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	<title><![CDATA[Axel's Development Blog]]></title>
	<link><![CDATA[http://www.dndresources.com/index.php?automodule=blog&req=showblog&blogid=40]]></link>
	<description><![CDATA[Axel's Development Blog Syndication]]></description>
	<pubDate>Mon, 23 Jun 2008 11:41:38 +0000</pubDate>
	<webMaster>webmistress@dndresources.com (Forums)</webMaster>
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		<title>Dragonkin</title>
		<link><![CDATA[http://www.dndresources.com/index.php?automodule=blog&blogid=40&showentry=266]]></link>
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		<description><![CDATA[Like their ancient adversaries, the Giants, the Dragons are extinct. The last of their number perished at the hands of adventurers, paving the way for the new expansion. But they have many relatives that still walk the surface of Isterra.<br /><br />Kobolds<br />The most noteworthy of the dragonkin, kobolds also consider themselves the only true inheritors of the dragons. They are the only ones to have built a true civilization. To say more would be simply redundant.<br /><br />Lizardmen<br />Larger, but not nearly as intelligent, as their cousins, Kobolds, Lizardmen are still widely considered to be dragonkin. Much like Ogres, most lizardmen wander the edge of civilized territory while a scant few have found a niche within society. Lizardman gangs are violent and known to attack without warning when a potential target approaches. Others are tolerated within the empire, the orc kingdoms, and by the kobolds as muscle. The generally lazy, violent, and dimwitted reptiles are not trusted to perform even the simplest task (other than fighting) without supervision, but are useful for their strength.<br /><br />Hydra<br />Hydra, if they ever even existed, no longer do. They appear in some legends, but unlike dragons or giants are generally minor figures in these tales. It is thought that if they were indeed real they weren't very intelligent (necessary, the cynical note, if more than one head was to get along for any stretch of time) and so were wiped. By who, it may never be known.<br /><br />Naga<br />Whether or not these creatures are actually related to dragons isn't known. They are very rare and reclusive, preferring to remain in or near their remote lairs. Generally the best advice is to simply give these areas a wide berth, but tales that these creatures guard ancient stores of wealth and knowledge will continue to draw the greedy and the foolish to their deaths.<br /><br />Psuedodragon<br />These diminutive relatives of dragons are known throughout civilized lands for giving young children an unreachable quarry. They are fairly intelligent, although simple creatures; able to understand difficult concepts but not generally prone to invention. By nature psuedodragons are mischievous but friendly and playful. <br />Because they are small and nonthreatening psuedodragons are not viewed by most in the same light as true dragons are. Most races see them as interesting diversions, and rarely as close friends when the creatures decide to join a group. Traveling People are their favourite friends, due to their nomadic lifestyle, as psuedodragons by nature have a short attention span and easily bore with the routine of most people. <br />Kobolds view psuedodragons as not possessing any dignity and refuse to view the creatures as true dragon decedents.]]></description>
		<pubDate>Tue, 17 Jun 2008 16:03:51 +0000</pubDate>
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		<title>Giantkin</title>
		<link><![CDATA[http://www.dndresources.com/index.php?automodule=blog&blogid=40&showentry=260]]></link>
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		<description><![CDATA[The giants are dead. At least, the true giants are. But their smaller, more populous relatives still hang on in the most remote areas where imperial legions and goblin guards still fear to tread. They are not the only monsters left to the world, nor even the most dangerous. But they can inspire fear of the old tales on all who encounter them.<br /><br />Hill Giants<br />These close relatives to the true giants of old are far smaller and stupider. They once freely roamed the lands that their cousins claimed lordship over. But that time passed and they were nearly wiped out. Scattered tribes found refuge in distant forests, mountains, and hills from which they take their name. They remain there still, preying on any animal or person they can find without exposing themselves. When their tribes are found any military force or half-crazed militia that can assemble does so to help finish the work of ending the terror of the giants.<br /><br />Ogres<br />These dim, brutish creatures are somewhat less dangerous than Hill Giants, being smaller and less prone to wild attacks. Ogres will never fight if they see the possibility of defeat, and their gangs never stay put for long, constantly moving to stay ahead of any army that might force them from the territory. Some Ogres, however, exist within society, tolerated by the Empire and most of the Orcs. Either way, Ogres are not truly accepted by any of the other races. Where they live in the Empire they do so in their own small communities and do not mingle with outsiders.<br /><br />Trolls<br />Quite possibly the stupidest of the lot. Trolls rarely leave whatever worthless tract of land they find themselves on, compelled to move around only to eat. When they encounter any possible prey, however, they are fierce combatants. They fight without hesitation or fear and do not stop until killed. Extremely difficult considering their regenerative capabilities. How it is that trolls reproduce when they will just as viciously fight any trollish intruders still isn't understood. But Academy researches suspect that their regeneration may have something to do with it. If so, any remains must be burned to ensure the creature never arises.<br /><br />Scrag and Merrow<br />These aquatic relatives of Trolls and Ogres are of little concern to most. They are a known hazard to seafarers, but are not terribly numerous along most trade routes. It is only worth mentioning their existence.<br /><br />Minotaurs<br />The exact nature of these beings is unknown. Whether or not they are even related to giants at all isn't known, really. But they are generally considered giantkin due to their size. Minotaurs have only recently been encountered on the frontier and so most of what is known about them comes from Centaurs. They say that Minotaurs are quick to anger and slow to think. Most often they fight each other, but will turn on anyone or thing that comes near.]]></description>
		<pubDate>Tue, 17 Jun 2008 14:07:19 +0000</pubDate>
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		<title>Languages</title>
		<link><![CDATA[http://www.dndresources.com/index.php?automodule=blog&blogid=40&showentry=254]]></link>
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		<description><![CDATA[The list of modern languages is as follows:<ul><li>the trade language, primary language of the traveling people</li><li>imperial common, including all provincial dialects</li><li>elvish</li><li>goblin</li><li>kobold</li><li>draconic</li><li>dwarven</li><li>centaur regional languages and tribal dialects</li></ul>Of these all save centaur languages, dwarven, draconic, and kobold use the standard alphabet of the trade language, derived from the ancient elven alphabet. Kobold uses the draconic alphabet. And dwarven has its own runic system that is virtually incomprehensible even to most dwarves. Centaur has no written form.<br />Learning to speak a language requires having 1 skill rank in Speak Language for each language. In addition knowing an alphabet requires an additional rank in Read/Write Language. Since most characters won't use either of these skills as class skills that translates to two skill points per language and alphabet. No character automatically begins play knowing how to read and write, learning an alphabet counts against starting bonus languages.<br /><br />The ancient languages, as they are known now<ul><li>Ancient Elven (root of most modern languages)</li><li>Human tribal languages (replaced by imperial common, roots of provincial dialects)</li><li>True Giant (no examples remain)</li></ul>Monstrous languages, not spoken by any of the major races<ul><li>Sylvan (spoken by dryads and fairyfolk, where they remain)</li><li>Aquan (spoken by the sea kingdoms, with which there is little contact)</li><li>Giantish (spoken by giantkin)</li></ul>]]></description>
		<pubDate>Mon, 20 Aug 2007 02:17:31 +0000</pubDate>
