Friday, July 3, 2009

New Animals and Creatures

Greetings!

I present below a small selection of some unusual animals and creatures that inhabit the Aghanda region. Such creatures may be suitable for any jungle or rain-forest environment in particular. It's always nice to have some different animals for the players to encounter beyond normal, standard animals, or creatures that are otherwise *too magical* or possess too strong of a *stage presence*. These creatures may be unusual or strange, though at the same time can easily form a background presence in the environment that may be commonly encountered.

Dru-Nogg
Frequency: Uncommon
No. Appearing: 5-12 (1d8+4)
Armor Class: 4
Move: 15"
Hit Dice: 6-8
% In Lair: Nil
Treasure Type: Nil
No. of Attacks: 1
Damage/Attack: Bite: 2-12 (2d6) or 4-24 (4d6) Crushing Charge
Special Attacks: Crushing Charge
Special Defenses: Nil
Magic Resistance: Nil
Intelligence: Semi
Alignment: Neutral
Size: L (5'-6' high at the shoulder, 10' long)
Psionic Ability: Nil
Attack/Defense Modes: Nil

The Dru-Nogg are large, reptilian beasts standing 5'-6' tall at the shoulder, and roughly 10' long. Dru-Nogg are very broad, and weigh upwards of 3,000-lbs. Dru-Nogg have thick, angular and wide heads, with broad mouths full of strong teeth. Dru-Nogg have a social, pack-centered society, and are aggressive and stubborn creatures. Dru-Nogg hunt in the wilds in their packs, and use simple, group tactics to attack and feed off of large herd beasts, as well as bringing down larger, more formidable creatures. The Dru-Nogg are strong, and well-armoured, with thick, tough hide that forms in small, dense scales over the body. The Dru-Nogg are not especially fast, though they survive by their ferocity, group tactics, and adaptibility. The creatures are enthusiastic swimmers, and are eager to wade into water of all kinds. The Dru-Nogg have a peculiar, rugged metabolism that makes them immune to the effects of most venoms and poisons. While the Dru-Nogg are generally omnivorous, and will eat anything from tropical plants and grasses, various kinds of eggs, and any giant insects they may find, as well as fish, and eels, the Dru-Nogg prefer to be carnivorous, and especially devour raw, fresh, meat from large types of animals, both mammals and reptiles.

Dru-Nogg have six strong legs, with short, thick claws, and a short, thick tail. Dru-Nogg make a deep hissing and growling sound when they are excited or hungry, and can survive up to a week without water. Dru-Nogg have been domesticated by various tribal cultures, as well as several more advanced kingdoms. The Dru-Nogg make excellent mounts, and while not as swift as horses, and more expensive to feed and care for in some aspects, the Dru-Nogg are very rugged and easily trained and domesticated. Tribes and kingdoms living in deserts, as well as marshes and tropical jungles, often prefer Dru-Nogg as both mounts and beasts of burden, as in such environments the Dru-Nogg are especially valuable and generally superior to horses, camels, as well as mules and donkeys for such purposes.

Rhunnib Tree
Frequency: Rare
No. Appearing: 1-3
Armor Class: 4
Move: 6"
Hit Dice: 10
% In Lair: Nil
Treasure Type: A
No. of Attacks: 5
Damage/Attack: 1-6/1-6/1-6/1-6/2-12
Special Attacks: Poisonous Spore Cloud; Pod Disease
Special Defenses: Regeneration; Surprised only on a 1-2.
Magic Resistance: Standard
Intelligence: Average or higher
Alignment: Chaotic Evil
Size: L (15'-30' tall, or higher)
Psionic Ability: Nil
Attack/Defense Modes: Nil

The Rhuunib Tree is a terrifying, monstrously evil tree-like creature of dark, savage cunning, bloodthirsty, voracious appetite, and wicked cruelty. In some ways, the creature may be a macabre, alien blend of tree, otyugh, and the demonic. Whatever it's origins, the monster's true nature is cloaked in mystery. The monster has the rough form of a tree of various kinds, typically a willow tree, or some breed of tropical tree, though others have been encountered as well. The Rhuunib Tree grows typically between 15' and 30' high, though larger specimens are found, depending on the type of tree. The Rhuunib Tree has branches and leaves, but portions of the branches are barkless, and like skin, with blood vessels and veins clearly visible upon close inspection. Intermixed with the tree branches are tough, rubbery barbed tentacles, and at the lower, central section of the tree, approximately 3'-4' from the base of the trunk, there is a huge, oval-shaped maw of enormous, savage teeth. Smaller psuedo-pods rimmed with three to six large eyes also grow in various places about the creature, making it especially difficult to surprise.

The Rhuunib Tree makes four barbed tentacle attacks per round, and a single ferocious bite attack per round. Once every three rounds, the Rhuunib Tree can discharge a poisonous spore-cloud; the poisonous spore-cloud effects every creature within a 30' radius, and causes all such creatures affected to save vs poison or suffer the effects of being slowed, and 1-6 points of nerve damage as the poisonous spores burn through the victim's system. The poisonous spore cloud affects a victim for a duration of 3 rounds. Creatures that make a successful saving throw vs poison suffer no damage or debilitating effects. However, creatures that fail a saving throw vs poison, but also manage to survive the lingering after-effects of the poisonous pollen, are also affected by a Barbed Pod Spore.

The Barbed Pod Spore burrows deep into the victim's system, and begins incubating inside the victim's body. Meanwhile, the victim suffers a loss of 1-6 points from each ability score, and becomes increasingly weak, frail, and severely ill for a period of 8-13 days. (1d6+7 days). At the end of such time, the victim seems to begin to return to health, and regains any lost ability scores, and over the next 3-5 days, appears to have a wondrous recovery.

All is such an illusion, however. The pod has merely been incubating, and now, at the end of the apparent "recovery" period, bursts forth. The victim's mind and entire system undergoes a massive, catastrophic change, as the victim is suddenly and horrifically transformed into a Rhuunib Tree. The victim's alignment changes to Chaotic Evil at this time, and now proceeds to set out in search of a suitable forested or marsh environment from which to live, hunt, and grow. The mature Rhuunib Tree preys upon all manner of life forms, from normal animals, to the fantastic, whether they are reptiles, birds, or mammals, though humanoids are especially favoured. The evil Rhuunib Tree will occasionally gather together in small groups of other Rhuunib Trees, and cooperate to better gain more food and victims, as well as occasionally cooperating with other powerful evil monsters in some kind of alliance for mutual gain. The Rhuunib Tree speaks its own language, and horrifically, any languages that the host victim knew as well. The Rhuunib Tree has the capability to move, though slowly. Rhuunib Trees typically enjoy staying in the same area for months, even years at a time, and it is about them that such treasure as they may possess typically collects. Such coins and treasures fall from the devoured victims, as the Rhuunib Tree pierces the victim's body with branches and shoots, wrapping them in their tentacles, and slowly drains the victim's body of all blood, and then eats through all the creature's flesh, leaving physical possessions, clothing, armor, and so on, to drop to the ground. Rhuunib Trees often make alliances with evil hags, savage bands of humanoids, as well as ogres, trolls, powerful giants, and bands of brigands and adventurers.

