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From: Matt Hoffman <manta928@?????.com> Date: Sun, 5 Aug 2007 05:53:38 -0700 Subject: Re: Behind the Dark Fist - Vodoni
So, a couple of posts ago, I mentioned that I had designed a campaign setting around the Vodoni. After giving it a little bit of thought, I decided to spend most of this weekend re-tooling and polishing it up, and here is the result of that labor thus far. I'm not sure what BTM considers "canon" as far as the aftermath of the Vodoni war, but when I wrote this I was more concerned with published "official" products. Also, you might note that the update has colored some of the descriptions and made my take on the modern Vodoni political situation more... how shall I say?... timely, perhaps? Basically, I envisioned a Twelve Spheres region that was happy neither with Vulkaran's tyranny, nor with the occupation of an outside armed force within its space. Which, I contend, the allies would have to have done, because simply trusting to fate that the killing of the evil despot will end all your problems is rather cartoonishly silly -- you have to stabilize the region, make sure a friendly regime takes control, somehow deal with hostile military remnants within Vodoni space... Is any of this sounding familiar? The thrust of what I've written here -- at least, insofar as I've readjusted the thrust -- is to take a look at the aftermath of the SJ adventure involving the Vodoni from the other side. The Known Spheres are safe as houses with Vulkaran gone, but that leaves all the problems of infighting, factionalism, and even religious persecution (since the Vodoni Gods are back, and likely due for a good evangelism binge from being deprived of worship for so long) right on the doorstep of the people who were (ostensibly) supposed to benefit from Vulkaran's demise. And before you start sending me hate mail... no, I'm not saying Vulkaran was a swell guy. Nor am I even saying that the Vodoni or their conquered subjects were better off with Vulkaran in power. What I am saying, and this material's intended message, is that it's probably not as cut-and-dried as "Vulkaran's dead -- happy ending for everybody! Hooray!" With that intro out of the way, I would like to present the first of several fast-and-dirty notes on the races that would be involved in "Behind the Dark Fist." Backstory may possibly have conflicts with canon, I may also have typoes/misspellings I didn't catch, and things may also be a bit wonky and in need of helpful suggestions. I'll try to provide more exposition on the setting as I get it polished up, and as other people express interest. So here are the Vodoni. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Vodoni - The Vodoni people are a mostly human culture. Demihumans and humanoid populations once native to the Vodoni sphere either perished with the destruction of Kathyk, or died out as the refugee population struggled to establish itself on Vodon. Only one humanoid race has endured over the years within Vodoni society, the Medusae. Historically all non-humans had secondary status within the society of Kathyk, but Medusae (or, at least the Maedar males) were sometimes able to "pass" for normal humans. Vulkaran was one such specimen, who rose to gain such power and respect within the military that he was made Emperor, and was then entrusted by the Crystal King with custodianship of the Eye of the Gods. The Vodoni themselves are a bewildered people, unsure of how to use the new freedoms they've just been granted after four hundred years of effective slavery. Much to the dismay of the Elves, the Vodoni do not hold the outsiders in very high regard. The years following Vulkaran's demise have brought chaos, factionalism, daily urban violence and even religious violence -- all things which were foreign to the Vodoni before. Vodoni player characters are assumed to belong to the Neo-Imperialist movement, an insurgent group forced to move out from the capital world of Vodon and take refuge in the conquered spheres, to regroup and rearm for the fight against the occupation forces. •Humans - Vodoni Humans are, in most respects, exactly like standard humans, though it would be wrong to say that four centuries of rule under the Dark Fist did not change them. All citizens of Vodon received yearly examinations from the Breeders as part of the Empire's health standards program. While these examinations were mostly just a pretense to screen for potential Enforcers, they did foster a very healthy and mostly disease-free society (which was important, since the Vodoni sphere was one without gods or priests for 400 years). Vodoni humans have a +1 to Constitution, and a 20% resistance to all forms of disease to reflect the long-term effects of this care. Vodoni humans are also completely immune to mundane lycanthropy (because the Breeders did much more to their patients than simply inoculate them). Note that these racial abilities only apply to Vodoni born prior to the fall of Vulkaran; those born after are not likely to receive the regular examinations that would yield these boons. Vodoni can select the Fighter, Ranger, Mage, Thief or Bard classes. Vodoni Rangers have not historically had access to their priest spells, and because of Vulkaran's influence they are not required to maintain a good alignment. Vodoni are only just becoming reaquainted with their old gods, and so may only be Shamans (per the Complete Book of Humanoids); the Vodoni culture has no place currently for Clerics or Paladins (though a circle of Druids has started up on Vodon to care for the wildlife). The Vodoni Breeder is a special class within Vodoni society, formerly making up the noble aristocracy under Emperor Vulkaran. Though the MC entry on Breeders shows them to be dual-classed Fighter-Transmuters, player character Breeders are split-class characters instead, able to advance in both classes simultaneously. •Medusae - Medusae and Maedars are the only natural non-humans to survive among the Vodoni. They have done this by "passing" for normal humans -- a feat which is, admittedly, much easier for the males than the females. Under Vulkaran, the Medusae prospered. Though Vulkaran never let it be widely known that he was nonhuman, as Emperor he was able to do away with much of the latent racism in Vodoni society by making sure everybody knew that they were all going to be subjugated as equals. Like Vodoni humans, Medusae and Maedar endured yearly