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Saturday, June 22, 2019

Random World Variations: D&D 5e Version

Continuing off the last post for variations of my Random World.

Fantasy Warrior by Alejandro Olmedo.


Races

Generally-speaking, the Random World has been described as very human-centric, at least when it come to the major civilization as the core idea was born of a mixture of the assumptions of OD&D and the 4th Edition Point of Light design (which are very similar). That said they aren't the only playable race, especially when one take into account that human variations and crossbreeds are considered part of 'humans' for the most part.

Men

These are your baseline human (and no, not just a race of reverse amazon with only dudebros...even if that would be hilarious!) and their close relatives. They are the mortal inhabitant of the world and form the majority of the civilizations established around the Random World. In addition to the baseline human, the following sub-races exist:
  • Those of High Blood descend from the Fey and Elemental-blessed nobles and knights of the fallen civilization of Karnegras, whose only remaining city is Waywood. While slightly taller and more comely than average, they are otherwise very similar to their human relatives. Indeed, some of the people displaying such features as per their bloodline might very well lack the blessings it come with, as the blood and its blessings are growing thinner and thinner. Mechanically, they use the stats for Half Elves.
  • Those of Troll Blood around the Mavre Woods fill a niche vaguely similar to half orcs but with a fortunately much less sordid heritage, as myths and folklore tell their ancestors did not so much mate with trolls as acquire/steal their might and vitality (of course that could just cover up the ugly truth). In general people from the Mavre Woods are taller and brawnier than average but otherwise look human, lacking monstrous features altogether. Mechanically they use  As one would expect, they have the stats of Half Orcs.
  • The People of Yarford have their own magical bloodline in the form of animalistic blessing, the result of ancient magical rites and their ritualistic hunt of spirit-beasts. This manifest as them being part of the Shifter race. Unlike the depiction of Shifters from their original setting, these are a civilized and feudal people with a strong warrior culture which help them channel these animal instincts.
  • There are humans which have become warped by exposure to elemental forces. These beings would use the stats of Genasi in some shape or form. An example of a location with a Genasi population would be the Furnace Wastes.

Goblins

The races of goblins are two of the not-quite-fey-not-quite-mortal 'branches' of supernatural creatures which include both them and the trolls. As a general rule of thumb, Goblins are physically weak and small creatures, mysterious and often fickle. They represent mystery, darkness, wickedness, trickery, madness and more. They dwell in dark forests and under the earth.
  • The Dwarves of the Random World are a Goblin race, even if they would not really admit it up front. They are among the most human-like of the goblins, as well as the most 'mortal'. These dwarves aren't particularly known for their warrior skill (that said, any Dwarven adventurer is expected to know how to handle weapons) or alcoholism and are rather secretive craftsmen, traders and nomads. They are notoriously more mean spirited and aloof than the common fantasy dwarf stereotype. For most people, the stories of the Dwarven homelands, their mountain cities, are just fairy tales. They are Hill Dwarves. Another Option: If Duergar exist they could very well be playable too.
  • Hobgoblins are a form of warrior-goblin, elevated to greater power as elite servants either by some powerful being (a Goblin Lord or a human one will do, as does a powerful spellcaster). Stronger, taller, more focused than their scatterbrained lesser kin they very much play the role of 'monster minion' to other forces, At the same time, however, it does mean some patron could assign a hobgoblin to a party and thus justifying their presence.

Classes

There are two way classes could work in the Random World. The first is to use the core classes as presented in D&D 5e, which works (almost) fine while the other is to use the Low Fantasy Classes as presented in that PDF I-can't-seem-to-find-the-sources-for. Whichever option is used would certainly color the setting in a certain way, as the former is much higher on the fantastical scale. In any case, this is all a correction/addition to the thoughts on where each class might belong in that world.

In addition, any type of class variant generally associated with Elves can be generally assumed to work with the people of Waywood, as they clearly draw quite a bit from the typical elven imagery as a whole, down to (possibly) using Elven racial stats.

