Tuesday, November 29, 2011

Pellatarrum: Energy Stars

Written by Ryan Roth


OVERVIEW
Everyone knows what the Positive Material Plane is: a roiling, tremulous expanse that is the source of all light and life in Pellatarrum and, if you believe the Church, the source of all souls as well. What most people don’t know is that, on occasion, the Positive Material Plane will throw off part of itself.

Actually, that’s wrong. The Positive Material Plane is doing this all the time. Flares of energy will erupt into the Astral Plane, sending shards of condensed, highly-concentrated positive energy flying into the void at high velocities, in much the same way that a normal sun emits plasma during coronal mass ejection events. In most cases, the ejected material is very minute in size, too small to see or handle. In most cases, it will crash into one of the Elemental Planes (where some scholars believe it sparks the creation of new elementals) or the Negative Material Plane (where it is instantly obliterated). But sometimes, the ejection is of significant size. And sometimes it finds its way through the Astral Plane and lands like a meteor in Pellatarrum.[1] When this happens, sages refer to the fallen material as an 'Energy Star,' borrowing an ancient term for lights that appeared in the sky above other worlds before Pellatarrum existed. The most fanatical among the Church of the Light consider such objects to be holy relics: physical fragments of divine soul-stuff that must be found, protected and revered.

Most members of the Cult of the Dark consider Energy Stars to be among the most dangerous objects in existence, and they do whatever they can to find and destroy them when they land.


PHYSICAL PROPERTIES
A typical Energy Star appears to be a brightly shining, irregularly-shaped rock with a density and heft similar to marble. Its size is usually somewhere between Tiny and Large, but bigger versions (Colossal or even larger) are not completely unheard of. The Star constantly and continuously emits a bright white light and a pleasant amount of warmth, side effects of the constant stream of positive energy the Star emits.

An Energy Star will emit its energy into its environment unceasingly (slowly shrinking in the process) until it is all expended, where upon the star dwindles to nothingness. Like radioactive material, there is a kind of ‘half-life’ duration that one can use when describing how long a given Star will last. At the end of this duration, the Star’s size has dropped to the next lowest category. The ‘half-life’ duration is not constant; larger Stars have longer lifetimes than smaller ones. This means that, as the Star ages, it starts to dwindle away at a faster and faster rate. Despite a considerable amount of research, the Church of the Light has never been able to find a way to preserve an Energy Star beyond its lifetime. Eventually, they always fade away, a fact that the Church (and the Cult!) sometimes uses as a metaphor in its teachings.

Energy Stars, as a material, are nigh-indestructible. Normal tools cannot break or shape them, and enchanted tools don’t fare much better (treat them as having a hardness of 25). They also have a natural resistance to magic of all kinds (spell resistance); note that, because they are not actually stone, they cannot be affect by spells such as stone shape. Energy Stars are, however, vulnerable to Negative Energy, and enough such energy can instantly reduce the Star in size, hastening its death. Repeated applications of Negative Energy can obliterate a Star. (Mechanically, each Star has a Negative Energy ‘Absorption Capacity’. If that much Negative Energy hit point damage is channeled into the Star -- via the Cleric energy channeling ability, an inflict wounds spell or similar means -- it will immediately reduce the Star by one size category. Spells, abilities or effects that apply negative levels to the Star effectively do 2d10 points of such damage per negative level applied).


EFFECTS ON ENVIRONMENT
As one might imagine, having a little piece of the Positive Material in your backyard is likely to have a significant impact on the place. The larger the Star, the stronger the effects it has, and the larger the area it influences. Mechanically, each Star as a Short, Medium and Long range at which different effects occur.

Long Range Effects: The following occur at Medium to Long range from the Energy Star.

1) Enhanced Plant Growth. Plant life is usually the first thing to feel the effects of the positive energy given off by the Star. Growth rates of normal plants are tripled. Plant creatures such as treants heal at twice the normal rate. Eaten, damaged or destroyed plants are quickly replaced, usually in under a day.

2) Negative Energy Suppression. The Star begins to interfere with the Negative energy that makes undead mobile. Any undead in the area are considered fatigued, and cannot recover from this condition until they leave the area. The Negative energy or death-involving effects (necromancy, damage rolls, etc.) receive a -2 penalty to all rolls in the area; this stacks with the normal energy bonus/penalties that naturally exist on Pellatarrum due to the day/night cycle. (That is, Negative energy effects in the area have a penalty of -4 during the day, -2 during dawn and dusk, and no bonus during the night).

3) Positive Energy Augmentation. Likewise, Positive energy effects (healing rolls, Con checks, Fortitude saves, etc.) receive an additional +2 bonus in the area that also stacks. Creatures are nearly twice as likely to be afflicted with Mania if they stay in the area for more than a day.


Medium Range Effects: The following occur at Short to Medium range from the Energy Star.

4) Overgrown Vegetation. Closer to the Star, plants absorb even more of the Star’s energy, and grow even faster. Destroyed plants are replaced within hours or minutes. The area becomes overgrown as per the plant growth spell.

5) Enhanced Negative Energy Suppression. Proximity to the Star further diminishes Negative Energy effects. All undead in the area are effectively exhausted. Negative energy effects are further penalized by -2 (for a total of -4). At this range, fully dead creatures and plants decompose very rapidly -- a corpse will be reduced to a bare skeleton inside three days. This is not so much an accelerated rotting as it is the conversion of dead matter into new living things such as plants and insects. This also affects formerly-living object such as leather, rope, and foodstuffs.

6) Enhanced Positive Energy Augmentation. Positive energy effects are given a bonus of +4. Mania-affliction is almost certain for living creatures that stay in the area for more than a day.

7) Flora and Fauna Mutations. Over time, a Star can radically change the flora and fauna living near it. This usually requires that the creature in question be of the Animal or Plant type, and have at least a few generations of its ancestors bathed in the Star’s glow. Because of this, the first creatures affected are almost always insects, such as ants, bees or flies. This is usually followed by small animals like newts, moles and lizards. After sufficient time living near the Star, the flora/fauna can acquire the giant simple template.  Successive generations can acquire this template multiple times, creating truly titanic monsters; note, however, that a given Energy Star can never cause a creature to grow to a size larger than itself. In addition, Huge or larger Energy Stars can, over years, cause creatures to acquire other templates; possibilities include airborne, arboreal, dire, ironskinned or mighty. Those creatures neither Animal nor Plant almost never acquire the giant template or other mutations, either because of some innate difference of physiology, or because their normal life-spans do not allow successive generations to be born and reproduce near the Star while it exists. Creatures which acquire the any such template gain some dim awareness that the Star is responsible for their vigor and health; they typically become quite territorial and will actively defend the area immediately surrounding the Star.


Short Range Effects: The following occur at any distance less than or equal to Short range to the Star.

8) Wild Vegetation. Plant life near the Star becomes so vital that it visibly grows and writhes. Destroyed plants are replaced in minutes. Vines and brambles in the area grow and move, entangling any creature of Large size or less (as per the entangle spell with a DC of 20).

9) Enhanced Energy Suppression/Augmentation. The Negative and Positive energy penalties and bonuses are increased to -6/+6, respectively. Undead continue to be exhausted in the area; dead things (including worked and preserved items, such as leather, cloth, rope or foodstuffs) completely decompose in space of minutes. Any living thing entering the area will suffer from Mania almost immediately (if not already afflicted), and the symptoms will only intensify the longer the creature stays.

10) Life Charging. Any living thing that spends time near the Energy Star regains hit points every round, as per fast healing. The amount gained every round is the Strength Rating of the Star. In addition, living things near the Star cannot become fatigued or exhausted, and can function indefinitely without sleep or food. Undead creatures that manage to get this close to the Star will suffer this Strength Rating in hit point damage every round they remain near it.


