Succubi in Succubus Town

I’m obsessed with Comma, Blank_’s Google Analytics profile. Fiddling around with it, learning new things about my traffic, and watching the ways in which my readership has grown in the last few months tickles me pink. And more than anything else, I obsess over are search terms. Knowing what people are looking for when they find your site is not only useful, but it can be gods damned hilarious. Someone searching for “bar0n’ika” ended up finding Colorful Characters 4: Baron Ika of the Treebreaker Tribe, and someone searching for “erotic art inspired by the dungeons & dragons monster manual” found a scan from the 3.5 Monster Manual which I once uploaded but never used.

Hits from unusual search terms like those listed above tend to be rare. Most people find Comma, Blank_ by searching for much more mundane terms: dungeon door, elf archer, orc ranger, etc. One unusual term, however, is actually quite common. In fact, it is the number one search term which leads people to visit this site: “Succubi in Succubus town.”

The page these folks are finding, of course, is my post from early December entitled “Succubi Deserve More,” which I think is among some of my better work. I’m only too happy that people are finding it. But I can’t help but wonder why in the world so many people are searching for this term in the first place. I tried searching it myself, and can find no reference to any kind of succubus town whatsoever. Mostly it’s just novels by a woman named Nina Harper. I would think that, given the frequency with which the term is searched for, that it was an actual reference to something which could be found online. But no such luck.

In discussing this oddity with some of my friends, we got to joking about what a succubus town might look like. Which is when it hit upon me that I should actually start taking notes on our conversation, because writing a post about a town populated entirely by succubi sounds awesome.

The City of Al Uzzara
Colloquially known as “Succubus Town,” or just “Sex City,” Al Uzzara is an opulent metropolis located on the 570th layer of the Abyss; Malcanthet’s Domain. Unlike many parts of the abyss it is generally considered a pleasant place to visit. The entire permanent population of Al Uzzara are succubi and incubi, and within the city limits these otherwise evil creatures seem intent on nothing but making their guests comfortable and happy during their stay.

Unfortunately, no one is able to truthfully explain precisely how their stay was made pleasant. A permanent and powerful enchantment on the city of Al Uzzara causes any non-succubus who visits to completely forget anything which happened there within an hour of their departure. All they are left with is a vague sensation of how they felt about their stay.

Atmosphere
On the surface, Al Uzzara is a place where any being can satisfy their carnal urges easily and cheaply. Every inn doubles as a brothel, and every eating establishment is accompanied by a burlesque show. Demons are the city’s most common patrons, but beings of many cultures which view planar travel as commonplace visit Al Uzzara frequently. Even humanoids are a common enough sight here, though few creatures of a goodly alignment ever willingly travel to the abyss.

The succubic residents of Al Uzzara happily alter their mannerisms, their forms, even their gender, so as to appeal to the aesthetic sensibilities of their visitors. And succubi are very good at determining a creature’s innermost desires. The guile and trickery which is known throughout the multiverse to be synonymous with succubi seems conspicuously absent here. Most who venture here become overwhelmed by the decadent possibilities to dwell on that curiosity. Those few who do look beyond the surface of Al Uzzara quickly find the natives to be much less friendly. If they are unlucky enough to actually discover anything, they may never return from the city of sex.

In truth, the city is, literally, a breeding ground of demonic soldiers and slaves. The succubi of Al Uzzara entice their male visitors to engage in as much debauched sex as possible, allowing the succubi to give birth to demon spawn which may then be sold as troops for the generals of the blood war, or as slaves to anyone who desires them. Female visitors are likewise encouraged to entertain their wildest desires, only to then be drugged, and have their gestation periods magically accelerated. When they awake they will never know what evil’s they’ve helped bring into existence.

Layout
Al Uzzara is a walled city, with many high towers and sky bridges overlooking the beautiful, but deadly, gardens of the 570th layer of the abyss. It is divided into a number of districts designed to appeal to a variety of archetypical sexual predilections. There are posh pleasure palaces, and lascivious libraries. A district of seedy back alley debauchery, and one of not-so-chaste religious figures–though none of the churches here are consecrated of course. There are even areas of the city for those who like to dominate, or be dominated by others. The city’s main roads are designed to allow visitors to travel directly to an area which suits their desires, without passing into an area they may not want to visit.

The Nexus: All throughout Al Uzzara are hidden doors. Every bedchamber, every harem, every place where a visitor might think themselves alone (save their companionship) is accessible from the nexus. It is a circular stone chamber, buried deep beneath the deepest basements of the city above. Seven ascending ramps spiral outward from the bottom of the chamber. Every few feet along the wall of the chamber is a portal, showing a view of the chamber it leads to. Walking through the portal causes one to appear in some innocuous place out of sight of the room’s occupants. The Nexus is used both to carry female guests to the birthing chamber, and to secretly switch out a male guest’s companions, so that his previous companions may visit the birthing chamber.

The Birthing Chamber: A short hallway at the bottom of the Nexus leads to the Birthing Chamber. Succubi, inherently capable of controlling their own reproductive process, visit here only to drop off their spawn in cages to be sold later. For the non-succubi who are brought here, there are a rows of comfortable couches attended by succubi particularly adept in sorcerous magics. They accelerate the gestation periods of these females, dull their pain and heal any damage caused by the birthing, then call on others to carry them back through the nexus while their young are prepared for sale.

The Horns: The horns are the two tallest buildings in Al Uzzara. They are conically shaped–wide at the base, and rising to a point at the top. This is the only visible portion of the city which visitors are not allowed to access, and in fact, it can only be accessed by one with the ability to fly. The right tower is the seat of the city’s government. Malcanthet reigns supreme over Al Uzzara, as she does over the entire 570th layer, but she rarely visits this city. The rule of Al Uzzara is largely left to a council of 30 succubi, whose primary concerns are drawing willing victims to the city, and bartering deals with those who wish to purchase the slaves the city produces. The left tower is home to the city’s enforcers, collectively known as biters. Violence and conflict are rare in Al Uzzara, and when they occur there is normally a succubus on hand who can easily handle the situation themselves. The biters primarily concern themselves with watching for any who have remained in the city too long, or who seem to be paying too much attention to how the city is run.

Monstrous Culture

Culture is important. No matter how much of an individual we think we are, each and every one of us is shaped by our culture in profound ways which we aren’t even aware of. For example, those of us who pride ourselves on individualism? We probably come from cultures, like the U.S., which emphasize individualism as a positive trait. Given all the fundamental ways in which our culture shapes us, it should be obvious that understanding a person’s culture is an essential element in understanding their outlook. Where am I going with this?

