The Yon

The Yon, also known as Yonfolk and Yonsola, are a hardy species of humanoid descended from primates. Their culture is considered brutish by human standards, although they are only slightly less innovative technologically than their human counterparts.

Yon culture grew from epic and terrible wars with the hobgoblin tribes they share their continent with. They met barbarism with barbarism, although Yonfolk grew culturally to include aspects of honor and duty to the greater good.

Just before being banished from this plane of existence, the hobgoblin gods cursed the Yon to never know the touch of gods of their own. To this day, Yon worship gods who never answer their calls; many have become godless, although many more continue to fight and earn glory in the hope that their gods will someday return and uplift their species.

All Yonsola are trained to battle, with civilians being considered trained reserves who were cut from the front line forces. Yonfolk can be found all throughout Strathos, but concentrated mainly in the castle towns and fortress cities amid their nations in the temperate rainforests and mountains of the Northwest. 

Physically, Yonfolk are larger than humans, standing 7 to 10 feet tall. They can use human-sized two-handed weapons single-handed, and giant-sized weapons two-handed with no penalty. They have more body hair than humans, but it isn’t very thick, and they must wear clothing to protect themselves from the elements just as humans do. Skin color ranges from light grey to near black, and hair colors tend to be shades of brown to black, with reds and even beige seen occasionally.

Yon are vegetarians, and get sick if forced to eat meat. They prefer leafy greens and fruits and berries of all types.

The Yon of Strathos have come to an agreement with the Fungoids they share the forests with; giving the fungoids waste material in exchange for free reign of the forests. As such, Yon and Fungoids are allies against any military incursions into their mutual lands.

Yonsola player characters have the following ability adjustments;

  • Strength +2, Charisma -1, Dexterity -1 (Their species maximum for these abilities are 20, 17, and 17, respectively).
  • Being a size level up from a human, Yon receive hit points as per their Class, but of one die type higher. If it is over d12, then add an additional d4 when calculating Hit Points.  So a Rogue would have d8 instead of d6, and a Barbarian would have d12+d4, instead of a d12. This rule comes from the Crusader’s Companion by Peter J. Shroeder.
  • Being blocked from the light of the gods, they are not healed by deific based magics; automatically save against cleric magic with a +10, even that which is beneficial and desired, including healing touch. 
  • Because of their inability to be magically healed, Yon prefer to wear the heaviest and most protective armor available. Yon healers are well known throughout the continent for making some of the best herbal remedies and poultices.
  • Yon from Strathos receive a  +1 to damage against hobgoblins due to their ancient feud.
  • The most common classes for Yonfolk are Fighter, Barbarian, and Ranger. While theft is just as common as in other species’ nations, there are very few professional Yon thieves. Mainly because they just aren’t good at it.The Cleric and Druid classes are unavailable. Yon generally do not practice magic themselves, finding it distastefully lacking in hand to hand combat, but will hire wizards as advisers and for special missions. 
  • When not part of an organized war band, Yon love to adventure; slaying monsters and finding treasure are considered glorious pursuits with the greatest stories being recorded in books and retold in song.

image by MichoBD

    Thoughts on Level Drain

    As a player, I’ve never had a run in with level drain. I didn’t play any incarnation of DnD enough to come across it, and the games I traditionally ran didn’t have level drain. So, it’s actually relatively new to me.

    I’ve known of level drain for a very long time, though. From an outside perspective, I felt that while it was suitably scary and a nifty alternative to the typical “get hit, lose hit points,” dynamic, it also seems like a nightmare of book keeping. Are players (or worse, the GM) supposed to keep track of how many hit points they received every time they leveled up? And in more modern games, you must keep track of new abilities, spells, improved ability scores, and what happens to say, a familiar you got if you get level drained to a level before you were able to get a familiar?

    Just a lot of bullshit that doesn’t seem very fun to me.

    I’ve run only one adventure where a monster had level drain, and I changed it to a super-paralysis thing because I simply didn’t want to deal with it. Looking back, I regret doing that, but you live and you learn.

    So, in the future if level drain comes up, I think I will do something along the following lines;

    • The player loses however many levels they are supposed to.
    • Hit Points are either re-rolled with the new hit die amount, OR the number of hit die lost are rolled and that number is subtracted from the character’s hit point total. 
    • The character retains any special abilities, spells, whatever.
    • New abilities, hit points, spells, what have you are not gained until the character gets back to their pre-level drained level. 

    As an example, Pat the 7th level Fighter gets hit by some creepy crawly and gets drained for 3 levels. Pat can either re-roll 4 HD to determine their new hit point total, or roll 3 HD and subtract the sum from their current hit point total. Pat will not get any more hit points or cool abilities until they gain enough experience to get to 8th level.

    For spell casters, they will know their higher level spells, but won’t be able to cast them until they return to their previous levels of power.