Energy Star Size
‘Half-life’ measured in
Short/Med/ Long Range Absorption Capacity Spell Resistance Strength Rating
Diminutive Seconds 0/1/5 feet 1 5 1
Fine Minutes 1/5/20 feet 5 7 2
Tiny Hours 5/20/100 feet 10 11 3
Small
Days 20/100/500 feet 15 13 5
Medium Weeks 100/500/2500 feet 20 15 8
Large Months 0.1/0.5/2.5 miles 30 17 12
Huge Years 0.75/5/20 miles 50 21 15
Gargantuan Decades 5/20/100 miles 100 25 20
Colossal Centuries 20/100/500 miles 200 29 25

MISCELLANOUS
There are a few more points to make note of. Firstly, nothing says that Energy Stars have to land on, well, land. A good many of them hit lakes and oceans. Which just adds an additional problem for anyone seeking to destroy, move or protect the Star: learning to breathe water. The Positive Energy the Star emits tends to charge a tiny amount of water it lies in, converting it into elemental steam, so finding the Star is usually as simple as looking for where the bubbles are coming up to the surface, then diving down towards the bright light. Once under the water, expect huge kelp forests and lots and lots of very large fish. But, if the Star is a big one that has been in deep water for a long while, expect Giant Giant Squid (no, that was not a typographical error). All things considered, though, the threat of an Energy Star is somewhat mitigated if it falls into the ocean -- the creatures it affects are likely to stay in the water after the Star wanes, and it isn’t as if there aren’t giant sea creatures down there already (though, come to think of it, those might be descendants of other Star-spawned beasts).

The second point of interest that scholars often raise is that, if Energy Stars can be emitted from the Positive Material Plane, could they not also be emitted by the Negative Material Plane? If such a thing occurred, wouldn’t the result of one hitting Pellatarrum be a region of horrible death, wherein only the undead could thrive? Well, maybe. However, it has never been known to happen, even in the records of dragonkind. There has never been a substantiated report of a Negative Energy Star, be it on Pellatarrum, the Astral Plane or elsewhere (of course, if someone did find one, would they be able to survive to talk about it?) Why Negative Energy Stars don’t exist is a point of fierce debate among the sages that care about such things, but most people are just very thankful that they don’t have to worry about them.

Thirdly, it will eventually occur to all adventurous types that having a source of radiating hit point recovery could be really handy to have around. That is, it would be profitable to carry around an Energy Star when doing dangerous stuff like adventuring, especially if you think the undead will be lurking nearby. In theory, this is correct, but in practice it really isn’t tenable. Any Energy Star that is small enough to be portable isn’t going to last more than a few days (and that’s only if you would consider a gnome-sized hunk of marble ‘portable’). During that time, you’re going to be constantly bothered by plants sprouting underfoot, slowing you down, and progressively larger mosquitoes swarming around you. And you’ll probably be fully Manic by the end of the first day. And the Cult of the Dark will want to have a word or three for you (the three words often being ‘Inflict Serious Wounds’). And the Church will want to have a word or two for you (those two words often being ‘Holy Smite’). When it comes down to it, is a few rounds of fast healing really worth all that, especially when there are easier ways of accomplishing the same effects? Most would say no.



RAMIFICATIONS
Energy Stars are fragments of Positive Energy that can spur vegetation growth like crops, can last for years or centuries, heal people and make undead critters go poof. What exactly is the problem? Why does the Cult of the Dark hate the things so much? 

Well, it has to do with those mutations -- in particular, the part where little things get really, really big. It isn’t a real issue for the most common, smaller Energy Stars, since they don’t last long enough for the effects to become too severe; but for Medium or larger Stars it can become a real concern.

While an Energy Star exists, the giant animals it produces can feed off of the local plant life (which regrows in short order) or each other (in which case the ‘encouragement’ the Star provides to the reproductive process tends to insure that the fauna population is maintained). Since the animal life tends to stay near the Star, the net effect is that a small local ecology of giant critters quickly develops and stays relatively contained. Just stay away from the area, let the druids worry about it and everything is fine, right?

Well, no, because Energy Stars don’t last forever, even the big ones. And once the Star starts to wane, its energy output can no longer support the largest creatures it created. And then, invariably, those creatures start to spread out to foraging for food. And before you know it, the whole countryside is swarming with Gartantuan Ants, Huge Airborne Vegepygmies, and Colossal Ironskinned Chipmunks. Did I mention that all these beasts are Maniacs, and essentially act like they’ve been popping amphetamines and caffeine constantly since the moment they were born? Entire civilizations have been destroyed in days by these monstrosities.

(Editor's note: This is an excellent example of where Magical Beasts can come from, if they aren't created through magical experimentation.)

Cultists of the Dark, naturally, see the existence of the Energy Stars on Pellatarrum to be an affront to their religious beliefs -- destroying a big one is a sure-fire way to gain a healthy amount of respect in the Cult. But, more than anything, the whole ‘wiping out civilization’ bit makes them particularly keen to stamp out Energy Stars before the real trouble starts. So, when a Cultist (or sometimes a Grey Cabalist) discovers that a sizable Energy Star has landed in his vicinity, a mission to ensure its destruction quickly becomes the top-priority.

Such a quest requires getting to the Star and pumping Negative Energy into it until it pops.[2] Speed is important: the longer the Star exists, the larger and more numerous its monstrous defenders become. Moreover, if the Star is destroyed after it has already created the largest possible monsters, then the effect is the same as if the Star waned on its own (see aforementioned ‘destruction of civilization’). Speed is important for another reason as well -- if  "those damn fools in the Church" find the thing first, they are liable to guard it, set up fortifications and pilgrimages, or (if they are colossally stupid), move it into a populated area. If you’re really unlucky, sometimes druids of the Gray Cabal decide to interfere as well (if, for example, they think the local urban sprawl has gotten too big and needs a bit of ‘reclaiming’). Other times, though, Grey druids will assist the Cult in order to make sure the original ecosystem isn’t completely disrupted.

To top off everything, a Cultist can’t even rely on his undead servants to protect him on such a mission, because they weaken, slow down and eventually disintegrate. To successfully destroy an Energy Star, a Cultist will need a living escort -- preferably a group strong enough for the job and stupid enough not to know what they are getting into.

That’s when the Cultist heads to the local tavern, plays the role of the Mysterious Stranger, and waits for the idiots to ask him if he has a job for them...



[1] Note that, as the material moves through the Astral Plane, it does not necessarily fly in a straight line. Its path can curve and twist in odd ways as it is influenced by its Astral environment and the Elemental Churn. Because of this, it is very possible for the material to land on the night side of Pellatarrum or the Underworld, in addition to the side of the disk that currently faces the Positive Material Plane.

[2] If this isn’t possible, a second option is to rapidly move the Energy Star well away from any populated region, preferably by air. Incidentally, there is at least one old bard story about a green dragon who dropped an Energy Star in the middle of a Bonefield that was disrupting his study of the local ecosystem, only to have that ecosystem overrun by giant bees a little while later. The dragon was reported to find this fascinating.

Sunday, November 27, 2011

Pellatarrum: My Dragons are Different (part 8)

Written as a cooperative effort by Erin Palette and Mike Kochis
 
What do dragons worship? Why, themselves of course. 
-- Pellatarran proverb


IX. Religion

While the above aphorism is pithy, it is nevertheless to a great extent quite true. Dragons are supreme egotists, and with good reason: when you are as old and as strong and as smart as they, then a little braggadocio is to be expected. However, this is not to say that dragons do not engage in some form of spirituality; what is fair to say is that their views on religion are complex and often contradictory.

On the one hand, dragons (like most sensible species) see the benefit in a system which encourages both healing and fertility. This last is especially of use to dragons, who mate rarely and whose gestation times within the egg may be measured in decades or even centuries. On the other hand, the Church of the Light promotes such  concepts such as "community," "openness" and "lack of secrets" which dragons find simply abhorrent.

So are the dragons cultists of the Dark? Again, not precisely. While dragons hold in high esteem the concepts of privacy, solitude and hidden agendas, only those with a fondness for carnage or necromancy truly love the night in all its glory. Undeath, devastation, and entropy are not a universal preference among dragonkind.

If anything, dragons hew closest to the Old Religion: the worship of the elements and universal balance, as taught by the druids and of the Gray Cabal. If anyone can be said to be held in high regard by dragonkind, it is a druid (and to some lesser extents, rangers with access to spells), as these typically offer an appealing compromise between the twin extremes of Light and Dark, granting healing and fertility without demanding compliance or anarchy.

