Monday, December 26, 2016

Drow in Dragon Age

Meme from the cover image of my book

I was asked to translate drow into Dragon Age for a fellow gamer over Christmas, so I decided to take the opportunity to try my hand at creating backgrounds for the first time.  I've tried to tie dark elves/drow into lore for the setting, and I have converted the tribes of drow I have created for my book, Drow of Porphyra, since they can fit rather well.  Below is my first draft.  Do let me know what you think and if you have any suggestions!

Rumors claim that a splinter group of elves fled below the ground as humans first spread through Thedas.  They journeyed beyond the dwarven kingdoms, to the far edges of the deep, going further than any had dared live before.  They were not close to the veins of lyrium that are thought to have stripped dwarves of magical potential.  Indeed, their facility with magic kept them alive and made them dangerous after centuries spent in the darkness.  

Rather than continuing to revere the elven pantheon, the drow first turned to the Old Gods.  When the Old Gods went silent, they had a schism as to how to continue and split off into different tribal groups.  Some drow strongholds have sided with the darkspawn while others have resisted or avoided them.  Each tribe of drow has its own culture and relations with the others, given how far-flung they are from one another.

Most drow tribes trade with the dwarves and will accept surface elf refugees who become initiates to their ways.  They refused to aid their distant kin against the Imperium or the Exalted Marches but did not turn away converts.  They have gone to the surface only sporadically or secretly (or both), since they are loathe to suffer the ill treatment their surface brethren have gotten used to.

The Karza tribe worship the Archdemons and prepare for the next one to take power between Blights.  They enjoy acceptance by the ravening hordes of the darkspawn and are capricious and cruel, themselves.  Having taken over some of the deepest pits away from the sun, they have developed dark black skin tones but whitened hair and whitened or red colored eyes.  They have an affinity for vermin and raise huge spiders as mounts and guardians.  They  snatch up slaves whenever they can to provide labor and amusement.  Even though the Karza breed quickly and have no shortage of their own numbers, they often attack one another and believe that their might makes it right for them to keep slaves.

If you choose to play a Karza drow, modify your character as follows:

Add 1 to your Strength ability.  
Pick one of the following ability focuses: Strength (Intimidation) or Cunning (Poison Lore).
You can speak and read Elven and the Trade Tongue.
Choose a class.  You can play a mage, rogue, or warrior.

Roll twice on the Karza Drow table for additional benefits.  Roll 2d6 and add the results together.  If you get the same result twice, re-roll until you get something different.

Karza Drow
2d6 Roll     Benefit
2                 +1 Strength
3-4              Focus: Dexterity (Traps)
5                 Focus: Strength (Climbing)
6                Focus: Perception (Tracking)
7-8             +1 Perception
9                 Focus: Cunning (Deception)
10-11           Focus: Dexterity (Stealth)
12               +1 Cunning

The Nalbrezu tribe revere the Fade itself as an embodiment of darkness, mystery, and secrets.  They adhere to a strict Code which enforces loyalty to one another above all other things and maintains their hidden culture.  They shun the darkspawn and spend more time above ground than most drow.  They regularly infiltrate other races for intelligence, supplies, and fun, and often have ties or positions in criminal organizations.  This is easier to do since they generally have brown skin tones, normal eye colors, and shape their ears from an early age to appear more human-like.  They do not take slaves per se, but anyone who owes them enough money or services could end up being claimed as indentured servants.  Surviving that experience and finally getting free of it is by no means simple.

If you choose to play a Nalbrezu drow, modify your character as follows:

Add 1 to your Dexterity ability.  
Pick one of the following ability focuses: Communication (Disguise) or Dexterity (Stealth).
You can speak and read Elven and the Trade Tongue.
Choose a class.  You can play a mage, rogue, or warrior.

Roll twice on the Nalbrezu Drow table for additional benefits.  Roll 2d6 and add the results together.  If you get the same result twice, re-roll until you get something different.

Nalbrezu Drow
2d6 Roll     Benefit
2                 +1 Communication
3-4              Focus: Strength (Intimidation)
5                 Focus: Perception (Searching)
6                Focus: Dexterity (Acrobatics)
7-8             +1 Cunning
9                 Focus: Cunning (Evaluation)
10-11           Focus: Communication (Deception)
12               +1 Dexterity            

The Xelusine tribe worship great demons of sin, namely desire, greed, sloth, pride, and corruption.  Hedonistic as a whole, these drow produce and seek pleasures of all kinds, especially the most forbidden.  Their doctrine calls on them to nurture sins in others as a way to open their eyes to their true purpose.  Thus, they journey to the surface and masquerade as other races in order to serve sin.  Like the Nalbrezu, they have alchemical means to affect skin and eye colors temporarily (and not without some dangers).  They also work well with the Nalbrezu and enjoy a long-standing truce with the tribe.  While some Xelusine choose to follow the Archdemons, few wish to give up their riches in order to plunder with the foul darkspawn.

