Saturday, October 3, 2026

Complete Priest's Kit Evaluation

 I've never liked the Complete Priest; it felt far more like it was about designing a priesthood than about playing a priest, and the priests produced were laughably weak compared to the cleric, or even druid. It mostly just disappeared from my memory, partially because I always felt it was so bad. But, it also means I haven't examined it in 30+ years, so I'll take a look now.

Amazon Priestess: Like the Complete Fighter Amazon, this is pretty lackluster; a +3 to hit and damage on the first blow against sufficiently bigoted enemies, and a -3 reaction adjustment with the same. A couple bonus NWP. None of this really improves their role as priestess, though, as with the amazon fighter, it at least flows out of the early 90s tradition of "women get to be warriors even if men don't think they can be." Which, given 1e strength limits on women, might make some sense, granted, but it rings very hollow now, and that it doesn't support them as priests is even worse, IMO.

Barbarian/Berserker Priest: This is an interesting one, not because it is, itself, cool, but because it synergistically improves the Berserker from the Complete Fighter. You get a bonus NWP, a modifier to reactions (positive with barbarians and berserker peoples, negative with non)... but you can also make berserkers go berserk more quickly. Normal? 10 rounds. With a priest nearby? 5 rounds. If the priest is capable of inspiring a berserker rage, they can do it in one round, and you don't even need to use the power. It creates some layers to character creation, but if you don't HAVE a berserker in your game, it's not much.

Fighting Monk: Another interesting one, though it also illustrates the weakness of priests created with this book, and why we never used it. Free Tumbling, can take NWP from any of the five groups without penalty, and gets two free NWP for specialization in unarmed combat. They can't wear armor or have a lot of stuff, which is pretty standard for a monk, but the game also assumes that limiting them to 3 Major spheres and 2 minor spheres is reasonable. Keep in mind, the PH cleric has SIXTEEN spheres of influence... this one is supposed to top out at 5, two of them minor.

And, look, I have ranted about the power of the cleric in the past. They are a powerful class, being 2nd best as both warriors and spellcasters. But the Complete Priest has what I consider an absolutely bonkers approach to this problem, where they try to cut priests back amazingly, with little trade-off. A Fighting Monk gets some neat benefits, and I think making one off a basic cleric is some decent trade offs with the "can't wear armor" and "can't keep stuff" requirements. But this one? Sweet blessed monkey.

Nobleman Priest: Mechanically, bonus NWPs, bonus cash, and reaction modifiers, plus the "can demand housing/must house others on demand", and requirement of conspicuous consumption, like the Complete Fighter nobleman. Their advantages are almost a copy/paste of the fighter kit, but their disadvantages aren't... the fighter's ability to fall into hugely negative reactions by failing to maintain appearances is missing from the priest. It somewhat moves the Nobleman Priest from the fighter's "OK, this is kinda cool" to "Yeah, no." It just isn't as interesting or mechanically based as the fighter it emulates.

Outlaw Priest: Upside? Free Religion Proficiency, no superiors. Downside? Superiors will try to stop you. Mechanically, even socially, it's boring.

Pacifist Priest: TBH, kind of interesting, if not something I necessarily want to play. You get a whopping +2 to Charisma, and +2 to reactions on top of that if someone isn't completely opposed to your pacifist philosophy. Downsides? You can only buy proficiency in bow and dart (why not sling? Or anything else? Who knows), and can only use them in competition. You cannot wear armor or use weapons or you lose your spells for a month. It's interesting, certainly, but even the text says "Yeah, this isn't a good idea for PCs."

Peasant Priest: Peasant priests can get shelter from peasants in their own communities, and get +2 to reactions from all peasants, which nice. Bonus of Agriculture or fishing and Weather Sense or Animal Lore (not animal handling? Or husbandry?) In return, they have some VERY strict limits on ownership. Other than weapons, they can only have one item worth 15gp; nothing worth more. Everything else must be 10gp or less, and the total can't exceed 75gp, again excluding weapons. So, they're barred from almost all armor, and, depending on your reading, might be barred from all magic items as well. It is a heavy load to carry, and I think makes the peasant priest unsuited to most D&D.

Prophet Priest: Gotta say, I kind of like this one. Take a standard priest, give him Weather Sense NWP, and the Prophecy Granted power from earlier in the book, and a -2 to reactions because We Don't Talk About Bruno... with the caveat that the reaction penalty won't make people more than Cautious. It's a nice balance of abilities... you get a granted power your priesthood doesn't normally grant but reasonably could, and it makes people nervous. Mind, the granted power is itself wishy-washy as all get-out, but it's a good balance at the level of the kit. It might have been nice to see this with the Barbarian/Berserker priest, really.

