Showing posts with label Ten Clans. Show all posts
Showing posts with label Ten Clans. Show all posts

Saturday, June 15, 2019

Economy in the Land of the Ten Clans

One of the things I find fascinating about Chinese history is that it was a copper based economy and were very early adopters of paper money. I am not going to delve into the complications that a paper money economy would bring to a fantasy world, so I am going to stick to that unappreciated and much maligned copper piece. Gold was never minted and never widely used as a currency (except for the upper echelons of society) and silver normally showed up in ingots, not coins.

While hardly accurate, here is my attempt at translating the normal D&D coinage system into something like an ancient Chinese copper-based economy:

1 cp = 1 copper coin
1 sp = 1 “ring” of 10 copper coins
1 gp = 1 “string” of 100 copper coins
1 pp = 1 silver ingot

What follows is a very basic breakdown of the primary trade goods that are present in Land of the Ten Clans, broken down by region:

Beongae (Lightning)

Livestock: Pig/Boar
Grain: Rice
Crop: Cucumbers
Raw Material: Wood
Premium Finished Good: Music Instruments/Bells
Inferior Finished Good: Textiles

Doku (Poison)

Livestock: Poltry
Grain: Green Millet
Crop: Oranges
Raw Material: Clay
Premium Finished Good: Bone China
Inferior Finished Good: Tea (Green)/Rice Wine (Green)

Huo (Fire)

Livestock: Dog
Grain: Wheat
Crop: Pomelos
Raw Material: Cotton
Premium Finished Good: Tea (Red)/Rice Wine (Red)
Inferior Finished Good: Armor & Weapons

Korudo (Cold)

Livestock: Crab
Grain: Sorghum
Crop: Chesnuts
Raw Material: Feldspar & Quartz
Premium Finished Good: Armor & Weapons
Inferior Finished Good: Musical Instruments/Bells

Suan (Acid)

Livestock: Fish
Grain: Black Millet
Crop: Dates
Raw Material: Ore
Premium Finished Good: Silk
Inferior Finished Good: Porcelain

Note: a Premium Finished Good refers to the highest quality version of that product in the land whereas Inferior Finished Good refers to the most common and affordable version of the product.

Thursday, June 6, 2019

A Map of The Land of the Ten Clans

Any resemblance to the Real World is purely intentional

Tuesday, June 4, 2019

Races of the Land of the Ten Clans

I not only want the Land of the Ten Clans to be Asian-flavored fantasy, but I also want it to be human-centric. Therefore, there will none of the standard D&D non-human flavors of demi-humans such as elves, dwarves or halflings. I do, however, want there to be distinct differences between the various human factions. Therefore, rather than using the standard human racial traits, I propose the following:

Humans in the Land of the Ten Clans

  • +1 on two Ability Scores of your choice
  • Proficiency in one Skill of your choice
  • Subrace

Human Subraces in the Land of the Ten Clans

Beongae (Lightning)
  • +1 Str
  • Advantage on Athletic checks when swimming; auto succeed on DC10 or less
  • Double Con when determining how long you can hold your breath
  • Languages: Common and Beongaego
Doku (Poison)
  • +1 Int
  • Ability to write in a Cipher that requires magic or a DC of (your Int + Proficiency Bonus) to read. It is possible to teach allies to read your cipher without a check.
  • Languages: Common, Dokugo plus 3 additional Languages of your choice
Gweilo (Outsider)
  • Gain 3 proficiencies in any combination of skills or tools of your choice
  • Languages: Common and Gweilogo
Huo (Fire)
  • +1 Con
  • Base Move is 35 feet
  • Advantage on Con Saves vs. Exhaustion
  • Languages: Common and Huogo
Korudo (Cold)
  • +1 to an Ability of Choice
  • Gain Saving Throw Proficiency with that Ability
  • Languages: Common and Korudogo
Suan (Acid)
  • +1 Wis
  • You can read lips. As long as you can see a person's lips, you can get a good idea of what that person is saying (though not exact without actually hearing the person) 
  • +5 on passive Wisdom (Perception) and passive Int (Investigation) scores
  • Languages: Common and Suango

This set-up also allows me to change what are considered to be Standard Languages in the Land of the Ten Clans. Here is the list, where the Script from more traditional D&D languages is indicated in parenthesis:
Common (Draconic)
Beongaego (Elvish)
Dokugo (Draconic)
Hengeyokai (Elvish)
Gweilogo (Celestial)
Huogo (Draconic)
Korudogo (Dwarvish)
Oni (Infernal)
Suango (Draconic)
Note: I do plan to allow PCs to be Hengeyokai, but rather than a separate race, they will be represented by a Background.

