The Nifty Gaming Blog is mostly about Dungeons & Dragons, plus general high fantasy and RPG nonsense. It is the half-baked brainchild of Patrick McCarty, who also does serious, grown-up writing over at Cracked.
Friday, September 20, 2013
4E Forever Fanzine
So I meant to link this when it came out but forgot--if you don't already know about this, you should check out 4E Forever, a promising new fanzine for Dungeons & Dragons 4th Edition. I'm a huge 4E fan, and once I started playing it I felt like it was the D&D game I had always wanted. I like Next too and I'm excited for what's to come, but it's nice to see that people still care about 4E.
Thursday, September 5, 2013
Let's Build a World: The Empire of Dragons--What is a Dragon?
A quick post, because I
realize there’s something I’ve been doing with The Empire of Dragons that I’m
not sure I’ve ever explained. See, there’s dragons, and then there’s Dragons.
In the Empire, the word
for “Dragon” is the same as the word for “citizen” and “person.” With very few
exceptions, if you’re a dragon then you’re a citizen of the Empire and
considered a full person in the eyes of its laws and society. You’re a
capital-D Dragon.
However, you don’t have to be a dragon to be a Dragon.
Originally, this was because of dragons’ well-documented propensity to mate
with humanoids. There were people who didn’t at all look like dragons claiming direct descent from an actual Dragon—so where
do you draw the line? Dragons often wanted their children—even ones they had
with humanoids—to be citizens. But what about their children? And their children
(and so on)? Quickly, the rule was established: whether or not you were a
dragon, you were a Dragon if any Dragon said you were.
On the other hand,
certain crimes can get you stripped of your citizenship, and while it’s
forbidden to kill a Dragon, killing a non-Dragon is okay, even if they’re a dragon. Lowercase-d dragons, who lost their
citizenship for whatever reason, generally go into exile and live solitary existences
with their meager hoards, thus giving player characters plenty of classic
boss-monster dragons they can slay with impunity if that’s the sort of campaign
you want.
Incidentally, this
practice is the more likely explanation for the origin of the name of the
Mountains of Exile—disgraced former Dragons risked death by staying in the
Empire, so they braved long flight over the mountains to the north to find a
secluded cave in the more peaceful Orclands beyond.
Let's Build a World: The Empire of Dragons - Beyond the Empire
For now, the Empire of Dragons setting
focuses on the titular empire—but what else shares its world? What powers can
possibly compete with the might of the Dragons?
The Dwarves
Many a Dragon makes
their home in the cavernous ruins of the old dwarven kingdoms. Within the
Empire’s borders, the dwarves have long since been chased out of their former
homes underground. Now, the few dwarves that live in the Empire dwell on the
surface alongside the more abundant humanoids. There are rumors of
long-forgotten dwarf kingdoms, deep beneath
the Empire, waiting for the right moment to return and reclaim their
ancestral halls, but most consider this to be nothing more than legend.
The last great kingdom
of mountain dwarves lies in the rugged mountains north of the Empire. In
Draconic they are called the Mountains of Exile. The dwarves who live there
call them the King’s Halls. The dwarves here are reclusive, jealously guarding
the treasure of the mountains. They have almost no contact with the Empire of
Dragons, and little more with the other powers in the world.
Occasionally, a Dragon
will try to carve out a little fiefdom for themselves on the southern slopes of
the Mountains of Exile. They tend to
disappear, and whatever followers they had managed to gather up in their
ill-fated endeavor quickly abandon the mountains after that.
No one is sure how the
dwarves protect their homeland. Some claim they are merely servants of the
mountains themselves, while others say they survive by making bargains with
strange, terrible creatures that live far beneath the earth. Other legends say
that the god of the dwarves, called the All-Father (perhaps an aspect or a
creation of Tiamat the Artificer) was imprisoned by Io deep beneath the
Mountains of Exile, giving them their name. There is power in the All-Father
yet, but only within those mountains. The dwarves have worked tirelessly for
generations, digging their tunnels ever deeper in order to free him and take
revenge on the Dragon God.
The Orcs
To the north of the
Mountains of Exile is a vast territory consisting mostly of temperate forest
and grassland. Stretching all the way to the frozen tundra of the north, the
Dragons call this country Orcland. In truth, much of this land is also claimed
by the dwarves, whose tunnels run far north of their mountain home. But the
orcs do not mine for the treasures of the earth, and so they are considered
welcome guests, free to hunt and farm on the surface of the dwarven land.