    Half Baked Elves

    Elves

    I’ve never been a fan of elves in games. Or in fiction for that matter. They usually are presented as humans-but-better, including aping human civilization (but in tree houses!) and being biologically similar enough to humans to interbreed and create half-elves which are even more of the humans-but-better. Why play a human when you can play an elf or half-elf? Why aren’t there half-dwarves? Why would an elf mate with a human? That last question leads to uncomfortable conclusions along the lines of half-orcs.

    No sir, I don’t like it.

    But because I’m trying for once to make a somewhat traditional DnD experience for my players, I’m including elves in the upcoming Maze of the Blue Medusa sessions. Albeit with my own spin on them.

    Same stuff as in the Player’s Guide, mechanically speaking.
    Elves speak faerie. Don’t remember if it says that in the book or not. There isn’t an “elvish” language.
    They can choose any class available to humans, but need 25% more experience points to reach the next level.

    Elves are human bodies, kidnapped just after birth, and inhabited by a faerie spirit. This spirit changes the body on a genetic level into an elf. Faeries do this in order to experience the world as humans do. But since they aren’t human, they get some things wrong. Give them a break, they’re tourists.

    As children, elves are very mischievous and quite like their faerie kin in behavior. As they age and contact with other species increases, they mature. Older elves who have lived among other species for long periods of time forget their origins and consider themselves to be a unique species unto themselves. These ancient elves live in human society, usually as landed gentry, aristocrats, and powers-behind-the-throne. They generally look down their noses at commoners, and will not deign to speak to young elves.

    Elves have natural abilities that are similar to their original form, with the exception of flight. A sprite form will have sprite-like powers, a pixie form will have pixie-like powers, a leprechaun will have leprechaun-like powers (and an affinity for gold).

    All that being said, elves and faerie-folk live and play together and instinctively get along. 

    Other than ancient elves who’ve forgotten who they are, the following is generally true of elves:

    Elves do not live in cities. Elves do not pray to gods. Elves do not forge steel or plant crops. Elves do not build houses or castles. Elves do not practice civilization as humans know it. They prefer the night time under the moon and stars.They may or may not wear clothing; depends on the situation or weather.

    Starting Equipment

    I’m working on setting up to run Maze of the Blue Medusa for my friends. I’m going to use a house ruled Castles & Crusades system. This is part of that system. For expediency, I’m making pre-gen characters.

    The neat thing about this, for me anyway, is that a few days ago, I was getting bored with the mundane parts of character creation; namely, starting equipment.

    So, I asked the question on G+,

     
    “I’m looking for tables to roll on to quickly come up with starting gear. I have a bunch of pre-gens I have to make and not a lot of time. GO!”
     
    And the first person to answer was Zak S, artist and co-writer of Maze of the Blue Medusa!
    He pointed me to a 5th edition hack he made, which you can see here.  
    Here is my interpretation of it, modified for my own needs.
    Characters begin the game with knife, weapon of choice, 25 gold, basic set of clothes, two small pouches, and a backpack.
    Roll d20 on the table until you get the same thing twice, or the table says otherwise. If you roll and the result gives a choice, choose one and roll again. If you roll that same result again, choose the other thing and roll again. If you roll it a third time, you’re done. 
    1. Padded or animal hide armor
    2. Leather armor
    3. Studded leather armor or a hooded cloak.
    4. Chain mail or a hooded cloak.
    5. Plate mail or a hooded cloak.
    6. Medium sized wood shield.
    7. Long Bow or Heavy Crossbow.
    8. Short Bow or Light Crossbow.
    9. Melee weapon of your choice, can be thrown.
    10. Roll d20 under your charisma. If you fail, take one thing off the list. If you succeed, choose a number of things equal to the difference of your roll and your charisma, then you’re done.
    11. Tinderbox with flint and steel.
    12. Mirror or 10 foot collapsable pole
    13. 50 gold or thieves tools.
    14. 2d4 torches or lantern with 2d4 oils
    15. 50 foot of rope or set of 5 assorted color chalks.
    16. grappling hook or quill and bottle of ink.
    17. Bedroll or whetstone.
    18. 20 caltrops or 10 foot chain
    19. quality religious symbol, or average 100 page blank booklet.
    20. d4 weeks of rations or a waterskin/canteen.

    Half Baked Ideas: Halflings and Elves

    The last 3 or 4 posts were, as the title implies, half baked ideas. I was writing off the top of my head and then posting it for posterity.

    Here’s some more

    Context: I am planning on running Maze of the Blue Medusa using Castles & Crusades as the base. My gripe with C&C though is basically everything but the SIEGE System.
    The players asked me to make pre-gens and I agreed since it will be expedient.

    Halflings
    Same attribute modifiers as  in the Players Guide.
    Same Rogue modifiers too.
    Have twilight vision instead of duskvision.

    The very rare Halfling adventurer is considered almost a pariah among regular halflings. Halflings are farmers and workers and take it easy in their spare time with naps and numerous meals. They live in their own communities and only have contact with other peoples through trade with nearby settlements. The myth of fierce warrior halflings is known only among non-halflings, due to many peoples ignorance of halfling culture or active desire to change halfling culture into something it isn’t.