The cultures of the most basic, most iconic monstrous races in fantasy adventure games are all shit. And it ought to change, because I’m tired of ostensibly different creatures being functionally identical. Take, for example, four of the paragon monstrous races which have been harassing adventurers since first edition D&D: Orcs, Goblins, Kobolds, and Gnolls. Below, I’ve reduced the small amounts of cultural information for each of those races, taken from the Pathfinder Bestiary, to bullet points. If you’d like to check my work, these monsters can be found on pages 155, 156, 183, and 222.

Orcs…
Are violent and aggressive.
Are led by whoever is strongest.
Take what they want by force.
Don’t have regard for the lives of others.
Are not good at farming or herding.
Prefer to take things from others rather than earn those things for themselves.
Their largest group is a “band.”

Goblins…
Are filled with hatred.
Live in dark places and caves.
Are superstitious.
Scavenge items from the more civilized races rather than producing anything for themselves.
Are universally illiterate.
Their larges group is a “tribe.”

Kobolds…
Live in caves and other dark places.
Are overly proud of their distant relationship to dragons.
Are cowardly.
Are schemers.
Prefer to attack in large groups.
Their largest group is a “tribe.”

Gnolls…
Prefer to scavange or steal kills, rather than hunt themselves.
View non-Gnolls as either meat, or slaves.
Enjoy fighting, but only if they have an overwhelming advantage.
See no value in courage or valor.
Their largest group is a “tribe.”

Based on those elements, how different are those four really? Is a goblin’s rage significantly different from the violence and aggressiveness of orcs? Why do Orcs, Goblins, and Gnolls all universally prefer to take rather than to make? The similarities become even more obvious if you expand the cultural definitions beyond what is found in the scant few lines offered in the bestiary. Ask any gamer to give you the primary characteristic of goblins, and I’ll bet you a shiny new platinum piece that they’ll say “cowardice” nine times out of ten. That makes three out of four monstrous races which, despite supposedly being threatening, are culturally defined by their cowardice.

Most people who play tabletop games are familiar with the phrase “humans in funny hats.” A human in a funny hat is a non-human character who is played without regard for race defining characteristics. Such as a dwarf who doesn’t care for gold, or ale, or stonework, and prefers to live above ground. Such characters are, essentially, being played as humans. They’re merely wearing the skin, or the ‘hat,’ of another race.

Here I think we’re dealing with a similar problem. Out of four monsters, most of their cultural traits overlap with each other. The problem only becomes more pronounced if you begin to add more creatures, such as lizardfolk or bugbears. In the end there really seems to be only one or two different types of monster cultures in play, reiterated through lizard people, dog people, dragon people, green people, small green people, and so on. A GM who wants his players to face a large force of angry, marauding creatures without regard for human life could sub in any one of these races without needing to alter how his or her campaign is constructed at all.

I’d like to try to develop legitimately distinct cultures for each of the monstrous races in my campaigns, starting with these four.

Orcs
I’m rather fond of the “noble savage” version of orcs put forth in the Warcraft games. I’m not sure where this depiction of orcs originates, but I think it has merit. A race which is warlike and brutal, but which also holds honor above all other concerns. Of course, different Orcish subcultures define honor on their own terms. For some it might mean victory in fair combat, for others it might simply mean the number of notches on a warrior’s axe.

Given their warlike nature, I would think that Orcs are carnivorous rather than omnivorous. They are master hunters, and the hunt is a central theme in their culture. Orcs often attack other orcs, or other races, on sight. Orcs who have not spent a great deal of time amongst other races will not understand that non-orcs do not view fighting and death to be desirable.

Given their constant warring, both with themselves and with other races, most Orcish tribes lag far behind other species technologically.

Goblins
Of all the monstrous races, I think goblins are most fit to keep most of the traditional monster culture. They are a weak and cowardly tribal people, who feel anger and rage more strongly than any of their other emotions. Since they rely on each other for self preservation, they turn their anger outward, towards other races. Though plenty of goblin squabbles still turn deadly.

They are a sadistic lot, and enjoy taking out their anger and their hate on those who can’t properly defend themselves; be it small animals, commoners, or adventurers unprepared for the sheer number of goblins they faced.

Goblins are also stupid and superstitious, often attributing magical or divine properties to the mundane. And lastly, goblins are scavengers. They live in caves or in abandoned structures, and like to collect items stolen from other races.

Kobolds
I went over some of my thoughts on Kobolds in my recent Magical Marvels post. I view them as a humble people, who look to dragons as their great rulers or heroes. They recognize that they are weak, and do not seek to prove themselves in combat against other groups or races. Their unassuming nature has made them the doormats of the world, which has prevented them from becoming as technologically advanced as the other races. And since most kobolds prefer to spend their entire lives living with their tribe, few kobolds go out into the world to bring knowledge back to their people.

Their lack of advancement is a shame, because despite their humble nature, kobolds are remarkably clever. The very few who do manage to summon the courage to leave their people, and then are lucky enough to encounter kindly and learned fellows, have proven to be quick learners. More than one great general throughout history has kept a kobold adviser. Many great researchers and wizards have also had kobold assistants. In candid moments, those generals, researchers, and wizards might even admit that some of their great accomplishments were really the work of their kobold associate.

Gnolls
Gnolls are, essentially, 9ft tall intelligent Hyenas. So we just need to scroll down to the behavior section of the wikipedia page and…well some of the basic traits I outlined above actually work pretty well. Gnolls are scavengers and kill stealers. However, they are anything but cowardly as fighters. They fight ferociously, and without mercy. Their greater size compared to other humanoids instills them with great confidence in combat–but they are not above flight if they feel they are outmatched. As noted above, Gnolls do not hold valor as a virtue.

Gnolls are relatively smart, but simple and lazy. They do what they need to do to fill their needs: eating, sleeping, and reproducing. Once they’ve got those things taken care of, they don’t care much for anything else.

NOTE: It occurs to me, having written this, that Paizo has released both a “Goblins of Golarion,” and an “Orcs of Golarion” supplement. It is possible that these concerns are partially addressed in those booklettes. I think the larger issue remains valid, though.

Star Wars: Periods for Play

I thought I’d round out Star Wars week with a summary of the classic time periods available to Game Masters. The political and social landscape of the galaxy changes drastically as time progresses in the Star Wars Universe. Each provides unique opportunities for adventure. And while you may want to stick to what you’re already familiar with (either from the films, or from books you’ve read) this list can help foster ideas about where you’d like to take your games as time progresses in your own little version of the Star Wars Universe. Or, perhaps, even give you an idea of which periods you’d like to look into further.

As with all Star Wars posts, this list focuses on the classic Star Wars trilogy and the fiction based on it, rather than anything based on the prequel films, which were bad. For those unaware, the Battle of Yavin (where the first Death Star is destroyed) is used as year zero. Dates are measured as either Before the Battle of Yavin (BBY) or After the Battle of Yavin (ABY).

