Tag Archives: Dungeons & Dragons

D&D Race: The Wild Folk

ruin_explorers
Update: I’ve got a revised and expanded version of the wild folk done now.

The Wild Folk are a race for D&D, based on the Varna from Arianrhod, the various tribes you meet in the Grandia games, Fam from Ruin Explorers (pictured above), the Mithra and Viera from Final Fantasy, etc. I’ll also probably use it for the Kurumi Project Part 2. This is my first attempt ever at creating D&D material of any kind, so I have no idea if I’ve created anything remotely worthwhile; feedback would be appreciated. Also, I need to write up some racial feats for them.

01/16/09: I’ve made a few updates based on feedback and random ideas I’ve had.

Wild Folk
A primitive, animalistic people, but strong of heart, self-possessed, and very much at home with nature.

RACIAL TRAITS
Average Height: 4’10”-6’0”
Average Weight: 90-200 lb.
Ability Scores: +2 Constitution, +2 Dexterity
Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Common
Skill Bonuses: +2 Athletics, +2 Nature
Born of the Wild: Regardless of your class, you can select Nature as a class skill. You may re-roll a Nature check once, but you must keep the new result, even if it is lower.
Cornered Animal: Add a +1 racial bonus to attack rolls when bloodied.
Wild Speed: You can use wild speed as an encounter power.

Wild Speed (Wild Folk Racial Power)
Calling up a burst of adrenaline, you surge forward with reckless abandon.
Encounter
Minor Action Personal

Effect: Add a power bonus of +3 to your move and of +2 to your AC against opportunity attacks until the beginning of your next turn.

Born from harsh wilderness, the Wild Folk are a primitive but hardy, spiritual people.

Play one of the Wild Folk if you want…

  • to be an anime-style fantasy character.
  • to see the world through fresh, bright eyes.
  • to play an agile, tricky warrior who reveres nature.
    to be a member of a race that favors the druid, ranger, and rogue classes.

Physical Qualities
Wild Folk basically resemble humans, but with other traits that make them resemble animals in some way. Some have the ears and/or tails of a particular animal (cats, wolves, and rabbits are especially common), some have long, pointed ears, some have horns, and so on. These traits vary from one tribe to the next, but since they can interbreed freely if they so wish, it’s not unknown for there to be at least some variation within a tribe. The table below gives some examples you can use, but you’re free to make up new ones if you wish.

Roll Tribe Description Suggested Feat
1 Alric Ears and tail of a cat Animal Senses
2 Auril Ears and tail of a wolf Alertness
3 Auria Ears and tail of a rabbit High Jump
4 Falm Extra-long elf ears and a cat-tail Improved Initiative
5 Garn Gazelle horns Fast Runner
6 Farus Ram horns Sure Climber

Wild Folk tend to be a bit shorter than humans, but there are some larger ones around, particularly among the males. Their skin tone varies depending on their native environment, anywhere from the pale folk of the northern reaches to the deep brown people of the hot savannas, but most are of a tan color. They often have yellow or green eyes, and among some tribes these are slitted like a cat. Regardless of their skin tone, Wild Folk often have fair hair, though nearly any color in possible.

The Wild Folk mature more quickly than humans, reaching adulthood around the age of 14, and they are relatively short-lived, seldom reaching more than 50 years, even given the benefits of civilization. However, their elders remain active and vigorous as long as they can, right up until they’re too weak to lift a spear.

Playing one of the Wild Folk
The Wild Folk are a tribal people who inhabit untamed lands. Members of the more civilized races sometimes dismiss them as mongrels or savages, but they thrive because they are a vital, ambitious race. Some have suggested that the Wild Folk are descended from humans or elves and magically mixed with various kinds of animals, they themselves believe that their bodies are as they were shortly after the world was made by the Creator.

Left to their own devices, some tribes of Wild Folk have developed villages and small towns, and given enough time they would have likely built a respectable civilization on their own. Contact with other races came a century or two too early for that, and the results of their mixing with the outside world have been mixed. In some places the Wild Folk have carved their own place in the greater world, while in others they are treated as slaves or animals. They normally hate seeing their fellows—or anyone else—in such a state, but their sense of justice is sometimes held back by lingering tribal divisions.

Some expect the Wild Folk to disdain the trappings of civilization, but this is simply untrue. On the whole, they are pragmatic enough to take full advantage of anything beneficial that they can lay their hands on. More than one elven wizard, genasi swordmage, or dwarven artificer has found an enthusiastic and insistent would-be student in one of the Wild Folk. These ambitions don’t always pan out, of course, but it is seldom for lack of trying.

In contrast, the Wild Folk are a very spiritual people. Although they have been known to take up the worship of the gods of other lands—and even other races!—the Wild Folk are more typically animists, giving praise and thanks to the natural world. There is the Creator who made the world, and the Dark Lady, who watches over the world and brings the embrace of death when the time comes. To them, each day and everything in it are treasures to be savored, gifts that we are allowed to claim if the whimsical Dark Lady allows. Most Wild Folk find the more typical forms of worship—building temples and anointing clerics and paladins—a bit silly. After all, everything is holy, and one need only listen closely to be anointed. When Wild Folk do adopt more common gods, they often gravitate towards the likes of Avandra, Corellon, and Melora, who also revel in freedom and natural beauty. On the other hand, when they do, they sometimes surprise fellow members of those temples by doggedly retaining their original notions of the Creator and the Dark Lady.