In an ideal world, Dragons would simply be druids, but while dragons are inherently magical creatures, their preference is toward arcane magic, specifically sorcery. It is rare (as in, "dragon taking a character class level" rare) for a dragon to dabble in divine magic. If such were to happen, it is likely that such a dragon would possess some degree of fascination (if not outright obsession) for divine magic and would make that its life's work.

Such thinking can lead to only one very disturbing conclusion: at the heart of every religious organization across Pellatarrum -- the Church of the Light, the Cult of the Dark and the Cabal of the Gray -- lies at least one dragon, obsessed with its beliefs and using its clergy as pawns and underlings. The Church, of course, denies such accusations with vehemence, declaring that dragons use treachery and guile and that these things are anathema*. Surely the Church's inquisitors would have rooted out such heresy long ago!

However, the fact remains that dragons can take human form, and that sometimes the best person to manipulate an organization is not the Arch-Paterfamilias, but rather a mid-level clerk firmly entrenched in the bureaucracy but unnoticed due to blandness. After all, how many paladins ask commoner functionaries "Are you a dragon?"

Hiding in plain sight is very much of the Light, thank you.


* The Cult of the Dark would have no problem with a dragon at the heart of it all, as such things fit perfectly within their doctrine. The Gray Cabal wouldn't care one way or the other.



To be continued.

Saturday, November 26, 2011

Pellatarrum: Cursebreaker Durga

Rumored to be the child of one of the legendary Shapers of dwarven history, Durga is believed to be as old as Pellatarrum itself. This claim is not as unbelievable as it sounds: every educated soul on Pellatarrum has heard of Durga; she is the matriarch of an entire clan of curse-breaking dwarves; and honestly, she looks older than dirt.

Durga is a witch, and every one of her children has a magical talent of some form. Most are wizards, clerics and witches, though paladins are not unknown (bringing a highly literal interpretation of their clan name through their actions) and, in one notable exception, a bard*.

The Cursebreaker clan has a very simple purpose in life: destroying curses and malevolent magical items. Usually this is simple, as those who are cursed seek out a Cursebreaker and pay to have dispel magic, remove curse, or break enchantment cast upon them. (Stone to flesh is also popular but requires very good friends, and often an additional housecall fee.) However, sometimes adventurers stumble upon something far more potent -- say, an intelligent and strong-willed sword, or an artifact from the Godswar that somehow made it way across the planes and into Pellatarrum -- and normal spells are unable to break the bond or neutralize the cursed artifact.

That is when the Cursebreaker clan seeks the guidance of Grandmother Durga. Usually all that is required is a high-order spell (such as wish) or dropping the cursed item into the elemental torrent within the heart of the Dayspire. If that is insufficient, Durga will consult her extensive library, cast ancient and powerful spells lost to time, and send her family out on quests for information. Given enough time, Durga can break any curse or destroy any artifact. Of course, those afflicted with truly powerful curses may not have the luxury of time...

There are two important things to know about the Cursebreaker clan. The first is that when they give their word to break a curse, you may rest assured that they will break that curse or die trying -- in which case a family member will take their place and continue their kin's work.

The second is that, unlike others with the ability to remove curses, they never charge money for their work. Those they help are instructed that "One day, one of my kin will come to one of your kin and ask you to do something in return. You must do this thing without question or pause." These debts are recorded in Durga's library, as well as the amount of difficulty it took to solve that problem. It is a point of honor that a Cursebreaker has never asked for more than someone's ability to pay.

To the best of anyone's knowledge, no one has ever failed to repay a Cursebreaker. This has less to do with gratitude or personal honor than with the belief that any curse which can be broken may just as easily be reinstated...



* Cursebreaker Simenov's inability to actually remove curses is more than made up for by his ability to tell lurid stories that are both gross and engrossing. The fact that his bulging eyes and gravelly voice give him a "creepy old guy" demeanor actually adds to the telling of the tales, which are retold often but never as well as by Simenov himself. He is the reason every civilization on Pellatarrum has heard of Durga in the first place.

A lesson learned the hard way

Listen and heed my words, so that you can learn from my mistakes and not make the same in your own lives:

When you decide to have one of your firearms modified in a manner which requires gunsmithing -- such as having the receiver of your shotgun drilled & tapped for installation of a Weaver rail -- do not assume that the gunsmith has such a rail on hand. Further, do not assume that the gunsmith can just look up the distances between the screw holes in the rails and do the drill & tap so that you can buy the rail system later.

If you make these assumptions, what will happen is that the gunsmith will decide to order the rail system, which will take weeks to arrive, and you will be charged for both the labor and the part (bought at retail price.) What you must instead do is buy everything beforehand, so that you get them at your convenience and at the best price possible, and then when you go to the gun shop you should say "Put this rail on that gun" and all you have to pay for is the labor.

I learned this the hard way, as a weekend $60 drill-and-tap turned into a two-week $115 "we've got to order the part, we'll call you when it arrives" debacle.


Sometimes I think I'd be better off if I just became a gunsmith myself so I could cut out all the crap. Sadly, I can't afford either the training or the tools.


(This isn't a Monday but I'm classifying it as a Monday Gunday post because it has to do with firearms.)

Thursday, November 24, 2011

Broken River: A Thanksgiving Interlude

Broken River
Interlude: Little Big Chicken Ranch
by Mike (Rhishisikk) Kochis


Background
For those following the Pellatarum threads, this is something that Erin picked up a while ago, played with, and then got all distracted by life. But, as she pointed out to me, it fits really well with what's going on in Broken River.

Little Big Chicken Ranch
Not all things a town is famous for are in the town proper. Some, like the Little Big Chicken Ranch, are on the outskirts, the farmsteads that make "civilized life" possible.

In a nutshell, the LBCR raises dire chickens, because they have the fortitude to survive the elemental mish-mash that constitutes yearly weather, enough mean on them to resist predators, enough meat to make it worth all the extra hassle, and are still able to be handled by normal humans.
To date, attempts to mimic the success of LBCR have met with failure, and usually needed adventurers to remove the rampaging territorial chickens.


The NPCs
Garvin Olvewaithe (commoner 5) is the farmer known for running the Little Big Chicken ranch, but much of the actual work of the ranch and the homestead itself is done by his wife, Marta (com 6, our most experienced commoner). He also employs a half dozen "caretakers", who rapidly rise to second or third level (or end up being torn apart by the foul-tempered fowl).

Their oldest child is only seven, but has already gained second level. Mimi Olvewaithe is terrified of the "clucking horrors", and swears up and down that she's going to do something sane with her life. In spite of this, she hauls feed, pesters the ranch hands, and generally gets underfoot the way in which only a seven year old can manage (and only a seven year old is still cute enough to get away with).


The Tenants
For stats on dire chickens, see Erin's article here.

There are two conflicting natures – the dire beast and the chicken. Marta discovered that the chickens take shelter when she bangs two metal pots together. However, the chickens are smart enough to recognize wielded weapons, and will swarm fearlessly to defense of "their" territory.

Unlike most dire beasts, the chickens have been raised together, and work as a pack or swarm rather than individual beasts. They have learned not to attack their fence of woven barbed wire, but every so often, one (or more) will flutter into the air and find themselves landing on the outside of their pen.

Like all dire beasts, they breed like a plague – if they weren't being constantly harvested for their meat and eggs, they would have already taken over the entire farm and destroy the surrounding landscape. There used to be a detachment of four soldiers from the town guard, until times got so desperate that they were needed elsewhere (but the watchtower remains at the crossroads between the four pens.


Layout
As noted above, there are four pens. These are connected by buried walkways, allowing the chickens a single "territory". Each pen includes an artificial "cave"*, where the females can lay eggs and the entire flock will retreat to if exposed to fire, loud noises, rainy weather, arrow fire, or other situations which just cannot be resolved by swarming and pecking (the default reaction of the chickens).

The fences of the enclosures are wood covered with barbed wire. Collectively, the chickens are capable of destorying the fences – but they've never been worked into enough of a frenzy to discover this. Generally speaking, only the lower-status members of the flock spend a lot of time near the fences.

At the crossroads between the four pens are a watchtower and several "feeding troughs", which rely on gravity to get the feed past the fence. Two spears (to fend off hungry dire chickens) are also in this area. Again, the owners and hands make very certain to keep the flock well placated.