Sunday, June 2, 2019

Veil of St. Iwe

So, because I have been meditating on an asian-themed campaign world, I was obliged to draw a picture of a temple guard armed with a testubo (because that is a fundamental image for me and all things asian-fantasy). As any artist can tell you, there are times when art just demands things of the artist that the artist wasn't really planning on. This is one of those times and things went a little weird:

Temple Guard of the Order of St. Iwe

Evidently, members of the Order of St. Iwe wear a veil emblazoned with an open eye surrounded by  divine light. Given that, as temple guards, these guys need to see, I decided a new minor magic item was called for:

The Veil of St. Iwe


This simple cloth emblazoned with a open eye surrounded by divine light must be worn over the face in order for this item to work. While wearing the veil, the user gains advantage on all visual perception checks; however, any attempt to hide, disguise or otherwise conceal the use of the veil will automatically fail. Every creature encountered will treat the user as a member of the Order of St. Iwe (whether the user is an actual member or not) with all of the discrimination and persecution that comes with it.

Tuesday, May 28, 2019

Asian Weapons in 5e

One of my favorite aspects of the 1E version of Oriental Adventures was the weapon section. More than anything else, this was the flavor that really allowed my imagination to take flight. There is something about the image of temple guards armed with tetsubos that just says asian fantasy to me. You could keep virtually everything else about the game the same, have a list of asian-inspired weapons and my imagination would transport me to whatever asian-style fantasy world you want.

Thus, a very important aspect of continuing my current thought experiment, which I am tentatively calling Jade: The Land of the Ten Clans, was to get a weapon list full of asian-style weapons. In order to do this, I really didn’t want to re-invent the wheel. As far as I can see, the weapon list in 5e is just fine. It does everything I need it to do. Thus, the key was to find asian equivalents to each of the weapons on the list. There are a couple of things, though, that I really wanted to express through the weapons list that wouldn’t be necessarily possible, given the proficiencies of the Rogue and the Ranger.

Firstly, I wanted the katana and wakizashi to be exclusively Ranger weapons. This sets up a class divide between Rangers and every other class and allows these two weapons to be the outward symbols of that class divide.

Secondly, due the ubiquitous image of the ninja armed with a blowgun, I wanted Rogues to have access to that particular weapon. I will grant, that I could have done this via a specific background, but given my desire to make the katana and wakizashi exclusive to Rangers, I found it more useful to deal with it more generally.

Thus, to solve both problems with one simple change, I swapped out the Rogue’s proficiency with the Longsword (which is the best fit for describing a katana) for a proficiency with the Blowgun.

Here is a list of the 5e weapons and what I see as decent (though not perfect) asian equivalents:
Simple Melee Weapons
Club = Jo
Dagger = Knife
Greatclub = Tetsubo
Handaxe = (same)
Javelin = Sibat
Light Hammer = Tonfa
Mace = (same)
Quarterstaff = Bo
Sickle = Kama
Spear = Chiang

Simple Ranged Weapons
Crossbow, Light = (same)
Dart = Shuriken
Shortbow = (same)
Sling = (same)

Martial Melee Weapons
Battleaxe = Naginata
Flail = Nunchuck
Glaive = Chai-Dao
Greataxe = Nine-Dragon-Trident
Greatsword = No Dachi
Halberd = Ghi
Lance = (same)
Longsword = Katana
Maul = Wolf-Teeth-Staff
Morningstar = (same)
Pike = Yari
Rapier = Jien
Scimitar = Wakizashi
Shortsword = Sai
Trident = Dang Pa
War pick = Hook Sword
Warhammer = Three-Section-Staff
Whip = Chain Whip

Martial Ranged Weapons
Blowgun = (same)
Crossbow, hand = (same)
Crossbow, heavy = (same)
Longbow = (same)
Net = (same)
Thus, the swords of the Ranger class are the Katana and Wakizashi and the sword of the Rogue-as-rank-in-file-soldier is the Jien.

Again, I realize that several of these equivalents are not exact, but in the abstract they do just fine. Given that D&D combat has always been a gross abstraction of combat, this list suits me just fine.

