries, magic traditions, or cryptic phrases, or to deduce what kind of spell a Magic-User is about to cast by observing her gestures.

Saving Throw: Spells

Threat: Easy (+9). This increases to Average (+6) at 2nd total level, Tough (+3) at 5th total level, and Challenging (+0) at 8th total level.

Tuesday, August 25, 2015

Sylvestara, Queen Of Cats, Goddess Of Familiars

Source
Sylvestara is the goddess of small cats. She is also often portrayed as the familiar of the deity of magic, and her followers sometimes claim this status made her the first of the Eld-Beast Kings. The Cat Queen watches over all small cats who live in proximity to the races of Man, be they domesticated or feral. She also watches over familiars and animal companions of all species, and as such has picked up a handful of longpaw worshipers.

Queen Sylvestara values self-sufficiency, curiosity for its own sake, and the revelation of others' secrets. Though largely benign, she can be unspeakably cruel, and has a dark aspect who encourages followers to toy with their prey.

Priests of Sylvestara are encouraged to be nosy about other people's secrets while closely guarding their own.  They tend to be loners, but take a special interest in befriending wizards with familiars, druids or rangers with animal companions, and elves.  In small communities, they also serve as pest controllers, and sometimes have a pride of small cats who follow them wherever they go.

Holy Symbol: A housecat sitting in a pentagram.

OSR Notes
Clerics in service to Sylvestara often multi-class as magic-users or thieves, not least because doing so allows them to use easily concealed bladed weapons.  Even single-classed (usually human) clerics practice stealth and misdirection at every opportunity.

D&D 5e Stats
Sylvestara, queen of cats and goddess of familiars -- Alignment N; Suggested Domains: Knowledge, Life, Trickery; Symbol: housecat sitting in a pentagram.

Source
Pathfinder Stats
Sylvestara
Title: Queen Of Cats, Mistress Of Familiars
Portfolio: Small cats, familiars, animal companions, magic, secrets, stealth, deception
Alignment: Neutral
Typical Worshipers: Arcane magic users, awakened familiars or animal companions, thieves
Typical Worshiper Alignments: Chaotic Neutral, Neutral Good, Neutral Evil, Lawful Neutral, True Neutral
Domains (Subdomains): Animal (Feather, Fur), Darkness, Knowledge, Magic (Arcane), Trickery
Favored Weapon: Nekode
Favored Animal: Small cat

Sunday, August 23, 2015

Anaxskylos, Patron Deity of Dogs

Anaxskylos, King of the Dogs, is a minor deity whose influence is more widespread than his name.  Closely associated with deities of agriculture, community, nature, the hunt, war,  protection, and the home, he is specifically the patron of the ancient sacred bond between man and dog.  Though rarely popular with adventurers, he is widely revered by common folk, thanks to the role of his priesthood.

Anaxskylos' priests are enjoined to provide healing support to a community's animals, especially domesticated ones, and those rare few to whom he grants actual spells thus serve as a sort of magical veterinary/rescue service.  They often also oversee the health of temple hounds, noblemen's stables, and other collections of domesticated animals.

Sometimes affectionately called "Rex" even by his human worshipers, Anaxskylos has many other names, as well: Garmr, Lykegenes, Wepwawet, Xolotl, and St. Guinefort being only a few.

All priests of Anaxskylos must adopt a puppy to raise and care for throughout the creature's life, and treat this dog's life and needs as equal to their own.  This dog serves as a living connection to their deity, and they cannot regain spells if the hound is absent from their presence.

Holy Symbol: A dog's paw extended in friendship.  However, the canine companion also serves as a living holy symbol; if priest and dog are traveling together, a cleric can channel her turning ability through the dog, who growls, barks, or otherwise frightens away such foul beings.

OSR Notes
Most priests of Anaxskylos aren't members of the cleric class, and don't have any spell-casting abilities. They are normally just community herbalists and such. Those few adventuring clerics of Anaxskylos are similar to standard clerics in every respect; however, they are noted for favoring the mancatcher as their weapon of choice.

D&D 5e Stats
Anaxskylos, god of hounds -- Alignment NG; Suggested Domains: Life, Nature, Trickery: Symbol: dog's paw extended in friendship

Pathfinder Stats
Anaxskylos
Title: First Dog, Friend Of Man
Portfolio: Community, loyalty, protection, play, the hunt, domesticated animals
Alignment: Neutral Good
Typical Worshipers: Breeders, farmers, hunters, paladins, rangers
Typical Worshiper Alignments: Lawful Good, Neutral Good
Domains (Subdomains): Animal (Fur), Community (Cooperation, Family, Home) , Protection (Defense)
Favored Weapon: Mancatcher
Favored Animal: Dog

Monday, August 17, 2015

The Magic-User Niche

Preparing a playtest session for "Secret Of The Spooky Old Warren," and I will be using pre-generated PCs.  One of the players wants to revive an old snake character of hers from a previous animal campaign I ran, who was a sorcerer  (using 3.5 edition rules).  To facilitate that, I'm introducing the Magic-User as an optional niche for campaigns with a classic fantasy (like the Trucewood Vale setting) or other supernatural angle (like Creepy Crawlies).  I've designed it to be "plug-&-play" with whatever OSR iteration the BM prefers, rather than trying to re-invent the wheel.