Nyeghori Ape
Frequency: Rare
No. Appearing: 2-12
Armor Class: 6
Move: 12"
Hit Dice: 6+6
% In Lair: 10%
Treasure Type: C
No. of Attacks: 3
Damage/Attack: 1-6/1-6/2-12
Special Attacks: Rending
Special Defenses: Nil
Magic Resistance: Standard
Intelligence: Low to Average
Alignment: Neutral
Size: L (7'-8' Tall, very broad)
Psionic Ability: Nil
Attack/Defense Modes: Nil

Nyeghori Apes are massive, powerful creatures that inhabit the dense jungles and rain-forests throughout the continent of Aghanda. Nyeghori Apes have thick, black fur that covers their bodies, and large mouths full of strong teeth. Nyeghori Apes have large heads, with thick limbs, and four arms. Nyeghori Apes are otherwise bipedal humanoids. The Nyeghori have excellent vision, hearing, and sense of smell. Unlike normal apes, the Nyeghori possess a rough intelligence that provides them with the capacity for verbal speech. Nyeghori Apes live in tribes of several families, typically numbering 20+1d20 members. The Nyeghori dwell amidst the great trees of jungles and rain-forests, making their homes from rough huts of logs, leaves, and earth. The Nyeghori have close bonds with family members and friends, and are led by the oldest male and female ape. The Nyeghori language may be learned with great effort by non-Nyeghori, though there is no written form of the Nyeghori language.

The Nyeghori Apes live simple, primitive lives as hunter/gatherers, and are entirely self-sufficient. Nyeghori Apes are primarily vegetarian, though they supplement their diet with smaller mammals and reptiles. Rumours and legends abound about tribes of Nyeghori Apes being ferocious man-eaters, and falling upon groups of humans or other humanoids in savage attacks and feasting upon the screaming humanoids in bloody glee. While it is true that some Nyeghori tribes eat humanoids--most Nyeghori Apes live in quiet seclusion, and are generally inoffensive and peaceful.

The fur of the Nyeghori Apes can be skinned and prepared as a warm cloak, as well as other clothing and trimming for boots. Nyeghori teeth possess mystical properties, and a necklace of Nyeghori teeth may provide the wearer with a bonus to strength, ranging from +1 to +3. Many tribes of humans hunt and eat the Nyeghori Apes, as the meat is dense, lean, flavourful, and nutritious.

Kree-akk
Frequency: Common
No. Appearing: 2-12
Armor Class: 4
Move: 18"
Hit Dice: 4-6
% In Lair: 30%
Treasure Type: Nil
No. of Attacks: 1
Damage/Attack: 2-12 (2d6)
Special Attacks: Poison
Special Defenses: Surprised only on a 1
Magic Resistance: Standard
Intelligence: Semi (Occasionally, higher)
Alignment: Lawful Evil
Size: M (4' long, 6' wingspan)
Psionic Ability: Nil
Attack/Defense Modes: Nil

The Kree-akk are a strange, vibrantly coloured predatory bird, appearing to be much like a huge raven, though with brightly coloured white, black, blue, and purple feathers. The Kree-akk beak is long, and sharp, and full of razor sharp teeth. The bite from a Kree-akk carries a poison that slows the victim by 50%. The Kree-akk have bright, black or purple eyes, and various individuals may possess greater intelligence than the norm, including the capacity for eloquent speech. The Kree-akk live in small groups, and are very aggressive and territorial. The Kree-akk are disciplined, and cooperate amongst themselves, defending each other fanatically. The Kree-akk are roughly 4' long, and weigh 50-100 pounds. Kree-akk are bizarre and cunning, with intelligent Kree-akk forging alliances with other creatures, as fitting their motives and ambitions for more food, and favoured homes of certain groups of trees, access to water, and such. Kree-akk possess their own language, which is complex and very difficult to learn for non-Kree-akk. Intelligent Kree-akk often learn other languages, and are keen to converse and form relationships with allied creatures. Such intelligent Kree-akk are more ambitious, and have developed a love of treasure, personal power and gain, among other desires.

Jhoubah Baboon
Frequency: Uncommon
No. Appearing: 10-100
Armor Class: 7
Move: 15"
Hit Dice: 3+3
% In Lair: 30%
Treasure Type: Nil
No. of Attacks: 1
Damage/Attack: 1-8
Special Attacks: Nil
Special Defenses: Climbing
Magic Resistance: Standard
Intelligence: Low to Average
Alignment: Chaotic Evil
Size: S (4'-5' tall)
Psionic Ability: Nil
Attack/Defense Modes: Nil

Jhoubah Baboons are fierce, savage humanoids that live in huge tribes, making their homes along the ground at the base of clusters of trees and within the denser reaches of the jungle, as well as throughout the rolling savannahs of Aghanda. The Jhoubah possess a primitive capacity for speech, and may occasionally use simple tools. Jhoubah Baboons are largely vegetarian, though they will attack and eat various mammals, reptiles, and birds. Jhoubah Baboons are especially ferocious in defending their territory, and use group swarm tactics and their hands to grab their prey, and biting them with their large, powerful teeth.

Jhoubah Baboons have excellent eyesight, hearing, and sense of smell. While primitive, Jhoubah Baboons are fond of raiding smaller, weaker tribes of Jhoubah baboons or other monkeys and apes, and taking control of the new territory and resources. Most of the male baboons and such are killed and eaten, while the females are taken and kept for breeding. Jhoubah Baboons enjoy killing and eating other humanoids as well, such as humans, and any wandering bands of humans are treated in the same fashion that foreign tribes of baboons are--the males are typically killed and eaten, while the females are kept for the purposes of slavery, breeding, and entertainment.

