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Thursday, December 24, 2020
Saturday, December 12, 2020
City Design WIP: Part Three
The image above shows the west bank. The step following the placement of farmland addressed small rivers and pathways. A new layer farther down received a mottled brown texture akin to bare dirt. I then traced pathways and riverbeds through the farmland with an eraser tool to reveal the bare dirt on the lower layer. In between those two layers, I drew white lines within the riverbeds, and replaced them with a water texture. When done, the edges of the pathways and the river textures got feathered for a more natural look.
Talking about scale: here's a bit more on the subject. The 1mm = 11 meters indication refers to the scale on the printed map. 100 meters = approx. 110 yards for those of you unfamiliar with the metric system. I also included travel times for characters moving about the city.
Wednesday, December 2, 2020
City Design WIP: Part Two
About a week ago, I started showing the process I follow to design a city (click here for Part One). As promised, here are the next few steps.
The biggest task consists in drawing streets and open spaces with white lines. You can already tell where main districts may be located.
The old town huddles next to a big hill, just south of the port area. A fortification stands on the hill, dominating the harbor and its entrance. Low and lower-middle-class neighborhoods lie east of the cliff's edge. West of the cliff is where middle and upper classes reside, with the wealthiest buildings and those housing the realm's government facilities closest to the giant tree. Two forested parks straddle the large waterfall at the city's center, each with a mausoleum in its middle. Suburbs, hamlets, some forests, and farmland will occupy the west and south river banks. Here's a closeup of the center area.
Friday, November 27, 2020
Black Friday Cyber Monday
Black Friday/Cyber Monday sales are in effect at DTRPG. #Calidar PDFs are heavily discounted for the duration. Don't miss this opportunity to complete your collection or discover this new world.
Thursday, November 26, 2020
City Design WIP: Part One
"Medieval Street" © 2016-2020 Aleksandr-osm on Deviantart |
Designing a fantasy city always is a challenge. Other than using random city generators (some of them are fairly good and fun to use), drawing one’s own requires balancing creativity vs. desire for realism, both of which demand planning. The city described here, Mythuín, is a work in progress. I intend to include it in my upcoming gazetteer on Calidar’s elves. I hope to post updates between the early stages shown below and the final result.
The first
step was to establish Mythuín’s physical size and therefore
the scale of the map, and how big the streets would look on paper. After some
back and forth with cartographer Thorfinn Tait, we went for a 1:11,000 scale.
From this, he generated the coastline, based on the existing topographical map
from cal1 In Stranger Skies. The next milestone was to figure out the size
and graphic resolution of the map’s image, with one version intended as a
two-page spread in the gazetteer and the other as an option for a separate 12”x18”
fold up map. The red dotted line on the illustration shown below marks the outside limit of the book’s map. All
in all, the area depicted is about 2 miles north to south (a little over 3 Km). The grid is set to 1 square = 100
meters (330 feet).
From this,
the widths of the streets could be calculated fairly accurately. For example: a
“small” street could be thought as being 18 feet across (a little over 5
meters). On paper, this would be just 2 millimeters thick. I know this actually
works, based on the Glorathon city map from cal1.
Tracing such a street on a computer screen requires a line 6 pixels wide. Actually,
it’s not really as narrow as one might think, so far as Middle Ages streets go.
Those of you living in Europe or Asia know what I mean. I Google-viewed the old
quarter of my home town of Nice, which is a good example of what a medieval
town might look like. Some streets there are 10 feet across (3 meters). It’s
great for shopping and ever so quaint to visit, but they do get pretty crowded.
On the plus side, there’s no car traffic there. At the scale I’m using, these would
show as simple lines, maybe dotted lines on the map.
Rough Draft 2 City of Mythuín ©2020 Bruce A. Heard. World of Calidar™ Fantasy Setting. |
With all this in place, I can begin “roughing in” streets and boulevards connecting all the key elements described earlier, which will produce city blocks and open areas. The map shown here is just an early draft with labeled details penciled in as guidelines. Click here for Part Two.
