| Type | number |
| Civic | 1 |
| Fine Shops | 2 |
| Wealthy residential | 1 |
| average residential | 4 |
| dwarf neighborhood | 1 |
| garrison | 3 |
| gnome neighborhood | 1 |
| guildhalls | 1 |
| marketplace | 3 |
| arcane | 1 |
| temple | 1 |
| caravan | 1 |
| wharf/waterfront | 4 |
| inn/tavern | 4 |
| red-light | 2 |
| shantytown | 5 |
| slum | 4 |
| tannery | 1 |
| warehouse | 4 |
Sunday, February 15, 2009
Fort Aralan nieghborhood breakdown by type
Fort Aralan can be divided into around 40 nieghborhoods, classified by type per D&D 3.5 "CityScape"
Fort Aralan - Population breakdown
| Population breakdown | % | # |
| Human (colonist) | 50 | 6554 |
| Eldarin | 15 | 1966 |
| Dwarf | 5 | 655 |
| Halfling | 4 | 524 |
| Gnome | 2 | 262 |
| Human (native) | 10 | 1311 |
| Elf | 5 | 655 |
| Goblinoid | 1 | 131 |
| Dragonborn | 2 | 262 |
| Tiefling | 1 | 131 |
| other | 3 | 393 |
| half-elf | 2 | 262 |
| total | 100 | 13108 |
On tieflings (a variation from the rules)
I'm having difficulty grasping the Tiefling race as presented in the PHB. I don't want to ban them outright though. So here's the story.
The Tiefling bloodline began among 'native' (as opposed to 'colonist') humans back in the time of the plaque, or perhaps earlier. The dark powers employed by the early tieflings helped them survive the harsh conditions, and also helped there nieghobrs survive. Many native humans have the tiefling gene in their blood.
Unlike the tieflings presented in the PHB, tiefling features do not always appear in tiefling children. They are in nearly every way normal humans, and they blend in quite well. On rare occassion, a true tiefling is born among the native humans, with horns and tail. Families in which this occurs are shunned.
So in my conception, tieflings are not so much a "race without a realm", but instead are a mutant strain within humans from the new world.
The Tiefling bloodline began among 'native' (as opposed to 'colonist') humans back in the time of the plaque, or perhaps earlier. The dark powers employed by the early tieflings helped them survive the harsh conditions, and also helped there nieghobrs survive. Many native humans have the tiefling gene in their blood.
Unlike the tieflings presented in the PHB, tiefling features do not always appear in tiefling children. They are in nearly every way normal humans, and they blend in quite well. On rare occassion, a true tiefling is born among the native humans, with horns and tail. Families in which this occurs are shunned.
So in my conception, tieflings are not so much a "race without a realm", but instead are a mutant strain within humans from the new world.
Saturday, February 14, 2009
More on the Dragonborn
The great dragonborn empire existing prior to the plague in the southern part of the western continent (like Mexico and Central America). The other reptile races (lizardfolk, kobolds, troglodytes) lived among them as slave races.
The plague devastated the dragonborn, but had little effect on the slave races. They were quickly overthrown. Survivors were reduced to a nomadic existance.
In modern times, dragonborn settlements are few. Dragonborn communities are mostly women and children. Adult dragonborn men tend to live a solitary existance, sometimes latching on to human, elven, or goblin communities as laborers, mercanaries or guardians.
The plague devastated the dragonborn, but had little effect on the slave races. They were quickly overthrown. Survivors were reduced to a nomadic existance.
In modern times, dragonborn settlements are few. Dragonborn communities are mostly women and children. Adult dragonborn men tend to live a solitary existance, sometimes latching on to human, elven, or goblin communities as laborers, mercanaries or guardians.
Try the "Character Builder" from Wizards.com
I was able to download and install the character builder utility from Wizards. You can set up first level characters in 10 minutes. All the powers are explained. No need to have the PHB to create a character. The software accounts for the PHB, plus some stuff that has been issued through Dragon Magazine, and from the PHB2.
Sunday, February 8, 2009
Some details about Fort Aralan
Ft. Aralan is the southern most of the 5 chartered colonies. It exists on a warm swampy peninsula (think Florida). A narrow wilderness road links Aralan to the other 5 colonies, which stretch along the east coast of the New World continent.
It is believed that the pre-plague kingdom that existing in this area was very rich, and many treasure hunters come here in search of ancient riches. A port has grown up to support these efforts. Fishing is a main occupation, and a vast protected area has been carved out of the wilderness to support agriculture.
Goblins are the most common threat to Aralan's ordinary citizens. Raiding parties will attack caravans on trails, fishing vessels, and frontier farms.