Jhoubah Baboons are typically covered in pale grey fur, have a humanoid appearance, though they are bipedal, they spend much of their time moving and traveling on all fours. Jhoubah Baboons are excellent climbers, and also fast sprinters. Jhoubah Baboons have large mouths, with large, deadly teeth; large, sloped and peaked heads, with a muscular, strong back and deep chests. Jhoubah Baboons have hairless faces, however, with occasional coloration ranging from white, to pale blue, teal, and purple. Such facial coloration and markings are unique to each individual Jhoubah, and serve as some kind of visual indentification, in addition to unique smell and scent to each Jhoubah Baboon. Jhoubah Baboons usually have eye color ranging from amber, gold, blue, or black.

Gharrnu Leopard
Frequency: Rare
No. Appearing: 1-3
Armor Class: 7
Move: 15"
Hit Dice: 6
% In Lair: 25%
Treasure Type: Nil
No. of Attacks: 4
Damage/Attack: 1-8/1-8/1-6/1-6
Special Attacks: Rear Claws for 1-6/1-6
Special Defenses: Surprised only on a 1
Magic Resistance: Standard
Intelligence: Low
Alignment: Neutral
Size: L (4' high at the shoulder, 7' long)
Psionic Ability: Nil
Attack/Defense Modes: Nil

Gharrnu Leopards are fierce, powerful predators that live throughout the jungles and rain-forests of Aghanda. The Gharnnu Leopard is a strange abberation, possessing two heads, each with broad jaws full of powerful teeth. The Gharnnu Leopards have rich, luxurious coats of shimmering black fur, and silver, amber, or blue eyes. Gharnnu Leopards are excellent climbers and swimmers, and hunt voraciously. Gharnnu Leopards live in small groups, typically a mated pair, and 1-3 younger leopards.

Gharnnu fur is extremely valuable, and a rough pelt may be sold for upwards of 2,000 gold pieces, while a finely tailored cloak typically may be sold for 5,000 gold pieces. Various other types of clothing, from tunics and trousers, to boots, may also be fashioned using the beautiful Gharnnu fur. Such items generally post with a value from 2,500 to 4,000 gold.

Gharnnu Leopards are cunning, ferocious carnivores, and hunt and eat anything smaller than themselves, as well as some creatures that are larger, from antelope and buffalo to humanoids. Gharnnu Leopards possess potent eyesight, hearing, and sense of smell.

Thursday, July 2, 2009

Strange New Lands--and the Unexpected

Greetings!

Well, the gaming group decided to roll up additional characters, and lay the groundwork for a new, second campaign. I was surprised that after I reviewed the race and culture selections with them, that they largely chose to play some far-out characters, at least somewhat in a cultural sense. The second campaign for "Old School" AD&D is titled "Swords of the Dragon Sea", and is initially set in the southern region of the Tegheran Empire. The Tegheran Empire is a rough analog of an independent, magically powerful Egyptian Empire. The characters so far are all Tegherans, or otherwise from the Dragon Sea region, and the continent of Aghanda. Aghanda is a continent like Africa, though about 50% and larger in scale. Aghanda has civilizations that range in technological advancement from primitive Stone Age bands of hunter-gatherers and tribes of chieftain-led societies in the Bronze and Iron Age, to kingdoms at the medieval level of technology, as well as one large, sophisticated empire that is at the High Medieval level. The land is so vast, it provides some insight into why much of historical Africa was largely isolated from Europe, and why historical African societies advanced along very different scales than Europe.

The character choices serve to prove to myself at least, that a campaign does not need half-dragon/half-pixie centaurs to be exotic in the slightest! Human civilizations, with different magical and spiritual beliefs, different social systems, as well as different ethnicities, languages, cultures, technology levels, and geographical environments provide campaign ideas and settings that are entirely alien and very exotic! Which, of course, is all very exciting, and perhaps a little bit intimidating, to be sure. As the DM, I have had to review sections of notes made long ago, for areas of the campaign world that seldom gained much attention. I have quickly had to make thorough reviews, updates, and changes to fully prepare the region for a full-set campaign.

The Tegheran Empire is somewhat medieval in technology, though perhaps not as advanced in some areas as the Vallorean Empire, at the western end of the Dragon Sea. From a cultural perspective, the Tegheran Empire is radically different from the typical medieval European assumptions, and has much more in common culturally with the feel of Antiquity and the Ancient Mediterranean World. Virtually everything in Teghera is vastly different from what the players are typically accustomed to. In my initial review, a few things leaped to the forefront of my mind as to the different base assumptions and realities of the milieu. For starters:

(1) Distinctly Different Human Appearance: Everyone in the region is either some shade of brown, or black skinned. This is generally rather superficial of course, though nonetheless something of stark contrast for many players that are accustomed to most all humans encountered in the campaign to be generally like northern and western Europeans.

(2) Radically Different Climate: The temperatures are typically very *hot*--or, along the coastal regions, deliciously pleasant and balmy. Expeditions into the wilderness face very different and even lethal climatic environments, and supplies of water are crucial. The distinctly different climate of the region has a dramatic impact on fashion, attitudes, and so on, and generally necessitates a very different style of clothing and dress--in the sense that many people wear very little, and the type and style of clothing is also very different; loose, light, flowing material, and the extensive trade networks of the Tegheran Empire also provide a much greater diversity of such materials and a higher availability of finer, exotic fabrics, and unusual, vibrant colours. Culturally, public nudity in Teghera is quite acceptable, especially for men, and many women go about entirely bare-breasted, and often wear very little to conceal themselves.

(3) Distinct Religious Environment: The Tegheran Empire, like Ancient Egypt and the cultures of the Ancient Near East, embrace a very different religious pantheon, and also have in comparison to medieval Europe, a much greater degree of religious tolerance and acceptance of diverse religions and philosophies. (Certainly, of course, before the imposition and dominance of Islam). Generally speaking, I have adopted the feel of the Eastern Mediterranean World, roughly from 200 BCE to about the 5th Century CE, though without the cultural dominion of Hellenization. This period--as well as in centuries previous to it--saw an explosion of diverse religions, and the establishment and thriving success of numerous distinct official "state" religions, from the religion of the Greeks, to innumerable tribal and "barbarian" religions, mystery cults, Zoarastrianism, the Egyptian religion, as well as the different religions of the Phoenicians, Isrealites, Babylonians, and smaller civilizations, such as the Elamites, Ammonites, and the Philistines. Not to mention the various religions from Kush, Nubia, and Ethiopia. Thus, there is plenty of real-world historical inspiration to draw upon, as well as integrating several fantastic religious traditions and elements.