Town Politics
The Olvewaithes are not much liked by their neighbors, who are convinced that they are raising monsters. In spite of over a decade of prosperity, they will never be trusted to control their animals. This means their feed prices (from their neighbors, at least) are higher; part of this is grudge, the rest is greed (the ranch is relatively lucrative).

This means that most of the feed is actually bought from Thornshire, Broken River's halfling community. When relations are strained, and the halflings stop exporting, this includes to the Little Big Chicken Ranch. The residents of Thornshire are all to well aware of the pressure this puts on the entire northwestern farmland, and the town in general.

Although being on the "safe" side of the river, the LBCR is a target by the nearby orc tribe. For their part, the Olvewaithes are indifferent to the "orc tax" and to picking up the occasional dead orc body out of the pens – it's just one of the normal hazards of business for them.

Druids, generally speaking, hate the LBCR for "caging" dire animals (and more than one druid has died attempting to set them free).

Every so often the Smuggler's Union will attempt to "export" one or more dire chickens to another farm; these efforts always end badly, and the Olvewaithes have stopped selling their chickens, to include fertile eggs. Not that this stops the attempts, but that's between them and the flock.


Adventure Seeds
Seriously? If you can't already see three potential plot devices, go – no, no, not going there. I apologize.
  • Escaped chickens are a fact of life at Little Big Chicken Ranch. Normally there are just one or two, pawing around the outside of the fences, and wondering how they got outside. But as your player's level increases, it may be necessary to cull the entire farm. (The exact number of dire chickens on the ranch at any given time is deliberately left vague.)
  • Mimi is just the cutest little budding adventurer ever. She also knows that she's small enough to fit in a backpack. This is a dangerous combination.
  • Dire chickens eat a LOT. This means convoys of feed (both grain and meat) crossing the farmlands, year round. This means weather, banditry, and wandering monsters.
  • The neighbors have a dichotomy of their own – they don't want those monsters near their farm, but they're also afraid that if they try to do anything, ALL the chickens will escape at once.
  • Every few years, some idiot gets it into their head that dire chickens are just bigger chickens. Surely they would make good pets, or could be trained as circus animals. Meaner than normal chickens, you say? Perhaps guardian beasts...
  • As with any industry that makes money, LBCR attracts its share of bandits and robbers. The signs "Trespassers will be fed to the livestock" do little to deter such individuals.
  • If you're attempting to cozy up to the local orc tribes, they routinely lose braves who choose to steal a dire chicken from LBCR as one of their combat trials. A more difficult trial is capturing one alive.

Happy Thanksgiving, everyone!


 * I asked Mike what he meant by "cave" and he clarified it as "a chicken coop covered with dirt on three sides and on the roof."  While this makes sense, I am rather fond of the notion of it being an actual dugout, wherein intrepid farmhands must venture into the warrens, like a tunnel rat, to retrieve eggs or die in the attempt...

Wednesday, November 23, 2011

WNW: MOAR PONY ALIGNMENTS

Because why not, right?  These are stolen from Zak's Alignment System.

Twilight Sparkle: Curious Righteous
Pinkie Pie:  ADD Fancy

Rarity: Fancy Greedy
Applejack: Righteous Laid-Back

Fluttershy: Laid-Back Fancy
Rainbow Dash: ADD Bloodthirsty, or possibly vice-versa





And, for completeness' sake, the Cutie Mark Crusaders:

Apple Bloom: Greedy Sneaky
Sweetie Belle: Greedy Fancy
Scootaloo: Greedy ADD



Tuesday, November 22, 2011

An awesome dream I had

Last night I dreamed I was hanging out with Jamie Hyneman (like you do) when suddenly we were accosted by Jamie Hyneman cosplayers. Apparently we were at a convention and the Mythbusters were the Guests of Honor. However, for whatever reason, Adam Savage wasn't there.

Not wanting to disappoint our guests (and perhaps fearing their wrath), Jamie introduced ME as Adam and gave me a "Don't screw this up" look. I of course was terrified because I look nothing like Adam but the fans seemed to buy it...

For the rest of the dream I was acting larger than life, waxing enthusiastic about stuff I didn't know anything about and just improvising like mad. I also signed a crapton of autographs, which apparently people took as legit.

So if you attended ImaginaryMythbusterCon inside Erin's Head, then you got a bogus Adam Savage autograph. Sorry, no refunds.

Monday, November 21, 2011

Pellatarrum: My Dragons are Different (part 7)


Written as a cooperative effort by Erin Palette and Mike Kochis

In that day the LORD will take his terrible, swift sword and punish Leviathan, the swiftly moving serpent, the coiling, writhing serpent. He will kill the dragon of the sea.
Isaiah 27:1


So despite all this, you still want to be a dragonslayer? Then you are a madman or a fool. No one sane ever wants to kill a dragon, for the same reason that no one sane ever wants to fight a land war during a Siberian winter. Still, this is not to say such an undertaking is impossible... just very, very difficult, and even if you manage to win, you will have the scars to prove that you were in an epic battle.


VIII. To Kill a Dragon

Adventurers hate being manipulated and tricked. In a campaign featuring draconic manipulation, it is only a matter of time before they want to kill their hidden puppet masters for using them. So, how hard is it to kill a dragon?

First, it helps to find out which dragon you want to kill. As mentioned earlier, dragons are smart, extremely long-lived, and prone to holding grudges. From hatching they have been told that, if their existence is known, they will be used as pawns in the Great Game Between Dragons, and that only fools allow their true names and abilities to be known. As such, a dragon capable of amassing a hoard immediately begins to create a web of cut-outs and operatives around an information-based cellular network that would make any spy agency jealous. (See Society for more details on dragon paranoia.)

But assuming through arduous investigation that the Player Characters have determined that they do, indeed, seek vengeance upon the Great Red Wyrm Margontherog (as he is known to the orcs), they must penetrate multiple levels of obstacles and obfuscation to get anywhere close to his lair.

1)  The first layer comprises those people, many of them adventurers, for whom the dragon is – formally or informally, known or unknown – their sponsor. These adventurers may not even realize they are being sent to kill or otherwise hinder the party; they could merely show up in the same dungeon at the same time as the PCs, looking for the same treasure. Competitiveness and greed usually ensure conflict over cooperation, especially if their dragon patron has warned them that “Evil men from another land also covet this treasure for wicked ends.”

2)  The second layer is made of mercenaries, assassins, and other people from whom violence is easily bought with money. This is perhaps the weakest part of the dragon's web, in that if someone is paid to kill another, then clearly that someone has an employer who provided the funds. Truly careful dragons will arrange for payment to go through multiple locations and individuals, but with thorough enough investigation it should be possible to determine who paid whom, and eventually trace it back to either the tribe of kobolds to whom the money was given, or the particular hoard from which the payment came. Some assassins, after all, have discerning tastes, and kill for things other than mere coinage.

3)  Next is the web of favors that are owed to the dragon, either by other dragons or those humanoids brave or foolish enough to ask a dragon for help. Kindly note that favors owed by one dragon to another will only serve to muddy the investigation, as those dragons will also utilize resources 1 through 3 in order to pay the debt. (It is a humorous possibility, however unlikely, for the chain of favors to wrap back around and have the original dragon being asked to kill those same bothersome adventurers as a favor to another.)

    It should be noted at this time that steps 1 through 3 have no upper limit on their scope if the dragon is old and rich enough; it is entirely likely that cities, if not whole nations (through their rulers) could be considered assets of a single dragon.


    4)  At this point things are becoming rather personal for the dragon and perhaps some worry is setting in. He will call upon trusted servants, such as his tribe of fanatically loyal kobolds, or perhaps a half-dragon child, to deal with the party. Many of these will have character levels, and nearly all will possess some powerful magical item, either taken directly from the dragon's hoard or bought with its funds.