Pre-Rebellion Imperial Era
From the establishment of Palpatine’s New Order in 19 BBY, to the signing of the Corellian Treaty in 2 BBY


Most of the truly iconic imperial technology had not yet been deployed during this period. The Death Star was, obviously, still being designed and built. And ship types such as the Imperial Star Destroyer, and the Executor Class Star Destroyer (or “Super” Star Destroyer) were likewise still on the drawing table. Though some would have been under construction in secret shipyards owned by Kuat. The Emperor also humors the Imperial Senate, providing the illusion of representative government.

There is no organized resistance to the Empire. There are many dissident groups, but they are independent from one another, and easily crushed by the Empire. It isn’t until two years prior to the Battle of Yavin that a group of Imperial Senators, in an act of treason, sign The Corellian Treaty, bringing the disparate rebel groups together to form The Rebel Alliance.

Rebellion Era
From the signing of the Corellian Treaty in 2 BBY, to the Battle of Endor in 4 ABY


Also known as the First Galactic Civil War, this period is probably the most well known, as it takes place primarily during the original trilogy of films. The Rebel Alliance and Empire engage in a brutal conflict. Many of the Empire’s most notable atrocities and most terrifying weapons occur during this period: the destruction of Alderaan by the Death Star, and the creation of the Executor class Star Destroyer among them.

Early New Republic Era
From the Battle of Endor in 4 ABY, to the Conquest of Coruscant in 7 ABY


After the death of both Emperor Palpatine and Darth Vader at the Battle of Endor, the Galactic Empire is thrown into chaos. A whirlwind of successors hold the reigns of power for a short time, only to be assassinated or otherwise removed from power. Sometimes a single leader dominates, other times a small group will declare itself a ruling council of some kind. Meanwhile, more and more powerful Imperial leaders simply split off from the Empire, becoming Warlords.

In the days after the Battle of Endor, an interim government is formed by the Rebel Alliance, calling itself the Alliance of Free Planets. And one month after the battle of Endor, the Declaration of a New Republic is issued. Planets begin breaking off from the Empire immediately, joining the New Republic. Imperial responses to these “secessionists” is sporadic at best. Most of the New Republic still relies on secret bases, but the government makes itself visible. The New Republic continues to be viewed as a feeble government, in its infancy, until the conquest of Coruscant three years after the death of Palpatine.

New Republic Era
From the Conquest of Coruscant in 7 ABY, to the signing of the Pellaeon-Gavrisom Treaty in 19 ABY


The New Republic consistently grows in power, whilst the Empire becomes continually weaker. There are some brief periods of upheaval, in which the Empire surges and becomes a serious threat to the stability of the New Republic, such as the dreaded Thrawn Crisis, or the brief rule of the Reborn Emperor.

This is simultaneously one of the most and least varied periods in Star Wars history. On the one hand, the number of major events which occurred during this period are numerous and interesting. Yet when all is said and done, everything returned to more or less the status quo.

The Empire’s territories steadily shrink during this period, until Fleet Admiral Gilad Pellaeon, as supreme commander of the Empire, with the backing of the Moff Council, signs the Pellaeon-Gavrisom treaty, ending the 21 year Galactic Civil War.

One other major event occurs during this period which will shape the fate of the galaxy through the future: Luke Skywalker establishes his Jedi Praxeum on Yavi IV in the year 11 ABY, officially beginning the training of a new generation of Jedi Knights.

Late New Republic Era
From the signing of the Pellaeon Gavrisom Treaty in 19 ABY to the start of the Yuuzhan Vong War in 25 ABY


Remarkably little has ever been written about this period. Primarily just the children’s books and young adult novels written about the youthful adventures of Han and Leia’s children and their friends. So aside from those relatively minor threats to galactic peace, these few years are a time of relative tranquility in the galaxy.

New Jedi Order Era
From the start of the Yuuzhan Vong War in 25 ABY with the First Battle of Helska, to the end of said war in 29 ABY with the Liberation of Coruscant.


The Yuuzhan Vong invade the galaxy, initiating one of the most brutal and bloody wars in galactic history. The Yuuzhan Vong’s organic technology is, at first, completely invulnerable to any attempts to attack it. Thousands of worlds are conquered by this technology-hating species, and completely reformed to fit the needs of the Yuuzhan Vong. Trillions upon Trillions of beings are killed, and many completely loose hope that anyone can stand against the onslaught.

The New Republic has grown complacent and weak in the years since the treaty with the Empire, and is ill prepared to handle the invasion. It consistently makes major blunders, and eventually loses control of Coruscant to the invading Yuzzhan Vong hordes. After the death of Chief of State Borsk Fey’lya, along with much of the senate, Cal Omas was elected leader of the New Republic. And shortly after the New Republic victory at the Battle of Ebaq 9, it was decided that a new, more united government would be required if the war was to be won.

And so the New Republic was dissolved, and reformed as The Galactic Alliance, which also included the Imperial Remnant, as well as the Hapes Consortium. And, with the cooperation of the Chiss Ascendancy and the Jedi Order, the Galactic Alliance was able to push back the Yuuzhan Vong, defeat their war machine, and make peace with those who remained.

Galactic Alliance Era
From the Liberation of Coruscant in 29 ABY, to the blundered Operation Roundabout in 40 ABY, sparking the Second Galactic Civil War.


This is yet another period of relative calm, like the late New Republic era. The damage done during the Yuuzhan Vong war is never fully undone, but much effort is invested by the Galactic Alliance in trying to soothe the wounds of the war. Finding new homes for a planet’s worth of refugees, and so forth.

Second Galactic Civil War Era
From Operation Roundabout in 40 ABY, to the Battle of Shedu Maad in 41 ABY


The planet Corellia begins to express a lack of satisfaction with Galactic Alliance rule, and talks of succession. The two governments posture at one another, until a series of blunders leads to an all out war between Corellia and the Galactic Alliance. Neither side has the moral high ground in this conflict. More than any war prior to it, the Second Galactic Civil War pits family members against one another.

Guided by Sith teachings, the grandson of Darth Vader, Jacen Solo, gradually assumes power over the Galactic Alliance, and takes the name Darth Caedus for himself. Under his leadership, the Galactic Alliance becomes as loathsome as Palpatine’s empire before it. The Hapes Consortium withdraws from the Galactic Alliance, and the Jedi Order abandons it.

Darth Caedus is killed at the Battle of Shedu Maad by his sister. Natasi Daala is named Chief of State of the Galactic Alliance.