(4) Slavery Is Culturally Accepted: The institution of Slavery is everywhere, and common. The Tegheran Empire, like Ancient Egypt and the cultures of the Eastern Mediterranean World and the Near East practice slavery in diverse forms, and slavery is accepted everywhere. Slaves are of course treated differently depending on the local society, but also depending on *who* the slaves are, and *why* they are slaves. Slavery systems range from temporary slavery, say several years for debts, for example, to sophisticated slave-scholars captured in foreign cities, to enemy soldiers, civilians, and children captured in wars, as well as "barbarians", and other primitive peoples, and slaves from a neighboring culture or region that the enslaving society considers to be sophisticated, cultured and civilized. Each particular kind of slave may be treated very differently, and in many areas, possess specific rights and priveleges.

(5) Scale of Society: The scale of society as a whole is vastly different from the medieval mindset. The cultures in the region have not recently emerged from barbarism and darkness, but have often existed and been thriving and incredibly wealthy and advanced for hundreds, and sometimes thousands of years. The cities and urban settlements are often ancient, and huge, with enormous base populations, and of course, gigantic, awe-inspiring architecture, and ancient, colossal monuments. The urban populations can often easily be in the tens of thousands, and even hundreds of thousands, of people. Some cities may have populations of a million people or more. Armies, as well, can typically be in the tens of thousands, or even hundreds of thousands of troops. Economically, while there are often hordes and multitudes of urban poor, wealth in general is exotic, lavish, seemingly proliferous, and nearly everywhere by comparison to the average Western European milieu.

(6) Strange and Fantastic Animals and Creatures: In the Tegheran Empire, and neighboring regions, there are an entirely different range of animals and creatures than what is typically encountered in a Western European milieu. Elephants, hippopotomi, rhinoceri, apes, baboons, monkeys, giraffes, lions, leopards, innumerable snakes, lizards, huge crocodiles, as well as a diverse range of various herd-beasts, colorful birds, and hordes of exotic insects are all fairly common. That does not even begin to scratch the surface of potential fantastic and mythological monsters and creatures available for the milieu.

Thus, with some of these basic concepts and ideas as background material and inspiration, the second "Old School" AD&D campaign is taking shape! I hope that some of these thoughts prove to be helpful and inspirational to any of you as you set about developing new campaigns as well. It is an excellent reminder that the "Exotic" does not have to be uber-fantastic to be different, fun, and interesting!

Semper Fidelis,

SHARK

Wednesday, July 1, 2009

The Campaign Log

Greetings!

Campaign Logs are very useful, and I have begun the new campaign with the campaign's first campaign log. The first group is running in an area along the northern frontier of the Vallorean Empire. I have a vast home-brewed campaign world that I have been developing for some 20 years now, and yet, because I planned on running the group through the famous Keep On The Borderlands module, I wanted to be sure to set them up and running in a somewhat primitive, frontier area far from real civilization and any sense of security, as well! I should also note, that I foresee them possibly really enjoying the fleshed-out Keep On The Borderlands area--I have expanded the one-page drawing of the Keep in the module, and revamped it to cover four pages--and thus, I made the Keep a bit more suitable for serving as a long-term campaign base.

My Keep basically has about 65 different businesses and over 100 individual residences and such. I also expect that the group will, as they settle into the area and really get going, will eventually rise in level and prestige, and be awarded lands to rule and develop on their own. I plan for this, and have set the campaign area in a place that thus has a lot of unexplored, unclaimed lands, so that when the player characters do begin to build and colonise the untamed wilderness, they have lots of room to grow, lots of potential problems to wrestle with, and meanwhile they are not unduly contrained by being placed right between two or more areas that have already been highly developed and detailed.

The group went shopping, and met everyone, and got their things together, before setting out for the marshes to the south-east of the Keep. The group has been exploring the marshes, and fought several battles with some fierce Lizard Men, as well as dealing with leeches, flies, mosquitoes, and poisonous snakes. Just before the group entered the marshes, the party encountered a group of suave bandits that claimed they were taxing travelers in the local area for a special "war fund" to increase the Lord's coffers for building up the fortifications of the area. The group cautiously bought the scheme, and they were taxed 20% of any gold that they handed over. The group's leading Ranger, was at first distracted by a young pretty woman that approached them from a side trail to their front, claiming she needed help from bandits following her from the marsh. The young, attractive woman smelled like strawberries, and was provacatively though simply dressed. The party's Ranger bought that deception, and was taken off-guard by the rest of the bandits that laid in wait, and approached them from behind, and surprised them entirely. It wasn't until after the "Bandits" posing as forest wardens and tax-collectors had withdrawn, that the party turned about, looking for the young girl. It was then that one of the girl's in the group, playing her human cleric, exclaimed that the young girl had been a decoy! The player of the Ranger smiled, and realised he too, had been thoroughly deceived. The party had learned a valuable lesson!

The group is currently encamped on a small island in the marsh, with some strange ruins in the distance, through the marsh fog.

Semper Fidelis,

SHARK

Thursday, June 4, 2009

The New AD&D Campaign: Where Have We Been?

Greetings!

Well, I am beginning a new AD&D campaign. I was rolling up some characters the other night, and I was struck by how damned easy and fast it was. Sorry, 3X, etc, don't hold a candle! It took me 5 minutes per character. I was amused that for example, the weapons and equipment--that so often alters all kinds of things in other systems--has very little affect upon the AD&D character sheet. I can remember well spending large blocks of time figuring out the effects of various gear, whole sections of skills, stat blocks for followers and animals--all of this takes literally but minutes with AD&D. It was quite an eye-opener! I was sitting there, smoking one of my fine cigars, and I just laughed out loud in joy at how easy and fast it all was! It was like I had found the Holy Grail or something! I was just blown away that I had been spending years working on stuff--and dealing with the ever-growing problems of everything taking up more and more time, it seemed...when all along I had a solution right there on my bookshelf!

I recall how my players would insist on making up their characters with the computer, typically using Word and some kind of character-generator, or at least a pre-made character template. Paper and Pencil? Forgettaboutitt!!!

I laughed as I remembered how much time working up just one character could take, and as I gazed at my notebook sheet with the AD&D character jotted down, in moments--I thought to myself, "Damn, dude...where have we been all these years? We've been wanting this stuff to go like this forever!"

Where have we been, indeed.

Semper Fidelis,

SHARK

Wednesday, June 3, 2009

WARHORSES!

Greetings!

I have always liked warhorses, and the AD&D rules provide some simple profiles and stats for warhorses, with Light, Medium, and Heavy varieties. History describes several kinds and breeds of horses, and different cultures and regions were famous for raising various kinds of specialized warhorses, as well as riding horses, and so on. Whether it is the Mongolian steppe pony, famed for their endurance and ruggedness, the Andulusians of Spain, or the massive, powerful animals from Germany, France, or Britain, there was a great deal of variety. It is from such inspiration that I created a few new types or qualities of warhorses for my own campaign that I present here.