Savage Priest: Bonus Weather Sense or Direction Sense, Endurance or Survival, with a level/day detect magic, and a penalty to reactions from non-Savages. Comparing it to the fighter savage, it's a little meh, because the fighter savage had more options. Unlike the Savage Warrior, he can wear armor and definitely use a shield, and doesn't have the Savage Warrior's limitation on future use of armor, unless the DM takes the "Use the Savage Warrior equipment rules" option given in the kit. And I know I liked the prophet priest and they're much the same thing but... this one feels boring. Like they slapped Savage on it and cribbed from reading part of the Savage Warrior but changed just enough that the professor wouldn't accuse them of plagiarism.

Scholar Priest: This one is, IMO, fun. You get a bonus of Reading/Writing, can turn WP into NWP if you like, get a bonus with most scholars... but have a 1 in 6 chance of any random scholar HATING you. Like, instead of a +3 with this scholar, you get a -6, because you argued with them about something. A negative 6 reaction modifier is as if you had a TWO Charisma. It can be as much as an effective 10 point penalty to Charisma with this one person. It is LOVELY. The person who wrote this kit has clearly talked to people in academia, if not been one themselves.

Overall? Really boring. Of them, I only really liked the Prophet and the Scholar; the Pacifist was interesting, but not something I want to play, or particularly want at my table. I think I'd like the Barbarian/Berserker better if they actually gave you the Incite Beserker Rage power, like the Prophet gives the Prophecy power. But most of them felt like copies, or poor copies, of ones in the Complete Fighters, while the Fighting Monk was more "I decided I was going to completely rewrite the priest class and make you pay for it."

Complete Thief's Kit Evaluation

 A bit of a difference from Complete Fighter's: Required proficiencies in Complete Thief's are bonuses, not must-purchases. I'll also say that these kits are relatively understated... a few small changes, rather than rewriting the class. Most of the time, they're just a concept, but they've got a bit of mechanics to back up that concept, usually without going so far as to throw the game off. Usually.

Also, aside from the Acrobat, all of them are net zero change in thief skills; a +5% is matched by a -5%.

Acrobat: So, Unearthed Arcana had the Thief-Acrobat prestige class; where you paused your basic thief advancement in order to get some acrobatic abilities. This is somewhat similar, though it lies on top of a standard thief, rather than replacing it. Amazingly, it doesn't have Required NWPs, because it builds those into the special benefits... Jumping, Tumbling, and Tightrope Walking should be used even if the DM isn't using NWPs, and the Acrobat gets a +1 to use them; +2 if they aren't wearing armor. It's pretty lackluster, but since there are no Hindrances at all, and a net +5% to ability scores, it's a solid choice for any thief. Strangely, though, dwarves who take it don't get any benefits, and gnomes and halflings don't get the jumping or tightrope walking benefits for some reason.

Adventurer: The non-kit. No benefits, no hindrances, no skill modifiers, just some general role-playing advice when your "thief" is more "guy who adventures" than anything else.

Assassin: Two bonus NWP (Trailing and Disguise), and the ability to be proficient in any weapon. Their special benefit is a large section about their ability to identify poison and neutralize poison, tied with a note that, if the DM allows it, they might use poison. Herbalism is a big help in this (bonus to identifying AND giving them the ability to brew both poisons and antidotes), but they don't get it as a required/bonus NWP. As a drawback, they get only 2/3 the thief skill points, and a -4 Reaction Penalty with non-evil NPCs who know he's an assassin (subject to DM Discretion). I'm of two minds on this; and somewhat lean towards the skill point penalties being excessive; a -4 reaction penalty is huge, but it's also just as situation-dependent as the ability to use and identify poisons.

Bandit: Starts off with the requirement that they have a bludgeoning weapon (and they have a few more that they can use, not available to regular thieves), but also the knife. And they get a free WP, to fill as they like from among thief weapons. For benefits and penalties, they have a +1 to surprise in wildness settings, but they get a reaction penalty of -2 when dealing with non-bandits, if known as a bandit. Combined with a bonus WP, it's not bad; they're a tiny bit constrained in WP, but they get three of them. They have a somewhat situational bonus, and a meaningful but reasonable reaction penalty... and it is reasonable in both number and purpose.

Beggar: Four required/bonus NWPs' Begging, Disguise, Information Gathering, and Observation; they're considered the actual benefits of the kit, while the hindrances are a reaction roll penalty and a tiny amount of starting money. They have strongly worded guidance with regards to beginning weapons, but it stops just short of being a requirement... it's more enforced by starting with almost no money. It's not written, but I'd allow an adventuring beggar to avoid the reaction penalty if they avoid begging, but that also makes their hindrances practically nothing (the low beginning gold should be less of a problem once you'd adventured a bit... or dipped a few extra pockets). This is a solid choice, since it's mostly bonus NWPs.

Bounty Hunter: Bonus WP and the ability to take a non-thief WP (at the cost of two slots), and bonus NWP of Tracking, but no other benefits or penalties. Concept, with some small mechanical benefit.