    5)  If the PCs survive this last onslaught, worry is definitely occurring. Dragons will begin activating contingency plans: abandoning lairs, adopting disguises, and retreating to a secure location. A favorite tactic at this point is to lure the adventurers to a throw-away lair – filled with enough treasure to be believable but not so much as to impoverish the dragon – and force a staged confrontation wherein the dragon fakes its own death. This is typically done with illusions, other beings polymorphed into identical dracoforms, cloned fail-safes or other types of simulacra. Should this tactic work, the dragon will lie low for a century or so (longer in the case of elven or dwarven opponents) until it has been forgotten and its foes are either dead or feeble with age. Then it will have its revenge, oh yes....

    6)  Assuming the player characters are undeterred by this deception, they now must face the greatest fight of their existence. Their quarry has retreated into its strongest, most secure lair, filled with traps and monsters and magics powerful enough to make the stoutest heart blanch. Through scrying, the dragon will know where they are at all times, and will constantly harass them such that they will be denied opportunities to rest, eat, and heal. They will face encounters not meant specifically to kill (although that's always a nice outcome) but rather to ablate, to eat away at the resources of the party until, when they finally stumble upon the dragon's great bedroom, they are bleeding and spent, with their potions drunk and their wands empty and their magics exhausted. And that is, ideally, when the party will discover that Margontherog the Great Red Wyrm has been dead for centuries, and who they face now is actually the black dragon Therazon Man-Eater. Surprise!

    7)  Assuming the player characters live through this – which is entirely likely, as this quest for vengeance has been a campaign years in the undertaking and in which time the party as a whole likely leveled up to beyond heroic stature – they need to ask themselves one question. One simple, small, nagging question: Which dragon manipulated them into doing it?



    Sidebar: Dragon Lairs

    Each dragon's lair will be optimized for maximum effective use of its special abilities. While an exhaustive discussion of the tactical construction of a lair is beyond the scope of this article, there are certain guidelines which are universal:
    • Dragons whose breath weapons are lines will favor long, straight passageways leading to their lairs, perhaps with a 90-degree turn to provide a sudden blindside, or a sliding wall to prevent a quick escape. If the PCs are incapable of flight, a labyrinth is terribly effective in this regard. The words “Fatal Funnel” should be a design principle.
    • Conical breath weapons, on the other hand, should encourage grouping in a cluster through use of terrain which seems helpful but isn't. Outcroppings and depressions can provide a sense of security which is proven false when the breath weapon expands to fill the area above or behind it. Obstacles which entangle or slow advancement are also effective. Think “Splash Damage.”
    • Black dragons favor lairs with pits and depressions where residual acid will linger after breath weapon usage. What may at first appear to be defensive trenches for the dragon's allies soon become pits and troughs of lingering, dissolving death.
    • Blue dragon make use of their ability to create water to flood the floors of their lairs, allowing electrical conductivity to turn a line of lightning breath into an area-effect weapon.
    • Green dragons, due to their sonic abilities, have blindsight rather than blindsense, and as such their battle-lairs are nearly all pitch-black. Repeated sonic attacks will frequently leave adventurers deaf, and PCs which are both blind and deaf are essentially helpless. They are also fond of large, deep pools of water into which armored, blind, and deaf adventurers can stumble into and drown.
    • Red dragons will use their immunity to heat to their advantage, and will occupy volcanoes or other locations which will fatigue, exhaust or kill those without magical immunity. These dragons will then cast greater dispel magic as an area effect in order to make the PCs vulnerable. Pits or piles of combustible materials are also favorites.
    • White dragons have similar tactics as reds, but are far more ambush-based predators. Their ability to create snow and ice, either through breath or magic, combined with their ability to burrow and their immunity to white-out situations makes them highly mobile and elusive fighters.


    This was originally going to be the end of the series but then I thought of more things to add as addenda. Therefore, To Be Continued.

    Friday, November 18, 2011

    Pellatarrum: My Dragons are Different (part 6)


    Written as a cooperative effort by Erin Palette and Mike Kochis



    Did ever dragon keep so fair a cave?
    Beautiful tyrant! Fiend angelical!
    Dove-feathered raven, wolvish-ravening lamb!
    Romeo and Juliet, Act 3 Scene 2



    VII. Draconic Resources  

    Contrary to expectations, ploys rarely diminish a dragon's wealth. Firstly, the average dragon rarely has more than a quarter of their resources invested in their network, and rarely more than half in various markets, banks, trade caravans, and other long-term investments; the treasure trove a dragon possesses is usually a quarter (or more) of what they own.

    Not all of this is in coins; magical and mundane traps, hired guards (usually half to two armies per lair), captive monsters to feed intruders to, and such are also part of the dragon's "possessions.”

    All dragons are avid collectors of things they value. One dragon will hold the knife widely held to have assassinated a king. Another will collect the small silver chalice it suspects was used to poison him. Still another has the animated skeleton of the skullery maid rumored to have poisoned him at the queen's behest. If it is rare, valuable, or unique, some dragon somewhere wants to collect it.

    Not all such "collections" are physical things. Some dragons collect music, or folklore, or gossip, or tall tales. And some dragons collect ransoms, or kingdoms, or lists of famous people they've eaten. Like all things draconic, it depends upon the dragon.

    As such, they keep a substantial amount of coin, gems, and jewelry on hand. One never knows when the third diary of Mu Ling is going to show up, after all. And when it does, one has to hire spies, con men, thieves, assassins, and (when they have to) purchasing agents to attain it. Naturally, there are several items that cross interests of competing dragons. Their discovery both stimulates the economy and leaves a bloody trail of unsavory professionals.

    Dragons rarely employ linear thinking, such as "I'll just eat them all and take the book." after they pass juvenile age. In fact, it is possible for the collector of rare crystals to also make a "bid" for the book – she has no interest in the book, of course, but she just absolutely must have that elven glass tea set another dragon once offered her for her set of matching canopic jars of Pharoah Mushu (and she knows our book collector has a mural of Mu Ling ordered constructed by Pharoah Mushu, a win for all three of them – especially her, if she gets the book first.).

    So dragons normally have all manner of "clutter" and "junk" in their lairs, some of it quite fragile, and easily mistaken for common items. Those traps you disabled, those monsters you killed, those guardian giants you slew? All of them are part of that dragon's hoard.




    To be continued. 

    Thursday, November 17, 2011

    Pellatarrum: My Dragons are Different (part 5)

    Written as a cooperative effort by Erin Palette and Mike Kochis


    If you ignore the dragon, it will eat you. If you try to confront the dragon it will overpower you. If you ride the dragon, you will take advantage of its might and power.
    – a Chinese proverb



    VI. Dragon Networks

    As mentioned before, dragons rarely do things themselves – it wastes time which is better spent making contingency plans for the backup plans for the main plans that fit into the dragon's world domination scheme. (Dragons are smart enough to realize they will never actually rule the world, but continually moving toward this goal assures that their power and influence grow, which helps protect them from sudden, violent death.)

    Instead, they work through agents of all races. Most have at least one tribe of kobolds who serve them. Through judicious use of their hordes, both through investment and ventures, dragons extend their financial empires across the infinite length and breadth of Pellatarum. Conflicts rarely result in dragon-on-dragon violence; negotiated settlements, complex games of chance, proxy wars, and breeding to give the contested area(s) to their children are all common solutions to draconic conflicts.

    For lack of a better word, dragons are draconic. They sometimes forget that their followers are not all near-genius level beings with great power. They punish failure (which can mean deviating in the slightest detail from the plan) harshly, though not always fatally. They usually do kill those who betray, assault, or lie to them (others just have a laugh at the little worms attempting to get the better of them). Although dragons do reward success, it is rarely as lucrative as fairy tales would have you believe, and if you do receive a magic sword, huge gemstone, or land grant from draconic service, expect there to be strings attached.

    Perhaps the most poorly understood aspect of dragons is the network of draconic favors that allows dragons to "borrow" each others' followers. This usually happens without the knowledge of the borrowed (if they even know who they're working for to begin with, which is rare for non-kobolds). This means that even while an "owned" party of adventurers runs about a dungeon for a quest given to them by "the old man at the tavern", they could also be looking to destroy an ancient artifact, find a bottle of a certain vintage wine, and check for rumors that thunderstone deposits are still nearby – each of them coming from a different dragon. Which is not to say that all quests ultimately come from dragons; far from it. Only about a quarter of what adventurers do is interesting or significant enough to attract draconic attention, let alone prompt them to action.