It is believed that the pre-plague kingdom that existing in this area was very rich, and many treasure hunters come here in search of ancient riches. A port has grown up to support these efforts. Fishing is a main occupation, and a vast protected area has been carved out of the wilderness to support agriculture.
Goblins are the most common threat to Aralan's ordinary citizens. Raiding parties will attack caravans on trails, fishing vessels, and frontier farms.
What about "monster" races?
Goblinoids and Lizardfolk were common in the West prior to the plague, and they continue to exist there today. Lizardfolk are most common in the southern coastal areas (think Mexico and Central America). Goblinoids are more prevalent in the north.
Orcs were completely wiped out by the plague in the new world, but retained some strongholds in the Old World. Some orc bands began to migrate West as long as 50 years ago or more, especially in the cold northern climates.
Orcs were completely wiped out by the plague in the new world, but retained some strongholds in the Old World. Some orc bands began to migrate West as long as 50 years ago or more, especially in the cold northern climates.
Character races
Players can choose characters who are colonists from the "old world" or natives of the "new world".
Halflings, and dwarves were totally wiped out in the new world by the plague. All characters of these races are colonists.
Humans were nearly wiped on in the new world as well, but a few nomadic groups survived. Most human characters will be colonists. Human characters who are native to the new world will tend not to use magic, and will often be "simple" classes, such as barbarian or fighter. They will certainly be first-generation city dwellers.
The split between the elven races, Elves and Eladrin (and Drow too), pre-dates the plaque. The Eladrin entered the natural world from the Feywild at the dawn of creation. Certain communities took to their new environment quite well, and gradually became seperate communities of nature-loving elves. Others retained their old Feywild ways and remained Eladrin.
All the Eladrin in the new world were killed by the plague, or found ways to leave. However some groups of elves lived on in the new world wilderness.
An Eladrin character is likely a colonist from the old world. Most elves will be natives of the new world. Half-elves are often the offspring of human colonists and elven natives.
Tieflings are the descendants of humans who turned to the underdark to survive the plague. All tieflings are from the new world.
In ancient times, dragonborn were rare in the East, but one powerful empire existing in the West. They were thought to be entirely destroyed by the plague. Colonists have been surprised to find that a few still inhabit the wilderness. All dragonborn are from the new world.
Prepare a backstory from your character. If you are a native of the new world, why have you come to Fort Aralan?
If you are a colonist, why? Did you leave the old world as an indentured servant? Were you exiled to Fort Aralan as punishment for a crime? Are you seeking adventure? Riches? Escape from religous or political persecution?
Halflings, and dwarves were totally wiped out in the new world by the plague. All characters of these races are colonists.
Humans were nearly wiped on in the new world as well, but a few nomadic groups survived. Most human characters will be colonists. Human characters who are native to the new world will tend not to use magic, and will often be "simple" classes, such as barbarian or fighter. They will certainly be first-generation city dwellers.
The split between the elven races, Elves and Eladrin (and Drow too), pre-dates the plaque. The Eladrin entered the natural world from the Feywild at the dawn of creation. Certain communities took to their new environment quite well, and gradually became seperate communities of nature-loving elves. Others retained their old Feywild ways and remained Eladrin.
All the Eladrin in the new world were killed by the plague, or found ways to leave. However some groups of elves lived on in the new world wilderness.
An Eladrin character is likely a colonist from the old world. Most elves will be natives of the new world. Half-elves are often the offspring of human colonists and elven natives.
Tieflings are the descendants of humans who turned to the underdark to survive the plague. All tieflings are from the new world.
In ancient times, dragonborn were rare in the East, but one powerful empire existing in the West. They were thought to be entirely destroyed by the plague. Colonists have been surprised to find that a few still inhabit the wilderness. All dragonborn are from the new world.
Prepare a backstory from your character. If you are a native of the new world, why have you come to Fort Aralan?
If you are a colonist, why? Did you leave the old world as an indentured servant? Were you exiled to Fort Aralan as punishment for a crime? Are you seeking adventure? Riches? Escape from religous or political persecution?
The campaign world
I don't really enjoy creating maps. I usually try to use real-world geography and maps that I can acquire from the web or library.
I haven't worked out all the details, but here's the idea. Imagine a large body of water in the center of the map (think Atlantic ocean - from the equator to the north pole.), a large land mass on the right-hand side of the map (think Western Europe), and a large landmass on the left-hand side of the map (North America, Central America. and the Carribean)
In ancient times, this entire map was civilized by kingdoms of humans, dwarves, halflings, eladrin, and elves. (more on the races in another post).