Buccaneer: Sea-related NWPs (Swimming, Seamanship, Navigation), plus some bonuses when fighting from ropes like you're Errol Flynn, with a bit of a penalty climbing without a rope. Definitely a concept, but simple and balanced. They have a sizable chunk (bigger than a few kits themselves) about fighting in the ropes on a ship. Kind of surprised that they don't have Rope Use as a bonus, but it is recommended.

Burglar: Bonus NWPs, some guidance about skills, and not much else.

Cutpurse: A kit that does something! And is balanced by NOTHING. Cutpurses can use one of their bonus NWP to guess at class and level... two Observation checks to guess the two different sorts of information. But their hindrance is "other thieves look down on them", without much else to say.

Fence: Fences get NWPs, a bit of a reaction bonus with thieves (+3) and a note that they have to stay at home to be effective, and are harassed by the cops.

Investigator: NWPs and nothing else.

Scout: Scouts get the usual NWPs, a bonus (+10%) to hiding and moving silently in the wilderness, and an across-the-board penalty (-5%) on thief skills in urban settings.

Smuggler: No bonus NWPs! All they have a is a +1 to avoid being surprised.

Spy: Bonus NWP, nothing else.

Swashbuckler: This is the kit that got 97.8% of the creativity. I'm not joking. It is by far the best kit in the book (though that is damning with faint praise), and perhaps too good. Bonus WP, and gets to pick one weapon that they fight with a Fighter's ThAC0 which, holy cow, that is benefit enough for a thief... they have some limitations on weapon selection, needing to devote at least half of them to a small set... but they're not overly onerous.

But that's not all! They get the almost-required 2 bonus NWPs, they get a special disarm skill, and they get a bonus on reactions with appropriate-gendered NPCs! This is balanced by the swashbuckler being a permanent main character... "Trouble seeks out the swashbuckler." If some story hook comes along, it is going to spike the swashbuckler in the head every time. It's not a mechanical penalty, it just means that playing a swashbuckler is fun, which is great, since they were given some big advantages.

Swindler: A single bonus NWP.

Thug: Another kit that does something! +1 WP (can be non-thief but, like the bounty hunter, that requires an extra slot), +1 to Hit, a single bonus NWP, and -20 Thief skill points at 1st level. A flat +1 to hit is a nice benefit, not gonna lie, but 20 points of Thief skills might be a bit much to make me want it... but I can see some people who will.

Troubleshooter: A bonus NWP and the Swashbuckler's main character disease. The book makes it pretty clear that this is supposed to benefit the troubleshooter as much as it helps him, but I imagine this can be hard to tell.

----

Overall, these kits are really lackluster. Out of 18 kits, it feels like most are just some bonus NWPs combined with alterations to thief skills without much mechanical effect, leading to the overall effect being more NWPs. There are some with other bonuses, but those aren't very significant... nothing like the Savage Warrior or Samurai. Swashbuckler is very good and, while I say "Maybe too good", I'd note that thieves generally suck, so "slightly more competent" isn't a bad thing.

Complete Fighter's Kit Evaluation

So, I did something similar in the last couple years, where I went through the Complete Dwarves and evaluated all the kits... the good, the specific, and the ugly. I figure for the "make things to keep me occupied" projects for the weekend (maybe getting my brain working on other WIPs), I'd do the same for other Complete Books, just to see how they match up. So, first, the Complete Fighter's Handbook.

As a general rule, I like mechanical changes and dislike more wishy-washy social ones, especially if they impose an expectation but not an obligation. I'll bring these up as I go.

Amazon: Mechanically, you get two bonus NWP, and a +3 to hit and damage against low-level foes for your first hit only, in exchange for a big reaction penalty against those same foes, and some restrictions on your initial equipment. Mechanically, it's pretty unimpressive. Socially? It feels like an atavism, leftover from earlier fantasy... which would have been current at the time, TBH, what with the Sword and Sorceress Anthologies. But its a very specific cultural set-up designed to interact with a very specific cultural set-up that is largely absent from the game... I can't even think of any canonical Amazon-like societies in standard worlds.

Barbarian: Another specific one; you get a bonus NWP (Endurance), and some wild rules on encounter reactions (things either go REALLY WELL or REALLY BAD), accompanied by some fairly light restrictions on initial weapons and armor (can't buy the really expensive armor you probably couldn't afford anyway, have to spend almost all your starting money). It can mostly be emulated just with choices (Endurance NWP, correct weapons and armor choices), so it's a question of whether or not you want the Title of "Barbarian" and want to interact with the Encounter Reactions (which, IME, was kind of variable as to whether or not DMs did).

Beast Rider: The first really substantive change; you are psychically linked with a certain kind of animal, gaining huge bonuses to interact with them. You start with a mount of that type, which might include flying animals. You get some NWP related to that. It's balanced by a pretty severe reaction penalty (they apply to almost everyone), and some possibly severe consequences if your mount dies (damage, possibly feebleminded for a few hours). There's some tighter restrictions on initial armor and weapons than a barbarian has (smaller list for both), and the same money spending requirement.