    However, the fact remains that if you're doing something, you never know if a dragon is ultimately responsible for it. More likely, in the process of breaking into monster's homes and killing them for their stuff, an adventuring party will come to the attention of a dragon. Believers of the phrase “keep your friends close, and your enemies closer,” dragons are very aware that parties of adventurers are just the thing to take out a draconic rival – or themselves. So they keep tabs on potentially dangerous adventurers, finding out what motivates them and making sure they are motivated in directions other than hunting down and killing the dragon in question. And if the adventurers just happen to go into a dangerous dungeon and not come out again – yes, the loss of resources is regrettable, but at least the adventurers themselves are gone...

    Only the most trusted (or least untrusted) of a dragon's followers have access to this network, which is wide-ranging in terms of both skills and terrain. Likewise, these servants have simple tasks, such as "Destabilize this nation while making sure the clergy and farmers are not harmed" or "Make certain that this peasant farmer's son grows up to be romantically irresistible to this particular elven princess". But the testing never ceases. Dragons are certain their network contains spies, moles, and traitors – after all, they've got enough of their own in other networks, they ought to know how easy it is.


    Sidebar: What is a Ploy?

    Dragons are obsessed with their status among other dragons, and insist on proper respect from other (lesser) species. As part of this, dragons are constantly "counting coup" on each other. They are too few in number to be able to afford resorting to violence as a first recourse with their rivals; a fight between dragons is usually a few centuries in the making.

    A consequence of this is that dragons often meddle in the affairs of other dragons, if only to keep the others distracted enough that they can pursue their own obsession. In fact, draconic custom alters the level of acceptable interference based upon age, known interests, proximity to lair (with more generous zones around one's "main" lair), and so on.

    The older a dragon is, the more complex and well developed their ploys become. A ploy (as most dragons call their efforts) consists of multiple layers of activity, diversions, delaying tactics, backup plans, fail-safe measures, and other considerations. Even for a genius-level creature, these ploys require years to develop, and are so detailed that they can seem prescient when unfolding (presuming, of course, that actual prescience isn't involved – because magic, that's why).

    Indeed, it could even be possible that the dragon whom the PCs have been researching, battling the minions of, tracking, being stymied by, foiling the plans of, and all around focusing their attention on, has in fact been dead for centuries, and no one knows this but the kobold tribes who served her, and who, in her name, have been fostering the plots she lived for until she was taken by some fell disease or another draconic ploy!





    To be continued. 

    Pellatarrum: My Dragons are Different (part 4)

     
    Written as a cooperative effort by Erin Palette and Mike Kochis


    "This of course is the way to talk to dragons, if you don't want to reveal your proper name (which is wise), and don't want to infuriate them by a flat refusal (which is also very wise)."
    ~ The Hobbit, J.R.R. Tolkien



    V. Draconic Interactions with Lesser Beings

    Dragons regard themselves as the rightful lords of all things, living and unliving. Tens of thousands humanoids are starving? That's nice. A baby dragon is starving? That might be of some concern.

    Dragons expect a minimum of three gifts from non-draconic guests: a greeting gift, meeting gift, and parting gift (the latter of which is also expected from draconic visitors). If there are multiple visitors, the greeting and parting gifts are expected to be larger.

    The greeting gift is both a tribute to the dragon (for not eating them, being willing to see them at all, etc.) and an indication of how much value the person places on being able to meet the dragon. It is also a measure of the gift-bearer's wealth. If a dragon is willing to meet with poor people, this gift can sometimes be waived. (Hint: dragons know adventurers aren't poor.)

    The meeting gift is given during conversation, and is meant as a consideration to agree to whatever the visitor is proposing. The idea of visiting with lesser beings just for conversation is enough to send most dragons into paroxysms of laughter. The value of the gift indicates both the value of the request, and how much time the dragon is expected to take considering it. It is also a precursor to the "half up front" standard in service negotiations. If a dragon declines an offer it is traditional (but not guaranteed) that they either return this gift or, equally common, give a gift of equal value as their parting gift.

    Contrary to popular belief, the parting gift is not a bribe not to eat the departing guest. Instead, it is a measure of how much one has enjoyed the dragon's company. Between dragons, this gift is reciprocated by the host; among lesser beings, this is less common. Beware the dragon who "gifts" you with a parting gift higher in value than your own! Either it is attempting to manipulate you (and being crass about it), or is setting you up for some manner of trouble.

    Dragons are expected to hold to the letter of their word to other dragons. They are expected to be good hosts and courteous guests to other dragons. None of these conditions apply to non-dragons. Because each dragon determines its own rules relating to non-dragons, it seems whimsical to outsiders. At best, good dragons will deal with you fairly. There are legends about dragons who break promises, make deals only to eat their visitor as soon as they leave their lair (and then keep their half of the deal anyway), and even one where a dragon traded a golden lyre for a literal song (the legend down-plays the misadventures that followed the bard after acquiring his new instrument).

    It is worth noting that dragons will often eat people, some of them without being provoked. Many dragons do not consider lesser beings to be truly intelligent (of the elder races, only the elves come closest to this mark), and none regard other races as their equals. Eating someone is a mark of superiority, contempt, and a means of killing someone in a manner that disposes of the body and hinders resurrection all in one concise bundle. Some dragons limit themselves to eating "bad" people (by the dragon's definition), but there are few dragons that will not eat you under the proper circumstances.

    Deal with dragons with caution, respect, and more caution.


    Sidebar: Dragon, Inc.

    From our modern standpoint, it helps to think of dragons as corporations. They don't consider themselves beholden to the rules of conduct of lesser beings, are interested in profit, and are often willing to harm the public good in order to better themselves.

    Where this analogy breaks down is that dragons are self-policing: they care what other dragons think of them. Also, remember most dragons are genius-level intellects; they understand the concept of investment, compound interest, and short-term sacrifice for long-term gain.

    It's just that as geniuses, they intend to be certain that others make the short-term sacrifices.



    To be continued. 

    Pellatarrum: My Dragons are Different (part 3)

    Written as a cooperative effort by Erin Palette and Mike Kochis


    Dracula hasn't had servants in 400 years and then a man comes to his ancestral home, and he must convince him that he is like the man. He has to feed him, when he himself hasn't eaten food in centuries. Can he even remember how to buy bread? [...] The loneliest part of the book comes when the man accidentally sees Dracula setting his table. “
    Shadow of the Vampire


    IV. Society
    Dragons, as will be shown later, are consummate schemers, plotters, and planners. They do not have time to properly raise their brilliant-to-genius offspring. Fortunately, their kobold servants are more than willing to teach the hatchling about draconic society – especially the importance and usefulness of kobolds.*

    Even before they are born, dragons are avid learners, and a dragon's training begins long before it is hatched. Their brains and sensory organs form while they are still in the shell. The songs which dragons (of both genders) and their kobold egg-tenders sing to their unborn are more than just lullabies; they contain moral, ethical, and historical lessons, philosophical questions, arcane formulae, and other tidbits the young dragon will need to know throughout its life.

    However, none of this prevents the feeding frenzy the newborn experiences upon being born. They eat first their shell and any food around the nest, and then, if they look helpless and tasty enough, their siblings. Some parents prevent this from turning fratricidal; other parents look on it as a first, critical lesson in survival. Others make sure all the eggs hatch, and then eat the smallest while the others watch – it's all a personal choice that each set of parents makes for themselves.

    As would be expected in a society where eating one's rivals and their followers is sometimes a way of counting coup (gaining prestige), young dragons are cautioned against even being seen by potential enemies, especially those more powerful than themselves. They learn to work indirectly, through agents. They learn to cover their tracks, leave red herrings, and to decipher the same. In fact, understanding how Paladins of Light think – straight forward, honest, direct and utterly lacking in deceit – cause many dragons headaches.

    A dragon is most at home at the heart of political intrigue with its fellow dragons (which is to say, involved in their machinations while not dealing with them directly.**) Is their newest agent really a mole? Have their own moles been turned into double agents? Which choice affects their long term interests more, swinging by the local farm and eating a fat cow, or "taxing" the local fishing village for deep-sea bass? What should they do if their backup plans fail? In short, for creatures with the physical, mental, and magical advantages they have, dragons are incredibly insecure, nervous, paranoid, and devious.