    Every now and then though, a halfling finds itself in extraordinary circumstances. Surprisingly, due to their clever natures, natural abilities, and even their innate naivete, they make excellent thieves.

    Elves
    Same stuff as in the Player’s Guide, mechanically speaking.
    Elves speak faerie. Don’t remember if it says that in the book or not. 

    Elves are human bodies, kidnapped just after birth, and inhabited by a spritely spirit. This spirit changes the body on a genetic level into an elf. Faeries do this in order to experience the world as humans do. But since they aren’t human, they get some things wrong. Give them a break, they’re tourists.

    That being said, elves and faerie-folk live and play together and instinctively get along. 

    Faerie-folk and elves are the same. They do not mess with each other. 

    Elves do not live in cities. Elves do not pray to gods. Elves do not forge steel or plant crops. Elves do not build houses or castles. Elves do not practice civilization as humans know it.

    Elves practice druid magic. They aren’t druids though. They’re elves.
    They prefer the night time under the moon and stars.
    They may or may not wear clothing; depends on the situation or weather.

    New Race/Species: Human

    Humans come from a land called Dorados, which is almost mythical in stature.

    Actual origins:
    Colonists from another world, whose ship, “Dorados,” crashed on the planet. Escape pods, or “boats,” as written in lore, brought the survivors to Strathos from the sea.

    The original colonists were composed of a wide variety of occupations necessary in their space-age society.

    They were able to bring seeds of some vegetables and fruits which managed to thrive on Strathos.

    Scientists can make a “magic device,” in the same manner a Magic User learns spells. It takes 1 month per level of device to make a device, as well as a cost equal to that needed by a MU to research a spell (silver/gold, a lab, components, etc)

    Humans can be knights, but do not get skills associated with horses. Fighters and Barbarians are the most common fighting-type classes among humans.

    Exclusive class:

    • Scientist

    New Race/Species: Dog

    I came across the Really Good Dog class at Goblin Punch and thought it was brilliant! Doesn’t really fit into my game, so I used it as inspiration for the following.

    Dogs came to Strathos with human refugees. The two species share a close and special bond, unknown among other species. Humans and dogs are so intertwined that both share equal status within their kingdoms; with dogs living within all social strata and full rights, unlike any other species.

    Dogs on Strathos are more intelligent than those on Earth, averaging just below humans in intelligence and wisdom.

    Dogs mainly find employment as soldiers, guards, constables, hunters, wardens, scouts, and laborers. There are, however, many instances in history of dogs being accomplished philosophers, theologians, and scientists. However, they must dictate their ideas to humans to create and build physical objects.

    There are dog noble houses with the same prestige as human nobility. Just as with humans, these houses are mostly old and founded by warriors uplifted by a liege lord.

    Alignment-wise (if you’re into that sort of thing) dogs have the same range as humans.

    While their vocal cords are unable to provide human speech, they are fully able to understand and learn other languages; at the same time, dog language is varied and coherent enough to be learned by others.

    Dogs are limited in function mainly by their lack of hands; they cannot use tools or weapons or accomplish many tasks that humans take for granted.

    Depending on the race of dog, they have certain natural gifts better than other races of dog. All dogs, however, share certain characteristics.

    Thoughts about race and class

    Yonfolk have a monopoly on horses, and are the only species that can choose the Knight class.

    Fungoids are the only species that can choose the Illusionist class.

    Dogs are the only species that can choose to be Rangers.

    Humans are the only species that can choose to be Scientists.

    Race as class for everyone?

    Yonfolk Knights
    Fungoid Illusionists
    Dog Rangers
    Human Specialists
    Hobgoblin Fighters
    Changeling Thieves
    Nephilim Barbarians
    Cambion Wizard
    Elf Druid
    Dwarf Clerics

    Humans come from a space-faring society and crashed on this planet long ago. They used genetic modification on themselves and the Dogs. Modern humans have no knowledge of this and see different human races as separate species, even though they can interbreed with each other. On this world, with its magical radiations, genetic modifications have had unintended consequences.
    Human races: Any human race can be a scientist, although their racial characteristics determine what branch of science they specialize in.
    Human – Engineering – devices
    Cambion – Chemistry – potions
    Nephilim – Physics
    Elf – Biology – druid magic
    Dwarf – Geology – earth magic
    Changeling –

    Setting Ideas

    I’m working on a setting for fantasy RPGs.

    Tentitive titles include; Hegira, Strathos, Dorados.

    Very basic premise: Humans are newcomers to a strange land.

    Slightly more detailed premise: Clash of civilizations as various kingdoms, empires, and species vie for control of a continent.

    Goals for world building:
    1. To make a playground for my ideas.
    2. To have space to include most published RPG material, if desired.

    So I’m going to be posting ideas and thoughts. I’m trying a new thing where I just write what I think, instead of mulling it over in my head and forgetting about it. Sometimes seemingly bad or stupid ideas at first end up being pretty good later on.