		<guid><![CDATA[http://www.dndresources.com/index.php?automodule=blog&blogid=40&showentry=254]]></guid>
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		<title>Spellcasting Traditions in the World</title>
		<link><![CDATA[http://www.dndresources.com/index.php?automodule=blog&blogid=40&showentry=259]]></link>
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		<description><![CDATA[Every race has some connection to magic, and so each race has developed a method of training and harnessing this gift within its members. Few have allowed their casters to devote themselves wholly to the study of magic, though, and it must be remembered that the more a caster must do, the less he can develop his magic.<br /><br />Dwarves<br />Dwarves have little in the way of formalized spellcasting tradition. Spellcasters in dwarvish society are treated essentially like any other experts, they are trained by a master in their art until considered competent enough to take on a new role as a master. Dwarven spellcasters are taught with the intention of putting their skills to use for the clan, wherever they are needed. Naturally a master can only teach his apprentice those skills he possesses, so if additional needs are required a spellcaster may receive additional training from other those of other crafts to supplement what he knows of magic.<br /><br />Kobolds<br />Church dogma held that magic use by kobolds was an effect of their draconic blood, a gift of the dragon gods. Believing that those who could use magic must have purer draconic blood than other Kobolds the Church took and trained as many of these as it could as priests.<br />The shortlived Republic abolished this practice and tried to encouraged reasoned examination of magic, but was quickly replaced before any useful outcome could be had. For Drak spellcasters have use in their ability to serve dragonkin. He has endeavored to create his own version of the Imperial Marshals using only spellcasters and bypassing the Academy entirely. His Dragons, as they are called, are trained to act as spies, secret police, soldiers, and strike teams. They are trained in the best magics available from the days of the Church. Any known caster in the realm is required, for the glory of dragonkin, to join the Dragons. Deserters are executed on capture.<br /><br />Goblins<br />Spellcasting in the Goblin kingdoms, like most of their civilization, is built on the backs of the elves that preceded them in the area. What remained of the works of elvish wizards as the goblins built their kingdoms was studied by the priests of the goblins and used as the basis for their own works. The priests had always bypassed the petty feuds of the tribes, and were able to form their own society apart from the kingdoms. The Goblin mages now live in a separate church that is independent even of the King, its members considered inviolate in all feudal squabbles. In spite of this independence from authority, the church also demands a tithe be payed them by all goblins, to support them. This is in addition to the revenue the church can make through the services provided by its members. The church directs where its members are placed and assumes responsibility for all spellcasters.<br />Potentials are identified while young by a local priest and sent to the nearest temple where they are trained. On completion of training they are sent where they came from, or as close to it as possible. Those from powerful families, or identified as being particularly powerful mages, are kept in the temples to continue study and eventually become higher ranking priests. There is a temple of some sort in every major city. Most have an open shrine at the top where sacrifices are performed for all to observe. <br />The largest of these temples serves as the central headquarters of the goblin church. It is built in the remains of an ancient elven palace, a pyramid shaped structure with the top converted into a square shrine. Here sits the High Magus, head of the church, and his Magi.<br /><br />Elves<br />The once mighty elven wizards are now remembered only through what of their work has been stolen by goblins. Now the elves look to local witches. A witch is responsible for far more than just spellcasting, he is the leader of an elven community; storyteller, doctor, historian, teacher, and guide. A witch selects his apprentice from amongst the elvish youth, choosing the most promising of the young elves to follow him and learn the craft.<br />Witches live on the gratitude of their people. Although they never ask payment, by tradition, they also never need to. A witch can always expect to be shown respect and gratitude, and all they have to do is earn it.<br /><br />Humans<br />Spellcasting is the only trade in the Empire that is not unified. Even Imperial authority fears to disrupt either side of the divide. On one hand are the churches, most of which predate the empire itself. On the other is the Academy, which has risen under the protection of imperial authority.<br />The churches of the human lands have never unified; there are simply too many gods worshiped in the lands claimed by the empire, and no emperor has ever dared to try to prohibit any worship for fear of angering the wrong god. So all of the old temples and shrines still have worshipers and priests who recruit based on their own methods that the empire simply ignores. Some of the temples devoted to widely worshiped gods have unified to form collective churches dedicated to particular god, but no church of all the gods has ever formed.<br />The Academy was formed by sorcerers who wished to learn more about magic in general, unable to accept the assertion of many churches of their day that it was a gift from the gods. "If that were so," they argued, "why would every god grant the same powers?" The chief among these was Mustrum Weatherwax, who was the first Archchancelor of the Academy and its founder. There are now academies in every provincial capital, each headed by a Chancellor, but the primary Academy is in the imperial capital and its leader, the Archchancellor, is the head of them all. The Academy concerns itself with three things: the training of wizards, the study of magic, and the pursuit of all academics. Academies all have different specialties in these fields, but all take an interest in all scholarly pursuits.<br />Another, unofficial, mission of the Academy is to train new members of the Imperial Marshals. Although not all Marshals are spellcasters, they are the only casting division of the Imperial military and police forces. Many Academy students are pressured in some to join the Marshals.<br />Those who show magical affinity are officially encouraged to join the Academy, though many devout families and regions prefer their local deity's church. And there is no official law requiring either of these training regimens though very few casters choose to go alone.<br /><br />The Traveling People<br />Much like the elven witches, the caravans are led by a Loremaster. His duty is to remember the legends, lead the caravan, act as its emissary amongst other peoples, teach his people, and serve as their link to magic. Loremasters select their apprentices like any other apprentice in the caravan, requiring not only the ability to cast spells but also the temperament and abilities needed to fulfill all the duties of the Loremaster. Loremasters train anyone who might have magical affinity to use their talent, but those who cannot become Loremasters tend to drift to another line of work in time.<br /><br />Centaurs<br />The spiritual leader of a centaur tribe is the shaman, which roughly translates to "one who speaks with spirits and commands their power." Centaurs believe in spirits of varying power that exist within, and move between, everything in the world. Shamans, they believe, and summon these spirits to speak or act on their behalf.<br />As soon as a shaman identifies one whom the spirits also speak with he begins training the young centaur as an apprentice. Shamans are the keepers of the tribe's legends, they are healers and historians, leaders and guardians. In many tribes the shaman is the tribe's sole leader and even in those with another form of leadership the shaman is of great importance.]]></description>
		<pubDate>Mon, 20 Aug 2007 02:17:12 +0000</pubDate>
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		<title>Professionals and Guilds</title>
		<link><![CDATA[http://www.dndresources.com/index.php?automodule=blog&blogid=40&showentry=258]]></link>