Monk

The Monk class has often been seen as an oddball in D&D, as it derive itself not from western tradition but rather eastern traditions, especially that of Wuxia with concepts such as martial arts and chi. Thus adding a monk to any setting adds a certain amount of oriental elements which may not fit certain worlds. Fortunately this is not the case.
  • The Way of the Open Hand is the default.
  • The Way of the Four Elements was invented by martial artists through study of various elemental beings manifesting upon the material plane and how they interacted with the world. These ancient, wandering masters spread far and wide both teaching others as they learned themselves. As such, there are countless schools and small enclave of Monks of this type, especially around places where elementals exist.
  • The Way of the Kensei is also quite common, with no particular origin. These days it can be taught in the lands south of the Jungle of Spears just as much one could learn the ways of regular sword fighting. It remain seen as alien around the northern lands, however.
Setting Role: The Monk is, well, exactly what one would expect as he is a martial artist. Their teachings have roots in other lands (currently not fleshed out in my notes!), away from those which have been the focus of the blog posts. That doesn't mean their teachings haven't reached far and wide or become established its just that they remain as 'exotic'.

Sorcerer

The term sorcerer has been used, when writing about the Random World, interchangeably with any kind of arcane caster. In modern D&D, however, the name is that of a specific arcane spellcasting class, one tied to their innate magical gift via bloodlines.
  • There is a series of homebrew of Sorcerous Origins called Yorviing's Sorcerous Grimoires. Several of them are well-suited (alongside, possibly, the Genasi race) to represent a human who has been deeply touched by raw, unfiltered elemental forces. Origins tied to elemental forces (like Volcanic One or Oceanborn) as well as those tied to natural concepts (such as Wooden Soul) are all suitable for this type of Sorcerer. Alternatively (or in addition to, since such powers are inherently chaotic and diverse) there would be the Elemental Essence origin from Kobold Press. The Storm Sorcery origin, found in the Sword Coast Adventeres Guide is also well suited to this category.
  • There also Sorcerous Origins which ties well into the various other human subraces, with the people of Yarford having an affinity for the Primal Hunter (see Yorviing's Sorcerous Grimoire: Children of the Wild) origin.
Setting Role: It is likely that Sorcerers lack a unified setting role, as they are as distinct from each others as two completely different classes. Some of them might be seen as blessed tribal shaman of some isolated elemental-blooded tribe while others are deeply tied into a people's history and bloodline (such as Yarford) while in other places they are shunned as freaks of nature.

Warlock

The Warlock is a neat addition to D&D that doesn't get enough credit, being based off the idea that a spellcaster makes pact with an otherworldly patron, such as a demons. Its a cool, extremely ancient concept but for some reason (possibly because it is a later addition to D&D post-TSR) the class is a bit unpopular. Suitable Warlock Patron in the Random World include:
  • The Archfey is a no-brainer, given that fey and fey-like beings have long been established. Many of them are quite alien and of a very nasty temperament, so they make poor Patron to directly interact with.
  • The Fiend is likely to be an option even if, currently, I've not worked out just what exactly demons/fiends are. Still, its a corebook option and it works fine as is.
  • The Hexblade is a pretty clear stand-in for the likes of Stormbringer and the Warlock tend to overlap with what D&D has called Hexblades as well as Eldritch Knight or even the Magus of Pathfinder.
Setting Role: The Warlock are obviously those who want to 'cut corners' when it come to wielding magic. Those with an Archfey Patron can be found in the areas around Waywood or even within the city itself, masquerading as some other type of spellcaster: in which case their patron are those ancient beings protecting the city which have increasingly chosen to have their own agenda rather than keep protecting a shadow of the former glory of Karnegras. NPC Warlock could also include intelligent/self aware Orcs who have retained their allegiance to their creators, the Witch-Trees. In exchange for their continued obedience and leading their less self-aware brethren they are taught magic.




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