Nice's Old Quarter, Southern France |
Thursday, October 29, 2020
D&D: Winged Elves
My current Calidar project deals with elves. One ancestry concerned winged elves. I thought of including game mechanics for maneuvering, in case none are available in the game system players choose to run this campaign world with. The following material is written for the D&D® game's BECMI rules, although Calidar is officially system neutral. I'm looking for a few contributors to look this over and point out anything broken (or unclear). If you do, thanks!
Here we go.
These winged elves can fly using large eagle-like wings on their backs. Immune to fear of heights and altitude sickness, Elëan elves
can maintain flight while moderately encumbered for up to an hour, half that if
encumbered (120 Lbs or more), two hours with light encumbrance (60 Lbs or less),
after which they should land to rest for at least two hours. Raise encumbrance
limits +10 Lbs per Str bonus. Load
carried in flight can never exceed twice the elf’s own unencumbered body weight.
A winged elf must land when:
1.
Carrying
or holding on to more than the maximum weight limit.
2.
Incurring
75% or more combat damage.
3.
Sustaining
more than twice normal flight times.
While in flight with moderate or no
encumbrance, Elëan elves receive a +1 bonus to AC and saves against physical and
magical attacks. Incurring 50% damage or flying while exhausted halves vertical
speeds when climbing (round down) and maximum flight ceiling.
Ø Horizontal
Flight Speed: 60’ per round; –10’ if encumbered or if climbing; +20’ if diving.
Ø Vertical Speeds: Climbing—40’ up; –10’ if encumbered. Diving—80’ per round at an angle or 120’ if diving straight down, head first (requires a Str Check to pull up; –2 penalty if encumbered). An unconscious Elëan elf should spin downward at about 30' per combat action, incurring 3d6 damage when hitting a horizontal surface.
Ø Flight
Ceiling: 15,000’ maximum altitude;
–3,000’ if encumbered; +1,000’ per Str
bonus.
Maneuverability: Winged creatures do not fly like airplanes. They can use wing and body motions to effect tight maneuvers such as slowing down enough to land on a branch or on a rocky promontory, hovering, or making a tight turn. The latter two require a Dexterity Check. If the roll fails, the flying creature stalls, immediately dropping altitude equal to half its level flying speed; it must resume level flight during the next round. A critical failure results in a drop equal to its full level flight speed. If Dex isn’t known, the following chart summarizes possible ratings and outcomes. Actual Dex for PCs may differ.
Turning: If the Dex roll succeeds, a tight turn (more than 90˚) still requires the clearance noted in the chart, regardless of actual Dex scores. Normal flight must occur during the next round. For Example: An Elëan elf still requires a 10’ radius to perform a tight turn regardless of actual Dex. A failed roll results in a stall as described earlier.
Flight Conditions: Elëan elves are comfortable at cooler temperatures up to 8,000’ altitude (about freezing level). Damage from exposure to cold temperatures begins past the freezing point. Their breathing also becomes more labored above 8,000’ (Con –1 per extra 1,000’ altitude), unless they wear enchanted devices enabling free breathing. Strong winds affect level flight speeds (double with tailwinds, halve with headwinds). A Str check is required to fly against gale-strength winds (one roll per occurrence while in combat or one check per hour when travelling). Updrafts and downdrafts can alter climbing or diving speeds +/– 50%. Elëan elves can sense the direction of air currents within a 300' unobstructed radius.
Travel Speeds: The limitation on the number of consecutive hours winged elves can fly limits their ability to travel fast. If unencumbered, Elëan elves can travel 40 miles/day at best, regardless of terrain, assuming resting time equals flying time, or 27 miles with moderate enc., or 14 miles if encumbered. Double these speeds with good tailwinds or halve them with headwinds (round up).
Swooping Attacks: They do no require Dex checks, but a foe should always be able to swing back at its attacker as it flies away. A swooping attack involving a high speed dive (head first) requires a Str check to pull up in time. A failed check would result in the elf hitting an intervening floor (if any), or continuing the dive during the following combat actions until a Str check succeeds.