If you choose to play a Xelusine drow, modify your character as follows:

Add 1 to your Communication ability.  
Pick one of the following ability focuses: Communication (Seduction) or Perception (Empathy).
You can speak and read Elven and the Trade Tongue.
Choose a class.  You can play a mage, rogue, or warrior.

Roll twice on the Xelusine Drow table for additional benefits.  Roll 2d6 and add the results together.  If you get the same result twice, re-roll until you get something different.

Xelusine Drow
2d6 Roll     Benefit
2                 +1 Communication
3-4              Focus: Communication (Persuasion)
5                 Focus: Constitution (Drinking)
6                Focus: Dexterity (Initiative)
7-8             +1 Perception
9                 Focus: Communication (Gambling)
10-11           Focus: Cunning (Brewing)
12               +1 Dexterity        

The Strivog tribe worship entropy.  They use every part of a carcass they can for their survival, but for their own dead they create ornate resting places with carefully arranged and carved skeletal displays.  The Strivog believe that the deceased and those closer to death belong to them, and will abduct (or trade for) the ill, the mad, and other undesirables to serve them.  They also attract zealots of other races with their religion of decay and preparing for an afterlife.  Since they appreciate objects that withstand the test of time, they make and collect fine crafts.  They are also educated highly and according to some of the most strict methods in all of Thedas as a part of a rigid society.  Of all the tribes, the Strivog have dwelt closest to lyrium and have experienced a slowing of their fertility.  As a result, they often abduct Karza and Xelusine drow, who are always in abundant supply.

If you choose to play a Strivog drow, modify your character as follows:

Add 1 to your Cunning ability.  
Pick one of the following ability focuses: Cunning (Arcane Lore) or Willpower (Self-Discipline).
You can speak and read Elven and the Trade Tongue.
Choose a class.  You can play a mage, rogue, or warrior.

Roll twice on the Strivog Drow table for additional benefits.  Roll 2d6 and add the results together.  If you get the same result twice, re-roll until you get something different.

Strivog Drow
2d6 Roll     Benefit
2                 +1 Cunning
3-4              Focus: Magic (Blood)
5                 Focus: Cunning (Research)
6                Focus: Strength (Smithing)
7-8             +1 Magic
9                 Focus: Magic (Entropy)
10-11           Focus: Cunning (one of the following: Engineering, Historical Lore, Military Lore, Natural Lore, Poison Lore, or Writing)
12               +1 Willpower             

Saturday, December 24, 2016

Introducing Caelius, the Star of the Campaign

Tevinter heraldry game art

Happy holidays, folks!  I was given permission to post the stats of the lone PC in our Dragon Age campaign, and when I asked around, a number of you expressed interest in seeing them right away.  Nate is going to be working on writing up his character's description and background, and when he's done with that I will be glad to share it with you.  In the meantime, here is the heart of our game.  This is Nate's first Dragon Age character and he did well with what the dice gave him.


NAME:CaeliusDEFENSE:14SPEED:12
AGE:ARMOR:4MOVE:12
GENDER:MalePENALTY:0CHARGE:6
CLASS:WarriorHEALTH:38RUN:24
SPECIALIZATION:LEVEL:1XP:0
RACE:HumanBACKGROUNDALLIES/MINIONS
HEIGHT:Tevinter Soporati
WEIGHT:ORGANIZATION
EYES:Tevinter Army
HAIR:RANK/TITLE
SKIN TONE:Grunt

COMMUNICATION1DEXTERITY2STRENGTH3
Driving
CONSTITUTION3MAGIC0WILLPOWER1
StaminaCourage
CUNNING1PERCEPTION2LANGUAGES
Tevinter
Trade Tongue

MELEE WEAPONATTACK ROLLDAMAGE
Battle Axe3d6+32d6+3
Maul3d6+31d6+6
Longsword3d6+32d6+3

TALENT NAMENOVICE
Weapon & ShieldFull defense when using shield
Single WeaponActivate action for +1 Def for encounter
Armor TrainingLeather or mail, no Dex penalty

ARMOR/SHIELD
Heavy Leather
Medium Shield

EQUIPMENT
BedrollBackpack
Chain*Traveling Clothes
Shackles*Water Skin
WhetstoneFlint & Steel
WhistleMirror (hand)
Crate (personal)Crowbar
Rations (1 week)Bowl (metal)
Torch x4Mug (metal)
Soap (1 lb)
Items in italics are either free starting gear or part of the Tevinter army package of: bedroll, chain, shackles, whetstone, whistle, crate (personal), and rations (1 week's worth).  Chains and shackles must be replaced out of pocket if damaged or lost.  Other gear will likely be replaced at the nearest Tevinter outpost so long as the outpost has the items to spare and the character is in good standing.