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		<description><![CDATA[The basis of every civilization is specialization. It is through the division of labour that societies can develop. Each of the major races treats its professionals differently.<br /><br />Dwarves<br />In dwarf clans skills are generally passed down, father to son through generations. Naturally there are exceptions to this, since both parents have their own skillset, and have extended families. More generally, young dwarves are trained by their family and family friends to continue in a certain trade. Training begins when a dwarf reaches adolescence and continues until they are deemed ready to take on the job. Sometimes this is never fully stated, a dwarf is shown the ropes quickly, and then learns slowly on the job.<br />Because of their convoluted clan and family connections dwarves have no need for true guilds. Interaction between professionals is handled personally or through Elders, between professions by the Elder Council or Clan Leader. Duty to the clan takes precedence, and failure to heed the decisions of the Elders or Clan Leader can lead to banishment. Each clan mints its own money, although there is now a universally accepted weight.<br /><br />Kobolds<br />Kobold professionals initially based their economy on the apprentice system of the dwarves. However, unlike the dwarves, Kobolds do not devote the time to individually train apprentices. Rather a master has a large number of partially trained workers who can produce goods quickly by working together. The best of these workers are promoted to apprentice status and fully trained in their art. <br />In days past, it was the custom that priests would declare when and where new workers were to be trained, so that the Church might have all the resources it needed. The Republic briefly banned this practice, but like many of the Church's old customs it has been revived by Councilor Drak. His officials receive orders from the central government about the need for new goods, and they control the growth of industries to ensure those most needed see the most use of labour and materials. Drak's central government mints the money for the entire Kobold kingdom, having taken over the mints once used by the Church.<br /><br />Elves<br />The elves have very little in the way of professionals. For the most part elvish serfs teach their children what is needed to support the extended family, which lives as closely together as possible. Farming, hunting, and household chores are the main skills practiced by elves, and are handed down father to son, mother to daughter. Along with grandparents, great-grandparents, etc. Their long lives ensure young elves have a large number of older relatives around to teach them. That extended labour force is also greatly helpful in keeping their lords supplied and, therefore, content.<br />Elven villages do require certain experts, however. Primarily these are specialties which, like all other skills, are passed down through the family. Although, like the dwarves, this includes extended family and friends. These experts support themselves through their trade. A master takes only one apprentice, though he may employ a number of helpers from among the elvish youth. On a master's death his apprentice takes over. Elven economics relies almost entirely on simple barter, they have no access to anything that might be used as currency.<br /><br />Goblins<br />Beyond the Orc lords, goblins must support themselves by some means. Independent goblin farmers generally live just above the subsistence level, barely able to compete with the vast stores of land and free labour provided lords by their serfs. Goblin towns and cities are a greater factor in their economy, although halfling caravans estimate more of the population is composed of such small farmers. Goblin cities are supported primarily by the orcs and their labourforce. Most resources other than food are gathered by unskilled goblins, rather than elvish serfs, as these industries are not usually controlled by the wealthy lords. <br />In the towns and cities goblins follow a simple apprentice system. A master craftsman takes on apprentices for assistance and trains them in the craft. When they are through with training they continue to assist as journeymen until they either inherit his business or accumulate enough money to start their own. Goblin money is controlled by special servants of the King, the first king replaced the previous custom of trading by weight of gold and silver with this mint.<br /><br />Humans<br />The Empire has united all human lands, in the same way it has united all professions. For each craft there is now a single Guild, and the Guildmasters of each craft meet in the Council. Guild control over its craft varies greatly. For example, the Smiths' Guild requires that any journeyman considered competent enough to achieve mastery be sent to the main Guildhall to be tested by the Guildmaster, and that only a proven master may show the mark of the Guild. Journeymen not competent enough are sent back to their masters as apprentices or must stay for another year before another attempt. On the other hand, the Farmers' Guild consists of small local groups of farmers who meet occassionally for mutual assistance and trade news sent between similar groups. The Guildmaster for the Farmers' Guild is chosen by the regional heads, who in turn are elected by the county heads, chosen by the farmers of each county. Each of these groups meets less often as one climbs the ladder, the regional heads meet only once a year.<br />Imperial currency is minted in the capital, directly beneath the meetinghouse of Parliament (sometimes itself referred to as the Parliament). The message here is simple: Parliament alone controls all money in the Empire. Technically true since the Emperor's main source of income is by taxing the provinces, who all maintain their own taxes. Although any Lord who fails to meet imperial demand is asking for trouble.<br />One Guild particularly worth mentioning is the Minstrels' Guild, which is the most centrally organized of all. Minstrels come in two distinct varieties: Bards, who are sent to specific places and remain there for long periods of time; and Buskers, who are transients, moving from place to place making their way as they go. Either may take an apprentice, but who found an apprentice is essentially meaningless. Teaching by a master is short, once an apprentice learns the basics he is sent or taken by his master to the main Guildhall to learn. Apprenticeship truly begins when one enters the Minstrels' Guildhall, here an apprentice is guaged before being promoted to a Bard or Busker. Status is not designated as master or journeyman, but rather by the last name granted a Minstrel by the Guild.<br /><br />The Traveling People<br />The caravans of the Traveling People are all small communities in themselves, but also are dependent on the people they encounter in their travels. All young members of the caravan move around freely within it and are familiar with all its members. When a young halfling reach adolescence he begins following older members, learning what he can of their trade. After a time he is chosen by one as an apprentice, and learns what he needs to know to serve the caravan. Young halflings may shift through several apprenticeships before finally settling into a role, this is encouraged as the more skills one has, the more one can do to help out.<br /><br />Centaurs<br />Centaurs have no professionals or economy worth mentioning. They live in small, nomadic tribes and engage in simple barter. Each is taught all of the basic skills by the older members of the tribe, and encouraged to pursue what he is best at.<br />Centaurs do take slaves in the form of prisoners of war. Slaves are used as simple servants until integrated into the tribe and finally trusted with greater responsibility.]]></description>
		<pubDate>Mon, 20 Aug 2007 00:15:39 +0000</pubDate>
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		<title>Armies of the World</title>
		<link><![CDATA[http://www.dndresources.com/index.php?automodule=blog&blogid=40&showentry=255]]></link>