LIGHT WARHORSE
Statistics Standard Good Superior Excellent
Frequency: Uncommon Uncommon Uncommon Uncommon
No. Appearing: 1 1 1 1
Armor Class: 7 7 7 7
Move: 24" 24" 24" 24"
Hit Dice: 2+2 3+3 4+4 5+5
% In Lair: Nil Nil Nil Nil
Treasure Type: Nil Nil Nil Nil
No. of Attacks: 2 2 2 2
Damage/Attack: 1-4/1-4 1-4/1-4 1-4/1-4 1-4/1-4
Special Attacks: Nil Nil Nil Nil
Special Defenses: Nil Nil Nil Nil
Magic Resistance: Standard Standard Standard Standard
Intelligence: Animal Animal Animal Animal
Alignment: Neutral Neutral Neutral Neutral
Size: L L L L
Psionic Ability: Nil Nil Nil Nil
Attack/Defense: Nil Nil Nil Nil

MEDIUM WARHORSE
Statistics Standard Good Superior Excellent
Frequency: Uncommon Uncommon Uncommon Uncommon
No. Appearing: 1 1 1 1
Armor Class: 7 7 7 7
Move: 18" 18" 18" 18"
Hit Dice: 3+3 4+4 5+5 6+6
% In Lair: Nil Nil Nil Nil
Treasure Type: Nil Nil Nil Nil
No. of Attacks: 3 3 3 3
Damage/Attack: 1-6/1-6/1-3 1-6/1-6/1-3 1-6/1-6/1-3 1-6/1-6/1-3
Special Attacks: Nil Nil Nil Nil
Special Defenses: Nil Nil Nil Nil
Magic Resistance: Standard Standard Standard Standard
Intelligence: Animal Animal Animal Animal
Alignment: Neutral Neutral Neutral Neutral
Size: L L L L
Psionic Ability: Nil Nil Nil Nil
Attack/Defense: Nil Nil Nil Nil

HEAVY WARHORSE
Statistics Standard Good Superior Excellent
Frequency: Uncommon Uncommon Uncommon Uncommon
No. Appearing: 1 1 1 1
Armor Class: 7 7 7 7
Move: 15" 15" 15" 15"
Hit Dice: 5+5 6+6 7+7 8+8
% In Lair: Nil Nil Nil Nil
Treasure Type: Nil Nil Nil Nil
No. of Attacks: 3 3 3 3
Damage/Attack: 1-8/1-8/1-4 1-8/1-8/1-4 1-8/1-8/1-4 1-8/1-8/1-4
Special Attacks: Nil Nil Nil Nil
Special Defenses: Nil Nil Nil Nil
Magic Resistance: Standard Standard Standard Standard
Intelligence: Animal Animal Animal Animal
Alignment: Neutral Neutral Neutral Neutral
Size: L L L L
Psionic Ability: Nil Nil Nil Nil
Attack/Defense: Nil Nil Nil Nil

Each category of warhorse--whether Light, Medium, or Heavy--has different quality ratings, which can be used for various individual horses, or noted for particular breeds from different regions within the campaign world, with their own names and so on for the particular breed. This can also have an influence not only in creating rewards and treasures as such for characters that desire such animals, especially Fighters, Cavaliers and Paladins, no doubt--but also for regional economic trade, and warfare between tribes, kingdoms, as well as individual warriors and knights. Characters seeking to find a particular breed of Superior Quality Medium Warhorse, for example, must travel to the coastal realm of Handar in hopes of finding a famous breeder there that will sell them one of these fine animals, and so on. These also add additional scope for the DM to use them as rewards for example in famous regional tournaments and such. And, of course, besides all of these fun details, favourite warhorses of different characters can be a bit more survivable through the campaign as well, especially as the characters rise in level, and face increasingly more dangerous monsters and opponents in their adventures throughout the lands!

NB: The *standard* quality animals all are merely noted from the appropriate monster book, while the other quality steeds take off from there. I also did not include prices/values for such animals, as each DM may run the campaign with a different economic system. It is a relatively simple matter, however, to assign appropriate values for such animals, scaling up from basic prices for a standard animal.

Semper Fidelis,

SHARK

The "Old School Renaissance"

Greetings!

I was thinking about "Old School" gaming the other day, and the "Old School Renaissance" that seems to be blossoming recently. Indeed, there also seems to be quite the debate raging in more than a few quarters as to what "Old School" gaming is, or how to define it. Some argue that "Old School" gaming is defined by specific, objective characteristics and traits, while others dismiss "Old School" gaming as merely "nostalgia".

I would never have thought that the question, "What defines "Old School" gaming?" would ever be such a provocative topic! Still, to my mind at least, "Old School" gaming can be defined by several characteristics and traits, *including* nostalgia, but not primarily by or limited to merely "nostalgia". While it remains true that if one were to ask five different "Old School" gamers to define "Old School" gaming or games, it is quite likely that one would receive at least five different definitions, and probably more, in response! Nonetheless, some particular characteristics and traits can be determined, perhaps not in spite of such diversity of views, but particularly *because* of such *diversity*.

"Old School" gaming, as typified by OD&D and AD&D, as well as many replica game systems inspired by the orginal classics--introduced in recent years like Labyrinth Lords, Osric, and others--has certainly been enjoying an "Old School Renaissance" recently. Whether or not such a "Old School Renaissance" escalates and grows into something bigger, or more commercially significant, if for anyone to guess. I honestly do not think such a consideration even matters that much to most "Old School" gamers and fans, in any event. Nonetheless, it definitely seems that "Old School" gaming, like AD&D, are certainly not dead--and are here to stay.

Of course, there have been gamers all along through the years that have continued to play "Old School" games, and many have done so exclusively, eschewing any newer editions produced in recent years. Meanwhile, some have also developed replica systems that present new rules, or reorganize older rules within the classic system. In addition, various websites have flourished through the years, perhaps most notably the premier AD&D website, Dragonsfoot. (http://dragonsfoot.org). Dragonsfoot, and other websites, blogs, and so on, have kept the fires burning for AD&D and other "Old School" games. Such work, passion, and enthusiasm has kept games such as AD&D very much alive, long after they were first introduced.

