As I await some feedback about the amount of gods/worship in Bluestone I realized that though I had completed the fluff pieces for the various classes, I never posted any. So, as a bit of a preview/teaser, here's the first one!
Assassin
Assassins are nothing less then professional killers and while one could argue that title could belong to any adventurer on Bluestone, only the assassin does it with such skill, subtlety, and ruthlessness. The very idea to be hired out to kill others, often without any prior knowledge of the target is difficult for many people to understand. Many of the people of Bluestone could not detach themselves morally enough to contemplate such a profession. Of the intelligent species only three, humans, dwarves, and kobolds, find that they have those amongst them that can handle such a lifestyle.
Among Ashford Bay and many of the larger towns, assassins work for various guilds who keep a close watch on the murder-for-hire business, making sure they keep prices competitive and that no rogue killers work without representation. While these guilds are not officially recognized by the Lords of the land, they are the worst kept secret of Bluestone (and still quite thoroughly taxed, even if it doesn't show up on official records). For most citizens, assassins are of little concern, the peasant and merchant classes simply could not afford the prices they charge and that same high cost keeps nobles from wasting gold on the lower class. It is much easier to bribe a guard to take a peasant into a dark alley or blackmail a judge to lay a false sentence on a merchant then to hire an assassin. Assassins main targets are nobles, but fear of retribution from a rival's family means a noble decides to use assassination as only a last resort or if he knows the hit cannot be traced back to him.
A kobold's lack of morality, small frame, and desire to prove himself, means a well trained kobold can make a fearsome assassin. They never will question the morals behind their choice of targets and will not give up on a job until the end result is either the target's death or the kobold's. Kobolds make excellent assassins for more "morally ambiguous" targets; women, children, or clergymen for example. Kobolds have to be well trained however, so not to allow their fleeting minds find another occupation they like better and wind up acting as a squire to the very nobleman they were sent to kill. Humans, and their diverse ethics, make excellent assassins as well, however the ever present (in even the most morally detached person) human condition means they are more likely to have clear cut limits to who they will target. However, humans are better at reacting to changing conditions, and can better handle an assassination attempt gone wrong then an average kobold can.
Dwarven assassins are another matter entirely, as their work is purely military minded. Dwarven assassins are trained to eliminate high profile targets among their enemies, mostly the goblins. A dwarven assassin is ruthless in his pursuit of a goal, and will take out any targets of opportunity that stand between him and his quarry. To dwarves, the goblins are not people, simply the enemy, and a dwarven assassin can be even more heartless then a kobold in pursuit of his target or choice of target itself. However, dwarf assassins are only used against an enemy of a different species, never their own kind. Even though various dwarven clans may have rivalries with one another, the idea of taking another dwarven life, even of a different clan is an alien concept to them. Dwarven assassins, even those that have left their clan, would never join an assassin's guild, for killing another person who you don't have a personal or racial vendetta against is seen as nothing more then murder in their eyes.
While guild assassins are well paid, their targets are few and far between, due to the cost and retributions from their use. Because of this, many assassins also take up adventuring, as a way to supplement their income and continue to practice their skills. A guild assassin is still ever ready to be sent to a job at a moment's notice, however, and adventuring parties with them in the group are not surprised to wake up one morning and find their companion gone. A dwarven assassin that is adventuring is, to other dwarves, a shameful sight. If he is not working for the clan, then he must no longer be part of it. A dwarf assassin joining an adventuring party more then likely failed to eliminate a target and left the clan in shame for his digression. These dwarves will often be very faithful to a party, a combination of the dwarven sense of community and the desire to prove to themselves that they are still skilled warriors.
Showing posts with label Book Building. Show all posts
Showing posts with label Book Building. Show all posts
Monday, November 15, 2010
Thursday, November 4, 2010
Book Building: Status Update II
With our campaign (which was really gelling together nicely) currently on life support, I've been furiously scrambling to put together something better fitted for our "revolving cast" style sessions we've been having lately. That, coupled with something called Real Life showing up a whole lot these last few weeks, means the manuscript for the Player's Guide has been on a bit of the back burner. And, this accompanying blog as well.