    A careful dragon (which is to say, nearly all of them) takes this to what would seem like paranoid extremes, but the fact of the matter is that other dragons are out to get them. Therefore, the cultivation of extensive networks and the acquisition of many servants serves multiple purposes: it extends the dragon's reach; it insulates the dragon against direct attacks; and it muddles the dragon's identity. Only the most powerful or cocksure dragon would allow its true coloration be known to any but a selected few, for this is important tactical information. Which is more advantageous: a red dragon being known as such, facing a party warded against fire and wielding cold-based weapons and magic, or being known as a red dragon and facing such a party only to surprise them with a breath weapon of an entirely different element for which they are completely unprepared?

    In short: dragons are not monsters; they are villains in the mold of the James Bond franchise.



    * This, along with the willingness of kobolds to perform the tasks which a dragon cannot or refuses to do, frequently elevates their species above “mere servants,” and the overall competence and efficiency of a kobold tribe is one of many status symbols among dragonkind. Of course, this is considering the tribe as a whole; individuals within it are rarely seen as more than useful tools.


    ** Their intense dedication to their passions is what makes most dragons avoid the company of their peers, because understanding that one has quirks is not at all the same as respecting them. (See: any argument on the Internet.) Worse, sometimes the passions of one dragon directly oppose those of another. While this can be seen as an intellectual challenge when distance is involved, it is all too common for tempers to flare when a dragon is in the immediate presence of one who embodies everything he opposes.

    While other (lesser) races have to bow to the rules of society, by their very nature there is no such thing as dragon society, with rulers and constabulary and social pressure, because they are naturally solitary creatures who are long-lived and slow to reproduce. Instead, there is only a collection of customs and a framework of etiquette so rigid as to give Emily Post the vapors. These rules are in place mostly to prevent dragons from killing each other out of turn, which would be both needlessly destructive and unseemly. Proper, civilized dragons engage in proxy warfare for centuries, wherein their foes are systematically stripped of all they hold dear until, impoverished and without allies, they may be crushed at one's leisure.



    To be continued.

    Pellatarrum: My Dragons are Different (part 2)


    Written as a cooperative effort by Erin Palette and Mike Kochis
    This section was also written with the help of Demonic Bunny


    "It's a funny feeling being taken under the wing of a dragon. It's warmer than you'd think."
    -- Gangs of New York



    III. Psychology

    Whereas in most fantasy games dragons are defined by greed, Pellatarran dragons are defined by their obsessions. What is considered to be autistic and obsessive-compulsive behavior in other races is deemed wholly normal and natural to dragons, such that Insistence, the air disorder, is better known as “The Dragon's Way.” 

    As they age, dragons become increasingly set in their ways and cultivate behaviors which make sense only to themselves: counting their hoards, ritualistically turning widdershins thrice before lying down, speaking in sentences of precisely eighteen syllables, repeating a menial yet complex task (such as treasure-polishing) until it is done "properly", etc. They are also prone to excessively consumptive behavior such as eating until vomiting (and then eating again), hoarding, kleptomania, and other forms of greed and gluttony. It is important to note that these behaviors are not motivated by evil intent ("I will steal from others because I want to deprive them") or even by conscious desire ("It is valuable and therefore I must own it"); instead it is a far more visceral and urgent compulsion of "I must do this, therefore I will do this!"

    Where other species see insanity and greed, dragons see perfectly normal behavior After all, when one can potentially live for ever, quirks are to be expected. Hobbies keep dragons interested and engaged with life, and so when bored they focus their intense attention upon them with an enthusiasm which would make even the most dedicated savant appear to be a pale amateur.

    Dragons can obsess about anything, not just material acquisition; there could be a dragon who obsesses about perfect love and who sends out kobolds to act as village matchmakers (which is perfectly feasible with low-level kobold clerics and a dragon trained in divination/scrying). This particular dragon would hoard perfect love stories; every couple successfully matched gets an entry in the records kept by kobold scribes, to be lovingly memorized by the dragon the same way comic-book fans memorize entire issues of their favorite books.

    These stories would not have to be real in order to be added to the hoard, so this dragon could very well have the the largest library of cheesy romance fiction in all of Pellatarrum. But this dragon would at least dabble in the real thing, possibly kidnapping maidens and only allowing them to be rescued by very sexy and romantic princes (and killing the ugly, unromantic boors). "Oh no! Thou hath slain me, fair prince," it would cry, while theatrically clutching at a very non-life-threatening wound. (This can even be turned around by having the dragon kidnap a sexy handsome prince so that a beautiful sword-maiden will come to his rescue!)

    Another possible adventure could occur when said matchmaker dragon rains terror on a village because what seemed like a 100% compatible couple broke up. "IT WAS A PERFECT MATCH!" it would shout, while demolishing the village in a fit of rage born of heartbreak.

    However, in these two examples given, it is worth remembering that having an obsession for romance does not necessarily mean the dragon will think of the individuals involved as people. Instead, it will most likely regard them as pets, or actors whose lives play out for its amusement. (If an example is needed, consider comic book fans and their sense of “ownership” of various characters.)


    Dragons are near-godlike beings with obsessions about very specific things. This can be a source for both real terror (sinister plots stretching over centuries and continents) and absolute whimsy (said dragon obsessed with romantic love). While it would be incorrect to attribute a specific obsession to a particular color of dragon, it is safe to make the following assumptions (with the caveat that these are guidelines and not rules):

    Black dragons are typically interested in information, whether it is is musty tomes or locked inside the heads of sages. If the latter, the informant may be held as a captive, or the dragon may act as a patron and “keep” the sage in an expensive manner within a city. Their hoards are often used to fund research and expeditions, and so they believe in long-term investment over immediate profit.

    Blue dragons care most about splendor, opulence, and luxury. This is not to say they crave material goods (although some do); it is more correct to say that they prefer beauty, whether it is found in a flawless diamond, a masterpiece painting, or a perfectly performed concerto. Frequently patrons of the arts, the hoards of blue dragons are typically comprised of art and decoration which, while priceless, is not exactly fungible.

    Green dragons, being rooted primarily in the forest, focus their attention on living things. This may be as mundane as obscure botany or as complex as the social dynamics of a small village which lies within its borders. They frequently see themselves as cultivators and husbands of the highest order, and so they view their networks as both a part of their hoard and an extension of themselves. These dragons are often highly manipulative, sometimes viewing those living under their influence as part of a grand social experiment.

    Red dragons' obsessions are all about passion, be it love or hatred. It is the projection of force which fascinates them, as well as the emotion which motivates it. Especially cruel reds have been known to inflict atrocity on communities just to study the resulting grief and outrage. Their hoards are used to stir emotion (typically greed, jealousy or anger) but are sometimes used to fund conflicts.They are the most likely of all dragons to maintain large amounts of cash (as a war chest) and to collect magical armors and weapons.

    White dragons are, for lack of a better term, survivalists. They are fascinated by thoughts of disasters and loss – specifically the concept of going without. It is this study of the absence of things which gives them their reputation for being less-intelligent (than other dragons, mind you.) As such, white dragons typically collect things which have the potential for value later: favors, supplies, extra lairs, etc. They do not keep their hoards in any one place, for what would happen if one of their lairs was lost? They instead maintain caches of their valuables across their territory, and in other places as well.



    To be continued.

    Pellatarrum: My Dragons are Different (part 1)

    Dragons of Pellatarrum

    Wherein I attempt to exhaustively explain my version of Dragons, realizing that I will inevitably leave out something important and have to made additions or corrections regardless.

    Written as a cooperative effort by Erin Palette and Mike Kochis



    It does not do to leave a live dragon out of your calculations, if you live near him.”
    -- J. R. R. Tolkien


    I. Introduction

    Dragon.

    The very word is packed with meaning, a concept formed by over a thousand years of cultural assumptions, each building on the last. The dragon of Saint George is not the same as the dragon of the Bible, and neither of them are The Hobbit's Smaug. But regardless of their differences, each of these creatures is recognizable as a dragon, and are demonstrably neither wyverns nor dinosaurs.