Friday, May 24, 2019

A Wu Xing Diagram

Yesterday, I posted about using a Wu Xing diagram to map out relationships between factions in a campaign world. Here is the actual diagram that I described:




Using this, it can be fairly easy to start putting together a political plot and conflict that is the main background noise of a campaign.

It starts with the Green Clan and their hatred of the Gold Clan and the Fire Faction in general. To get at them, they have convinced members of the Red Clan to secretly break ranks. The diagram shows that the break-away members of the Red Clan harbor enmity towards their fellow member of the Fire Faction, the Brass Clan.

A simple way to explain this is that the Brass Clan has married off one of their daughters to the head of the Red Clan, who is impotent and has no heirs. The Green Clan has exploited the anxiety within the Red Clan to place blame on the Brass Clan as a whole.

Thus, members of the Red Clan are secretly working out ways to get their revenge on the Brass Clan. To do so, they are exploiting the Silver Clan’s hatred of the Blue Clan to obtain items necessary to exact their revenge. They are also misdirecting the Blue Clan’s friendliness toward the Brass Clan in order to accomplish their goals.

In the meantime, the Copper Clan has begun to suspect the Red Clan’s plans, but have so far been unable to convince the Silver Clan of the danger. They have thus resorted to working with the White Clan through their fellow Acid Faction member the Black Clan. The plan is to sow distrust between the Bronze and Blue Clans in order to disrupt the workings of the Red Clan.

See how wonderfully complex this all gets in short order?

As an aside, I plan to have the Fire Faction territory at or near the border regions of the Empire. In other words, they are the ones that are in charge of the campaign world’s version of the Great Wall. As both the Fire Clan and the Brass Clan begin to be ripped apart by the various political plotting began by the Green Clan, the defense at the Great Wall will weaken. This, of course, opens up the possibility of a major outside threat getting into the Empire and creating havoc.

Thursday, May 23, 2019

World Building Using Wu Xing

When I am building a new campaign world, I especially like to create factions in sets of five. This allows me to plug factions into a Wu Xing diagram which indicates which factions are enemies and which factions are allies. What is particularly fascinating about this model is that enmity and friendship really only go one direction. This creates a wonderfully complex set of relationships. It also is really easy to use.

To demonstrate how useful this is, take a look at how I have plugged in the Ten Clans from my last post, where I posited a campaign world based on using only four of the twelve available 5e classes:

The Poison Faction is friendly with the Lightening Faction and has enmity toward the Fire Faction:
  • The Green Clan specifically likes the Bronze Clan and hates the Gold Clan
  • The Green Clan has also convinced elements of the Red Clan to betray the Fire Faction. This traitorous element specifically likes the Blue Clan and hates the Brass Clan

The Lightening Faction is friendly with the Fire Faction and has enmity toward the Acid Faction:
  • The Bronze Clan specifically likes the Gold Clan and hates the Black Clan
  • The Blue Clan specifically likes the Brass Clan and hates the Copper Clan

The Fire Faction is friendly with the Acid Faction and has enmity toward the Cold Faction:
  • The Gold Clan specifically likes the Black Clan and hates the White Clan
  • The Brass Clan specifically likes the Copper Clan and hates the Silver Clan

The Acid Faction is friendly with the Cold Faction and has enmity toward the Poison Faction:
  • The Blue Clan specifically likes the White Clan and hates the Green Clan
  • The Copper Clan specifically likes the Silver Clan and hates the Red Clan

The Cold Faction is friendly with the Poison Faction and has enmity toward the Lightening Faction:
  • The White Clan specifically likes the Green Clan and hates the Bronze Clan
  • The Silver Clan specifically likes the Red Clan and hates the Blue Clan

By simply plugging in these factions into the Wu Xing model, all kinds of interesting relationships and conflicts arise. This becomes especially useful when planning a campaign full of political intrigue.

And because I love doing it, here is some heraldry for the Ten Clans:



Wednesday, May 22, 2019

World Building using 5e Classes

One of my favorite poetic forms is the haiku. While tempting to see it as a very simple style of poetry where one need only come up with seventeen syllables and be done with it, writing a haiku is much more difficult than it seems. The goal is to capture a singular moment in time without allegory, simile or analogy. The skill and creativity to write a truly brilliant haiku is much greater than one might be led to believe.