But fear not! Progress has continued in the background, even if I've not been vocal about it here. The class flavor text is finished, knocking another chapter off the list. With the bulk of my new campaign wrapping up and things dying down around me before the fervor of the holidays, I've begun to turn an eye towards the next chapter. Either History is going to get a revisit or I'll begin the Religion chapter, haven't decided yet, but forward I shall go!
But fear not! Progress has continued in the background, even if I've not been vocal about it here. The class flavor text is finished, knocking another chapter off the list. With the bulk of my new campaign wrapping up and things dying down around me before the fervor of the holidays, I've begun to turn an eye towards the next chapter. Either History is going to get a revisit or I'll begin the Religion chapter, haven't decided yet, but forward I shall go!
Friday, October 8, 2010
Book Building: Status Update
So now that I've made my "come back" let's take a look where we are on the first book, shall we?
Using the already posted ToC as a guide:
Using the already posted ToC as a guide:
- Introduction: Written and done
- Chapter 1: Races & Classes of the Bluestone Isles: Of the proposed species, three are written, one needs to be figured out by myself (the kobolds) and one needs to have Sean's write-up (the gnomes). The classes I've had a few thoughts on, some of which I've already talked about. They'll be nothing but flavor explaining their place in Bluestone, so it won't require anything out of some creative writing.
- Chapter 2: Equipment & New Rules: We haven't really got into this section yet, mostly it will be a few rules on airships including some sample models as well as some steam punk inspired devices. The most crunchy of the book, it'll probably be looked at last.
- Chapter 3: History of the Bluestone Isles: I took a stab at this, didn't like, decided to change it to a narrative style and it requires a rewrite. But I know the basic timeline of the setting, so that'll be complete in no time.
- Map of the Bluestone Isle: Handled
- Chapter 4: Player's Gazetteer of the Bluestone Isles: This Sean and I worked out over several sessions and have pretty much finished.
- Chapter 5: Religion of the Bluestone Isles: The gods and their meddlings, domains, and going-ons have always been something I loved about world building (probably why I liked Planescape so much), so I've thought, and Sean and I have talked, at length about the gods and what they are all about. The real trouble will be narrowing down which gods we introduce in Bluestone and how much we reveal about each one. I will tell you one thing though, none of them will have stats.
- Chapter 6: X: X is one of the towns/villages on the map that will get a full write-up, including map, NPCs, building descriptions, etc. This can be used as a "home base" for starting characters and campaign launching points. This will probably be the second to last thing that gets written up, before we tackle the crunch of equipment and rules.
Thursday, August 19, 2010
Book Building: Timeline Part 1
Alright, here's the first half or so of the player friendly timeline for the book, check it out, give some thoughts and love:
??? (Generations Ago): The Sorrow; Ashford Island and its companions take to the skies. Survivors fight the environment, predators, hunger, and sickness to survive.
ca. 1800 Years Ago: Goblins, owning to their quick reproduction, are the first to begin to spread throughout the Isles. They prey on the intelligent species of Ashford Island as well as settle under the hills of Isakova Island.
ca. 1200 Years Ago: The dwarves, avoiding most of the disaster by being underground begin to repopulate their home of Mitrovka and the surrounding hills of Isakova Island. The dwarves and goblins encounter one another and bloody conflict ensures.
ca. 1000 Years Ago: The lizard folk organize, they drive the goblins into the Bluestone Mountains on Ashford Island and settle into the remnants of what will become Ashford Bay.
ca. 1050 Years Ago: The lizard folk attempt to ally themselves with the surviving humans, some take up the alliance and move into the ruins of Ashford. Other groups of humans rebuke the offer and continue their ways of raiding and pillaging one another as well as the ruins of Ashford. The two groups clash several time, but Ashford, as a unified and defensible position beats back each group of raiders. Lizard folk begin observations of the other nearby islands.
ca. 1040 Years Ago: The raiding tribes of human unite under one ruler and once again set their sights on Ashford. Two humans, named Orial and Cannas gathered a small force that executed a preemptive strike deep into the heart of the raider territory, they successfully scatter and slaughter the raiders, but pay for it with their lives, they are forever more regaled as heroes.