I like this one. It's a CHANGE. While you could emulate some of it, the monster-as-mount mechanic would otherwise only exist with DM fiat. I will note that, for some people, the Riding (Land-Based) bonus NWP might be irrelevant, and so the DM might want to step in there. Since these are general warrior kits, I assume a paladin of this kit would get their special mount as a their "warhorse", or a special version of that mount.

Berserker: Barbarian plus, really. Same bonus NWP. No required WP, but forbidden from taken certain weapons (ranged) initially.... and those are kind of weird, because you can't have thrown weapons, either, and those aren't usually separated. The reaction penalty is more straightforward (+3 from tribes with berserkers, -3 from everyone else), and there are berserking rules; I'm not a fan of the full turn required before one goes berserk, because it feels like it would be inapplicable a lot of the time, but the rules are pretty solid and well-described.

I don't particularly like this one, personally, but that's my dislike of berserking in general, not that it is a bad class. I kind of wish that, instead of flat bonuses to attack, damage, and HP, it was more scaled (bonus HP based on HD, bonus strength to do strength things, including damage); at 1st level, that +5 HP is great. At 9th level, it's not terribly significant, and your berserker can't do things like shatter chains. It's a Choice to play a certain kind of character, and good to have mechanical support for it, but I don't like that kind of character, so it's not for me.

Cavalier: A powerful kit, with a lot of benefits, blending aspects of the Beast Rider, Berserker, and Noble Warrior. Moderate restriction on beginning weapon proficiencies and beginning gear purchasing (must buy lance, must buy sword, must buy most expensive armor), and some HEFTY and MEATY role-playing restrictions; heavy limitation on missile weapon use, role-playing consideration on target acquisition (a little squishy, since a cavalier might argue about "powerful looking"... a wizard looks a lot more pwoerful to me than an ogre!), and big restrictions on armor use and behavior... a cavalier is almost as restricted as a paladin, in many ways, but to a campaign-defined "Chivalry", rather than Law and Goodness. They have a bit more leeway (three strikes), but it's still some powerful restrictions.

Like the Berserker, I don't like it for me, but I think it's a good one mechanically. It's got good advantages balanced by some strong disadvantages. I'm of the opinion that the disadvantages are less likely to matter, because you don't choose the cavalier kit if you're not planning on role-playing a cavalier, but they're there, and they're significant enough to offset the bonuses.

Gladiator: This is one of the first with sort of wishy-washy restrictions. You have some required WP, but you get a free specialization, which makes it a backdoor for non-fighter weapon specialization... and you can even do it as a paladin, if you're a former/retired gladiator (IMO, gladiatorial combat isn't usually a paladin thing). One of their bonus NWP is even a rogue one, so extra bonus. But their hindrances are all social, and non-mechanical... the gladiator is easily remembered, there's always NPCs bothering them about being a gladiator. These don't carry mechanics, though, and you run into the possibility that if the DM over-relies on it, it becomes "The Gladiator and his Hangers-on". A good DM can handle this, but I think it's a narrow thing.

Myrmidon: My favorite, but with the same problems as a Gladiator: The benefits are mechanical, the problems are circumstantial. The NWP are not bad, not great, there's no real restrictions on weapons or armor, but there may be bonus money if there are restrictions. You get a free weapon specialization in some of the most common and powerful weapons (again, non-fighter specialization is possible), and there's the advantage/disadvantage of a patron. Like the Gladiator, this is as much of a restriction as the DM wants, and if he makes it too much of a restriction, it colors the entire campaign, as Myrmidon Bob either has to do what he is told, or leave the game to do what he is told.

Noble Warrior: While this is one of those "character choice" things, I think it's well supported mechanically. Required WP, Useful bonus NWP, required expenditures (offset by a huge amount of gold), and some mostly social bonuses (offering Low Justice, requesting lodging, reaction adjustment)... but those social modifiers are offset by some pretty substantial penalties. +10% per level to costs is going to eat into early funds, and failure to pay them eats away at the reaction bonus... and the reaction bonus can turn into a massive penalty (-6????) if the character gets on the social outs. Unlike the Gladiator or Myrmidon social requirements, these are both supported by mechanics, and personal without being campaign defining... a disgraced noble might try to drive the campaign, but it's not as strict as with a myrmidon's patron or a gladiator's low-rent promoters. While you could just say "I'm a nobleman" and otherwise play your fighter, this gives it some teeth.

Peasant Hero: More on the fence about this one, for all that it mirrors the Noble Warrior in some ways. A couple useful NWP, some DM-dependent restrictions on WP, and a "spend all your money" mandate. No explicit mechanical bonuses, but some RP ones, and an explicit mechanical penalty if you don't act like a peasant hero. But most of this is lost, BTB, by going one town over, where you're not necessarily a hero to the local peasantry. While a Noble gets their benefit wherever their society stretches (a noble from Baldur's Gate might be able to impose on someone in Waterdeep), the Peasant Hero needs to be either local or adopted by the locals. In a lot of ways, a kit that could just be a concept.