Star Wars: Creating Atmosphere

Atmosphere is essential to creating an authentic Star Wars experience for your players. A good GM knows that atmosphere is important in any game. But Star Wars presents a unique challenge, because the goal isn’t creating an atmosphere which enhances feelings of dread or excitement. The goal is to create a far more specific atmosphere which enhances the illusion that the players are acting out a continuation of the Star Wars films. There’s a certain feel to the Star Wars mythos, one which sets it apart from other internally consistent fictional universes. It’s a dirty, gritty place, yet never a hopeless place. It’s a universe of stark contrasts between good and evil, where even characters who exist as a shade of gray have picked a de facto side.

The West End Games core rulebook for the Star Wars Roleplaying Game (second edition, revised and expanded) has some great tips for creating the Star Wars atmosphere. These are some of my own thoughts on how to enhance that atmosphere.

Used Universe
One of the core principals behind the original Star Wars films was the Used Universe philosophy. Unlike other future-tech media, which was filled with gleaming white, or worse, chrome technology, the Star Wars universe is a dirty patchwork which breaks down half the time. Many other works of fiction, such as Firefly, have adopted the used universe philosophy, and it is arguably the most important part of the Star Wars atmosphere.

Very little in a Star Wars game should look pristine and new. Even the ships of the Imperial Navy should have obvious score marks from battles, off-color hull plates where replacements were added, and corrosion here and there. Outside the Imperial Navy, this should be even worse. The ships of the rebellion, or ships owned by smugglers and pirates, often have multicolored hulls from the numerous replacement hull plates which have been installed over the years. And the interiors should be no better. Things get piled in corridors or empty store rooms, sections of ships might even be completely shut down to save on precious energy if money is tight.

Ancient Universe
Have you ever really thought about the line “For over a thousand generations the Jedi Knights were the guardians of peace and justice in the Old Republic?” That means the old republic must have existed for at 1001 generations. A generation is an imprecise method of describing time, but even by lowballing and saying that one generation is equal to thirty years, we’re talking about a single government which lasted longer than the entire history of human civilization. And before the rise of the Old Republic, there must have been hundreds or thousands more generations of pre-republic history.

Nobody remembers a time before traveling around the universe was commonplace. No planet has a history which is unaffected by the existence of interstellar travel–at least no history which anyone remembers.

That said, it doesn’t mean there are no unexplored planets. And there’s always the unknown regions to provide unknown challenges.

Tactile Universe
The original Star Wars films were made in the late seventies and early eighties, and reflect the technology of the period. In the cockpit of the Millennium Falcon, Han solo flips switches, adjusts levers, and even spins dials. Holograms are grainy and heavily tinted to green or blue, and computer readouts are primitive, to say the least. This can create cognitive dissonance for players who already own technology much more advanced than that seen in Star Wars. The handheld comlink Luke Skywalker uses to tell C-3PO to shut down the garbage masher doesn’t really stand up when it’s compared to a Samsung Galaxy II, or whatever the kids are excited about this week.

This dissonance can be solved somewhat by mixing your tech levels based on the technology being used. Ships and military hardware, for example, should have more tactile controls. Mechanical parts which need to be physically manipulated in order to bring about the desired effect. This can be explained as simpler hardware being more reliable than touch screens and fancy high definition readouts. Don’t be afraid to mix a little bit of high-end future tech in there as well, though. Traditionally, datapads have always been a kind of cross between an e-reader and a TI-85 calculator. But there’s no reason you couldn’t let your players use them as tablet computers.

Fantasy, not Science Fiction
Star Wars should never be confused with science fiction. There’s nothing scientific about it. The distinctive scream of a TIE fighter would never be heard in the vacuum of space, no planet could ever exist as a single biome, lightsabers make no sense, and The Force is magic. A Star Wars GM could never make a bigger mistake than enforcing the laws of science onto the fantastical universe of Star Wars.

That’s all there really is to say on the matter.

Droids Like Their Lot
Stories which take place in space tend to fall into two groups. Either there are no robots, or very very few robots, such as in Firefly or Star Trek. Or robots are omnipresent, but they’re secretly plotting the downfall of humanity, such as in the Terminator or Matrix films. Such stories often place emphasis on the balance between how advanced artificial intelligence has become, and whether humanity has granted civil rights to those artificial intelligences. Personally I take the Speaker For the Dead / Questionable Content position on this issue, but that’s neither here nor there.

In Star Wars, robots (which are always referred to as droids, despite rarely being androids of any kind) are both highly intelligent, and completely content with their subservient position to the organic species of the galaxy. There are a handful of exceptions within Star Wars cannon. IG-88 and 8T88 are both good examples. And, of course, there was the great droid revolution, but that was an isolated incident.

Their contentment with subservience doesn’t mean they’re always docile, or even that they’re content under whichever master currently owns them. More highly intelligent droids can do plenty of grumbling, and R2-D2 is notoriously sarcastic, even with his beloved master Luke. Droids can have very strong personalities, but it’s unlikely that they’ll ever actually turn on their masters without outside interference, such as a malicious hacker (or “slicer” in star wars terminology).

Unique Terminology
A GM who isn’t a devoted Star Wars fan might find this to be more trouble than it is worth, but I for one find the unique terminology of the Star Wars universe to be an important element of immersion. Many things which exist on earth, and also within Star Wars, have alternate names. Paper is Flimsi, Coffee is Caff, and a bar is a Tapcaff. I could create a list of cross-referenced terms (like some kind of English to Star Wars dictionary) and might actually do so at some point, but simply making a point to use the terms you’re already aware of can be helpful.

In the same vein, it’s good to make use of Star Wars’ unique slang and material names. You, like me, may feel that “Bantha Fodder” is a shitty sub-in for the word “shit,” but many of the later novels have done a good job of creating more organic sounding profanity. Words like “Sithspit,” “Stang” or “Karking” have the kind of punch we expect from profanity. Other examples of slang include “Eyeball” for a TIE fighter, “Squint” for a TIE Interceptor, or “Impstar Deuce” for an Imperial Star Destroyer Mark II. And it never hurts to make up your own. Just remember to avoid making up terms which sound as goofy as “Bantha Fodder.”

As a quick example of how helpful this can be, consider this scenario: Your players are rebel commandos. They’re on a transport on their way to a mission. As they come out of Hyperspace, the NPC pilot exclaims:

“Shit! There’s a Star Destroyer out there. Looks like a victory class, and it’s launching TIEs! Man the guns, people!”

There’s nothing wrong with that, but I don’t think it holds up well when compared to a more flavorful exclamation:

“Sithspit! There’s karking Star Destroyer, looks like a Vic. And it’s deploying squints! Get to the quads!”