Drawbacks:
Elëan elves dislike hot weather (Con –2 in weather 86˚f/30˚c and up). They suffer from mild claustrophobia
in places where flight is either impractical or impossible (–2 to Wis and Cha while in these conditions); NPCs also incur a –2 penalty to Morale Checks. Elëan
elves feel miserable underwater and will refuse to go unless some emergency
compels them to do so; they don’t typically know how to swim and are usually unskilled with horse riding. Furthermore,
armor does not protect their wings, so their backs remain essentially unarmored. Elëan elves may also need to consume more energy if much flying is involved, possibly going through food supplies twice as fast during rest periods as they would when walking. Overweight elves are both terribly unfortunate and thankfully quite rare.
Tuesday, September 29, 2020
Forbidden Forests
(...) Paths, markings, and other attempts at leaving “bread crumbs” in one’s wake fail as vegetation and topographical features randomly shift. Speaking with plants and animals does not work therein. No people or normal-sized animals live there. Giant animals and monsters from random encounters (including woodland beings) are evil, hostile, and mostly immune to the forests’ curses. Druids or rangers encountered here are performing their monitoring duties* and will demand unwarranted parties leave at once. Replace military patrols with haunted battle sites. Pegasus-riding scouts fly above the forest (if anyone notices); they will alert rangers if they spot outsiders in these woods.
[*] Note from the Author: Elaborate random encounters mentioned above are available earlier in the Gazetteer.
Tuesday, September 15, 2020
A Brave New Game World
Thorfinn Tait pledged his time and talent to render Alorea's map in the same manner as the one he'd produced for Calidar seven years earlier. This does also imply that the next two Gazetteers will each cover a realm on Calidar and its related moon. You can expect lots of maps therefore. I handed Thorfinn the coastal outlines I drafted for Alorea, the general positions of mountains, and the climate zones. From this, Thorfinn generated four topographic roughs, one for each projection style. I posted them here for your perusal.
Which one do you like best?
1. Van Der Grinten
[From Thorfinn Tait:] This is the protection I chose for Calidar itself. Its focus on the central area of the world is perfect for Calidar, as the main Great Caldera region appears front and centre. For Alorea, however, I’m not so sure. The edges of the map look progressively more and more warped, and I’m not sure this fits Alorea’s design so well.
2. Mollweide
[From Thorfinn:] The oval presentation of the world is rather distinctive. This projection is often used for palaeontological maps of the ancient Earth, and as a result ended up being used for the Mystara setting’s world map. For Alorea, it de-emphasises the poles rather nicely, as these are not really regions of interest in this world. However, the outer edges of the map appear rather warped.
3. Robinson
[From Thorfinn:] An old favourite projection dating from the 1960s, Robinson is now slightly out of date, which can be a plus when dealing with fantasy worlds. It does a good job of rendering the mid latitudes without too much warping, while not placing too much emphasis on the poles. It seems like a natural fit for Alorea in many ways.
[From Thorfinn:] A more modern take on the same concept as Robinson, and the similarity is pretty striking. The main difference for our purposes is in the depiction of the poles: Winkel Tripel places more emphasis on these areas. As such, it seems like an inferior choice to Robinson for Alorea.
[Back to me:] You're welcome to vote in the related poll, or to comment about these maps. Now's a good time to let us know what you like or don't like. I posted the poll in Calidar's Facebook group (click here to visit).
Tuesday, August 25, 2020
D&D: Sky Warriors of Phrydias
This order of half-elven knights originally formed in honor of an epic hero by the name of Bambathiel. His legends tell of the first recorded case of a Calderan eagle being tamed as a mount. The giant raptors are reputed for being particularly difficult to approach, let alone to befriend and ride like a horse. Magic sometimes works in this respect, but followers of Thaëldar see this as an insult to their deity. For them, Calderan eagles embody their Lord of the Skies. Being entrusted with one is nothing less than a holy gift requiring utmost respect and devotion.