1037 Years Ago: First observed eruption of Naythariruh. The eruption is spotted by a gnome explorer airship. The airship, crewed by kobolds and gnomes docks near the city of Ashford and the first diplomatic meetings between the gnomes, lizard folk, and humans take place. The gnomes agree to send a formal delegation to discuss further alliances. Several kobolds remain in Ashford. The humans and lizard folk begin the construction of several docks for the arriving gnomes.
1035 Years Ago: The Gnome delegation fleet arrives, talks between the groups end with the gnomes getting a section of the city for which they can conduct research in exchange for knowledge and technology involved in the construction and usage of airships.
1 ABR (1032 Years Ago): Gnome settlers (and scores of kobolds with them) arrive at Ashford as human and lizard folk begin the exploration of the surrounding islands. The first group sent to explore Lapis disappears within the ruins never to return. First contact between the dwarves with the humans and lizard folk of Ashford Island. The first Lords of Ashford Bay elected. Ashford renamed Ashford Bay, Ashford Island and the surrounding islands formally named. The Bluestone Isles officially adopted as the name of the island cluster. The beginning of Ashford Bay Reckoning.
4 ABR (1029 Years Ago): First attempt at constructing a settlement on the shores of The Marble Lake ends when the settlers mysteriously vanish.
8 ABR (1025 Years Ago): Two more attempts at settling along The Marble Lake fail when both colonies are attacked by elemental creatures that flood and demolish the settlements. Ashford Bay halts attempts to settle the area for the first time.
12 ABR (1021 Years Ago): Gnoll raiders discover the Bluestone Isles and launch daring raids on Ashford Bay, the people of Ashford are unprepared for such an assualt and suffer great losses of both life and supplies. Sir Tobias Calder leads a group of adventurers against the gnolls, ultimately driving them off, but at the loss of the entire adventuring group. Lands on the island of Iscarion are granted to his descendants who name the settlement they make there Calder's Promise. The town begins to transport water from Lake Maséy to Ashford Bay to help with the dwindling water supplies due to the growth in population and being unable to establish a permanent settlement along The Marble Lake.
26 ABR (1007 Years Ago): Gnomes become eligible for positions as Lords of Ashford Bay. The ever growing population calls for clear cutting cast swaths of the Garové Woods to make way for farmlands.
30 ABR (1003 Years Ago): The first permanent structures of the town of Sama are built.
31 ABR (1002 Years Ago): The dwarves finally agree to send delegates to Ashford Bay, they do not ask for aid in their campaign against the goblins, however they do agree to opening trade between the two islands.
35 ABR (998 Years Ago): A huge eruption of the Heart of Chasnor throws large amounts of dust and rock into the air, blocking off safe passage outside the island cluster.
??? (Generations Ago): The Sorrow; Ashford Island and its companions take to the skies. Survivors fight the environment, predators, hunger, and sickness to survive.
ca. 1800 Years Ago: Goblins, owning to their quick reproduction, are the first to begin to spread throughout the Isles. They prey on the intelligent species of Ashford Island as well as settle under the hills of Isakova Island.
ca. 1200 Years Ago: The dwarves, avoiding most of the disaster by being underground begin to repopulate their home of Mitrovka and the surrounding hills of Isakova Island. The dwarves and goblins encounter one another and bloody conflict ensures.
ca. 1000 Years Ago: The lizard folk organize, they drive the goblins into the Bluestone Mountains on Ashford Island and settle into the remnants of what will become Ashford Bay.
ca. 1050 Years Ago: The lizard folk attempt to ally themselves with the surviving humans, some take up the alliance and move into the ruins of Ashford. Other groups of humans rebuke the offer and continue their ways of raiding and pillaging one another as well as the ruins of Ashford. The two groups clash several time, but Ashford, as a unified and defensible position beats back each group of raiders. Lizard folk begin observations of the other nearby islands.
ca. 1040 Years Ago: The raiding tribes of human unite under one ruler and once again set their sights on Ashford. Two humans, named Orial and Cannas gathered a small force that executed a preemptive strike deep into the heart of the raider territory, they successfully scatter and slaughter the raiders, but pay for it with their lives, they are forever more regaled as heroes.