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		<description><![CDATA[Each of the four major nations has its own military, each of these having been composed along different guidelines. Their purposes also are different, and it is very important to consider why each army is how it is.<br /><br />The Armies of the Dwarf Clans<br />Although these have nominally united, the dwarven armies are actually still very much based on the clans. Dwarven warriors equip themselves, often using weapons and armor handed down from father to son for generations. But armor and weapons are expensive both to purchase and to maintain, and for this reason most dwarven armies depend entirely on their upper and middle classes. Also, because the military is composed of voluntary warriors acting for their own reasons, discipline and skill are an unknown to their leaders.<br />Although equipment isn't truly standard, most dwarven warriors do favor a similar collection. The most common dwarven armor is half plate, although field and even full plate are also sometimes found among those of wealthier families. The most common dwarven weapon is the spear-axe, since it combines the two most useful weapons for dwarves. But it is extremely complicated and requires special training to use both ends effectively, for this reason the waraxe is also commonly found. Spears are also commonly found, but usually being carried in addition to a waraxe, rather than in place of one. Swords are less common, though some warriors prefer them to the bulkier waraxes, even going so far as to use two-bladed swords to combine the lighter swords with the double edge of the spear-axe.<br />With this emphasis on using two handed weapons shields have little place in dwarven armies, though sometimes light shields attached to the armor itself are found on dwarves seeking additional protection. Similarly dwarves have very little use for ranged warriors. Most dwarves fight either within the tunnels of their holds or at the very entrances, and in any case prefer to rely on their solidity in battle. When ranged weapons are seen they are generally javelins or throwing axes, which can readily be used as melee weapons.<br /><br />The Kobold Army<br />Unlike dwarves, kobolds prefer to have their army drawn from the regular masses and equipped as uniformly as possible. This serves a number of purposes, including giving them as large a military as possible and reducing the number of discontented civilians. Kobold tactic is to throw bodies on a problem until it goes away. With their short lifespans and high reproductive rate (females can lay clutches of 4-8 eggs about once a year) kobolds can afford this principle.<br />In keeping with this principle, kobolds prefer simple tactics and cheap equipment that can easily be retrieved, reused, and replaced. Kobold infantry is divided into two sections: pikemen and crossbowmen. Pikemen are given chain shirts, light shields, and pole-axes. Crossbowmen receive leather armor and crossbows. The principle is simple: the pikemen keep enemies away while the crossbowmen shoot them. Both groups are given short swords, in case an enemy gets too close. Although crossbows are more expensive than bows, they also require virtually no training to use. Similarly the swords are not given to protect the individuals, but rather so that an enemy takes as many losses breaking through as possible. Kobold lines are maintained by the sure knowledge that the crossbows behind them will shoot first and ask questions later if they see someone coming towards them.<br />The Elites, the unimaginatively named elite force of the Kobold military, are composed of the few veterans of the ordinary ranks. These soldiers are expected to take over when the front lines fail. Elites are given heavier chain armor and shields, light crossbows, javelins, and swords. The are expected to fire their crossbows to back up the standard lines, being trusted not to hit their allies, and to discard them if the lines should break. Against a charging enemy they can form a shield wall and set their javelins. If the enemy fails to completely route the line but the line is in danger of failing then the elites reinforce it by throwing their javelins and coming in with their swords.<br /><br />Goblin Armies<br />Orc lords receive combat training almost from the crib. The favored games of all goblin children involve play-fighting with whatever they can find. In the case of noble families that is wooden training equipment. A young orc is trained by his father and his father's retainers until he is old enough to fight in actual combat. As he grows his wooden equipment is replaced with over-large, bulky metal replicas of what he will actually wear. When he is through growing he is fitted either for his own armor or to inherit a suit refitted for him. During his training the young lord learns to use all of the weapons used by orc lords, fight both on and off a horse, with or without a shield, and in all sort of weather and conditions. By the time he takes his place on the field an orc is the most dangerous single combatant.<br />But the equipment used by the lords is extremely expensive and difficult to maintain, and so they are the only ones who wear it. A lord is surrounded by his retainers, who use much simpler armor that is cheaper and easier to use. Lords have to purchase all equipment for their followers, so all retainers of a particular lord are equipped the same. Most commonly men-at-arms wear chain armor extending to the knees, with a heavy leather coat underneath and covered by a surcoat with the lord's crest.<br />This equipment, too, is expensive. Apart from major lords who control large lands and command levies from a number of vassals, orcs can't afford to keep very many retainers. To supplement these in battle they recruit from the goblin masses that they theoretically rule. Goblins who fight for their lord can expect to be paid from the spoils when on the offensive, and from still having their own lands when on defensive. These fighting men are typically poorly trained, if at all, and have the cheapest possible equipment. The best available is cast offs from retainers, otherwise they typically have leather buff coats and either spears or bows.<br />In combat most damage is done by the lords and their retainers. Foot soldiers are of little consequence except against other foot soldiers, and have great difficulty harming a well armored orc. Feudal battles essentially end when one army flees, which typically happens if their lord is overcome. He can then be ransomed back to his family, the area ransacked, and the booty distributed to the soldiers. Lords also usually grab a few extra serfs on their way back. Some experienced foot soldiers may eventually be promoted to full time retainers. And a retainer who shows particular skill may be adopted into a noble family, or even promoted to vassal and given a fief of his own.<br />In spite of the potential reserves they might obtain, orcs are careful to ensure that elves never have any weapons save those useful in hunting (which is near impossible to prohibit). As one lord commented "Arm an elf and you run the risk of him suddenly remembering whose land this actually is, while he's pointing it at you."<br /><br />Imperial Legions<br />The legion is the largest professional army in the known world. Legionaries are paid from imperial coffers in the name of Parliament, which also issues them equipment. Thus, like the Kobold army, all legionaries use standardized equipment. But training before joining a legion in intense, and once a recruit is inducted training continues to keep them in form. The most important facet of the legion is not skill, but discipline. Imperial tactic holds that if their men can maintain formation during an onslaught then even outnumbered they can still prevail. That tactic has rarely failed.<br />Part of their discipline based warfare is a dependence on heavy infantry. Unlike dwarves this is not the entire basis of the legion, but rather its backbone. Legionaries generally carry javelins, swords, and heavy shields. They are given banded armor, the heaviest armor that can be mass produced and fitted to virtually anyone.<br />Legionary light infantry favors scale armour and bows, although they also carry bucklers and swords. The legion also supports light cavalry, also in scale armor, who carry lances and sabres. Cavalry are rarely used in heavy combat roles outside of flanking maneuvers, instead they usually see use as scouts. This has changed on the frontier where the emperor has desperately deployed cavalry in an attempt to counter centaur raiding parties.<br /><br />Centaur Warriors<br />Like the dwarf clans, centaurs have no real professional army or tactics. Centaur warfare involves their warriors marginally doing what they are told by their leaders, while actually engaging in one-on-one fights with each other or hasty run-by raids. Centaur warriors usually prefer spears, although throwing axes and short bows are also extremely common. In addition centaurs wear a form of barding made from hardened animal skins worn over sensitive areas that can deflect glancing blows.<br /><br />Other Fighting Forces<br />Obviously the professional armies aren't the only fighting groups in the world, but they are the easiest to consider.