Note: Caelius was rolled up in the standard fashion.  If anything seems off, or missing, or if you have any suggestions for starting-level ways to improve his build, please do let me know.  We're still new to the system by Green Ronin, and are sticking with the rules as written for now so we can see how they run.  

Tuesday, December 20, 2016

Kismet's Dragon Age 2 Review

"You still hear the stories, of course.  With each telling they grow, even if at the core remains the truth."

Last night, I finally finished my play-through of Dragon Age 2.  I wasn't sure if I wanted to try it at first, especially given the mixed reviews I'd seen kicking around the internet.  I loved Origins and played the hell out of it, and I definitely wanted more adventuring in that setting, but every time I turned around someone was complaining about DA:2's combat and how different it was from Origins.  A few of my friends encouraged me to give it a go, however, and I'm glad I did.  In case you haven't noticed, I have been using screenshots from it all over this blog because I have enjoyed my time with the game so much and I like its aesthetic.  Since others have been warned away from the game by the same bad press, I thought I'd take a moment to talk about it here.

The first thing to note is that DA:2 is a different experience than Origins from the start, and that's not a flaw, it's a feature.  It's based in one city, with a few excursions to just a handful of places outside of it.  Ferelden is dealing with the Blight and its aftermath, while Kirkwall across the water is dealing with the fallout.  Yes, scenery will be repeated, but yes, you will get to know Kirkwall, its history, and its environs.  No, there aren't armies of darkspawn, but that doesn't mean you won't see them at all.  (You should have gotten plenty of exposure to them in Origins, anyway; enough to be ready for other foes.)  But I do know that you could easily run a tabletop game in Kirkwall after dealing with the video game and capture its feel without a problem.  

The next thing to realize is that combat was bound to be changed from the style of Origins.  The designers were going to play with options, skill trees, and the like.  That was always a given.  Once you get used to your abilities, you'll be fine (and there's a readily available consumable item that can reset all of your stats so you can undo any mistakes).  I admit that there is some annoyance to be had with the way that DA:2 sends enemies against you in waves.  Just when you think you're done with a combat scenario, you are likely to see a whole fresh group headed your way.  This just means you have to be prepared for that and use your abilities and consumables carefully.  It can add to the challenge of some fights and a couple of times I just wanted it to be over with, but most of the time, I was entertained more than anything else.

You are playing a heroic character, in that you can make nicer, more diplomatic choices and your main character is destined to be the Most Badass of Them All - but that will not always matter.  There will be situations that you cannot fix.  The world is bigger than you and what you do, and people have their own axes to grind.  That doesn't mean that the game undercuts everything you strive to accomplish or that you will never earn respect.  It does mean that if you are expecting to be able to make everything right, you came to the wrong game.  And that is perfectly in keeping with the dark fantasy world of Dragon Age.  It carries on the tradition of having to think about your choices, who you let live, and who you cause to die.  But it provides a more nuanced and adult experience, ultimately.

Your friendships will be complicated, too.  If you had to deal with the relationship system of Origins, you know to expect this.  You can definitely piss your companions off and make them rivals.  You can make decisions that will make them leave, perhaps forever.  You can support and nurture them only to find that they make destructive choices later.  You cannot save them from everything bad, either, and that's okay.  If you use the wiki, you can avoid many of the worst outcomes and keep all of your people, if that's your goal.  The only thing you really need to know that will affect most of the game is that you can't get too invested in or attached to your sibling.  Thedas ain't fair, and they will only be with you so far into the adventure.  That's as much of a spoiler as I'm giving about that.

On the flip side, you get to see how an ordinary city in Thedas lives when it's not overcome by fear of a Blight.  You get to deal with different nobles, a different past, and you'll visit dwarves and elves and the Deep Roads again.  You will meet up with some companions from Origins, either on a long term or short term basis.  You will also get a whole new experience of the Qunari than you did before.  All of this gives you more of a day-in-the-life view of the setting, even if you are playing an extraordinary person during extraordinary times.  You will become a part of a historic tale and struggle that stretches before and after you, narrated by Varric, one of the most enjoyable characters of the series.

And if that isn't enough to pique your interest, I don't know what to tell you.  But you will be seeing more of what I love about Dragon Age - and DA:2 - over time here.  The game showcases a number of aspects of the setting that mean a lot to me and which I will be using when I run my own version of the world.  I can only speak for the main campaign for now, but soon I will be digging into the DLC.  I'll eventually get through it and be able to share my reactions here.

In the meantime - have you played Dragon Age 2?  Did you get warned away?  Did you give it a fair shot?

Friday, December 16, 2016

Happy Birthday To Me!

Tomorrow is my birthday, and I had promised myself that I wouldn't buy anything for myself until I saw my gifts.  But then I was pointed to the BioWare store and I noticed some key things on sale, marked down big-time.  So I picked a few things up for myself because OMG they have Tevinter merchandise ($10 and $20, respectively)!