Mostly, the orcs are
peaceful, living in small agrarian villages or subsisting as nomadic
hunter-gatherers. They have a few cities, mostly on the coasts or near the
entrances to the dwarven kingdom, where they sell food and textiles in exchange
for baubles from the dwarves’ mines. They mingle freely with the humans and
elves in their land.
The Orcland is home to
the Orc King, a warrior so powerful he was blessed with immortality and
sovereignty over his people (or so it is said). He claims to rule over all
orcs, even those outside their ancestral homeland, and nearly all orcs—even those
living within the Empire—pledge loyalty to the Orc King.
It is generally
believed that, were the Mountains of Exile not in the way, the Orclands could
be easily conquered by the Empire of Dragons—however, even within the Empire,
the Orc King is spoken of with respect. He remains hidden away in his fortress
in the far north, ruling only through his viziers. Legends tell of him felling
an entire army singlehandedly, or calling on legions of ancestor-spirits to
fight at his side. And even if the orcs could be conquered, there is little
that would be gained from taking their land, since the dwarves lay claim to the
valuable resources beneath it.
The Elves
The elves are a
scattered, seafaring people, living in a loose alliance of islands, protected
by powerful magic. The Empire covets these islands, as they hold untold magical
secrets in libraries older than the Empire. The few remaining doorways to
Faerie are also hidden in the elvish islands.
Barring the few
ill-fated attempts on the dwarven homeland, the past few centuries’ worth of
military history in the Empire of Dragons has consisted of slowly conquering
these scattered islands. The conquered elves usually assimilate into the Empire
fairly easily. A Dragon is appointed to rule over their island, but life goes
on as normal provided the elves allow the Dragons free access to their magical
libraries.
It is a source of
constant frustration to the Empire that not all of the elves’ secrets are
contained in their libraries. Many of the islands rely on the magic of the land
itself, and when the land’s protection fails and the Dragons conquer it, the
island dies. Try as they might, the Dragons have been unable to access the
elves’ nature magic.
The Goblins
There is another
continent, across the ocean. Called the Western Land by the Dragons, it is home
to the Goblin Empire. The Goblins and the Dragons have thus far avoided total
war, and for most of their history have been content with a long and uneasy
peace. The Goblins are masters of arcane magic, which they use in the service
of their rigidly hierarchical, militaristic society. Reports from their clashes
with the Dragons tell of huge airships that blast magical energy at their foes,
and foot soldiers clad in indestructible armor that is lighter than silk. The
Goblins’ army is said to have terrible monsters in its ranks, created by transforming
prisoners into unthinking, unstoppable killing machines.
Like the Dragons, the
Goblin Empire craves the magical knowledge that the elves hide. When the two
great empires battle, it is usually over these islands. When the Goblins
conquer an elvish island, however, they raid them for anything usable and then
demolish everything that is left. The inhabitants are shipped to secret bases
on the mainland. Those with magical knowledge are put to work developing new
superweapons for the war effort. Everyone else is “processed”—transformed into
monstrous soldiers for use in their next campaign.
Many of its subjects
despise the brutality of the Goblin Empire, and they often flee to the shores
of the elvish isles, the Orclands, and the Empire of Dragons. They find welcome
enough in the Orclands—though few manage to reach those far northern shores.
Most goblin refugees eke out a meager existence in elf and Dragon territory,
where they come under immediate suspicion of being spies. A goblin can bargain
for their freedom in exchange for secrets from their homeland, although even
then they are rarely trusted, and must eke out a meager existence as servants
and laborers.
From these refugees,
the Dragon Empire knows that the Goblins have been gearing up for an all-out
attack on the Dragons for generations. Conquest unites the goblins, and as long
as they have a common enemy, their empire will remain intact.
Others
There are secondhand
reports from the mountain dwarves that the long-forgotten drow are returning to
the world, from doorways to Faerie hidden deep underground. Some say they
are coming at the behest of their brethren,
the elves who, trapped between two unstoppable empires, must turn to their old
enemies for aid.
There are those who say
that the other doorways to Faerie, the ones hidden throughout the world, never
really disappeared as most believe they did. It is whispered that the elves
await the opening of these gateways, when their fey allies will swarm into the
mortal world and destroy the two empires that have plagued them for years.
Some speak of other
foes, strange alien creatures that hide in the depths of the earth and long to
conquer it. They are hideous beings wrought of pure madness, and though they
are few in number and hidden far from the surface, they are infinitely patient.