<br />Elven militiamen are possibly the least often talked about of the unofficial fighting forces. Officially they don't even exist, and if found out they face death. Since elves are banned from owning any true weapons, their militiamen secretly train using those things they can use: farming implements and hunting weapons. Reinforces scythes, war-sickles, bows, and javelins are their weapons. Elven militias defend their villages during feudal combat, and sometimes devolve into bandits preying on goblin traffic. In either case they take great pains to go unidentified, leaving no survivors if at all possible and keeping themselves fully covered at all times, changing in secret away even from each other.<br />Elves aren't the only ones to keep a militia force. On the frontier the legions have proven less than useful for protecting outlying settlements. Many of these are formed by former legionaries who were granted lands on retirement, they are willing to pick up their old weapons again if threatened by raiders. Other militiamen are hunters or others accustomed with bow or spear. Frontier militiamen tend to favor longbows or spears, but many old legionaries gladly take up their old swords.<br />The traveling people often need to protect themselves from raiders or even mobs. Their guards (who they carefully never refer to as "warriors" or "militiamen" lest they give the wrong impression) are trained by other guards to serve as scouts as well as guards, and make their living in the caravan community by serving these roles. They make extra money performing additional duties as hunters or strongbacks, along with performances during stops, though they do take spoils when called upon to act in their guardsman role. Guards are given their first weapon by their mentor, and from then on purchase their own goods where they stop. Their are no fair generalizations for what traveling people guards favor.]]></description>
		<pubDate>Tue, 31 Jul 2007 21:37:22 +0000</pubDate>
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		<title>Halfbreeds</title>
		<link><![CDATA[http://www.dndresources.com/index.php?automodule=blog&blogid=40&showentry=252]]></link>
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		<description><![CDATA[Halfbreed Template <ul><li>Can be added to any humanoid or monstrous humanoid with a level adjustment of 1 or less and no more than 3 racial hit die.</li><li>Hit Die: Unchanged.</li><li>Speed: The Halfbreed gains the base land speed of its faster parent. If the Halfbreed has the appropriate appendages of one or both parents, it also gains the faster climb, swim, and fly speeds (same maneuverability).</li><li>AC: Gains the average of both parents AC modifiers, rounded down.</li><li>Special Qualities: Gains half of each parent's special qualities, DM or player's choice (with DM approval). Qualities with specific progressions or values use half the normal rate. Automatically has any negative special qualities of both parents (such as vulnerabilities to specific elements).</li><li>Saves: Average of both parent's save bonuses.</li><li>Abilities: Average of both parent's ability score adjustments.</li><li>Skills: Average of both parent's racial skill bonuses. Special circumstance skill bonuses use the full values and circumstances and do not count for averages.</li><li>Feats: Gains half the racial feats of each parent, minimum of one (if the given parent has any). For example, a Half-Human would gain the bonus feat at first level, plus half of any feats the other parent had.</li><li>Languages: Same automatic languages as both parents.</li></ul>It is possible for most of the races to interbreed, although this is rare. <br /><br />Most common are part elvish halfbreeds, for two reasons. The first is that their second class status places them at a disadvantage, and unexpected half-orc offspring can result either from abuse or attempt to gain favors. They are never accepted by the goblins, and many orc-elf offspring find their way into the hands of the Traveling People. Without their mothers. Elvish fathers are almost unheard of in these cases, though there's no accounting for the tastes of some goblin women (or men, but that's another matter entirely) and in any case the child would never be allowed to be born, and would be immediately killed if it was. The second, happier, reason is that escaped elves frequently intermarry in their new homes. In this case the most common are half-humans, although there have been some elf-halfling pairings. The imperial census estimates that at least 7.5% of the Empire's population are elvish or of elvish decent. This number climbs as high as 50% in provinces near the orcish border where there are entire elvish communities leftover from the fall of their kingdom.<br />Halflings are the next most common to intermarry. The Traveling People will adopt anyone who wishes to join, and in some cases the newcomers meld into the caravan and eventually marry in. This does have one obvious difficulty, but in the interests of courtesy no questions are asked.<br />The Empire has no real interest in the race of its citizens, provided they obey the law. Humans in general are less accepting, but respect the protection of the law and its enforcers. Halfbreeds that find no acceptance elsewhere flee to imperial cities, where racial slurs are the <i>only</i> thing they have to fear.<br />Dwarves are reputed to find other races decidedly unattractive. The feeling is mutual.<br />Kobolds are the only major race that cannot possibly interbreed with the others, although certain Academy researchers are performing experiments on the effect of polymorphing and reproduction. Even if these conclude that the original form is passed on, and not the new one, it would only relieve the physical constraint. The social ones are another matter entirely.<br />The results of these experiments could also apply to centaurs as easily as the small animals currently being used. But, again, what is possible and what is likely are two very different things.<br />There are, naturally, other creatures out there that could potentially interbreed with the major races. But, while not entirely unknown, this is too rare to go into here. For the most part these are the only halfbreeds of any significant number (if 1% of the imperial population is a significant number).]]></description>
		<pubDate>Fri, 06 Jul 2007 20:06:33 +0000</pubDate>
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		<title>Centaurs</title>
		<link><![CDATA[http://www.dndresources.com/index.php?automodule=blog&blogid=40&showentry=251]]></link>
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		<description><![CDATA[CENTAUR<ul><li>+8 Strength, +4 Dexterity, +4 Constitution, -2 Intelligence, +2 Wisdom. </li><li>Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. </li><li>Space/Reach: 10 feet/5 feet. </li><li>A centaur’s base land speed is 50 feet. </li><li>Darkvision out to 60 feet. </li><li>Racial Hit Dice: A centaur begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4. </li><li>Racial Skills: A centaur’s monstrous humanoid levels give it skill points equal to 7 × (2 + Int modifier). Its class skills are Listen, Move Silently, Spot, and Survival. </li><li>Racial Feats: A centaur’s monstrous humanoid levels give it two feats. </li><li>+3 natural armor bonus. </li><li>Automatic Languages: Centaur, regional; Bonus Languages: Common; Centaur, any.</li><li>Level adjustment +2.</li></ul>Centaurs (translated from the northern mountain dialect: "people") are the natives of what is now referred to as the "frontier." They are seeing the first change to their lifestyle in centuries as the frontier is colonized by people from across the mountains.<br /><br />History, Legend, and Myth<br />To say that the frontier was unknown before would be ridiculous. Before the arrival of Krang dwarves traded with the some of the centaur that dwelt near the mountains. And even during his rule the occasional courageous adventurer might pierce through his personal territory and find the other side. Some even returned. But only now, with Krang dead and the Empire in control of the pass, is there any serious push to out onto those lands. That push has caused the first disruption of the lifestyle that has been held by the centaurs since the end of the Giantwar.