Pirate/Outlaw: Entirely a character concept with a couple bonus NWPs attached, and some optional weapon restrictions if you call yourself a pirate. Other than that... no intrinsic benefits, sort of vague "the law is after you" penalties.

Samurai/Ronin: Mechanical upsides? Two specializations, in good (if very uncommon) weapons, and proficiency in a weapon of choice (from a list). Two bonus proficiencies, but a Required NWP from a non-warrior class group, which cancels out the value of that. Limited options for weapons and armor at 1st level, but a free katana. Kai-shout lets them get 18/00 strength for one round, once a day per level, which is nice, but not terribly overpowered (especially since it might eventually be overridden by magical equipment). The samurai balances this with Myrmidon-like fealty restrictions... the ronin balances it with half XP, which, holy shit, that is WAY too much for the benefit. I know it is thematic and all, but, sweet monkey, that's a big penalty. Give them a reaction penalty or something instead.

For the samurai, I have the same problem as the Gladiator and the Myrmidon. For the ronin... yikes.

Savage Warrior: Limited weapon choices, with an admonishment (but no requirement) to stay with those weapon choices even after level 1. LOTS of free NWP; four, where most are just getting two. HEAVY gold and equipment restriction... no gold at all, just four weapons and ten other items, and possibly a horse or canoe. Their benefit is a single 1st level spell, with the DM approval, that they can cast level/day. The default options are Alarm, Animal Friendship, Detect Evil, and Detect Magic... all good options, with the DM-limited option to choose others.

Their penalty though is pretty strict. They have to wear mostly light clothing; heavy restrictions on armor use, to the point where they arguably cannot wear any at all without a steep penalty to pretty much every action; you might be able to argue with a DM and get access to Hide or similar, and I think one could get a shield, but no armor on a warrior-type can be pretty severe. And since the kit carries an attribute requirement (15 or higher con), you're less likely to have a good Dex to offset that. It is definitely a Choice to play one, and you have to think carefully about what you're going to do, and maybe buy the DM a pizza so you can get some kind of "savage" armor.

Swashbuckler: Lots of benefits, story-based penalties. They get two extra weapon slots for swashbuckler weapons, but beyond that, hey, it's two extra weapon slots, and no restrictions on what they specialize in (if they can/do). Two bonus NWP, can buy Rogue NWP at-cost, AC bonus in light armor, and a bonus to reactions with the opposite sex (which, in this enlightened age, I'd modify to "with those attracted to the swashbuckler's gender"). Their "penalty" works out to "make the swashbuckler the main character"; bad luck falls on them, but in interesting ways. They don't get shot more often in a random melee, but they get mistaken for the king or wind up in the bedroom of someone with a jealous husband... it's a very non-penalty penalty.

Wilderness Warrior: Another take on the "barbarian" archetype... you have the Mighty Thewed Warrior (Barbarian), the Beast Rider, the Berserker, the Mystic With Special Powers (the Savage Warrior), and the Wilderness Warrior, who is "Outsider good at survival without being explicitly bad at anything else." Their penalty is "gotta be an outsider", but not backed up by mechanical things, while their benefit is "good at their main skill".

That said, it's my favorite of the five. It's penalty is soft, but it's bonuses aren't that severe, either. It's got loose restrictions that don't apply much beyond first level, but, while it's benefit is cool and useful in its circumstance, it's not so amazing that you are going to play a Wilderness Warrior every time. The Barbarian has fiddly reaction mechanics; the Berserker is Like That, the Savage Warrior runs around mechanically naked; the Beast Rider is also good, but it is a choice to be cavalry in a game that doesn't always favor cavalry. The Wilderness Warrior is Good at One Thing, and it's not even a game-changing thing outside of certain circumstances.

End evaluation?

My favorite remains the Myrmidon, though that's because you can just say "Screw you guys, I'm going to Undermountain"... there may be consequences, but it's not abandoning your kit or anything. The Gladiator and Samurai are similar, with only some differences in the social place of the character, and the Samurai being a bit cooler (TWO weapon specializations and the kai-shout), but more limited because their favorite weapons are unlikely to be common. Mechanically, I like the Cavalier, the Beast Rider, the Noble Warrior, and the Berserker; strong mechanical basis for the character, though they are a character type you want to play... you are unlikely to just take them because they're good, you're going for a specific role.

Unimpressive are the Amazon, the Barbarian, the Peasant Hero, and the Pirate/Outlaw. There just isn't much there aside from a character concept, sometimes with some loose benefit. You can mostly do them by saying "I am an X" and playing that, and won't notice much difference.

Mechanically screwed up? The Swashbuckler is pretty much zero downside, with some good advantages. The Savage is a warrior who doesn't wear armor, which is a hard sell. And the Ronin gets only half XP, which is WAY too big of a penalty.