Wild Folk adventurers are seeking to “sing loudly,” as they are fond of saying. Whatever they do, they want to have fun and touch the world. Where dragonborn want to become legends and dwarves hope to become a part of their clans’ litanies of heroes, the Wild Folk simply want to experience all there is to experience, and help others do the same. So, they sing.

Wild Folk Characteristics: Clever, curious, fearless, feral, honest, simple, playful, practical, spiritual, unrelenting

Male Names: Api, Bahut, Dawa, Gilan, Ku, Kurnu, Mayu, Mor, Paku, Panya, Uaku, Wira

Female Names: Awa, Aysay, Haa, Lia, Kari, Maki, Maya, Melia, Miki, Oa, Riti, Tia

Wild Folk Adventurers
Three sample Wild Folk adventurers are described below.

Shyla is a Wild Folk druid, formerly of the Klathu tribe of wolf-people. Formerly, because the tribe fell to a band of orcs. She watched her entire tribe slain or enslaved, the forests razed. She escaped with a handful of children. Now that she’s found a home for those children, it is time for revenge. She has joined with others wronged by the Gargen orcs, and together they will set out on a mission of vengeance.

Mao is a Wild Folk ranger who must complete a long quest before he can succeed his father a chieftain. Like all the men of his particular tribe, he underwent an initiation process to prove that he could build canoes, hunt for food, use the bow and knives and spear, and so on. However, a chieftain must undergo a second initiation, to become something more than a man. The task the elders have set for him is a difficult one, but he faces it because he must. He has made friends from outside his tribe who are teaching him about the world, but he is sure that the final test is one he will have to face alone.

Zola is a Wild Folk rogue, abandoned in a human city when she was young. She grew up on the streets, and while she knows little of her own people, she knows the back streets of the city like the back of her hand. While she does make sure to keep her own purse full, she also steals food for orphan children, despite the fact that they’ve become convinced that pulling on her tail is good luck. She’d been dodging the city watch for ages, but when she tried to steal from a wizard, she finally overextended herself. With the city watch and some bounty hunters after the crystal she’s carrying, she talked a band of adventurers into letting her join them, and is well on her way out of the kingdom entirely.

Wild Folk Racial Feats (Heroic Tier)
Animal Senses [Wild Folk]
Prerequisite: Wild Folk
Benefit: You gain a +2 feat bonus to Perception checks where your senses of hearing or smell come into play.

High Jump [Wild Folk]
Prerequisite: Wild Folk
Benefit: Add a +4 feat bonus to Athletics checks made for jumping (see PHB pp. 182-3).

Wild Weapon Training [Wild Folk]
Prerequisite: Wild Folk
Benefit: You gain proficiency and a +2 feat bonus to damage with spears and short bows.

D&D: Nine Towers

Without really meaning to, I started coming up with a campaign setting for D&D4e. It makes me wish that I could buy something close to it in book for, because I’m not sure I’m qualified to write up everything it calls for. Still, I was thinking about running a D&D mini-campaign, and this is looking to be an interesting enough setting to make me want to do it.

The setting is a mixture of D&D, Final Fantasy, assorted anime, Neil Gaiman, China Mieville, etc. I want a world that’s over the top, baroque, and sometimes surreal. So, there’s this massive Empire of Man that, through ambition and soulfire technology (tentative name), which uses captured spirits as batteries/fuel, spanned the whole of its homeworld and is now spreading through the ether to colonize other worlds. This takes place in Nine Towers (also a tentative name), a colony that has very rich soulfire resources, but also faces threats from powerful natives and dangerous monsters. The Empire is spread thin right now, so it can’t actually provide Nine Towers with the military support it really needs, even as it demands more and more soulfire shipments.

The capital of Nine Towers is a city that was formed by a Dreamshaper, one of an exceedingly rare breed that can transpose elements of reality and the Dreamtime. Thus the city is a great surreal sprawl stretching into the sky, beautiful and twisted, but with very real nightmares lurking in its far corners.

This setting is meant to have some of the issues that D&D normally glosses over, including racism (non-humans are not given imperial citizenship unless they earn it through exceptional service), sexism (though more like 1950s than medieval), and modernity (soulfire technology has propelled the Empire beyond its agricultural economy abnormally fast).