<br />Naturally, they have no knowledge of the Giantwar as such. Rather the legends that have been collected tell of a time long past, when a race of a massive two legged beings roamed the world freely. The Centaurs called them Ogres, and had no fear of them. No ogre could run remotely fast, even a child could easily outpace them. But they did gobble up game and force the centaur tribes to move on. Centaur legend holds that the gods grew angry with the Ogres for gobbling up all they did without thought for what would happen to others, or for if the game would ever return. In punishment the gods made the game too fast for them to catch, so that they would starve and shrink. Ogres fled to the distant forests and swamps, where there was no room to run. And they continued to grow smaller with each generation, until they were not much taller than a normal Centaur. The Centaurs call these strange, reclusive creatures Trolls, and avoid the areas they inhabit. Trolls haunt the places where their ancestors fled, hoping to prey on the unlucky and the unready, constant reminders of the price of greed.<br />But centaur myth holds another warning: that the Ogres are not all gone. That some still live in the high mountains and deep oceans, in the clouds and beneath the earth. These hidden sites, they say, hold the last Ogres who wait until they are freed again, and then they shall return the reclaim the world. And when that time comes no god, nor spirit, nor mortal can stop them. <br />That's the outline, anyway. The legends change depending on which tribe you ask. Which makes their creation myths even more difficult to relate. The only common theme in each is that the gods found an incomplete world, with form but no substance, and so made it as it is now. How it got there, or even what form it had, is different everywhere.<br /><br />Government and Culture<br />Centaurs live in nomadic tribes with no need for central government of any form. Each tribe is ruled in a different manner, and all of the tribes in a region have different relations with each other. Some have been at war with each other for longer than anyone can remember, others have been good friends for just as long. Most pass between these two extremes, and the norm is that tribes simply try to avoid each other.<br />The tribes themselves each have a different form of leadership. Some choose their best warrior as leader, replacement is based on a right of combat. Others, their best hunter, with a challenge as to either size or number during a hunt. There are matriarchies, patriarchies, and even simple rule by consensus. These just in the few encountered so far!<br />One thing they generally have in common is the shaman (roughly translated from northern mountain dialect: "one who speaks with the spirits and commands their power"), who in most tribes is at least as important as their other leader. Shamans fill the same roll as the elven witch or the loremasters of the traveling people. They are spiritual leaders, teachers, ambassadors, healers, and magic-users.<br />Centaur shelters are temporary affairs they can easily take with them. They resemble crude stables (again, details vary), since centaurs sleep standing up. They only bother with these in inclement weather, preferring to sleep under the stars. Centaurs construct camp around a central fire, which they protect in the shaman's hut during bad weather.<br /><br />Names<br />No one's entirely sure as to the naming conventions of any centaur tribe, although many do seem to have names that describe either their features or some action they have performed. Precisely how this is decided on probably varies from tribe to tribe, like everything else.<br /><br />Language<br />Another fact about centaurs that unfortunately varies. Although no settlements have been formed beyond the northern mountain region (an imperial order, until the current province is safely established), explorers have gone further. Tribes in the region tend to speak similar anguages, but as you move the language shifts. Fortunately, some near the mountains retained a form of dwarvish, which allowed for early communication, and in the areas that have been heavily settled the natives are learning the trade language of the halflings, which is the primary language of the frontier.<br /><br />Relations With Other Races<br />Centaurs near the settled areas have had to establish some form of relation with the settlers. They make little distinction between any of the permanent settlers, referring to them all as simply "two legs". The exception to this is the traveling people, who many respect for their similar nomadic lifestyle and the fact that they haven't tried to steal any centaur land. Their name for the halflings (though they make no distinction between <i>any</i> of the Traveling People, size notwithstanding), at least in the northern mountain region, is Gnomes (rough translation: "travelers within huts" named for their wagons).<br />The exact relationship between any tribe and the settlers varies, naturally. But there are two main divisions: those who have not had difficult relations and freely trade, those who feel their lands have been stolen and are hostile. The hostile tribes are, naturally, careful to avoid legionary camps and well guarded settlements, but raids are not uncommon on the edge of settled territory.<br /><br />Technology<br />Centuries of contact with each other and with halfling merchants has put the races on similar technological ground. This is obviously not true for the centaurs. Having no permanent settlements they have not developed forges of any sort, their tools being primarily stone, bone, or ceramic. Centaurs use flint arrows and spears as their main weapons, both in war and hunting. Some also favor a form of stone-head throwing axe, and hide bucklers are also frequently seen. They sometimes favor a form of armor made from hide on their back ends, leaving their upper torso free to move (no one's sure where their vital organs are, though this does suggest the lower torso is more important).<br />Those who do trade have gained access to steal and bronze implements, especially favoring pots and knives. Some warriors will also take swords, but there is generally seen little use for such a large knife.<br />In combat, survivors say, their primitive technology is more than compensated for by their incredible speed. They can easily perform hit-and-run attacks on any settlement, and could even pose trouble for the legion if organized. To counter this, and deal with the widespread nature of hostile raids, the Emperor is placing increased focus on cavalry along the frontier, rather than the heavy infantry the Empire generally relies on.]]></description>
		<pubDate>Fri, 06 Jul 2007 15:12:09 +0000</pubDate>
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		<title>Traveling People</title>
		<link><![CDATA[http://www.dndresources.com/index.php?automodule=blog&blogid=40&showentry=250]]></link>
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		<description><![CDATA[• +2 Dexterity, –2 Strength.<br />• Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.<br />• Halfling base land speed is 20 feet.<br />• +2 racial bonus on Climb, Jump, and Move Silently checks.<br />• +1 racial bonus on all saving throws.<br />• +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.<br />• +1 racial bonus on attack rolls with thrown weapons and slings.<br />• +2 racial bonus on Listen checks.<br />• Automatic Languages: Common; Bonus Languages: Any<br />Known to humans as halflings, elves and goblins as the little people, and dwarves as shortfolk. But the correct name, at least to them, is the Traveling People. Even if people only call them that to their face. They are responsible for the rise of civilization as it is now known.<br /><br />History and Legends<br />No one is entirely certain when halflings arrived, for arrive they did. Halfling legend claims that their homeland was destroyed by some cataclysm (the legends are vague about what exactly it was) and they fled to this world. When they came to this world they began the search for a new home, but found instead the freedom and safety in travel. And so even now the majority remains in constant transit, by tradition never remaining in one place more than seven days.<br />Most estimates put the arrival towards the end of the Giantwar. One human legend claims that when the last giant was slain the first halfling caravan wheeled out of its carcass, although this is generally dismissed since the Sagas do contain a few mentions of the traveling people. Their own legends describe the world the halflings came to, which the Loremasters further use to date their arrival, describing as they do the nomadic human tribes and their massive racial enemies.<br />Whenever they arrived, halflings have been around so long that no one can really imagine the world without them. They are almost like the wind to most governments now, occassionally annoying but completely beyond control. Because they never stay long, pay for their travels, and carefully obey local authorities no one strenuously objects to their presence.