medical examinations that have fundamentally altered them (by way of making them more passive and easier to control among the citizenry). Medusae have an immunity to Medusa poison, and a saving throw bonus against all other types of venoms (this save bonus is equivalent to a Dwarf's Constitution-dependent resistance). They also retain their ability to bite with their snake-hair, but Breeder transmutations have effectively destroyed a Medusa's ability to produce poison. Breeder tinkerings have also weakened the Medusa's signature petrification gaze: a Medusa can still effect her gaze weapon out to a range of 30', but the effect is akin to a Hold Person cast at 6th level ability, and does not in fact turn anything to stone. A Medusae may muster the energy to use her gaze a number of times per day equal to her level, but never more than once every three turns. As normal, Medusa can use their gaze across the Astral and Ethereal planes, though under the reign of Vulkaran they were not able to do so because of the condition of the Vodoni sphere. Medusa adjust their ability scores with a +1 each to Constitution and Charisma, and a -2 to Strength. They can be classed as Fighters, Wizards or Bards, to the 12th level of ability, and can mix any two classes as a multi- classed character. Medusa Fighter-Transmuters may become Breeders, as well. Some Medusae have reluctantly taken to the fledgling priesthood that has sprung up in the wake of Vulkaran's death, though they do so only by way of their natural affinity for wizard magic, becoming Witch Doctors instead of Shamans. •Maedar - Like the Medusae, the Vodoni Maedar were altered by way of reducing their innate racial abilities to make them more servile. Maedar remain immune to petrification effects, but are not immune to paralyzation, slow or hold spells (with the exception of a Vodoni Medusa's gaze). They are still able to case stone to flesh by touch, effecting this ability once every three turns, and like the Medusa this power extends into the Astral and Ethereal planes. Because of the altered nature of Vodoni Medusae, the Maedar's touch no longer does anything for a Medusa's victims. Maedar are still naturally adept at fighting with their bare fists, and can deal 2d4 damage when unarmed (this assumes the Maedar in question is not trained as a Monk, however). The Maedar's innate ability to pass through stone was also inhibited by the Breeders -- though in this case, the Breeders' success was incomplete. At 12th level, the Maedar's biology is strong enough to overcome the Breeder's transmutative curses, and the Maedar gains a somewhat weakened form of one of his birthright inborn powers. The Maedar must spend three rounds concentrating and preparing before entering the stone, during which time he may take no other actions. If attacked or disturbed while preparing, the Maedar loses his focus and must begin again later. Once successful, however, the Maedar may use this ability to pass through a total of 1' of stone per character level each day. A Maedar who exhausts his power without making it completely through the stone dies immediately. The Maedar is also still vulnerable to phase door spells while passing through stone. Maedar characters take adjustments of +1 to Constitution and Strength, and -1 to Dexterity. They can be classed as Fighters, Wizards, Witch Doctors or Monks (using the 1st edition Oriental Adventures version), and can multi-class as Fighter-Wizards or Fighter-Witch Doctors. Those Maedar who become Fighter-Transmuters can be inducted into the ranks of the Breeders. •Enforcers - Though they once began as humans, the Enforcers are now more wolf than man. Whereas most lycanthropes can at least pretend to still be human for all but three nights of the month, Enforcers are transformed permanently, forced to forever wear the face of the beast in place of their old identity. The Enforcers that remain are either rogues, or are under the command of the surviving Breeders. Player Character Enforcers are assumed to be in the latter group, commanded by Breeders who are part of the Neo-Imperialist movement. Though many of the formerly subjugated peoples had their doubts about continuing to employ Enforcers as the movement's soldiery, the Breeders have tendered them assurances that their Enforcers will behave themselves, thanks to some "modifications." PC Enforcers have a greatly reduced chance to enter the Blood Rage state, being 10% at 1st level, and growing by +1% each level thereafter. The %roll check to enter Blood Rage is mandatory each time the Enforcer successfully bites an opponent, thereby tasting its blood. However, the Enforcer is still permitted to make a Wisdom check to resist the Blood Rage if the percentile roll indicates berserker craziness should ensue. The Blood Rage lasts 1 turn after the Enforcer last tasted Blood, and never does the Rage incite the Enforcer to attack its allies. Also, at the request of the Neo-Empire's governing council, all registered Enforcers have been "neutered" -- that is, they no longer spread lycanthropy. This was done to help curb the numbers of "stray" Enforcers that continue to roam throughout Vodoni space, and who are mostly more of a hindrance than anything else. Efforts to capture and "domesticate" these strays are often a mixed bag, depending on the individual beast's temperament. Some (who were formerly enrolled in Vulkaran's military) are eager to serve the cause once again, while others prefer their freedom and are happy to fight to the death to keep it. PC Enforcers can attack either with weapons, or with their claws (1d8 damage each) and teeth (1d6 for a bite attack), effecting all three in a single round of melee. They also retain their immunity to normal weapons, requiring +1 or silver weapons to take damage. (bear in mind that creatures of 4+1 HD or better can also harm Enforcers when attacking with natural weapons, as per Chapter 9, table 48 of the DMG) Enforcers may only advance as Fighters (what else are they good for?), to a maximum of 9th level (unless their inhibitions are removed by a Breeder). Enforcers adjust their ability scores with a +2 bonus to all physical attributes (Strength, Constitution and Dexterity), -2 to their mental attributes (Intelligence and Wisdom) and a -3 to Charisma (foaming at the mouth on command is still not among the accepted social graces of known space, sadly).
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Month Index: August, 2007