    Dragons are one of the four Elder Races of Pellatarum, and by far the most alien of them all. They are known as the Lords of the Air , but not solely because they fly or because they originated in that elemental plane; Air is the element of the mind, and Dragons are consummate masters of illusion, deception, trickery, lies, and manipulation.

    Dragons are categorically not monsters to be encountered alone in their lairs without protection, surprised while asleep, and murdered for a large heap of golden coins and magic items. They are incredibly long-lived beings of great physical, mental, and magical power, to whom the other races are but swarms of pawns on an impossibly large and complex chessboard.

    To use a Babylon 5 metaphor by comparison: Elves are like the Minbari -- old, mysterious, powerful, and alien, but still somewhat approachable (and therefore suitable to be used as player character race), whereas Dragons are the First Ones -- ancient, unfathomable, and terrible in both their kindness and their cruelty.



    II. Biology

    Pellatarran Dragons are distinct from typical Dungeons & Dragons or Pathfinder dragons in three key areas:
    1. There are no metallic dragons in Pellatarrum. None. They never existed. All dragons are chromatic, as Pellatarran dragons originated from the Elemental Plane of Air, and colors (rainbows) are air-based while metals are earth-based. *
    2. Alignment has been de-coupled from dragon color. Inasmuch as a Dragon can be said to have a form of ethics and morality that can be understood by races of lesser intellect and lifespan (would you debate philosophy with an insect?), it is an individual choice and not at all dependent upon their coloration and breath weapon. Speaking of breath weapons...
    3. All dragons have not one but two breath weapons: one lethal and one non-lethal.**  Even if the dragon is evil, it is sometimes useful to render foes unable to fight without killing them. For example, it is easier to ransom a living princess than her corpse, and it is easier to get blackmail on unconscious rulers than to create a scandal over whose charred bodies are lying near theirs.
    • Black dragons can either breathe a line of acid or a cone of fetid gas. Those in the cone must make a Fortitude save or be sickened for 1d6 rounds plus 1 round per age category of the dragon. Characters who are already sickened and who fail their Fortitude save become nauseated instead.
    • Blue dragons can either breathe a line of electricity or a cone of electrified air. Creatures within this cone must make a Fortitude save or be slowed, as per the spell, for 1d6 rounds plus 1 round per age category of the dragon. Being slowed includes the staggered condition. At the GM's option, multiple applications of the power may result in the stunned condition.
    • Green dragons can either breathe a cone of 2d6 sonic damage or a cone of intense vibrations. Those caught within the cone must make a Reflex save or be knocked prone. At the GM's option, multiple applications of this breath weapon may result in the character becoming deafened.
    • Red dragons can either breathe a cone of fire or a cone of intense heat. Creatures within this cone must make a Fortitude save or be fatigued for 1d6 rounds plus 1 round per age category of the dragon. Characters who are already fatigued instead become exhausted.
    • White dragons can either breathe a cone of damaging cold or a cone of numbing cold which creates ice. Creatures within this cone must make a Reflex save or be entangled in ice. At the GM's option, multiple applications of this breath weapon may result in paralysis and then petrification as the character is entombed in a block of ice.



    To be continued in parts to avoid the dread TL;DR as this opus is currently at 4000 words and climbing.





    * I've never seen a metallic dragon used properly in any D&D adventure, mostly because they're of good alignment. Also, colored dragons are far more iconic.


    ** See, the metallic dragons weren't using their nonlethal breath anymore, so....

    Wednesday, November 16, 2011

    WNW: Skyrim

    This is exactly how I envisioned written Draconic would look, and the dragon's behavior regarding its language is pretty much spot-on.




    Of course, in Pellatarrm, panel 6 would be the dragon eating the human...

    And we're back

    OK, brief timeline of where I've been.

    Friday:  Got out of the house for the afternoon and evening to avoid repairmen and general Friday night stress. Saw Immortals (brief review: 300 was beautiful obscenity, and therefore the action film version of pornography. By that analogy, Immortals is a snuff film, with all the violence and degradation in high-def slo-mo), ate Chinese food, played Debarchery in Adam's Empowered game. Life was good.

    Saturday:  Woke up feeling hung over (minus throbbing head and nausea) for no apparent reason whatsoever. Made irritating and mystifying by the fact that I haven't touched alcohol in at least a month. Accomplished fuck-all.

    Sunday:  Still feeling worked over and wrong out. Accomplished two things: jack and shit.

    Monday:  Okay, now I don't feel hung over any more, but now I'm coughing and sneezing and sweating like I'm coming down the flu.

    Tuesday: I spend most of the day in bed, feeling like I am gonna throw up any moment now.

    Wednesday: And just like that, it's gone. I wake up feeling terrific. It's as if the past four days never happened.

    So now I'm gonna try to get back on track for NaPelWriMo. Try being the operative word.

    Thursday, November 10, 2011

    Pellatarrum: Dwarven Hit Squads

    I've been getting lots of comments about yesterday's My Dwarves are Different post, and even though they're on Facebook or Google+ or IM, they amount to same thing:

    What's stopping someone from either killing a dwarf for his eyes and hair, or keeping several captive and routinely shaving them?

    And the answer is, Nothing. Not a goddamn thing is stopping anyone in Pellatarrum from doing this.

    Well, except for good sense.

    First you have to capture or kill the dwarf. This is not as easy as it sounds, as most of them live in their impenetrable nation-state of Agnakorem. To get in past the diplomatic and trade sectors you either need to be a dwarf, be trusted by the dwarves, or have a dwarven escort. So, you know, good luck with that. And even if you do get in, and you do manage to perform your perverse deed, you still have to get out again. This is even less easy than it sounds because dwarves are highly organized, community-minded, and distrustful of outsiders. The moment a body is found, entire neighborhoods go into lockdown. Who do you think they'll question first? The non-dwarves, of course.

    Second, you have to find a dwarf you can capture or kill. If you want to get a child or noncombatant, see above. If you want to try your luck with the ones who leave their nation-forge, those are typically adventurers (who do not go down without a fight) or diplomat-traders (see: heavily armed escorts). While you may win, A) you'll know you've been in a fight, and B) aren't their easier targets for robbery? Like, say, that fat human merchant?

    So all right, let's assume you succeed with your vile deed. At this point, you are either crazy, the baddest meanest motherfucker who has ever lived, or you're really good at running and hiding and don't mind looking over your shoulder for the rest of your life. This is because dwarves have tempers, enjoy holding grudges for centuries, and have large extended families with at least one relative with magical powers (such as access to scrying or divination spells) and another relative who's really good with an axe.

    Dwarves in Pellatarrum are modeled after a fusion of four human cultures: the Vikings, because they are clannish and like to drink and fight; the Germans, because they believe in precision craftsmanship; the Russians, because of their insular "us versus them" mentality and preference for spartan stoicism; and the Israelis, because they live in a perfect fortress and show absolutely zero mercy to their enemies.

    Do any of those cultures sound like the forgiving or gentle types? No. They are the "Assemble the family, pick up your axe, and let's go wreck some shit" types when it comes to avenging a wrong. I mean, look at the Mossad, Israel's secret service: they've made it their mission in life to capture or kill (preferably kill) any terrorist or war criminal who harms an Israeli citizen. Compared to the dwarves, the Mossad are rank amateurs who coddle their foes.

    You may say "Sure, but the Mossad has the resources of a nation to call upon, surely these dwarf families don't have that kind of pull," which is indeed true. However, they have access to magic, can craft magic armor and weapons, and given the Lawful nature of dwarven society are likely to receive help if they go to another dwarf and say "We're tracking down the monster who murdered and defiled our kin. Can you give us information/ supplies/ shelter for the night/ access to your temple?" which kind of evens things out in my opinion.

    And then, as Bunny helpfully pointed out in the comments, there's always the possibility that your victim will come back as a ghost or other form of undead.

    So yes. You can kill a dwarf and take its eyes and hair. But unless you have a foolproof plan for doing so -- in which case, why aren't you using these resources more effectively? There are less intelligent monsters out there with more gold than this! -- you will incur the wrath of an entire dwarven family/clan, who will be supported by the full weight of their race, nation, and culture. If your GM can't or won't turn that into an adventure seed with lasting consequences, then that is a failure of the GM and not of the setting.

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