Category Archives: DnD

Complete Disinterest

Complete Ass?Our buddies at WoTC are at it again. Back when I was young an naive (ok, so I was jaded yet optimistic) they released a tome by the name of “Sword and Fist.” They billed it as a great resource for players seeking to play Fighters and Monks better than ever. Instead we got a bunch of prestige classes and feats. Woo-hoo. But that was D&D v3.0, and we have an older, wiser WoTC with D&D v3.5. Their new release, slated for November release, is entitled Complete Warrior: A Player’s Guide to Combat for All Classes and is advertized with the following lovely blurb: “Forge your name in battle! The Complete Warrior provides you with an in-depth look at combat and provides detailed information on how to prepare a character for confrontation.”

Does this mean we’ll get information about how combat in D&D can be most closely related to real melee combat? Will it be chock-full of clever tactical advice? I fear that won’t be the case. They’re going to be trying to milk USD$39.95 out of us again for a hard-bound tome-o-feats & prestige classes. None of which are usable without explicit DM cooperation, which means they aren’t useful to a player at all (unless that player has a very gullible or wealthy DM). It also apparently will include some information on running a martial campaign. Tips for running campaigns are always very helpful for players, I’ve found. What kind of “Player’s Guide to Combat for All Classes” is this to be, exactly?

Give me good, descriptive fluff, or give me real tactics. Don’t give me more rules. I defy you, WoTC: this player won’t use them.

Khador – Handy Facts

The Butcher of KhardovFile under “Khadoran National Board of Tourism”

During your stay is the lovely but harsh lands of Khador, whether touring the scenic steppelands of our Khardic forefathers, riding the sleek, modern railroad system connecting our proud capital city Korsk to other hubs of industry, or visitng the ancient shrines and temples of both Morrow and Menoth, there are some things you will often be called upon to know.

Our land is a proud Monarchy, headed by Queen Ayn Vanar XI. Her bloodline draws back to the ancient pre-Orgoth horse-lords, and she is a fine example of Khadoran strength and austerity. Her house and army are strong, and she is admired and beloved by her people.

The weather in Khador has always been described as “harsh,” as our long winters freeze this part of Immoren for five months out of the year. Our farmers and craftsmen are known for their efficiency and strength, making due with relatively short growing seasons and the threats of the northern wilderness. Against these dangers the Winter Guard is ever-vigilant, patrolling our major settlements constantly.

By the law of our queen, all Khadoran men must serve no less than three years in the military, defending our motherland as need be. No woman who volunteers for such service is refused entry, and many of our most capable and fearsome officers are of the female persuasion. In times of need, every male that is of age may be called upon to assist the Winter Guard to keep the peace and defeat our enemies. Khadorans have always been a strong people, and visitors are advised to avoid arousing the locals’ tempers.

The Sword Faith of Morrow has found Khador to be quite receptive, and the Old Faith of Menoth remains strongly anchored amongst our culture. Ever respectful of our ancient tradtions, we honor Menoth the Lawgiver and Creator, all the while seeking self-betterment as Morrow would have us. In Khador moreso than anywhere else, the faiths of Menoth and Morrow cohabitate most harmoniously, each held firmly in the hearts of our people. Please note that the church heirarchy of Menoth here in the North do not recognize the Heirarch in Southern Cygnar, instead relying upon the older tradition of leadership by a number of Visgoths. The Church of Morrow in Khador, as with everywhere else, respects the authority of the Primarch and the Exordeum.

Our money is accepted throughout the Iron Kingdoms and is well known for its reliable purity, the artisanship of its design, and its economical proportions. Unlike the chincy Cygnaran Shields and Crowns, Khadoran currency has a reassuring heft to it that clatters nicely in the hand when making a purchase or trade.

The Horn is made of copper, and roughly equivalent to the Cygnaran Farthing.
The Hoof is cast in silver, and roughly equivalent to the Shield.
The Talon is of gold, worth the same as a Cygnaran Crown.
The Fang, ten times the weight of a Talon and also made from gold, is the rough equivalent of a Cygnaran Tower.

When visting Khador, you are advised to trade in foreign jink at the nearest tax collector’s office to ensure favorable exchange rates. Many loyal Khadoran shopkeepers and professionals will not accept inferior foreign moneys, or charge an exhorbitant fee for dirtying their hands with the stuff.

*update 04-14-2005: after the release of the IKWG, a revised version of this article was posted, at which time many of the horrible typos in this version were fixed, and some other information was corrected or expanded upon.

Corvis Undercity Notes

the treacherous undercity of CorvisDue to the “sinking” effect that is ever-so-common in Corvis, most construction projects on “bare ground” (often the rooftops of sunken structures) begins with the introduction of large steel posts, driven into the soft earth with the assistance of industrial steamjacks (the local masons have a longstanding relationship with the Steamworker’s Union).

Once the piledriving is completed, a two-foot layer of impermeable clay is laid down to seal off the future basement of the new structure. This basement is typically built above “ground level” and thoroughly sealed against water intrusion (even the Cygnaran Public Works Department’s massive pumps are no guarantee against flood damage, after all). Older structures used pitch for this purpose, but some of the high-end construction projects over the past 100 years or so have taken advantages of certain alchemical compounds developed originally for sealing water leaks in steamworks.

Over the centuries, this has resulted in an irregular pattern of impermeable strata at various depths throughout the city, and structures have sunk despite the best efforts of Cygnar’s best and brightest architects and engineers. As the canal system has been built, rebuilt, redirected, and repaired, there have been no less than twenty serviceable tunnels discovered that actually pass beneath the canals, with only minor leakage from above. Criminal elements such as the Gertens Family have made use of such tunnels for years now for use in evading the Watch for smuggling and kidnapping operations.

Entrances to known tunnels of this nature are under observation at all times by a group of operatives for the Crown for use by King Leto’s intelligence network. The Town Watch is officially unaware of their presence, though Captain Helstrom has made beneficial use of them on a number of occasions.