Tuesday, September 29, 2026

Krond Heights and Goblin Deeps part 7: Lords of the Heights, Her, and the Dragon

 

Lords of the Heights

There are six giant kings in the Krond Heights, and almost two thousand giants. They live in bands of twenty or thirty individuals, men and women, in many ways the stereotype of nobility; responsible for little save their own pleasure, they lounge in indolence between bouts of hunting or making sport of war. Their needs taken care of by their lessers, they entertain themselves, with no superiors save their chiefs, their kings, and Her.

 

The essential unit of organization for giants is the individual; every giant and giantess is free to determine their own lives and allegiance. If a giant does not like his chief, he can freely leave and seek another, or try to convince others to join him. Does he want to usurp his king? He will need enough force to overcome his king’s loyal followers, but he can try to do that. While the roles of women are slightly constrained (there are no female chiefs, no queens), they have no obligation to stay with a chief they find unworthy, a king they find inadequate. This striking out on one’s own may be difficult, and it may involve some hardship, but no giant will stop them; they are sufficient unto themselves.

 

Why give allegiance to chiefs or kings? Because the concentration of giants allows ease. One giant may keep a handful of slaves; three giants can keep a stable, and twenty giants can keep a region under control. Why toil for your bread and beer if someone else can do it for you? The hunt is enjoyable, shepherding is drudgery, so leave it to the drudges. Giants are the pinnacle of creation, the mightiest of mortals, who once touched the divine and threatened to bring it low. It is right that other creatures serve them; it is just that they rule over all. If a giant bends his knee to a chief, if a giantess heeds the words of a king, they do so because they choose, and that elevates the chief, ennobles the king, for he is chosen by the mightiest to lead them in glory. And so, each king is leader of some three hundred giants, each of whom subscribes to his leadership voluntarily.

 

Most giants will be at leisure for most of the month, taking only a few days off from lounging to hunt or manage their lessers. They may practice weapons, drink, play music, or tell stories, but their goal is to enjoy themselves. Chiefs have a few more responsibilities, generally involving staying on top of what needs doing, and directing other giants to do it. They rule by dint of strength, charisma, and the cunning to make sure that the highest ranked giants get the choicest “assignments”, and the lowest ranked have the most scut-work. Does someone have to supervise the stacking of firewood? Give it to Snorri the Young. Want someone to lead a raid into a human village? Give it to Bor the Bold.

 

Rank within a chiefdom is an ephemeral thing; unlike goblins, it is not assigned based solely on who can beat up who, but on whose Fame and Honor eclipses whose. A mighty poet might rank higher than an unlucky but powerful warrior, or an untried wizard. Of course, Fame and Honor can be gained by dragging others down; defeat a poet in a duel and your fame might go up, though he may savage your honor with a satire. Men and women do not have separate hierarchies, and it is an unwise adventurer who assumes a frost giantess is less able combatant than her brothers, and a giantess who feels slighted by a male giant is well within her rights to challenge him to a duel, savage him with poetry, or otherwise prove her superiority, though she must, likewise, fear the challenges of giantish men.

 

The chief god of the Hoar Frost is the Emperor of Scorn, because they know they are the greatest beings in creation, and their scorn is heaped upon mortal and god alike. The giants were so great that the gods were forced to cast them down or lose their own seats; other mortals quake before the coming of the Hoar Frost, and cannot withstand the cold that is the nature of the world. Many of the lower ranks also worship with the Way of the Berserk, while it is regarded as more “noble” for chiefs and kings to prefer the Temple of Armed Conflict.

 

The giants themselves do not engage in trade; some diplomacy between kingdoms, of course, but no bartering of gold for goods. Their lessers may engage in trade, providing goods in exchange across kingdom boundaries, but the giants themselves do not concern themselves with such. Such trade links are tenuous, and tend to be more for convenience than need; it may be easier to acquire something from a nearby village loyal to another lord than to seek it out from deeper in one’s own kingdom, but those links may be severed if hostilities erupt. Hostilities erupt relatively infrequently, however. Conflicts between individual giants, even individual chiefs, are more often settled with a brawl than with battle. Far more common is a raid by one chief’s followers on the villages of another chief, and retaliatory raids against the villages of the first chief (or an unrelated third). The giants direct these partially for the scant plunder they receive, but mostly to keep their orcs and ogres busy; bored barbarians break things.

 

North of the Omdal river, near the goblin city of Tin, is the domain of King Skjor. Skjor’s domain is cold, but its western slopes are verdant in the brief summer, and it, combined with the relative protection of the low valley, has made Skjor very rich. Skjor is one of the few giants to keep wyvern pets, of whom he is extraordinarily fond and proud, though he has little to actually do with their care. Years ago, he captured an apprentice of the Wyvern Widow, hag of the Shashyf Hills, and uses a magical collar to keep her in thrall. She raises and trains the wyverns to his specifications, and determines, with some prodding from Skjor, which eggs he may eat or share. Skjor allows her to brew her stew, as he wishes to keep her alive indefinitely, but he parcels it out sparingly; she is mad with desire for the stew, and he withholds it until she begins to fade. Skjor regularly uses his wyverns to hunt in the goblin lands, which causes retaliatory raids from the goblins. He’s widely hated by his own subjects, and his population has dwindled because of this, but there is a cadre of loyal giants (his own children, largely) who stay with him. Combined with his control of Krenge’s apprentice, he is difficult to effectively challenge for the kingship.