Star Wars: Movie Hooks

Well, that little break lasted longer than expected. That’s how my self discipline works I suppose. If I give up an inch of my ironclad mental schedule, then my tendency towards laziness will take a mile. Fortunately, my self loathing was really on top of things this time. By the end of my little “vacation” (which caused me to miss all of two posts) I was so frustrated with myself that getting back on top of writing became my only escape from a constant barrage of self recriminations. Go self loathing! About time you started pulling your weight.

As a change of pace, I thought I would end 2011/start 2012 with a week dedicated to my beloved Star Wars D6 RPG by West End Games. As a geek, Star Wars is my specialty, and I have a soft spot for the simple and elegant system designed by West End Games. I’ve been writing about Pathfinder nonstop for months now, but I’ve always imagined this project as one which can be more diverse. Pathfinder is my focus, certainly, but there are so many systems and possibilities out there. It would be a shame not to give them some of my attention.

Today it’s plot hooks! Every adventure needs a starting point. Something to get the players excited about the game they’re playing, and what they’re doing in it. It’s a springboard for the GM to get the action going. You never have more of the player’s attention than you do in the first minute or so of the game, so you’ve got to make it count. With a Star Wars game, GMs have a unique opportunity to hook their players into a game by intersecting that game with one of the three good films. Unless you’ve got a game group full of avid Star Wars fans (in which case, I hate you) it’s likely that your players are somewhat wary of playing in the Star Wars universe. By giving them a touchstone to something they’re familiar with–the films–you help make everyone a little more comfortable and familiar with their surroundings.

Ultimately, how you intersect the films is up to you, but I’ve arranged these according to the methodology which I feel is most appropriate. The idea is for the players to fit into the background of the films. Perhaps someone with a moment of screentime, or someone who was standing just off camera during a specific scene. These characters can then go on to change the course of the entire saga if they want to, but starting your players out as Obi-Wan Kenobi’s ‘other jedi apprentices’ simply strikes me as awkward and masturbatory. Like bad self-insertion fan fiction.

A New Hope

Death Star Plans: Imperial Players who would like to explore the sophistication and grandeur of Palpatine’s New Order can start the game with orders to recover the Death Star plans. Eventually this would intersect with the opening scene of A New Hope, where the Star Destroyer Devestator is giving chase to (and eventually capturing) the rebel blockade runner Tantive IV. When the plans are not found (having been hidden with R2-D2) the Imperial players can continue down to the planet, and continue following the plan’s trail. Particularly successful players may be able to capture the plans before they eventually reach the rebels, stopping the destruction of the Death Star. The rebellion would be a great deal weaker after losing the Battle of Yavin, but that wouldn’t mean they couldn’t still pose a threat for your players to fight against!

If you were so inclined, you could start the quest even earlier, with the players on the planet Danuta following Kyle Katarn’s theft of the plans–a classic moment in the Star Wars continuity, and more well known than many other stories from the Expanded Universe (EU).

Death Star Plans: Alliance If your group prefers the more traditional route of playing as rebels, the Death Star plans can still provide impetus for gameplay. In the film, when Darth Vader and the Devestator capture princess Leia and the Tantive IV, the rebellion’s leadership has every reason to suspect that they’ve been compromised. Not only have the Death Star plans been (supposedly) recovered, but an important leader has been identified and captured by the enemy. As much respect as anyone might have for Leia, can they really trust that she wont betray the Yavin IV base when subjected to torture?

So the rebel leadership is faced with two problems. First, they must find a way to counter the Death Star. Such a weapon is too devastating to be ignored, even in the face of massive setbacks. Likely this would mean formulating a new plan to re-acquire the schematics for the station. But after the destruction of Alderaan, they may feel that it is worth the risk to attempt smuggling operatives onto the Death Star itself to destroy it from within. Secondly, the rebellion needs to find a new base, which I’ll discuss more below.

New Base: Alliance Regardless of how events transpire, it is highly likely that the Rebellion’s Yavin IV base is compromised. Whether it’s simply assumed due to Princess Leia’s capture, or whether the Empire follows the tracking device planted on the Millennium Falcon, one way or another, the rebels need a new home. Eventually this new home will be Hoth, as seen in Empire Strikes Back. However, GMs could run some very interesting exploration games where the players are rebel scouts, looking for suitable planets for the rebellion to hide on. Hoth is remote, and has the benefit of per-existing structures for the rebels to use, but if players find something better, that could change the course of the saga.

There’s a lot of benefit to this hook. First, it presents an opportunity for the players to make a significant contribution to the story immediately. That ability to have a real impact on events is rarely so clearly spelled out, and players like to feel as though the outcome changes based on their actions. That’s what we call Player Agency. Second, the possibilities are wide open for the type of adventure you could run. First players need to figure out where to go, which allows them to pick from a number of options. Then the players need to get there, which provides an opportunity for space-based adventure. Once the players arrive, they’ll need to scout the area, giving the GM plenty of opportunity to create all manner of conflict. Since the players will want to find a planet with existing facilities for the rebellion to use, you could even use that as an opportunity to include a dungeon delving-esque adventure.

Bounty on Solo: Bounty Hunters Rebels and Imperials are not the only types of characters players enjoy. Thanks to the popularity of characters like Boba Fett, some people view playing as a bounty hunter is the best part of the Star Wars universe. Considering the sizable bounty placed on Han Solo’s head by Jabba the Hutt, players may be very interested to hear (or better yet: witness) Solo’s cold blooded murder of Greedo in a little tapcaf on Tatoine.

Sand Crawler: Droids I don’t have many ideas regarding this, but if you’re GMing for a party of droid characters, they could all meet up on the Sand Barge where R2-D2 and C-3PO are reunited.You might even bend the plot of the story a bit by having R2 entrust one of your players with the Death Star plans, and the task of taking them to Obi-Wan Kenobi

The Empire Strikes Back

Hoth Escape: Alliance After the battle of Hoth the rebellion is completely routed. The surprise attack on their hidden base left them scrambling to escape, taking massive losses during one of the most exciting and memorable battles in any of the films. There’s a reason this encounter has been repeated ad-nausea in almost every Star Wars video game ever released, and it’s a perfect place to jump into the game as Alliance players.

Right off the bat, players are faced with the deadly battle against the invading imperial force. The group could start the game in the trenches, then fall back as the Stormtroopers press further into the base. Or if the players prefer, they could be pilots, zipping about in agile air speeders, trying desperately to figure out how to take down the towering imperial AT-ATs. But Hoth is a losing battle, and any combat is merely to provide cover to allow time for other rebel personnel to load transports and begin the escape. The players who survive (which, given the fatality rates in the Star Wars game, probably won’t be all of them) must then escape from the planet themselves. If they’re pilots, this can be even more exciting than the battle below. If they’re not, then they’ll be huddled in the belly of a rebel transport, hoping they don’t get blown out of the sky.