Tuesday, September 3, 2013
LGBTD&D: His Beloved
Did James Wyatt and Matt Sernet quietly make D&D history?
There’s a new Wandering
Monsters today from James Wyatt, about origin stories for D&D monsters.
It’s quite good, and worth a read even if you don’t care about D&D Next, if
only because you might find something in there worth plundering for your own
campaign. There’s a lot in there to talk about, but what I’m going to focus on
is pretty much irrelevant to the actual topic of the article.
I’m going to start with some
short, disjointed quotes from the second story, which Wyatt credits to Matt
Sernet. They’re not supposed to make sense, I’m doing this to point something
out:
“This one tells of a young man
whose beloved, a sailor, was lost at sea…the young man went to the shore and
called upon the gods of the sea and all other powers to return his beloved to
him. In answer, or so it seemed, a withered crone emerged from the water…she
spoke to him, offering to return his beloved if he agreed to perform a task for
her…
The young man demanded the return
of his beloved first, and the hag agreed…
The young man ran to the boat to
greet his beloved, and a pair of rotting arms rose up to embrace him. His
beloved was dead, drowned and nibbled by the fishes, risen by the sea hag’s
magic into a horrible zombie. The young man fled.
…
But the young man’s mind was all
but gone. His memories of his life before this hideous transformation were
vague at best, and he had no memory whatsoever of the beloved who had driven
him to his fateful bargain.”
Quick, what is the gender of the
ill-fated young man’s beloved? How do you know? Read the whole article if you
think I’ve pulled some trickery with the ellipses—the story goes out of its way
to avoid giving the beloved a gender.
I assumed the character was male.
Partly because the story conspicuously avoids a gender, partly because that’s
what I immediately thought when the
story referred to a sailor. Which is evidence of bias on my part, obviously—although
in my defense, D&D’s “default” is a sort of medieval-Renaissance high
fantasy pastiche, and in the real
middle ages a sailor was probably going to be a man. But this isn’t the real
middle ages, and it’s a generally accepted convention that the D&D world
has at least something approaching gender equality. If nothing else, DMs don’t
give female PCs a tough time for being female, although in-universe you could
say that NPCs are as sexist as anyone in the middle ages, but not in front of an obviously-powerful female
wizard/cleric/rogue/fighter/etc.
But in the egalitarian world of
D&D, a female sailor wouldn’t be remarkable. There wouldn’t be any controversy—certainly
not for the story’s real-world audience—if the story definitively identified
the sailor as a woman.
So I still read the sailor as a
man, which makes me wonder if this is as close as we’ll see to representation
of gender and sexual minorities in official D&D content. And while I
applaud James Wyatt, Matt Sernett, and Wizards for being inclusive at all, I’m
disappointed that they feel like gay characters are only possible if they sneak
them in by way of gender ambiguous zombie sailors. Still, baby steps I guess.
I did a little looking around online after I read the article. I’m
not really hip to the D&D tie-in fiction world and I’ve only seen a small
fraction of the published adventures out there, so there’s a ton of official
content that I’m not aware of. From what I found, though, it doesn’t look like
there are many gay characters, even implied gay characters like our friend the
ambiguous sailor.
But, it turns out Pathfinder is
ahead of the game in this regard. I ran across this forum
post from James Jacobs: “GLBT characters exist in Golarion, so make sure
they're included.
As long as Paizo continues to
have GLBT employees, we'll continue to put GLBT characters into our products.
In fact, even if the employee thing changes, we'll still put GLBT characters into
our products. As long as I have anything to say about it at least. There's a
gay couple in the next adventure, in fact, so the inclusiveness isn't stopping
with Anevia and Irabeth in this AP.
Furthermore, I'm gonna keep doing
this in our APs until it's no longer an issue and folks just talk about the
adventure without really pausing to discuss whether any one NPC is a sorcerer
or wizard. And at that point I'll keep doing it.”
I don’t play Pathfinder. LGBT
inclusiveness isn’t enough to get me to pick up a game system I don’t like. But
I applaud Jacobs’ sentiment, and I wish Wizards would follow Paizo’s lead on
this.
I wish I could see people like me
in official D&D content. I wish I didn’t have to make a big deal out of a
gender-ambiguous sailor in an article about monsters, because I wish that wasn’t the best representation gay
people could hope to get in an official D&D product.
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