1037 Years Ago: First observed eruption of Naythariruh. The eruption is spotted by a gnome explorer airship. The airship, crewed by kobolds and gnomes docks near the city of Ashford and the first diplomatic meetings between the gnomes, lizard folk, and humans take place. The gnomes agree to send a formal delegation to discuss further alliances. Several kobolds remain in Ashford. The humans and lizard folk begin the construction of several docks for the arriving gnomes.
1035 Years Ago: The Gnome delegation fleet arrives, talks between the groups end with the gnomes getting a section of the city for which they can conduct research in exchange for knowledge and technology involved in the construction and usage of airships.
1 ABR (1032 Years Ago): Gnome settlers (and scores of kobolds with them) arrive at Ashford as human and lizard folk begin the exploration of the surrounding islands. The first group sent to explore Lapis disappears within the ruins never to return. First contact between the dwarves with the humans and lizard folk of Ashford Island. The first Lords of Ashford Bay elected. Ashford renamed Ashford Bay, Ashford Island and the surrounding islands formally named. The Bluestone Isles officially adopted as the name of the island cluster. The beginning of Ashford Bay Reckoning.
4 ABR (1029 Years Ago): First attempt at constructing a settlement on the shores of The Marble Lake ends when the settlers mysteriously vanish.
8 ABR (1025 Years Ago): Two more attempts at settling along The Marble Lake fail when both colonies are attacked by elemental creatures that flood and demolish the settlements. Ashford Bay halts attempts to settle the area for the first time.
12 ABR (1021 Years Ago): Gnoll raiders discover the Bluestone Isles and launch daring raids on Ashford Bay, the people of Ashford are unprepared for such an assualt and suffer great losses of both life and supplies. Sir Tobias Calder leads a group of adventurers against the gnolls, ultimately driving them off, but at the loss of the entire adventuring group. Lands on the island of Iscarion are granted to his descendants who name the settlement they make there Calder's Promise. The town begins to transport water from Lake Maséy to Ashford Bay to help with the dwindling water supplies due to the growth in population and being unable to establish a permanent settlement along The Marble Lake.
26 ABR (1007 Years Ago): Gnomes become eligible for positions as Lords of Ashford Bay. The ever growing population calls for clear cutting cast swaths of the Garové Woods to make way for farmlands.
30 ABR (1003 Years Ago): The first permanent structures of the town of Sama are built.
31 ABR (1002 Years Ago): The dwarves finally agree to send delegates to Ashford Bay, they do not ask for aid in their campaign against the goblins, however they do agree to opening trade between the two islands.
35 ABR (998 Years Ago): A huge eruption of the Heart of Chasnor throws large amounts of dust and rock into the air, blocking off safe passage outside the island cluster.
Friday, August 13, 2010
Book Building: Chapter 1 - Species and Classes
The first chapter after the intro introduces (or reintroduces) the species and classes from the AEC, as well as new ones, and talks about how they're incorporated in the Bluestone Isles.
The fun thing about the fact that various islands and clusters out there is that they all reestablished themselves over generations after The Sorrow in pretty strict isolation. What this means is that on each island set we can change up the species, the classes, and even what bonuses/class allowances the same species get from island to island (races/ethnicities for everyone, not just the elves!). So while dwarves in one cluster may have access to say, the cleric class, other dwarves that don't worship gods on another island won't have that option. The other nice thing about this that we can make distinct and different species/races to play, without having to create 400 different intelligent species running around on one world (which always seemed weird to me)
We may even do humans with slight bonuses or class restrictions, seriously, crazy I know!
Now, much of this won't apply for Bluestone, as its an introduction to our world and a "Basic" cluster for the setting. We don't want to go too crazy and different from the AEC, but we're not going to keep it exactly the same either.
For instance, the PC species for Bluestone comprises of the following:
Dwarves
Gnomes
Kobolds
Lizard Folk
Humans
See, slightly different.