And because I love Ferelden, too, I snagged this ($10):



There are of course more things I want that I cannot currently justify, but some of them are on sale and you might be able to snap them up for yourself!  There's another style of Tevinter hoody (I like the front, but there's no design on the back), a full-on dress, a messenger bag, and a black ladies Tevinter shirt that I simply must own someday.

In the meantime, I cannot wait to run Dragon Age while in my own Tevinter shirt!  Do you own any DA stuff in the real world besides the tabletop books?  If so, what?

Saturday, December 10, 2016

Leave Your Feedback =)

Game art depicting a Circle Tower

I started this blog on September 19th as an easy place to develop and share materials for my Dragon Age campaign.  It's grown to 22 published posts since then, all written by me but covering a few major categories.  We also managed to squeeze in our first tabletop session at the end of November and are looking forward to more.  I have a number of ideas for future posts just sitting in my drafts folder, waiting to be expanded on.  

What I find myself wondering is what you are looking forward to seeing here.  I'll share what I can whether or not anyone responds, especially as I go about arranging things for our game, because I like to offer what I can to the community.  But it's nice to know what others find to be of most use or interest.  I'm still very new to the system but I am getting a handle on it.  I'm also not afraid of exploring Dragon Age's darkest, ugliest corners.


So if you'd take a moment to share your constructive thoughts, reactions, and so forth, I would be much obliged to you.  Feel free to go beyond the poll and leave a comment, if you have more to add.  I will keep it all in mind as I proceed.  Thank you for reading!

Saturday, December 3, 2016

The Gift of Dragon Age This Holiday Season

"To you, Hawke.  May I fight at your side for years to come."

I received a very unexpected gift this weekend and I am so thrilled that I want to talk about it here and everywhere.  An old friend who had advised me back when I was still trying to get through Dragon Age Origins popped up last night and started asking questions about Dragon Age: 2.  I told him that I'm still near the end of the base game.  Not long ago I had mentioned online that I couldn't justify the cash for BioWare Points to get the DLC that's missing from my version of the game.  I don't mind paying for games at all, but it is the season of giving and all that.  I have other expenses to think about.  

But another point is that DA:2 is older now and its DLC never goes on sale.  BioWare Points are old/outdated and also never go on sale.  Everything else related to the video games does.  Believe me, I've kept track of it.  If I could have snapped them up via the big summer sale or something like that, I might have been able to.  I had resigned myself to just finish DA:2 and forego the DLC without too much heartache, since I did get Inquisition Game of the Year Edition at a great price this summer.  It's just waiting for me to start it.  I knew some missing DLC was truly a first world problem and I was ready to just suck it up.

That wasn't good enough for my friend, however.  He sent me a cash infusion expressly for the purpose of rounding out my game and getting in on those adventures, and I can't wait to get started with them.  What's more is that another not-so-secret Santa sent me a gift of music from the series, also out of the blue this week.  I adore gaming music anyway, and I have loved the scores for the various DA games.  I've had the albums I don't own yet on my Amazon wish list and hoped to receive them, since there's nothing like driving through Los Angeles with such songs in your car - or running a tabletop game with that music available.  

I feel like the Grinch when his heart grew three sizes.  It's been a tough time for everyone lately, it seems, and I have been dealing with my share of the pie.  I haven't been able to do as much for folks as I'd like, and certainly not enough to deserve the hard-earned cash of distant friends.  These unexpected, unasked for gifts have lifted my spirits greatly and reminded me of the power of giving when you don't care what you receive in return.  One year, I did the same thing for a stranger on a Sims forum who was having a bad time and couldn't afford a new expansion for her lonesome holiday season.  I didn't have much cash back then but I had just enough for that.  I sent it before she told me her whole story, and then I listened to her tale, and it did something wonderful for both of us.

So what's the real point of this, besides praising my friends and letting the world know how grateful I am for their generosity?  If you have friends who haven't played the Dragon Age video games and you think they would enjoy the setting, consider asking them about it this year.  You can send gifts via Origin and Steam.  You can benefit from sale prices, and it doesn't have to take much to expose them to something they might play the hell out of and come to love.  If you have roleplaying friends who haven't tried the pen and paper game, you can offer to run it for them as a gift.  You can also send PDFs of the tabletop materials for the Dragon Age game by Green Ronin, or you can splurge on print copies to have delivered to someone's door.  

Games, which combine imagination and leisure (and can include friends), can be important for our morale and mental health.  You never know how much someone is struggling or how much their heart will be lifted by such a gift.  Make some inquiries to make sure they'll be interested, but if the chances look good, go for it.  If you get to try it out, let me know how it goes.  And if you've already gotten a Dragon Age-related gift from someone, who gave it to you and what was it?  =)