Friday, January 22, 2021

Druids (in 2e)

I touched previously on how the Cleric class (and by extension the Druid) is the one who's presentation does the most to set parameters on the fantasy world.  I think a special mention must be made for the Druid class for AD&D 2nd Edition.

  • The Text of the Druid Class explicitly states they have a world wide structure.  
  • Some "thing" even prevents them from leveling up past 12th level unless they interact with this world wide organization.  Typically needing to defeat another Druid of the given level.  
  • There is a Grand Druid of 15th level who oversees the world.  This Grand Druid has a "staff" of Druids who serve as messengers and they gain additional spells slots. 
  •  Beyond 15th level, they join the ranks of super druids whose bodies do not age, can alter their appearance at will, hibernate for ages, and travel to/survive the elemental planes.  

Combined with their standard ability to take on animal form and secret language, this is a world altering cabal.  Any animal could be a Druid in disguise or their agent.  Heirophants can impersonate high ranking folks.  They can see their agenda across human lifetimes and coordinate across the world and other planes.

Now, I love this bit of lore, and always keep it in mind for my games.  However, flavorful as it is, it does not fit into my default D&D world.  First, the Druid is not a part of all editions, and this lore specifically does not really appear anywhere else.  Finally, it is very specific and locks in certain other conventions that I would rather leave vague until needed.

On the other other hand, some interesting things to consider.

  • No mention of Gods.  Those Druids who say they worship a nature deity are either mistaken, or going along with the cover story in order to avoid persecution by "the church".
  • Grand Druids have extra spell slots.  So whatever grants their power, formally recognizes the stucture of the Druid order and its politics.
  • Grand Druids have their own staff of lower level druids who are outside the hierarchy and level restrictions.  So whatever mechanism prohibits leveling up for Druids also recognizes the hierarchy and political station of the Grand Druid's staff.
  • The Druidic language is secret, but known by all Druids.  It is not known by sylvan, elemental, or other allied beings.  It is something developed and used exclusively for the sake of the hierarchy.

So in short, the 2e Druid class has mechanics that define, inform, imply the most about the workings of the game world than any other class in D&D.

Thursday, January 14, 2021

The Cleric class in the world

 Continuing the theme of the default D&D world I carry in my head, I want to put down my thoughts on Clerics.  Clerics (Druids and the like) are the class who's presence most defines the game world.  This is covered in greater detail over on Delta's blog.  To sum up my thoughts however; The Cleric class makes The Gods real, and implies a certain cosmology and theology.

As a digression, in my own simplified homebrew game I allow wizards/magic access to cleric/druid spells and have them use a player defined "fetish" as the thing that make their spells happen.  I refer to this class as Sorcerer, and stay mum on any specifics regarding the hows/whys of magic.  Much the same where there is little to define exactly how a Fighter goes about using their weapon.

That said, we talk about and play D&D and the point of this exercise is to try and define a world that fits all/most of D&D.  So with that in mind, below are my notions of how the class fits into that world.

  • One does not need to be a member of an organized church/theology to be a member of the Cleric.  Many individuals feel the calling or have a revelation absent any training or organization.
  • The character can choose the path of the cleric, or the higher power may select the character.  Depending on the character's view point, it can be difficult to know for sure which is the case, and possibly a sore point for the individual.
  • Gods pay attention to mortals the way we pay attention to squirrels in the yard.  We know they play a roll in the ecosystem and need to be around, most of the time you pay them no mind, you find them amusing, you may have a few "special" ones you tend to recognize and provide for, and if they start causing problems, you will eventually intervene.
  • The gods are not omniscient and we would typically define it.  While capable of observing near anything they wish, they don't pay attention to everything at all time. 
  • In the Pseudo Medieval word, "The Church" is organized and operates much as one would expect the Christian church. Individual Deities fill a roll similar to patron saints. Instead of St. Patrick's Cathedral, you have the Temple of Pelor.
  • The Church is in a position to provide stability, guidance, healing & medicine,  and other support to the community and are often aligned with the local secular political structure.
  • Regions may elevate certain powers over others which can lead to different sects, political schisms, and relations to the otherworldly.  Such distinctions are frequently below the notice or care of the gods themselves. 
  • When it comes to relations with Paladins, Druids and others who claim to show the will of higher powers, the Church will often try to fold them into the organization.  It is often a matter of political or personal choice on how those folks take it.
  • Not all members of the religious hierarchy are members of the Cleric class.
  • Leaders in the church tend to be members of the class.  It is the rare individual (no matter how devout or savvy) that can retain their position in the face of one who wields Clerical power.
  • The members of religious hierarchies are still mortals and can get caught up in petty earthly concerns, and so may easily come into conflict with others, even those of the same faith.  Particularly in the case of those adventuring clerics always tromping in mud and expecting healing and resurrection.

Thursday, January 7, 2021

... And the Rest

 This series of posts started as an exercise in expressing the Baseline D&D world I carry around in my head.  Since I tend to skew old school, it centers on the "Big 4" character races.  Since I don't stick to any one edition of the game, I also need to think about all the other races prevalent in the game.

Gnomes:  Aka 'Wood Dwarves", I treat them explicitly as members of the Dwarf family, skewing towards "David the Gnome" (in personality, not height).  I don't go full fey, but they have an implied connection to the magic of the woods, like a typical Dwarf's connection to stone. 

Half-Elves:  If it is an old school rule system, you will likely be playing an Elf with "bulkier" features.  "Half" Elves can actually be a few generations removed from their Elven or Human parent, and there will often be small enclaves within a larger community of extended Half Elf families.

Half-Orcs (Orcs): Pretty close to bog standard 3e Half Orcs. My Orcs are corrupted humanoids and not a race as such. So by extension Half Orcs are also not a race in the same sense and would just be seen a "More Orcs"

Goblinoids: Like Orcs, they are not a race, but more "gremlin" like beings that spring full grown into being in the dark, wet, scary places. Over time they grow bigger and meaner, into Hobgoblins, and Bugbears (Deep Goblins).

Ogres: Cribbing from The Hobbit, they turn to stone in sunlight.

Tieflings: Fall under the category of "Humans with a weird family tree", they can be spontaneously born to otherwise normal parents.

Dragonborn: Created by Dragons as a vassal race in ages past, they tend to stay among other dragons.

Misc: Lots of other races would also get tossed in the "Humans with weird family history" pile, or stranger from a strange place, or descended from being created by the gods during the last god war.

Closing thoughts: I don't like my worlds choked full of large amounts of sentient species.  Mostly out of a desire to keep things simple at the start for easy play.  For that same ease of play, I have made your typical low level foes (Goblins/Orcs) unnatural creatures.  Depending on the setting, rules, and experiences of the players, all of these guidelines are subject to change. 

Much like making a stew, you take the ingredients you  have, mix together what you want, to end up with something folks will enjoy.