Then a massive plague struck. It wiped out all civilization on the last mass on the left side of the map ("new world"). It did serious damage on the other side of the map ("old world") as well. But those civilizations eventually recovered.
For centuries the old world kingdoms forbid travel to the new world, fearing a return of the plague.
But in recent years, 5 nobles have been granted charters to colonize the new world, and explore ruins left from ancient times, and the dense wilderness that has grown up around them.
One of these nobles is an Eladrin Wizard called Aralan. His colony is known as Fort Aralan, and it will be the starting point for the adventure.
I haven't worked out all the details, but here's the idea. Imagine a large body of water in the center of the map (think Atlantic ocean - from the equator to the north pole.), a large land mass on the right-hand side of the map (think Western Europe), and a large landmass on the left-hand side of the map (North America, Central America. and the Carribean)
In ancient times, this entire map was civilized by kingdoms of humans, dwarves, halflings, eladrin, and elves. (more on the races in another post).
Then a massive plague struck. It wiped out all civilization on the last mass on the left side of the map ("new world"). It did serious damage on the other side of the map ("old world") as well. But those civilizations eventually recovered.
For centuries the old world kingdoms forbid travel to the new world, fearing a return of the plague.
But in recent years, 5 nobles have been granted charters to colonize the new world, and explore ruins left from ancient times, and the dense wilderness that has grown up around them.
One of these nobles is an Eladrin Wizard called Aralan. His colony is known as Fort Aralan, and it will be the starting point for the adventure.
Thoughts on 4th edition
I've never played the 4th edition rules. When the new game was first announced, I was very eager to try it. The pre-release hype promised all sorts of fixes to things that are problematic in the 3rd edition rules, and I wanted to stay current.
When they actually came out, I had mixed feelings. One purpose of the Ft. Aralan game will be to evaluiate the rules. Don't buy the books on my account. We'll get by passing borrowed books around for now. If you like how it goes, then buy the books.
Things I like:
- 4th edition seems to be a better organized, better edited, and more balanced tactical combat game. That means smoother combat encounters at play-time.
- 4th edition promises simplified rules for creating characters, NPCs, and monster stat blocks. That mean less work for the DM at design time.
- In 4th edition alignment is simply a guide to the expected behavior for a character or NPC, rather than a "force" that can be detected or "protected from". That means it's up to the players to figure out who's good and who's evil.
Things that cause me some concern:
- In order to achieve the smoother rules, 4th edition eliminated things that were seen as cumbersome or unbalanced in the old rule sets. That means less choices for the players when their characters level up. I worry that this takes something away from the game.
- In the name of "balance" each character class has a set of powers to choose from. Across the classes, the powers are essentially equal in power. I worry that this will produce a sort of blandness in the game. Maybe not.
- At first glance, the rules seem to be very focused on how to deal with combat encounters. I tend to run a more story-based game, and I worry that these rules are too combat heavy for my taste. It may be that the non-combat aspects of the game really come from the DM and players imaginations, rather than from the rules, and that this won't matter. We shall see.
When they actually came out, I had mixed feelings. One purpose of the Ft. Aralan game will be to evaluiate the rules. Don't buy the books on my account. We'll get by passing borrowed books around for now. If you like how it goes, then buy the books.
Things I like:
- 4th edition seems to be a better organized, better edited, and more balanced tactical combat game. That means smoother combat encounters at play-time.
- 4th edition promises simplified rules for creating characters, NPCs, and monster stat blocks. That mean less work for the DM at design time.
- In 4th edition alignment is simply a guide to the expected behavior for a character or NPC, rather than a "force" that can be detected or "protected from". That means it's up to the players to figure out who's good and who's evil.
Things that cause me some concern:
- In order to achieve the smoother rules, 4th edition eliminated things that were seen as cumbersome or unbalanced in the old rule sets. That means less choices for the players when their characters level up. I worry that this takes something away from the game.
- In the name of "balance" each character class has a set of powers to choose from. Across the classes, the powers are essentially equal in power. I worry that this will produce a sort of blandness in the game. Maybe not.
- At first glance, the rules seem to be very focused on how to deal with combat encounters. I tend to run a more story-based game, and I worry that these rules are too combat heavy for my taste. It may be that the non-combat aspects of the game really come from the DM and players imaginations, rather than from the rules, and that this won't matter. We shall see.
The Fort Aralan game
Fort Aralan will be a campaign setting for D&D 4e. I intend to use this setting for a brief campaign starting in the summer of 2009, and revisit it for addition games later on. The initial game will be on alternating Thursdays.
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