"Old School" games, such as AD&D, embrace some particular characteristics and traits that can commonly be found in virtually all such "Old School" game systems. "Old School" games generally embrace the following elements:

  • Free-form style of play
  • Often elegantly simple game mechanics
  • Speed and ease of game-play
  • Speed and ease of character design, and adventure design
  • Specify and stress DM authority and creativity
  • Specify and stress intrepid Player creativity, inspiration, and fun
  • Support and maximize narrative freedom and expression
  • "Fun" and narrative freedom are of higher priority than adhering to rules that restrict and confine such narrative freedom and creative expression
  • Classes are all distinct, and each class is interesting and has good options to contribute to the group during game-play
  • Campaign elements and themes remain distinctly rooted in classic mythology, history, literature, Fantasy, and Sword & Sorcery

"Old School" games also do not have the tendency--by suggestion, or by the implementation of numerous rules--to keep player characters alive. Player characters can and do often die, rather frequently. If player characters are to survive and prosper, they must generally do so relying upon their own player-skill and wits, as opposed to simply quoting a rule from somewhere, and relying on a grip of such rules-mechanics to keep them alive.

"Old School" games embrace some particular traits not seen with more recent editions of the D&D game, such as 3.5 and 4E. It is also evident that some traits and system-philosophy of "Old School" games have been clearly discarded abandoned entirely by 4E, as well as 3.0 and 3.5E. After all, more than a few philosophical "Medusa's" of 4E have their genesis in the "Pandora's Box" of 3.0 and 3.5E. For example, Class distinctions, DM authority, narrative freedom, alignments, non-integral use of grid movement/miniatures, and maintaining classical Fantasy and Sword & Sorcery themes rather than resembling an MMO immediately spring to mind. Recent editions, such as 3.5 and 4E have abandoned or moved far away from these philosophies.

A key element that differentiates "Old School" gaming from recent editions is seen from the old academic admonition in textual analysis to not only view and note what is being said--but often, just as importantly, what *isn't* said, or what has been excluded or omitted from the text. In a similar fashion, a key element to "Old School" gaming, in marked contrast to newer editions of the rules, is the scope of what *is* said and defined, and just as importantly, what is *not* said or defined. The recent editions of the game are distinctly *rules-intensive*--and in their systemic pursuit of "depth" and "completeness" have seemingly defined everything, created a rule or several layers of rules for everything, and have ended up actually reducing player and DM creative expression and narrative freedom.

It does seem that the "Old School Renaissance" has at least to some degree been inspired by a large segment of the D&D fanbase rejecting a mosaic of design-philosophies embraced by both 3.5 and 4E, and returning to the simpler, less rules-intensive and narrative free-form approach of "Old School" systems established by OD&D and AD&D. This has definitely boosted older game systems visibility, as well as brought new attention to replica systems, and had a revitalizing effect on a growing aspect of the RPG hobby.

For myself, I simply brought out my old DMG, PHB, and MMI AD&D books, and spent several evenings carefully reading them--as opposed to more casual perusals of recent years--and was amazed at the elegant simplicity, narrative freedom, and speed and ease of game-play from a system far stronger and more flexible than many critics have allowed over the years--and packaged and presented with far less page-count and supplement-bloat of the modern editions of the D&D game.

I am glad that the "Old School Renaissance" is alive and well.

Game on, my friends! Game on!

Semper Fidelis,

SHARK

Monday, June 1, 2009

CHARACTER BACKGROUNDS

Greetings!

Character Backgrounds

Characters at the start of the game are far more than "Adventurers"--or a particular professional aspect that their character class may suggest. Characters come from diverse backgrounds, and such characters have typically developed a considerable and often surprising set of skills and abilities from a broad range of sources. Such background experiences have shaped and molded the characters, whether such knowledge and skills have been gained through their parents and family, culture, education, environment, or early professional training. The great strength of this simple subsytem is that there is no need for tracking skill points, percentages, and a whole host of details that often end up making much of character generation a painful, time-consuming slogfest.

The character background generator is quite suitable for NPC's, as well as player characters. The character background generator, and the skill system are not dependent upon level, or any such other details, and are equally useful for a character that is level 5, 10, or 20--or level 1.

Character Background Generation Table
01-40%: Wilderness Backgrounds--Consult Wilderness Background Subtable I
41-70%: Rural Background--Consult Rural Background Subtable II
71-00%: Urban Background--Consult Urban Background Subtable III

Wilderness Background
Strength +2, Dexterity +2, and Wisdom +2
A character gains the ability bonuses when generating initial ability scores, after racial modifications. Wilderness characters begin the game with four skill packages--1 must be from the appropriate culture, and the other three are from the other types, as appropriate. Wilderness characters gain 1 additional skill package at every four class-levels of experience gained.

Rural Background
Strength +2, Constitution +2, and Wisdom +2
A character gains the ability bonuses when generating initial ability scores, after racial modifications. Rural characters begin the game with four skill packages--1 must be from the appropriate culture, and the other three are from the other types, as appropriate. Rural characters gain 1 additional skill package at every four class-levels of experience gained.

Urban Background
Intelligence +2, Wisdom +2, and Charisma +2
A character gains the ability bonuses when generating initial ability scores, after racial modifications. Urban characters begin the game with four skill packages--1 must be from the appropriate culture, and the other three are from the other types, as appropriate. Urban characters gain 1 additional skill package at every four class-levels of experience gained.

Wilderness Background Subtable I
01-20%: Shepherd
21-40%: Fisherman
41-60%: Hunter
61-70%: Trapper
71-80%: Woodsman
81-85%: Outrider/Tracker/Scout
86-90%: River Nomad
91-92%: Farmer
93-94%: Rancher
95-00%: Special

Special Wilderness Background Subtable IA
01-15%: Laborer
16-25%: Peddler
26-35%: Charlatan
36-45%: Clergy
46-50%: Herbalist/Apothecary
51-60%: Mercenary
61-65%: Soldier
66-68%: Squire
69-70%: Noble
71-80%: Craftsman (See the Craftsman Table)
81-85%: Tradesman (See the Tradesman Table)
86-90%: Entertainer (See the Entertainer Table)
91-95%: Professional (See the Professional Table)
96-00%: Academic (See the Academic Table)

Rural Background Subtable II
01-15%: Wilderness Background
16-35%: Rancher
36-55%: Farmer
56-60%: Peddler
61-70%: River Nomad
71-75%: Miller
76-82%: Craftsman (See Craftsman Table)
83-87%: Tradesman (See Tradesman Table)
88-90%: Entertainer (See Entertainer Table)
91-93%: Professional (See Professional Table)
94-95%: Academic (See Academic Table)
96-98%: Squire
99-00%: Noble