 

Adjacent to the Shashyf Hills is the realm of King Brunnar. Brunnar’s chieftains are restless; many have moved from Skjor’s realm, resulting in conflict for resources. While Brunnar wants to expand north, most giants are unwilling to do the work necessary to make that happen; instead, they, too, raid the goblins in the Shashyf Hills, and lord over the hill giants. Brunnar himself contributes to this with overwhelming laziness; he’d like to extend to the north, but he can’t be bothered to make the decisions necessary to make it happen, nor can he stir himself to reign in his chiefs. As such, many resources are destroyed by warring chieftains, driven by the fear that their opponents will secure them. For their part, the goblins in the Shashyfs are less inclined towards raids than towards preventing them; they murder giant scouts, plant false information, and, on occasion, cripple giant chiefs, weakening them enough for other chiefs to take over. Were Brunnar not isolated from the rest of the giants by the Ladies of Salt, and bolstered by giants who hate Skjor, he might have been deposed long ago; as it is, those who thrive on chaos within the giantish ranks find his realm a refuge, and their departure a bit of a relief for other giants.

 

Balgrim has a large, rich, territory in the central Krond Heights, encompassing the glaciers and the rivers that feed lake Vrasten. While his eastern-facing, central territory is less verdant than that of Skjor, it covers a huge variety of territory, has great mineral wealth, and good pasturage for llamas and alpacas. It is also rich hunting ground, with yetis, gargoyles, and wyverns (Balgrim does not have a mated pair, but he does have a pair of young males). But, however, he lies between Her and the Ladies of Salt. He cannot expand, as the forces on his eastern and western borders are too powerful for even a band of giants to resist. Balgrim, for his part, is content with this; a younger giant might try to push the boundaries, but Balgrim has decided that the land is rich, his time is long, and there are more important things to worry about than the bogeymen at his borders. To keep the peace, he limits raids onto goblin territory, reasoning that there are plenty of other things to hunt, and goblins aren’t much sport. “I stepped on a village of creatures that barely clear my ankle” is not courage, and wins you no fame with Balgrim.

 

Above the Odril Hills is the realm of Eorlund, a somewhat unusual giant. “Eorlund” was the giantess, Brenna, who ventured to the Ladies of Salt and acquired a magic beard through them. It bonded with her, and she became Eorlund; a giant, but “cursed”, to the giantish mind, to have no sons. This was nearly three hundred years ago; now king, father, and grandfather, Eorlund has begun to consider which of his daughters might wish the beard upon his death. As such, he constantly challenges his many daughters, demanding great deeds of them. Their mothers and husbands jockey for position, for there is a rumor that Eorlund will bestow a great treasure upon whichever daughter he names his heir.

Ogmund is king above the Sanakir hills, south and east of the Ladies of Salt. Ogmund desires an empire, to rule the lowlands, but has chosen the uncharacteristic method of trying to entice the hill giant into an alliance as his shock troops. This is going as poorly as one can imagine; while they are glad to trade slaves for metal weapons, they feel no obligation to Ogmund for these trades, and will go back to using wood, stone, and hide as soon as the metal corrodes to uselessness. Tired of this pining and plotting, his brother, Bali, has begun a rebellion, rallying perhaps a quarter of the giants to his side. Bali has less support than might be expected because he is considered malformed; a mere 10 feet tall, with a moderate limp, no left hand, and no left eye, he is ferociously intelligent, and a capable warrior and wizard. His smaller height was his destiny from birth; his disabilities are the result of their father attempting to rid himself of a less-than-perfect son by feeding him to a giant amoeba. A great flash of light from Bali’s nascent magical powers destroyed the amoeba, but not before Bali lost his left hand, left eye, part of his left foot, and suffered a great deal of scarring.

 
P’Bapar Pass, between Cosdol and P’Bapar, is the realm of Tormund the Last. Like Eorlund, Tormund is an older giant, likely in his last decades, but whereas Eorlund has a surplus of heirs, Tormund has none. His children and grandchildren have, over the last century, died in a variety of accidents, wars, and raids-gone-wrong. Only one son survives, and he went mad when his wife and children were devoured by the king’s own wyverns in a hunting accident. Even his crown is missing, stolen in the night by forces unknown. While his territory is vast, and access to P’Bapar Pass makes it rich for raiding, Tormund himself is regarded as cursed. He is still acknowledged as king, and his people follow orders, but he is barred from the steadings of his kingdom. No one is trying to seize his position because they are unsure if the curse resides on Tormund himself, or the office.