The fun thing about the fact that various islands and clusters out there is that they all reestablished themselves over generations after The Sorrow in pretty strict isolation. What this means is that on each island set we can change up the species, the classes, and even what bonuses/class allowances the same species get from island to island (races/ethnicities for everyone, not just the elves!). So while dwarves in one cluster may have access to say, the cleric class, other dwarves that don't worship gods on another island won't have that option. The other nice thing about this that we can make distinct and different species/races to play, without having to create 400 different intelligent species running around on one world (which always seemed weird to me)
We may even do humans with slight bonuses or class restrictions, seriously, crazy I know!
Now, much of this won't apply for Bluestone, as its an introduction to our world and a "Basic" cluster for the setting. We don't want to go too crazy and different from the AEC, but we're not going to keep it exactly the same either.
For instance, the PC species for Bluestone comprises of the following:
Dwarves
Gnomes
Kobolds
Lizard Folk
Humans
See, slightly different.
Thursday, August 12, 2010
Book Building: The Maps!
With all our names in hand, I can now present the maps of the Bluestone Isles, in both Political and Geographical splendor!
Pretty sexy, right?
Pretty sexy, right?
Wednesday, August 11, 2010
Book Building: The Introduction
No, I'm not going to give the book away piece by piece here, but I am going to show parts of it (and have been doing so among the various Building a Fantasy Sandbox entries). However, the introduction is very important to hook people into wanting to check out your product and this is my first pass at said intro. Of course constructive criticism is welcomed (please note, this cold text has not yet seen a pass by an editor).
The world of Deminar has changed, once a glowing marble floating in a black void, teeming with life, it is now shattered, broken, transformed. Generations ago, The Sorrow tore the planet asunder, ripping her to pieces and casting large chunks of earth skyward. And there those pieces hung, floating amidst the clouds, silent sentinels to the world battered below it.
Yet life still clung to those shattered fragments of land, survivors of the great cataclysm that were taken to the skies along with the land beneath their feet. At first, they merely tried to stay alive, finding food, shelter, and avoiding becoming prey to dangerous creatures that stalked what was left of their homes. But as time passed they once again grew to tame the land, reclaiming old cities and towns, plowing farmland and creating new places to live and grow. But they were still isolated, until, once again, their lives changed.
It was the Gnomes that thought of it first, harnessing the very rock that floated beneath them, carving it into great hulls and affixing sails. Thus, the first airships were born out of the very disaster that nearly wiped out all existence. And while the Gnomes had moved onto greater and grander things, including harnessing the power of steam, the other intelligent species took what it was the Gnomes had first created and opened their worlds to exploration.
It was not simple, however, for great danger lurked in the skies. Many island clusters were cut off from others due to large rock fields, encasing them like a shell. Debris that constantly shifted and smashed together, often at random. Those that found safe routes through them discovered that many times so did lurking sky pirates and creatures who lived upon the crashing rock, all who would prey upon those that passed. Many a explorer was faced with the decision of facing potential threat of death from pirates and monsters or from unknown routes and crashing rock. Other clusters, and even lone islands, were separated by vast distances of what seemed like nothing but endless sky. However, these places were just as dangerous, and explorers who set out through them often never returned or found another civilized land, instead falling to slavers, pirates, or vast monstrosities that plied the empty sky, free to grow to enormous size.
To this day many islands and tiny clusters of islands have not seen those outside of their vicinity, and some assume they're the only ones left. However, the inherit trait to explore and discover was not lost, even with these dangers and many an explorer continue to set out to see what is beyond the horizon. Clusters and islands have begun to discover one another, safe routes are established and patrolled, and species that once shared common ground have discovered how different one another are when growing up for generations in isolation. New cultures, worship, and indeed lives, have been made that have separated species that once held common stock and belief. From this new alliances have been forged, new ideas and innovations shared, so have great enemies, unable to allow another of their kind to act so different from them.