Vader’s Task: Bounty Hunters A short, but memorable scene in Empire Strikes Back is shortly after the battle of Hoth, when Darth Vader meets with a group of bounty hunters and tasks them with finding the Millennium Falcon. The scene introduces Boba Fett, and includes the now infamous “No disintegration” line. There was actually a whole book about it called “Tales of the Bounty Hunters,” which was remarkably good. But I digress. The major problem with this hook, of course, is that most players will already know that Han Solo is on his way to cloud city. None the less, there’s some opportunity for a good game here.

Occupy Cloud City: Any During Empire Strikes Back, Cloud City is occupied by the Empire. This becomes particularly problematic at the end of the film when the Empire’s occupation becomes permanent. Cloud City is a mining outpost, but it’s also a haven for smugglers, gamblers, and manner of riff raff. There are doubtless even some rebels amongst the populace. The frantic escape from Cloud City doesn’t give the game much direction, but it’s a fun and interesting way to tie your game into the film.

Return of the Jedi

Free At Last: Any Jabba the Hutt was a powerful crime lord. Head of the powerful Desilijic crime family of Hutts, his underworld power was matched only by Prince Xizor of Black Sun. In his Tatooine palace, he had any number of droids, slaves, mercenaries, bounty hunters, and other hangers-on around him at all times. His death would have caused a frantic scramble either to escape from the fallout of a collapsing criminal empire, or to try and claim a piece of that empire.

Players who don’t mind playing as villains may even be interested in starting the game earlier, and having an opportunity to prevent Han from being rescued by his friends. Or, if the players wish to start out as slaves, perhaps they help the heroes escape Jabba’s sail barge, and follow them to join the rebellion.

Assault on the Death Star: Rebels The most impressive space battle in the entire trilogy, in my most humble opinion, is the fight to destroy the second Death Star at the end of Return of the Jedi. After the fleet jumps in-system, players will need to fight tooth and nail just to survive while the shield remains staunchly in place. And once the shield is down, small craft can dive into the structure of the massive space station, and perhaps join Tycho Celchu on his ‘merry chase through the Death Star.

Assault on the Shield Generator: Rebels If players aren’t particularly interested in space combat (and in fairness, it can be tricky to pull off well) then the action on the ground of Endor is another great place to start. Particularly if one of your players wants to be an Ewok. The conflict on the ground is long, and comes in multiple phases, which provides good structure to the adventure. First the characters must use stealth as they avoid Imperial scouts as they make their way to the generator, then they must fight to get in. Once in, it’s revealed that the whole thing was a trap, and they must fight against insurmountable odds to accomplish their mission. If the players in the game manage to be more skilled than the characters in the film, then the destruction of the Death Star may even go a great deal more smoothly, perhaps leading to promotions for the PCs, and more dangerous missions in the future!

Succubi Deserve More

Warning: I do discuss sex a great deal in this post. I’ve tried to keep things clean, but this is an extended post about sex demons. Consider yourself forewarned.

I love Succubi. Not because they’re often portrayed as sexually aggressive women with fangs and wings. The overuse of that trope is precisely the problem, actually. My fascination for succubi is similar to my fascination with vampires; as monstrous foes, they are unique in their use of guile and charm. While vampires have been characterized in many different ways, particularly in recent years, my favorite kind of vampire has always been one which suffers from all the many weaknesses of his or her kind. Must avoid garlic, must avoid holy symbols, cannot cross running water under their own power, cannot enter a building unless invited, and of course, cannot go out during the day. Vampires are more defined by their weaknesses than by their strengths, and they compensate for these manyfold weaknesses with charm. They are suave, persuasive, and seductive. Before you know it, your attractive, pale lover is nibbling your neck. And not as foreplay.

In a fantasy world, Succubi are sex. They don’t have sex, they embody sex. Assuming you play a game with good lore, succubi are also demons. Demons are pure manifestations of chaos and evil. Ergo, succubi are everything which is chaotic and evil about sex, made manifest. They draw their greatest pleasure from adulterous spouses, breakers of chastity vows, and authority figures who abuse their power for fleshly pleasure. Any sexual immorality which exists in your game world is one which a succubus will seek to cause. And the greater the damage, the greater the succubus’ pleasure. Breaking up a marriage is lovely, but bringing down nations or causing a genocide? That’s what really gets a succubus off. Helen of Troy was perhaps the greatest succubus of all time.

Lamentably, succubi are never portrayed this way. If they happen to appear in films or literature, it is almost always as an extremely sexually aggressive woman. There’s nothing wrong with a succubus being a sexually aggressive woman, mind you, but that attitude is one tool among many, not their baseline attitude. Succubi are masters of seduction. They can switch their personalities to fit the preferences of those around them as only a master manipulator can. Of course, the portrayal of the succubus in games is arguably even worse. The index of monsters invariably includes a picture of a beautiful demon woman, naked or nearly so, resting seductively next to a statistics block which describe her ability to magically charm & dominate. D&D 3.5 and Pathfinder actually describe the succubus’ ability to bestow negative levels with a kiss.

I get it. There are not many people who want to sit around the game table feeling uncomfortable while the GM uses NPCs to play out sex fantasies. And I understand that D&D still suffers from a lot of stigmatization. Neither WotC nor Paizo want to be featured in a Fox News segment about the corruption of America’s youth. But most of the images I’ve included in this post? They come right out of D&D / Pathfinder books. I don’t think any parents are being fooled about what the succubus is. I couldn’t find a good scan of the succubus from the D&D 3.X Monster Manual. That one actually has visible areolae. Bright red ones. How’s that for cognitive dissonance? Visual representations of exposed breasts are fine, but the raciest we can get in the text is “kiss?

I would like to make clear that I am not arguing that including a succubus in a game requires a GM to allow wanton eroticism. But these are powerful and interesting creatures with a unique place in human mythology. I don’t like to see them reduced to a thinly veiled excuse to include a pair of tits in the adventure. Too many times have I seen a succubus used as a wandering monster, as if they were no more sophisticated than a skeleton or imp. And once encountered, GMs rarely attempt guile, preferring the crack of the succubus’ inexplicable dominatrix whip instead.

I like to explore the mythology behind fantasy tropes. Often it’s a great deal more interesting than the tropes themselves. I’d like to take this opportunity to share some of the succubus’ mythology, to help illustrate my point. Bear in mind that I am not a scholar of medieval Christianity, nor am I well versed in Jewish mythology. Most of my information on the subject comes from google & wikipedia. And even assuming that the information I read is accurate, I could easily have misunderstood something. In other words, I am not a credible source.