Urban Background Subtable III
01-05%: Bureaucrat/Administration
06-15%: Criminal Profession
16-35%: Unwashed Masses (See Unwashed Masses Subtable IIIA)
36-37%: Merchant (50% chance of being a Peddler)
38-40%: Law Enforcement (See Law Enforcement Subtable)
41-60%: Craftsman (See Craftsman Subtable)
61-75%: Tradesman (See Tradesman Subtable)
76-80%: Entertainer (See Entertainer Subtable)
81-90%: Professional (See Professional Subtable)
91-96%: Academic (See Academic Subtable)
97-98%: Adventurer
99-00%: Special (Noble, or some special background as the DM deems appropriate)

Unwashed Masses Subtable IIIA
01-02%: Actor
03-05%: Butcher
06-08%: Bricklayer
09-13%: Beggar
14-15%: Boatman/Bargeman
16-24%: Criminal Profession
25-27%: Cook
28-37%: Courtesan/Prostitute
38-40%: Domestic Servant
41-45%: Exterminator
46-50%: Gardener/Landscaper
51-62%: Laborer
63-66%: Launderer/Laundress
67-70%: Gambler
71-81%: Rover (60% chance of River Nomad if river is present)
82-83%: Seamstress
84-85%: Soap Maker
86-90%: Servant (Restaurant, Tavern, Inn, Etc.)
91-98%: Sewer Worker/Urban Maintenance
99-00%: Weaver

Skill Packages

Vocational
01-60%: Craftsman (See Craftsman Subtable I)
40-60%: Tradesman (See Tradesman Subtable II)
60-70%: Entertainer (See Entertainer Subtable III)
61-85%: Professional (See Professional Subtable IV)
86-00%: Academic (See Academic Subtable V)

Craftsman Subtable I
01-02%: Armourer
03-04%: Baker/Pastry Maker
05-06%: Basketweaver
07-08%: Bell Maker
09-10%: Bookbinder
11-12%: Blacksmith (See Blacksmith Subtable IA)
13-14%: Boatwright (Crafter of barges, boats and other watercraft up to 60 ft. in length.)
15-16%: Bowyer/Fletcher
17-18%: Bricklayer
19-20%: Brewer
21-22%: Butcher
23-24%: Cartwright (Wagonmaker)
25-26%: Carpenter
27-28%: Chandler (Candle Maker)
29-30%: Cook
31-32%: Cobbler (Crafter of Boots, Shoes, footwear)
33-34%: Cooper (Crafter of barrels, boxes, tubs and containers)
35-36%: Cutler (Crafter of knives, utensils, and other domestic tools)
37-38%: Dyer (Dye Maker)
39-40%: Embroiderer/Seamstress
41-42%: Engraver (Metal, wood, horn, etc.)
43-44%: Furrier/Skinner
45-46%: Glassblower
47-48%: Jeweler
49-50%: Leatherworker
51-52%: Limner/Painter
53-54%: Locksmith
55-56%: Paper Maker/Parchment Maker
57-58%: Perfumer (Crafts perfumes and oils)
59-60%: Potter
61-62%: Ropemaker
63-64%: Rugmaker
65-66%: Saddler/Spurrier
67-68%: Seamstress
69-70%: Sculptor
71-72%: Soap Maker
73-74%: Shipwright
75-76%: Stonemason
77-78%: Tailor
79-80%: Tanner
81-82%: Tattoo Artist
83-84%: Taxidermist
85-86%: Tile Maker
87-88%: Tinker
89-90%: Toy Maker
91-92%: Weaponsmith
93-94%: Weaver
95-96%: Wheelwright (Crafter of wheels)
97-98%: Woodcarver
99-00%: Special

Blacksmith Subtable IA
01-80%: Blacksmith: General
81-85%: Blacksmith: Coppersmith
86-90%: Blacksmith: Bronzesmith
91-95%: Blacksmith: Silversmith
96-00%: Blacksmith: Goldsmith

Tradesman Subtable II
01-02%: Animal Trainer (See Animal Trainer Subtable IIA)
03-05%: Boatman/Bargeman
06-10%: Civil Engineer/Sewer Worker
11-21%: Criminal Profession (See Criminal Profession Subtable IIB)
22-25%: Domestic Servant
26-27%: Exterminator (Rat Catcher, Snake Catcher, Insect Killer, Etc.)
28-29%: Fishmonger
30-31%: Gambler
32-34%: Grocer
35-36%: Guide
37-38%: Haberdasher
39%: Illuminator
40-41%: Innkeeper/Tavern Keeper/Restauranteur
42-43%: Launderer/Laundress
44-45%: Maidservant/Valet
46-53%: Merchant (See Merchant Subtable IIC)
54-55%: Miller
56-61%: Miner
62-63%: Moneychanger/Banker
64-65%: Pawnbroker
66-70%: Peddler
71-72%: Sailor
73-75%: Servant (Restaurant, Tavern, Inn, Bar, etc)
76-79%: Slaver
80%: Steward
81-85%: Teamster/Coachman/Muledriver
86-89%: Undertaker/Mortician
90%: Warden/Jailer
91-00%: Special

Animal Trainer Subtable IIA
01-35%: Animal Trainer, Dogs
36-55%: Animal Trainer, Horses
56-65%: Animal Trainer, Predator Birds (Falcons, Hawks, Eagles, Etc.)
66-75%: Animal Trainer, Bears
76-85%: Animal Trainer, Elephants
86-87%: Animal Trainer, Primates (Chimpanzees, Baboons, Apes, Etc.)
88-89%: Animal Trainer, Large Cats (Lions, Tigers, Panthers, Jaguars, Etc.)
90-91%: Animal Trainer, Snakes
92-93%: Animal Trainer, Rodents (Mongooses, Rats, Racoons, Possums, Etc.)
94-00%: Animal Trainer, Special

Criminal Profession Subtable IIB
01-25%: Charlatan
26-40%: Drug Dealer
41-55%: Petty Thief
56-70%: Ruffian/Street Thug
71-75%: Grave Robber
76-80%: Smuggler
81-85%: Loan Shark
86-87%: Forgerer
88-90%: Embezzler
91-00%: Organized Crime (Urban Crime Syndicate, Highwaymen, Brigands, Pirates, Outlaws, Etc.)