In this vast floating tangle of diversity, threat, and evolution sits a cluster of islands known as the Bluestone Isles. It is here, among the seven small masses of land, that new heroes arise, ready to explore not only the mysteries of the lands around them, but the mysteries of the lands abroad. Great danger and vast wealth lies hidden not only among the lands nearby but out amongst the endless blue. You are those heroes, this is your destiny, welcome to the Bluestone Isles. Welcome to Deminar.
The Player's Guide to Deminar is the first in a series of campaign setting sourcebooks for use with Labyrinth Lord and the Advanced Edition Companions, available at http://www.goblinoidgames.com/.
Saturday, August 7, 2010
Book Building: The Proper Map Part 1
We've been staring at this pretty map for far too long. So now I present to you The Bluestone Isles, as they were meant to be seen:

A small note on scale, the last time we used hexes on the other map, it was 1 hex = 10 miles, however, with the standard movement overland is usually 24 miles a day, I went with 6 miles a hex so there was less conversion work by player's and DM's wishing to move across the map.
There's still some naming to be done, so it's not fully finished, but I think it looks might proper that way.

A small note on scale, the last time we used hexes on the other map, it was 1 hex = 10 miles, however, with the standard movement overland is usually 24 miles a day, I went with 6 miles a hex so there was less conversion work by player's and DM's wishing to move across the map.
There's still some naming to be done, so it's not fully finished, but I think it looks might proper that way.
Thursday, August 5, 2010
Book Building: Player's Guide ToC!
Proudly presenting the Player's Guide to The Bluestone Isles ToC:
Introduction
Species & Classes of the Bluestone Isles
Equipment
New Rules
History of the Bluestone Isles
Map of the Bluestone Isle
Player's Gazetteer of the Bluestone Isles
Religion of the Bluestone Isles
X
Okay, X needs an explanation, X represents a chapter dedicated to the "home base" of the PCs, one of the towns/villages on our map will get a full write-up with taverns to get rumors from, temples to heal at, ruler's homes to be rewarded from, and a smattering of NPCs to interact with. We just haven't decided which town to use yet...
Introduction
Species & Classes of the Bluestone Isles
Equipment
New Rules
History of the Bluestone Isles
Map of the Bluestone Isle
Player's Gazetteer of the Bluestone Isles
Religion of the Bluestone Isles
X
Okay, X needs an explanation, X represents a chapter dedicated to the "home base" of the PCs, one of the towns/villages on our map will get a full write-up with taverns to get rumors from, temples to heal at, ruler's homes to be rewarded from, and a smattering of NPCs to interact with. We just haven't decided which town to use yet...
Wednesday, August 4, 2010
Book Building: An Introduction
It's the OCD in me that every post has to fall under some category, a category that is immediately repeated in the label anyway, so really there's no need other then the self reassuring sense that it's in its own category.
Speaking of which, there's a brand new category to this blog "Book Building"
Book Building will look at anything related to actually throwing together the work to be published, offering snippets of text here and there previews, questions, random idea, etc. etc. as long as it's related to the books (can you still call a .pdf release a book?) being worked on.
Very soon, once I run a few things by Sean, I'll throw out a general ToC for the Player's Guide. In fact, right now my focus is on the near co-current releases of both the Player's Guide to the Bluestone Isles and the DM's Guide to the Bluestone Isles.
The most important thing about that sentence above is that it's the first time I'm trying out the name for the Island Clusters as a whole, so what do you think?
Do the Bluestone Isles sound like a place you'd like to run "Basic" level AEC characters?
Speaking of which, there's a brand new category to this blog "Book Building"
Book Building will look at anything related to actually throwing together the work to be published, offering snippets of text here and there previews, questions, random idea, etc. etc. as long as it's related to the books (can you still call a .pdf release a book?) being worked on.
Very soon, once I run a few things by Sean, I'll throw out a general ToC for the Player's Guide. In fact, right now my focus is on the near co-current releases of both the Player's Guide to the Bluestone Isles and the DM's Guide to the Bluestone Isles.
The most important thing about that sentence above is that it's the first time I'm trying out the name for the Island Clusters as a whole, so what do you think?
Do the Bluestone Isles sound like a place you'd like to run "Basic" level AEC characters?
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