Bambathiel died in a fight with a night howler, a great beast of evil that had been preying on Calderan eagles in the Kaël Mountains. Though he who became known as the First Knight defeated his mythical foe, his wounds and those of his majestic mount were awash with deadly poison. No prior in Phrydias could stop its spreading, and both died in writhing pain. The High-Prior of Thaëldar prayed for their return to life, but the Great God of the Skies decided to keep them both at his side. Since then, faithful followers of Thaëldar, those who are pure of thought and brave at heart, have created the Order of Sky Warriors in memory of their fallen hero. Bambathiel and Oba Eagle-Lord together became scions of the cult and the order’s spiritual protectors.
The night howler is an enormous beast that sometimes appears late at night. It is born from the nightmares of slumbering evil Phrydians, and vanishes before dawn. What is unclear, however, is why so many people would make the same horrid dream during one fateful night. No Bongorese literature had ever mentioned night howlers. A sect of malevolent wizards or perhaps a demon are thought to be at work, summoning the beast when the moons are right, perhaps as the consequence of an unholy ritual planting seeds of evil into many a weaker or disturbed mind. Priors of Thaëldar have come to believe that in the heart of the eagles lies great spiritual power, which the wicked covet for their evil deeds. What they do with such wondrous power remains a mystery. As the beast unexpectedly rises again to wreak havoc upon Thaëldar’s flock, the knights scramble to deny the odious harvest. In truth, the beast springs from a curse. It was cast by the demon-prince Kokumo, when Thaëldar cast his spear at him.
This order is the armed chapter of the Faith of Thaëldar. Aside from safeguarding breeds of eagles small and large, they live to protect of the Sky God’s temples in Phrydias and elsewhere. A contingent resides in northwestern Alfdaín where the cult has found significant following. Their ethos is neither fundamentally malevolent or purely benevolent. Their philosophy concerns more specifically the order of all things in the universe. Most members of Thaëldar’s fanatical legion stick together as a military organization. Others ride their fabulous mounts, travelling the world in search of clues about who or what lies behind the summoning of night howlers. They are avengers, adventuring warriors looking for a worthy cause for the purpose of acquiring goodwill toward their quest and their faith. Their beneficiaries are to watch for defilers of great eagles and for clues about the night howlers, and alert them if such comes about. Following the belief that evil doers dwell in evil places, sky warriors aren’t loath to exploring dungeons and other places of despair, for hints may lie there was well.
Isn’t a knight anyone who desires it. Prerequisites include being at least a pious follower of Thaëldar. In this regard, race is not an issue. To become a squire, one must already be a fine warrior or a skilled prior (one with the experience of at least a dozen worthwhile dungeon expeditions should qualify). A time will come when the squire will have to seek out a giant eagle’s nest high in the Kaël Mountains and earn its occupant’s respect, a perilous quest on its own. Magic of any kind, clerical or otherwise, is not permitted, and the squire must act alone. Should a glorious fate shine upon the squire, an egg will be available for the taking. It must be safely returned to the order’s sanctum, wherein its new owner will have to care for it until it hatches. The squire must raise the young eagle, nurture its growth, earn its loyalty, and train it as a mount.
Note: The remainder of the chapter goes on about risks and rewards of being a knight, and creating a player-character. You'll find all this in CC1 Beyond the Skies.
Tuesday, August 18, 2020
D&D: Don't Eat the Purple Lotus
Golden Lotus Field by Samantha Genier, Deviantart. ©2013 Samantha Genier. |
Prime Lotus Intelligence
| |||
Number of Plants
|
Intelligence
|
HD
|
Spellcasting Level
|
10
|
9
|
1
|
none
|
20
|
10
|
2
|
2nd
|
30
|
11
|
3
|
4th
|
40
|
12
|
4
|
6th
|
50
|
13
|
5
|
8th
|
60
|
14
|
6
|
10th
|
70
|
15
|
7
|
12th
|
80
|
16
|
8
|
14th
|
90
|
17
|
9
|
16rd
|
100
|
18
|
10
|
18th
|