Merchant Subtable IIC
01-60%: Common Goods (See Common Goods Merchant Subtable IID)
61-85%: Raw Goods (See Raw Goods Merchant Subtable IIE)
86-00%: Exotic Goods (See Exotic Goods Merchant Subtable IIF)

Common Goods Merchant Subtable IID
01-07%: Grain
08-14%: Meat
15-21%: Vegetables
22-28%: Beer/Ale
29-35%: Wine
36-40%: Liquor
41-50%: Fruits
51-60%: Coffee
61-70%: Nuts
71-75%: Clothing
76-80%: Toys
81-85%: Tools
86-90%: Dry Goods
91-00%: Special

Raw Goods Merchant Subtable IIE
01-15%: Wool
16-30%: Furs
31-35%: Standard Animal Hides/Leather
36-38%: Exotic Animal Hides
39-40%: Feathers
41-55%: Woodseller/Lumber
56-70%: Stone
71-85%: Ore
86-90%: Raw Gems
91-00%: Special

Exotic Goods Merchant Subtable IIF
01-05%: Paper/Parchment
06-10%: Books/Scrolls
11-15%: Alchemical Supplies
16-45%: Spices (Salt, Pepper, Oregano, Etc.)
46-60%: Tobacco
61-75%: Arms and Armour
76-80%: Exotic Animals
81-85%: Glass, Glassware, and Crystal
86-90%: Exotic Finished Goods (Jewels, metals, inks, rare substances, strange devices, Etc.)
91-00%: Special

Entertainer Subtable III
01-05%: Acrobat
06-12%: Actor
13-15%: Artist/Painter
16-20%: Comic/Comedian
21-45%: Courtesan/Prostitute
46-66%: Dancer
67-68%: Juggler
69-70%: Mime
71-75%: Minstrel
76-80%: Musician
81-85%: Singer
86-89%: Story-Teller
91-00%: Special

Professional Subtable IV
01-06%: Barber/Surgeon
07-09%: Barrister/Lawyer
10-15%: Bodyguard/Professional Security
16-20%: Bounty Hunter
21-23%: Cartographer
24-28%: Engineer-Architect
29-40%: Gardener/Landscaper
41-43%: Harbormaster/Harbor Official
44-48%: Healer
49-53%: Herbalist/Apothecary
54-61%: Law Enforcement (See Law Enforcement Subtable IVA)
62-68%: Mercenary
69%: Navigator
70-73%: Outrider/Tracker/Scout
74%: Physician
75-79%: Soldier
80%: Spellcaster
81-84%: Tax Collector
85%: Torturer
86-90%: Witch Hunter
91-00%: Special

Law Enforcement Subtable IVA
01-35%: Watchman
36-50%: Forrest Warden
51-65%: Road Warden
66-75%: River Warden
76-85%: Inspector/Investigator
86-95%: Legal Clerk/Court Clerk
96-00%: Magistrate/Judge

Academic Subtable V
01-05%: Alchemist
06-07%: Archaeologist
08-15%: Artificer
16-18%: Astronomer
19-35%: Bureaucrat/Administration
36-50%: Clergy
51-64%: Demagogue/Rhetorician
65-66%: Librarian
67-68%: Mathematician
69-70%: Philosopher
71-75%: Sage/Scholar
76-90%: Scribe
91-00%: Special

The Vocational category of skill packages may be selected from as desired by the DM, or randomly rolled for, as deemed appropriate. The percentages on the table are purposely weighted to reflect the general tendency of academics being fairly uncommon, if not indeed rare, while professionals are a certain minority within overall society, they are more common than academics, and finally, the largest majority are some kind of tradesman, reflecting that the majority of civilized society is built upon the shoulders and contributions of a broad variety of specialists that actually provide specific services and create items and things that society requires or desires.

Cultural
Human (Various Human Cultures)
Elven (High Elf, Wood Elf, Etc.)
Dwarven (Mountain Dwarf, Hill Dwarf, Etc.)
Halfling (River Halfling, Etc.)
Special (Lion-men, Half-Ogre, Half-Orc, Etc.)

The Cultural skill packages are essential for every character, in that after family, it is culture which defines much of what makes people who they are, and establishes many of the less noticeable skills and knowledge that are typically assumed and taken for granted within the culture itself. Nonetheless, having a Cultural skill package allows the DM to easily fit an innumerable wealth of skills, knowledge, and so on within any and every individual character without unnecessarily burdening the system with another slogfest layer of rules. The Cultural skill package also allows characters to easily simulate learning cross-cultural skills, anthropology-style, or otherwise being immersed within a foreign culture, and gaining knowledge and skill in interacting and dealing with members of a particular foreign culture.

What kinds of skills and knowledge does the Cultural skill package entail? Well, the Cultural skill package would typically contain knowledge and skills pertaining to a particular culture's legends, burial customs, social customs and courtesies, family dynamics, kinship and inheritance structures, taboos, marriage customs, courtship rituals, ethics, philosophy, and values, as well as some appropriate knowledge and perhaps skill in other specific areas, such as horsemanship, mountaineering, herbalism, woodcarving, or other vocational or general skills that are broad enough for a culture to embrace widely. Obviously, separate vocational and general skill packages that duplicate such particular or specialized aspects of cultural skills may be learned separately and distinctly from being a member of such a particular culture.

General
Artistic
Horsemanship
Organized Crime
Street Ruffian
Minstrel
Herald
Squire
Noble
Courtier
Pilgrim
Athletics
Tinker
Environmental Knowledge
Military Specialties
Special

Skill packages are broad, and encompass a large range of skills. Vocational skill packages provide a limited range of specific skill groups particular to the profession or trade. Cultural skill packages are specific, and yet very broad, and encompass customs and courtesies, knowledge of various values, family life, traditions, and so on. A character from a particular culture, for example, will be familiar with their home culture, and in the future, opt to gain a new cultural skill package, representing time and effort spent learning about a foreign culture. General skill packages are somewhat more narrow, and specific. General skill packages can include a particular sub-set of skills more specialized than what is generally embraced by Vocational or Cultural skill packages, and can provide a wide arrangement of diverse, though related, skills.

All of the variously noted backgrounds from the background tables provide corresponding knowledge and skill within a particular type of skill package, and embrace a broad group of specific, general, and corresponding skills, knowledge, and abilities. These are left somewhat vague by design--with the purpose of maximizing player and DM creativity and narrative freedom. It should also be noted that for example, when a certain background is listed on a table, and also on a subtable, it simply represents of somewhat increased possibility for such a background for a given character. Urban areas, for example, have a higher percentage of criminals, and thus there is an increased chance of a character having such a background, or law enforcement, as well.

Skill packages provide the character with a bonus to whatever Ability check is required by the DM to perform a particular skill from the range of skills within a character's known skill packages, as appropriate. The bonus on the particular Ability check, ranges from +1 to +6, depending on whatever the DM determines is appropriate. Bonuses of +1 or +2 would be appropriate for occasional or basic knowledge; +3 or +4 would be appropriate for frequent or advanced knowledge; +5 or +6 would be appropriate for very common or master knowledge.