The Magic-User

Masters of the arcane, Magic-Users channel both the creative and destructive energies of nature to their own ends. Unlike Healers, who tend to be motivated by community support & defense, harmony with nature, and preservation of life, Magic-Users are typically self-interested, relishing the pursuit of knowledge and power for their own sake. This is not to say that Magic-Users are inherently evil, or that Healers are inherently good, only that they use the spiritual forces of nature in different ways.
Source

Niche Ability: When you select Magic-User as your niche, you gain two special abilities: the power to read the magical writings of longpaws, and the ability to cast spells. 
  • Read Magic: With a successful Magic-User lore check, you can decipher magical inscriptions on objects – such as books, scrolls, weapons, tools, and so on – that have been crafted by humans or other longpaws (such as elves), even if you are otherwise incapable of reading at all. This is the main way you find and learn new spells. Reading the magic script does not normally activate the magic itself, though cursed scrolls may be an exception. 
  • Spells:  You learn, cast, and gain spells in a fashion identical to longpaws, according to whatever set of rules your BM has adapted for the purpose.
Other Abilities: Add your Magic-User level (and your Magic-User niche die result, if applicable) to all lore checks when attempting to research, understand, decipher, or recall ancient mysteries, magic traditions, arcane symbols, cryptic phrases, and so on.

Saving Throw: Spells

Threat: Easy (+9). This increases to Average (+6) at 2nd total level, Tough (+3) at 5th total level, and Challenging (+0) at 8th total level. 
--------------------------------------------------------------
When it comes to OSR magic, I much prefer the way it's handled in Flatland Games' Beyond The Wall and Other Adventures, and that is the system I'm assuming in the further design of Trucewood Vale.  But, I'm keeping things vague enough in the rules themselves that players and BMs can use a more traditional system if they choose.

Wednesday, August 12, 2015

Trucewood Vale: The Tale Of Beginnings

The Trucewood Vale campaign scheme is a classic fantasy setting inspired by works like C.S. Lewis' Narnia, or Mercedes Lackey's Valdemar,  in which human(oid)s and intelligent animals adventure together.  It's a perfect starting point for BMs who wish to incorporate classic fantasy game elements like magic, mythical animals, and demihuman longpaws like dwarfs or elves into their Great & Small campaign.

It's the default setting for the sample adventure, Secret Of The Spooky Old Warren (downloadable as part of the Quick Start Pack), although that adventure includes no overt classic fantasy elements.

The following fable should be read aloud at the beginning of any Trucewood Vale campaign, with each member of the group taking turns reading aloud for as long as they feel comfortable doing so.

As with any fable, it may or may not be true.

---------------------------------------------------

There are long-distant days that even the elephants cannot remember.

And in those days, the world of Okarthel belonged to the Eld-Beasts.

And the greatest of those Eld-Beasts were the mighty dragons, masters of claw and wing and breath.

And the greatest of these dragons were called the Urathear, who were like unto the gods.

Every Eld-Beast that walked, or swam, or flew, or crawled, upon the face of Okarthel gave reverence to the dragons as the kings of the animals.

But then one day, after much deliberation, the gods decided to call the longpaw races into the world, and to give them the gifts of speech and reason, much as the dragons possessed.

And there was much wailing and gnashing of teeth among the Urathear and their dragons.

The  Urathear had foreseen the end of their kind's mastery at the hands of Man, unless the humble powers of Man were checked.

And so the Urathear and their dragons feuded with the gods, and the feuds shook the very pillars of Okarthel.

After a time, some of the gods came to see the justice of the dragons' complaint, and suggested a gift be offered to them, to return peace to the world.

And so the gods reached down to the Eld-Beasts who walked, and swam, and flew, and crawled, across the face of Okarthel, and raised up one from among each species to be the new king of its kind.  These Eld-Beast Kings were, like Man and Dragon, given the gifts of speech and reason.  And like Man and Dragon, too, the Eld-Beast Kings held within them the power of magic, if they chose to pursue it.

The gods presented their gift to the dragons in the land now called the Trucewood Vale, and hoped their gift would soothe the Urathear, by giving them sentient subjects of their own to venerate and revere them.

But the gods had committed a folly, for in giving the Eld-Beast Kings speech and reason and magic, they had also given them choice.  And some chose not to revere the Urathear.

Enraged, the Urathear threatened the Eld-Beast Kings, demanding from them the unconditional loyalty the dragons enjoyed from lesser animals.  They showed the Eld-Beast Kings visions of the future of Man, and how Man would drive out dragons and spoil the world.

Many of the Eld-Beast Kings listened, and agreed. These chose to serve the dragons in their cause against longpaws.

But other Eld-Beasts Kings did not trust the dragons.  They knew that Man, like them, had the power of choice.  These Eld-Beasts believed Man could be redeemed.  And so these Kings befriended the longpaws.

And still other Eld-Beast Kings had no love for Man, but saw great benefit to living alongside him.  These chose neither to befriend nor to oppose, but merely to shadow Man.

The Urathear, for all their rage and power, knew they could not prevail against Man unless all the Eld-Beasts stood with them.  And so they chose to leave the world of Okarthel, taking their dragons with them.

This left the Eld-Beast Kings to rule their kind as they saw fit.  Soon the Kings learned that they could pass their gifts of speech and reason and magic on to some of their children, and thus the next generation of Eld-Beasts were born.

Over time, the Eld-Beasts learned that life with Man was tricky and dangerous.  Man was often fearful and violent towards that he did not understand, and so the Eld-Beasts decided that it would be best to hide their true nature from Man.

This is why the tongues of animals cannot be understood by Man.  This is why Eld-Beasts hide their magic from longpaws.

And it is why each new generation of Eld-Beasts is confronted by the original question put to them by the Urathear and their dragons: will you befriend the races of Man, or will you drive them from the world?