<br />For the purpose of records halfling merchants adopted the elven alphabet for their own use, along with knowledge of paper and ink production. They then taught these tools to humans, who were just beginning to build their early kingdoms. Humans also learned the halfling language, which by this time had become a pidgin of their own tongue and all the languages they had learned from their travels. When contact between peoples grew they found the language they had most in common was that of the traveling people, and so communicated with that. Halflings were thus responsible for the now dominant alphabet and for the Trade language. <br /><br />Government and Culture<br />Caravans are small enough that everyone knows everyone else without being so small they can create what humans refer to as "cabin fever." There are as many as a few hundred halflings in a single caravan, so that while they are small there is still a decent population to draw skills from. With these numbers formal government has little use, as everyone knows everyone else. If a major divisive issue should appear and cannot be resolved, often the two groups simply part ways when they next find a fork in the road.<br />The leader of a caravan is its Loremaster. A loremaster's duties are very much the same as those of an elven witch, they must preserve the history and stories of their people, act as spiritual head, and secular leader. A loremaster does not rule, but is responsible for guiding the people under his leadership as best he can. Halflings with disputes they cannot solve look to their loremaster for advice, when trouble appears it is his duty to find the solution (or at least find those who can and help them to do so), and in general serves as their last resort for all matters. He acts as spokesman for his caravan when dealing with outsiders, and his decisions are almost always accepted by the caravan.<br /><br />Religion<br />Halflings have no formal religion. They have adopted some of the gods of their new home, but also keep some of those from the last. Chiefly among their old gods is Yondalla, a goddess of fertility, plenty, and also patron of freedom. She also sees some reverence in certain rural areas within the Empire in which the caravans of the Traveling People are a common sight. One of the most important gods they have adopted is Jev, god of the land and patron of those who walk upon it.<br /><br />Loremasters<br />Religious instruction is a duty of the Loremaster, along with history, reading, and most education. It is one of the most important lessons a Loremaster teaches, the one he must live his life by, that no storyteller is objective. The duty of a Loremaster in collecting tales isn't to memorize them as they are, but to hear all sides of the story and based upon them try to reconstruct what really happened. The Loremasters know all the myths, in some form or another, but when they tell a story it is the form they have deduced from all those different points of view. Because they came to this world from outside the halflings can objectively look at events, which they say is another reason they stay mobile. To give up the road would tie them down not just to a location, but to a particular way of thinking.<br /><br />Relations With Other Races<br />The Traveling People do not by any means keep to themselves. They eagerly interact with the locals of any area they are passing through. When they decide to stop for a few days they choose empty land, or pay for the place they are using. During this time the caravan is open to all who choose to come. Halflings bring news to isolated areas, trade goods accumulated from distant places, and provide spectacles. Shortfolk shows are famous for their incredible quality. Everything from stories and songs collected from across the world to gymnastic displays of fire and steel. They offer plays and dances, along with exotic foods and goods. And somehow, though they stock up on goods and pay for where they stay, halflings never leave a stop with less than they arrived with.<br />Goblins are most lenient, as far as tolerating the caravans goes. Since they are no threat to the lords and certainly pay their way, no one sees any need to stop them. The only contention is that the little people insist that among their wagons they make the rules, and will never bar elvish serfs (they are also the chief method of escape for lone runaways, though the lords consider their merchants' goods worth the occasional lost elf).<br />The Empire is similarly content to let the halflings roam, though some road patrols like to harass the caravans in the hope of bribes. Dwarves build their holds underground, where the shortfolk and their pack animals prefer not to go. So the caravans tend to park some distance from the main entrance of the stronghold in the hills among its supporting holds.<br />The Kobold church only rarely permitted outsiders in its lands, and then only briefly. The caravans of the Traveling People were expressly forbidden, as heathens could not be tolerated among the faithful. For a brief time the Republic tried to open the borders, but with the chaos ruling their lands and pressures on from the dwarves and humans this was hardly plausible. Drak's reign has again closed the borders to all non-dragonkin, making this one of the few places the Traveling people do not go.<br />It is important to note that halflings are not the only ones that live in the caravans. They welcome anyone who wishes to join and gladly pick up travelers they encounter. All they ask is that whoever travels with them does his share to help the caravan as long as he is in it. Most commonly found are elves escaped from serfdom by stowing away in the caravans. Orc lords do require searches of exiting caravans to prevent this, but their guards tend to be lazy and apathetic. Not to mention easily bribed.<br /><br />Naming Convention<br />At birth a halfling is given a name by his parents. As he grows he may accumulate any number of additional names for distinguishing characteristics or acts. When he is taken as an apprentice by an elder member of the caravan the halfling picks one of his names to be his first name, which he assigns to his work. In addition on completing apprenticeship his master passes down a second name, generally the one given him by his master (though sometimes exemplary students warrant an embellishment on this). Failed or rejected apprentices do not receive a second name. The third name is that of the caravan, which was decided by consensus when the caravan was first formed.<br />Outsiders who join the caravan accumulate names the same as any other member. They are encouraged to take the name of the caravan, but can also gain a second name. Most prefer to keep their given first name, but do take the additional names to try to fit in.]]></description>
		<pubDate>Fri, 06 Jul 2007 12:31:33 +0000</pubDate>
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		<title>Kobolds</title>
		<link><![CDATA[http://www.dndresources.com/index.php?automodule=blog&blogid=40&showentry=248]]></link>
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		<description><![CDATA[<ul><li>-2 Strength, +2 Dexterity, -2 Constitution.</li><li> Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.</li><li> A kobold’s base land speed is 30 feet.</li><li> Darkvision out to 60 feet.</li><li> Racial Skills: A kobold character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.</li><li> +1 natural armor bonus.</li><li> Automatic Languages: Kobold. Bonus Languages: Common, Draconic, Dwarven.</li></ul>Kobolds once lived in a large theocratic empire, confident in the protection of the great wyrm, Krang, who lived as their Lord. Until he was slain. Now the lands they took from the dwarves are being seized by anyone who can take them.<br /><br />History and Myth<br />During the rule of Krang the theocracy dedicated to him manipulated all information available to the Kobold population. Scholars agree that their records and histories are all but worthless. Their nearest neighbors are the dwarves, but their centuries long war with the Kobolds also makes them an unreliable source.<br />Kobold lore holds that they were created by the dragon gods, as servants for their mighty cousins, the dragons. The war between the dragon gods and titans moved on, leaving only the dragons and kobolds to battle the giants, servants of the titans. Kobolds believe that they were the first of the modern races to walk the planet, the others usurped their home later on. The church buried the next part of the myth, that the giants defeated the great dragons, only recently has it begun to circulate again. They claimed that the dragons left after defeating the giants, that the tales of the Giantwar are lies and heresy. Without the dragons, kobolds were in poor shape. They had no protector and the other races were moving throughout the world. They hid deep in the mountains, on the fringe of Dwarven territory, feebly striking out when their lands were again seized by expanding dwarf clans.