Imperials refer to the main race of the natives as “Wild Folk.” This is a new race I’m working on, based on the Varna from Arianrhod, the weird tribes you meet in Gradia, and so forth. Basically, they look human but they’re a little smaller and quicker, and they have some kind of animal features (tails, ears, horns, etc.) depending on which tribe they come from. The twist is that they’re at least as vital and ambitions as the humans, but the Empire founded Nine Towers before their civilization really took shape. The Wild Folk have an animistic religion, and a considerable command over spirits, though how they express it varies greatly. Hence, Wild Folk can include druids, witch doctors, shamans, barbarians, summoners, etc. (And to do the setting properly I think I need a new Summoner class…)

Some other things that I think are neat:

  • The two main religions of the Empire are the newer monotheistic faith of the One God, and the polytheistic faith of the old gods. The clergy of the One God dislike letting the old ways persist, but soulfire technology depends on the summoning rites of the old ways.
  • Magic is a scientific practice; the Empire employs many sorcerer-scientists. Divine powers are actually magical rites encoded within scripture.
  • I want to do something with different varieties of humans (races in the proper sense of the word) rather than leaving it totally generic, but I’m not sure what.
  • Most D&D races are not present. Eladrin, Tieflings, and Genasi are “re-skilled” as “Spirit-Touched” humans, people warped by soulfire exposure or other factors. I may throw in some of the other optional races from the Monster Manual (Shadar-Kai, Dopplegangers, and possibly Drow) as other varieties of Spirit-Touched.
  • I want to put together another, less common native race, to give the setting some kind of big bruisers.
  • Nine Towers has great need for adventurers, whether in the bowels of the city or out on the frontier.

So, the list of things I would need to do it properly includes:

  • Information on the Empire and Nine Towers.
  • A Summoner class, and appropriate rituals.
  • A Wild Folk race writeup, with some racial feats. If I were to go for the full effect, probably one or more paragon paths too.
  • Rules where appropriate for soulfire stuff, including magic items, rituals, etc.
  • Guidelines for monsters in Nine Towers, probably including some write-ups of new ones.
  • Other stuff that I’m no doubt forgetting.

D&D 4e Actual Play: First Impressions

My group played D&D4e for the first time last night. We have a strange and quirky bunch of characters, but once we got into combat the role-playing part fell away almost completely in favor of figuring out how to use the rules. It was fun, but definitely not the kind of fun I usually play RPGs for.

Anyone who says that 4e characters are “superheroes” is totally full of shit. The heroes’ numbers are higher, but so far even the weakest monsters are consistently vicious and dangerous. Kobolds with slings were dishing out as much as 9 points of damage at a time, where my fighter has 31 hp (the highest in the party). And that’s before we mention the fire beetles. We really had to go all-out using powers, Second Wind, and other little tricks just to avoid a TPK. (Though it doesn’t help that the rogue has a sub-optimal build, something the DM will hopefully let him fix before we play again).

The logistics of playing the game are a bit more intensive too. We played the game with minis and a map, and after doing so I really can’t imagine playing it without them. There’s also the matter of referencing powers, which in turn has us wanting to make cards or worksheets with the necessary info. (This site has links to lots and lots of promising stuff) I found that just writing the page number down on the character sheet (a trick I got from some Japanese RPGs) helped ameliorate the difficulty somewhat, though even with 3 copies of the PHB we were contantly having different people trying to grab a copy to look stuff up. But regardless, the powers were consistently useful, though some more than others. I almost got to use Cleave once, but Sure Strike was very important tactically.

We got through two encounters, so apart from some initial role-playing and killing kobolds, not a whole lot happened that session. However, all my friends who’d played 3.5 marveled at how fast it went.

Update: We wound up playing D&D again and finishing the dungeon on Sunday. I had bought a pack of cardstock (why is it they sell packs of 250 sheets of white cardstock for $12, and packs of 100 sheets in funky colors for $10, but not packs of 100 sheets of white for $4-6?) and printed out power cards for everyone. My friend Tim brought card sleeves to go with them, and they definitely did help. Everyone is also getting to know the rules better and generally adjusting to the attendant paradigm and avoiding stupid mistakes.

The final battle was against a young white dragon. It first used its presence attack ability and its breath weapon, which hobbled half the party with status effects, but once we recovered enough the rogue got his Blinding Barrage off on it, the fighter and paladin flanked it, and we all generally pounded on the thing until it died (though the paladin took a lot of bad hits and was knocked out just before the battle ended).

Everyone’s Doing It: My Thoughts On D&D 4th Edition


I think I’ve figured out what it is I like about Dungeons & Dragons 4th Edition. To me, they’ve managed to laser-focus on the things where D&D is in fact better than most other RPGs. They’ve turned it into a combat-oriented dungeon-crawling game par excellence. If it’s not as strong on role-playing elements as some prior editions, there are plenty of other games that were better than D&D at such things to begin with, and it was never part of D&D’s paradigm to stress such things mechanically. Basically, I’m looking forward to playing 4th Edition with my friends because it’ll be a novel experience for me. We played 3rd edition some when it first came out, but otherwise we’ve pretty much abandoned it, and playing such a “game-y” and clearly-defined RPG would be something new after playing long campaigns with Fudge, Truth & Justice, and OVA.
Continue reading Everyone’s Doing It: My Thoughts On D&D 4th Edition