A great many cultures have tales of demons and spirits which resemble the succubus. The succubus we know today draws primarily from the legends of medieval Europe. The Catholic church was even more ridiculous about sexual morality back then than they are now. So if a fellow awoke in the morning to find that he had pitched a tent, or – ahem – had a nocturnal emission, it wasn’t an innocent occurrence. Sex was so taboo that the source of these disturbances was deduced to be demonic. And thus was the succubus invented; a demoness who appears in men’s dreams in the form of a woman. Her goal was to steal men’s seed for her own devious ends

A likely satirical tome called the Alphabet of Sirach provides an origin for the succubus. I’m not sure if this book was responding to existing folklore about succubi, or if said folklore only took hold after the book was written. According to the AoS, Eve was not the first wife of Adam. Before her, God created a woman from the earth and called her Lilith. And then, as the story goes:

Adam and Lilith began to fight. She said, ‘I will not lie below,’ and he said, ‘I will not lie beneath you, but only on top. For you are fit only to be in the bottom position, while I am to be in the superior one.’ Lilith responded, ‘We are equal to each other inasmuch as we were both created from the earth.’ But they would not listen to one another. When Lilith saw this, she pronounced the Ineffable Name and flew away into the air.

Not sure why Lilith can fly. Again, I’m no scholar, but my guess would be that “the Ineffable Name” would be the true name of god. Speaking it is blasphemous in the Jewish tradition, so perhaps simply by speaking she has already taken on demonic traits such as wings.

Regardless, Adam then calls to God, complaining that his woman has run away. God pursues her, but finds her unwilling to return, and so she is cursed so that each day, one hundred of her children will die. God then returns to Adam, and makes Eve out of his rib. Apparently, ribs make for much more demure, obedient women than earth does. Lilith later mated with an archangel, spawning the demon queens, and eventually, the entire race of succubi.

So, as established above, succubi harvest semen from sleeping men. But what do they do with it? I found a couple different explanations, but my favorite comes from an Inquisitor named Heinrich Kramer in 1486. To quote him:

Another terrible thing which God permits to happen to men is when their own children are taken away from women, and strange children are put in their place by devils. And these children, which are commonly called changelings, or in the German tongue Wechselkinder, are of three kinds. For some are always ailing and crying, and yet the milk of four women is not enough to satisfy them. Some are generated by the operation of Incubus devils, of whom, however, they are not the sons, but of that man from whom the devil has received the semen as a Succubus, or whose semen he has collected from some nocturnal pollution in sleep. For these children are sometimes, by Divine permission, substituted for the real children.

There is no better fantasy sourcebook than religion.

The emphasis above is mine. To put it into slightly more clear language, what the inquisitor is saying is that a succubus is able to transform between the female form, and the male (incubus) form. So first, the demon harvests a man’s seed as a succubus, then transforms itself into an incubus, and impregnates a woman with the semen stolen from the man. And let me just say that, as a philosophy major, it tickles the hell out of me to see respected scholars like Aquinas taking this stuff seriously.

Of course, we need not tie ourselves to mythology as though it is dogma. Study of the source material merely gives us some perspective to help ground our own ideas. Part of the fun of being a game master in a fantasy game is the opportunity to place our own fantastical ideas next to time tested ones like the succubus, vampire, or Medusa. We can even modify those creatures themselves if we so choose, though, my experience is that keeping a creature grounded in its core concept always produces the best results.

So, all of that having been said, here are some things I like to add to the succubus

  • Taking on pleasing forms is basic to a succubus’ art. They become tall, short, blonde, brunette, thin, round, whatever their victim desires most. So for a creature which relies on its shape shifting ability constantly, a permanent mark which cannot be shape-shifted could lead to interesting situations. Perhaps many succubi get tattooed in obscure locations to associate themselves with a specific demon lord or lady. And while most weapons would leave no scar on a succubus, a weapon of strong good alignment could leave a small mark behind even after healing. Not much of one, but something a perceptive character could spot.
  • Succubi have their own aesthetic. In their natural state, all succubi demonstrate some number of demonic traits. Some have cloven feet, some have tails, some have spines. Some even have scales or glowing red eyes. The only demonic traits which all succubi share are wings and horns. But there is a great deal of variance in the types of even those two features. Some wings are leathery, while others are feathered, and still others seem to be made of shadow, or silk. Horns most often sprout from the head, but they could sprout from the chin, or even the cheeks of a succubus, and they form in any number of shapes.
  • Succubi have the ability to enter into the dreams of any sleeping character at will. While in a character’s dreams, the Succubi plants enticing suggestions. When the character wakes, he or she will be less capable of resisting the succubus’ charm.
  • Succubi have no technical gender. Or, perhaps it would be more accurate to say they are all hermaphrodites, capable of switching between the male and the female form at will. So each succubus is also an incubus.
  • Succubi may breed with any species that reproduces sexually.
  • Succubi have absolute control over their own reproduction. They may choose the gender of their children, gestation period, and even how many children will be produced from a single coupling.
  • They may also control how much of their demonic blood infuses the child. At their will, they may produce a small flock of imps, a half demon, a creature which appears completely human, or anything in between. Their only limitation is that they can never birth a child with no demonic blood whatsoever. At the very least, the child will have a predilection for chaos and evil.
  • Succubi are immune to disease themselves, but may store and pass on diseases to others.
  • Succubi feed on the suffering which sexual immorality causes. They can gain experience from any acts which result from their manipulations. (Ex. Helen of Troy would get experience for every Trojan and Greek killed. Ka-ching.)

As a final word on this post, I would like to give a shout out to one of the few sourcebooks which I felt actually did succubi some justice. Two of the best supplements which ever came out for Dungeons and Dragons 3.5 were the Fiendish Codex I & II. FC I: Hordes of the Abyss, provided a lot of detail about demons, and the abyss they live in. Aside from including some very useful demonic archetypes (along with charts for each archetype, indicating how likely it was for a particular type of demon to fill that role), the book introduced Malcanthet, queen of the succubi. A mere four pages were all they were able to devote to her in a book which was packed tight with awesome abyssal lore, but those four pages (plus the dragon magazine article released about the same time) were fantastic. I would heartily recommend the book to anyone, regardless of what system you use.

Alternative Fantasy Race Relations

In 1948 America was at the pinnacle of its prosperity. It was nation of wealth and status in the world community. Russia was the United States’ great rival, an opposing superpower which seemed to us completely indomitable. The nation of Japan had lost a bitter war with us only a few years prior, and most Americans still held tight to their anger towards the Japanese people for the atrocities of that war. While China was a backwards, technologically inept nation of farmers, who were strong allies of the United States during World War II.