Thus, I have always seen limitations as powerful creative tools. This explains my love of random tables. They severely limit my initial input as to what happens in an encounter, but open up a huge amount of possibilities when I am forced to rationally explain why that particular encounter happened when and where it did. This has consistently led to an enriching of my campaign worlds beyond what normally would have been possible if I had used my own input on encounters instead of a random table.

This leads me to today’s post — a thought experiment using limitations. Specifically, limiting the number of classes available to players in a 5e campaign and then building out a campaign world based on those classes available.

Since my favorite edition of D&D is B/X and B/X has four basic classes, I decided to use that as a benchmark. I then divided up the twelve available 5e classes into four groups:

  • Barbarians, Fighters, Rangers
  • Bards, Monks, Rogues
  • Clerics, Druids, Paladins
  • Sorcerers, Warlocks, Wizards

I then asked my children to pick one class from each category to come up with this list of four available classes:

  • Ranger
  • Rogue
  • Cleric
  • Sorcerer

Two interesting patterns emerge from this group of four classes:

First, the Cleric is the exception when it comes to magic. Rangers, Rogues with the Arcane Trickster Archetype and Sorcerers all use spontaneous casting from a list of known spells. Clerics, on the other hand, prepare spells from the cleric spell list and have access to ritual casting.

Second, there is no class that truly represents a standing army. Rangers are skirmish fighters. While rogues can emulate the sense of a disciplined army or coordinated fighting with their Sneak Attack, their limitations with both weapons and armor as well as their focus on dexterity and stealth suggest an army far more used to spying than to fighting toe-to-toe battles on a regular basis.

The campaign world that emerges from these patterns is one that is primarily focused inward because what outside threats exist can be kept in check by rangers and rogues. Thus, the driving force of most adventures is going to be political intrigue between factions that exist within the campaign world.

These factions are suggested by the various damage types available to sorcerers from the Draconic Bloodline:

  • Acid (with Black and Copper clans)
  • Cold (with Silver and White clans)
  • Fire (with Copper, Gold, and Red clans)
  • Lightening (with Blue and Bronze clans)
  • Poison (with the Green clan)

This nicely fits into a five point pattern similar to the Asian Elemental System of Wu Xing which creates a nicely complex but balanced system where each faction has an enemy and and ally. Given that the Poison faction has only one clan (and thus has their power base consolidated) and has a specialty so convenient to the art of assassination, it makes sense to understand this faction as the current royal clan (and gives me permission to use names like the Jade Throne).

What emerges from all this is a Far East-flavored, Middle Kingdom-esque campaign world where the aristocracy are descended from dragons, magic is seen as a sign of the elite and most martial weapons are highly regulated and only used by a special class within the ruling elites — rangers.

Clerics represent an outside (Western-esque) influence both culturally and magically. They would be rare and, given that their magic can be used by those outside the aristocracy, possibly illegal in various parts of the campaign world. Due to the fractious nature of the Fire faction, I could see the Gold and/or Copper clans being the most tolerant of these new ideas and magics.

Thus, the four classes can be understood in context of the campaign world in the following ways:

Rangers are akin to a samurai class. They are far more concerned about outside threats than an average citizen, but still suffer from a myopic view inward as evidenced by the Beast Master Archetype which is more about show and prestige of the animal companions (where more exotic and well-trained companions are more prestigious).

Rogues represent the default class of the average citizen. Thieves’ Cant is a kind of trade language and a (not so full proof way) to communicate under the noses of the aristocracy. The Thief Archetype represents your basic thug. The Assassin Archetype represents a basic soldier or city guard. The Arcane Trickster represents a low-born aristocrat, a dilettante that likes to slum it with the peasantry, or an aristocratic spy that keeps the ruling class informed about the rumblings and rebellions amongst the hoi polloi.

Sorcerers generally represent the upper echelon of the aristocracy. Those of the Dragon Bloodline are those that have the most royal blood running through their veins. Sorcerers who use Wild Magic are the exception. They are generally low-born who have enough dragon blood to manifest magic but not enough to control it and manifest it the same way as those who have the Dragon Bloodline. These sorcerers are generally looked down upon and seen as dangerous by both the ruling class and the peasantry.

Clerics and their followers are the most outward-looking citizens of the empire. Their magic and world-view is heavily influenced by foreign culture and ideas. Due to their focus on and care of the lower classes, they are seen as a threat by most of the aristocracy but are mostly tolerated in the lands controlled by certain Fire clans. Their existence hints at a greater (most likely undead) outside threat than the Empire has faced in generations.