<br />Church dogma holds that Krang, greatest of the dragons, returned to lead the Kobolds in taking back the world that was rightly theirs. Dwarf lore, however, tells that after Krang took their homes it amused him to see the kobolds grasp the land he had no use for and trinkets that were beneath his notice. Krang, they say, allowed the kobolds to live in the old dwarf lands because their petty worship fed his ego as their sacrifices fed his belly. From what is known of Krang even some kobolds agree that the later is more likely.<br />However they got it, the kobolds quickly learned to mimic what they found in the dwarven ruins; quickly learning to produce bronze and iron goods, improve their tunneling and engineering, and going so far as to use dwarven design as the basis for their art and architecture. Building on the old dwarf settlements, the kobolds built their kingdom around the ancient hold of Clan Drokel, and new lair of Krang. Kobolds pushed constantly on the dwarven border, always pushing the edge of their kingdom out just a little more. They set up a government ruled by the priests of Krang, who had made their prosperity possible.<br />And the kobolds thrived for a time. Until a few years ago, when the Dragonslayers managed to enter Krang's lair and slay him. What they left of Krang's body was discovered and, although the church tried to keep the matter secret, news quickly spread through the kingdom: Krang was dead. There was chaos in the kingdom. Soldiers deserted their posts, people rioted in the streets, everything their society had been built on seemed to have vanished with the news.<br />Underground elements of Kobold society had long disagreed with church rule. They had kept alive the older stories suppressed by the church and desired to see its fall. The scholars and intellectuals new the church to be abusive and Krang to be a fraud, but could not possibly have done anything about it as long as the church was supported by the populace. They took advantage of the chaos Krang left behind in his death, directed the fury of the mob against the church, took control of the military, and formed a new government. Church officials and their supporters fled, while the leadership was made to pay for anger of the people.<br /><br />Kobold Government Today<br />Initially the kobold intellectuals tried to found a new form of government that would put the people in a position of power. Having come to power through the mob, they believed it just that they should rule only in its name. The government of the people they founded was short lived. It could react to none of the problems facing it. The chaos still ruling much of the kingdom, counter-revolutionary elements still loyal to the old ways, and the dwarven armies now coming to take back their homes.<br />The people chose as their new leader Commissioner Drak, a stirring orator who conjured fears of the return of the despotic church, the crushing onset of the dwarves and humans, and rode to power on their belief that he could lead them to new glory over these dangers. He soon filled all positions with his supporters, gained the loyalty of the military leadership, and soon dismissed the Directorate that had been the ruling body. Most of the original revolutionary leaders were put to death, along with any who opposed Drak. He swelled the military with a massive draft, and had them ruthlessly put down any and all dissension in the kingdom. With most of the angered mob now dead, drafted, placated, or terrified of him; Drak is able to focus the military to defending their diminished territory. He has converted the old Inquisition into a loyal police force that secretly monitors the populace, dissenters simply vanish.<br />How long Drak will be able to maintain his reign of terror in the name of revolution is uncertain. He has wisely disposed of both the intellectual and religious elements, many of whom have fled to the frontier, who would most certainly oppose him. Most of the populace is too concerned now with defending their border or preserving their own lives to consider revolution. But the government now is largely based on Drak's personal charisma and the power of fear.<br /><br />Modern Kobold Religion<br />With the church and its dogma toppled by revolution many kobolds are uncertain what to believe. The original revolutionaries (at least, those who survive) have said they wanted to form a new society based on rational debate and observation. They believe, much like the Loremasters of the Traveling People, that one should weigh all sides before coming to any conclusion. Drak himself has little use for religion, and just as little care for what anyone believes, provided they are no threat to his regime. He speaks of the glory of Kobold-kind, and conjures images of a united, powerful, and draconic kobold race. Perhaps he wishes to instill this nationalistic dream in place of religion.<br />What has become increasingly popular amongst the kobold populace is a combination of all of these. Most kobolds cling to the old legends, and worship of the dragon-gods, instead of the dragons or Krang, has become increasingly popular. Drak's vision of a draconic ideal is also becoming popular, and his supporters are pushing the old church myths that claim kobolds were the first race. The intellectual ideal of rational thought has little support, probably because it makes a poor rallying cry. Still it has had an impact in how the kobolds look at the world, as Drak and his government are still careful to claim that all they do is done in the name of the people for their protection, and to keep the fear of outside threats greater than the threat of themselves.<br /><br />Culture<br />Kobolds built their early society in imitation of the dwarves, including the dwarven communalism. In time this dedication to the clan that was kobold society morphed into devotion for Krang. Drak has taken control because he knew that deep down kobolds are still looking for gods to worship, it's all they've done for centuries. Too much of their make-up is based on loyalty and service to make them instantly free. But like dwarves this dedication is belied by a thirst for power that all kobolds also share. Whether they served Krang or their draconic ideal, they still squabbled amongst each other for petty powers while the smartest took control of the whole race through manipulation. These two traits are what the idealists failed to consider while trying to develop a perfect kobold nation.<br /><br />Naming Convention<br />When a kobold hatches (for they lay eggs) he is given a name by his parents, usually named for a significant ancestor, though sometimes they are named for desirable traits in whatever language the parents think sounds best. In addition to his name, a kobold also has a title or position to distinguish from anyone else who might have that name. Their title might be a military rank, government position, their profession, or just something made up that sounds good and is reasonably descriptive. Although a kobold can have any number of titles, it is appropriate to use only one unless there is another kobold with exactly the same name and title that is frequently encountered, in which case both use an additional title to distinguish themselves.<br />For example Crom the Baker is normally sufficient, but if two bakers named Crom should meet then they would go on to call themselves Crom the Baker of Lev and Crom the Baker of Tihm.<br /><br />Relations With Other Races<br />The church held that all other races were heathens and thieves, having taken land that rightfully belonged to the dragons and their kin. Drak has revived something of this belief with his draconic ideal. He refers to the non-dragonkin as "lesser species." For their time the idealist republic tried to change this opinion, but accomplished little.<br />With dwarves kobolds are particularly aggressive, reflecting centuries of constant war. Now that they are suffering losses these feelings have been even further aggravated. Humans, too, have taken land the kobolds once held but the kobolds can't afford a two front war, which would inevitably result from any attempt to retake that land.]]></description>
		<pubDate>Tue, 03 Jul 2007 19:59:58 +0000</pubDate>
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