That was 63 years ago. Today, in 2011, the world looks a much different place. Russia’s economic collapse and subsequent failure to recover has knocked it off the radar of most American citizens. Japan, once the bitter rival of the U.S., is now one of its closest allies. China–no longer a close friend of the U.S.–has risen to become one of the most economically and technologically successful nations in the world. And America, while still wealthy and powerful, has been steadily on the decline in the decades since that pinnacle of prosperity mentioned above. It would seem that the old adage rings true: things change.

So why in nine hells do fantasy races always hold the same position, and have the same relationship, in every single universe?

This has bothered me for a long time. Dwarves always hate elves just a little bit, and elves always reciprocate. This hatred is never enough to put them at each others throats, though, and it pretty much peaks at rude comments. Orcs, goblins, gnolls, kobolds, and generally anything which has a skin color no real-life human can have, are always evil monsters. It generally seems that these creatures are granted intelligence by game designers for the sole purpose of making them more challenging foes. Halflings and Gnomes are probably the most diverse, but as a rule neither race is anything but amicable. There’s never a city with sings which read “you must be this tall to enter.”

And humans. Humans are the worst offenders of all. Nearly without exception, humans are “more diverse than other races.” They are almost always a young race, with lifespans equivalent to modern real-life humans. Most settings take special note of how prolific humans are, and that despite their youth compared to other species, their diversity has allowed them to flourish and become nearly omnipresent compared to the other species.

I understand why things are done this way. A dwarf isn’t a dwarf if he doesn’t like hammers, beards, and ale. If somebody made all the dwarves in their world sober, clean shaven accountants, that would be a crime on par with that of the Twilight books. It also helps for players to enter a game already knowing who the “good guys” and the “bad guys” are. Since they’re supposed to be characters in this world, they should know those things. And if the player already knows what their character should know, it helps speed things along. Besides, things can become difficult if two player races are so opposed to one another that they would refuse to work together.

And in all fairness, it has become somewhat popular for these concepts to be toyed with in recent years. Orcs, in particular, now seem to appear as a goodly race more often than they appear as a monster. But that having been said, there’s a certain appeal to a gritty and unpleasant setting where people don’t get along very well. I enjoy mixing the traditional concepts up, and letting my players run wild in a world more unusual than a typical fantasy setting.

Below is some information on a number of fantasy races. This information is for use in a future campaign world of mine which I may or may not ever finish. Any race which isn’t mentioned is one I haven’t figured out what to do with yet.

Humans

Average Lifespan: 45 years

The great human empires have come and gone in the roughly ten thousand years since the race was born. All that remains of them are ruined castles scattered across the land. What humans remain are a lost race. They have fallen so far from the heights of their glory that few humans even know their peoples had any glory to begin with. The few stories which still speak of their ancient empires are fractured and mythological in nature.

Now, most humans live in small tribal villages, or in roaming bands of nomadic barbarians. Humans will occasionally settle in the ruins of some crumbling castle, never realizing their ancestors built it. As a species, they are of little importance. Most human tribes are too concerned with finding food or waging territorial wars with other humans to become involved in more lofty pursuits.

The one thing which sets humans apart is that nearly all of them are born with the innate talent for sorcery. Though not all choose to pursue this path, fully half of humans do. And even those who do not are normally able to cast one or two simple spells.

Somewhat ironically, it is this sorcery which caused the downfall of humanity in the first place. Some four hundred years past, when human power was at its height, and human wars raged across the land, an evil king hatched a plan to put an end to his rivals. Using a ritual of unspeakable evil, this king slaughtered half of his subjects, granting the rest of his people sorcerer abilities, with the unintended side effect of reducing their intelligence.

The evil king’s genocidal rampage was successful none the less. But within a generation, the reduced intelligence of humanity had caused his government to collapse. For several generations, humans became progressively stupider, and more bestial. Since then, however, the race has recuperated somewhat. Humans are still one of the less intelligent races, but they are intellectually capable for the most part.

Babyls are an offshoot of humanity which did not cease their generational decline. Babyls appear to be human, but their intelligence has reduced them to animals without the ability to understand language. Some elven societies keep Babyls as pets.

Dwarves

Average Lifespan: 2,000 years.

Dwarves are an extremely prolific race, living not only in mountains, but also in underground complexes beneath plains, and even some forests. As a people, they are wary of magic, but technologically advanced, having developed both gunpowder and steam propulsion. While most dwarves still prefer a heavy axe or hammer in combat, rifles are common as a first-strike weapon. And many dwarven communities are now linked together by an advanced network of underground trains.

Socially, Dwarves are strictly hierarchical. Children obey their parents, wives obey their husbands, men obey the clan elders, and clan elders obey the king, and even kings obey The Emperor. Despite the many lands which dwarves inhabit, spread across many continents, there is only one single dwarven nation. Each dwarf is part of the regimented machine of dwarven society, and proud to play whatever role they play.

Dwarves also have a long standing and bitter blood feud with elves. The two races are constantly at war with one another. While land is often lost or gained, neither side has yet emerged as dominant in hundreds of millennia of conflict. Dwarves have access to much greater levels of organization and support, whilst elven magical abilities mean every elven life is normally paid for with dozens of dwarven lives.

Elves

Average Lifespan: 10,000 years.

Elves are numerous. Not quite as prolific as dwarves, but nearly so. They make their homes primarily in woodland areas, but sometimes construct their cities on plains, in swamps, or anywhere else, so long as it isn’t a mountain. Elves are too individualistic for centralized governments. Each elven city is a state unto itself. The laws and customs vary from city-state to city-state, sometimes wildly. Almost universally, though, these city states are governed by a mageocracy.

The elven predilection for magic permeates their entire society. Nearly without exception, every elf is a wizard. Some of these wizards govern, others are architects or military tacticians, but each is, above all, a wizard. The rare elf who is not a wizard will, at best, be treated as little better than a slave. At worst he or she could be cast out into a world which can be harsh towards the haughty and unpleasant elven race. These cast outs normally try to make their lives within orc society, but a few attempt to integrate with humans.

Halflings

Average Lifespan: 50 years

Halflings are a slave race. They have no real culture or identity left to them save that of countless generations of servitude. Halfling slaves are what make elven society work, with each elf owning perhaps 2 or 3 halflings. Orcs keep halflings as slaves as well, though not in such great numbers. There is likely to be one halfling slave for every ten orcs in a community. The orcs consider them very useful for sea travel, since halflings don’t take up much room, or eat many rations.

Orcs

Average Lifespan: 80 years

If you need to travel on water, talk to an orc. This coast-dwelling species is master of the open sea. On a whole, they’ve managed to remain neutral in the conflicts between other races. Some individual orcish towns have thrown in their lot with either elves or dwarves simply as a matter of necessity.