 

Her

 

The Hoar Frost kings are varied; their geographies influence their needs, and thus their choices. One factor, however, weighs heavily on all their minds: The presence of Her, of She without a Name. An Elder Troll, She is an ancient cousin of the giants. To understand their relationship, one must understand a little of the deep history. When the titans fell, and those who had not directly opposed the gods became the first giants, each cast about for some substitute for the great powers they once wielded. Many turned to elemental spirits, similarly outcast, and became the progenitors of the giantish races. Some, however, turned to the land itself, drinking deep of Tellene’s own power, and became the first trolls, the Elder Trolls. When the War of the Gods erupted, some of those Elder Trolls were corrupted by the lost god of Chaos and Evil, becoming Demonic Trolls; the Elder Trolls remained pure, free of that corrupting divine influence. Today, only six Elder Trolls remain, and only one is female. She is known by the giants of the Krond Heights only as Her, and Her domain is a peak in the Western Krond Heights, and the deeps below it.

 

She is relatively young, being only a thousand years old. She slew her mother some six hundred years ago, and the brief loosening of trollish grip on the Krond Heights resulted in a great war between the giants, followed by Her own reminding of the giants of Whose range they inhabited. As the sole remaining female Elder Troll, she is sought after by the others of her race, but they keep a distance, for a conflict between Elder Trolls will be a terrible thing, and the immortals have time to wait. It is known that She talks often with the Ladies of Salt, and seems to have an affinity for other hags. She brooks no intruder to Her realm, and it is said that to learn Her true name is to forever let Her know your location, and to speak Her name without leave is to call Her to your side in a wrath. How much of this is true is unknown, but when She regained the power that slipped from Her mother’s grasp with her death, She slaughtered one giant in every ten, placing their heads in the beds of their chiefs without making a sound… or leaving any more of a corpse.

 

Her servitors are mostly trolls; they are poor servants, and She treats them more as guard dogs, carefully ensuring their loyalty by feeding them, and maintaining Her dominance with frequent beatings. Her mountainsides are home to many capritaurs, partially because She has a great hatred of gargoyles, and destroys any that sully Her mountain. She is far enough from the Goblin Kingdom that they know of Her domain, but seldom interact with it; from the giants, She takes irregular tribute, simply removing what She sees as Her due. The giants are tremendously afraid of Her, and a few giantess shamans claim to have been trained by Her, enhancing their prestige… though what truth there is to these claims is also unknown.

 

The Dragon and Her Terrace

Chezzedreth, the great white dragon, is said to reside at the Terrace of Infinity. This is, of course, somewhat inaccurate; no dragon, especially one of her age and power, would have only a single residence, and certainly not one so exposed. However, it is known that she will frequently alight there, when she is active, and has shown great interest in any goings-on there. She does not forbid its use, but it is known that using the Terrace is on her sufferance.

 

Like Her, Chezzedreth is unique; to the knowledge of all, she is the only female dragon on Tellene. However, on the occasions when she has been addressed in a formal manner, she has requested the title of “Her Greatness, Chezzedreth, of the Terrace of Infinity and Krond Heights”. Unlike Her, she receives no special attention from the male dragons; she is Dragon, and other dragons react to her as such, not based on any demihuman conception of sex or gender.

 

Most recently, Chezzedreth was active in the Odrill Hills, beginning about ten years ago (553 IR). For six years, she ravaged the hobgoblins of the hills, before returning at least to the Terrace of Infinity. She has not been seen since 559 IR.

 

The Terrace of Infinity is one of the highest points in Tellene, bitterly cold even in summer, with air so thin that most mortals cannot breathe without magical assistance (Chezzedreth, of course, has no problem). It is a spire, reaching more than a mile above the mountain from which it extends, with a staircase circling it to the top. The stairs themselves dwarf most mortal’s strides; each is two feet high, and four feet across. Those who have reached its height describe a plateau of pitch-black basalt, inscribed with arcane circles and sigils. Those with Master Level Arcane and Divine Lore who study the symbols claim that there is deep knowledge in ancient languages transcribed there. Many have made maps of those sigils; no two maps agree, even if made at the same time.

 

It is said that from here, the Gods surveyed the world the Creator had made, and that from here the Titans challenged those same gods. Those who have magical assistance to their vision claim at they can see the K’Asa Mountains, across the breadth of the Sovereign Lands, from this vantage. Chezzedreth will visit this peak often, when she is active, and survey the world below. Then she will disappear, only to reappear in a dragon’s time, from some other place in the Krond Heights.

 

The Terrace of Infinity is not far, as the dragon flies, from the mountain of Her, nor from the powerful Ladies of Salt. It is unknown what the relationship between Chezzedreth and these two other power loci may be. Chezzedreth has not openly warred with either, and has not been seen near Lake Vrasten. For Her part, She is aware of Chezzedreth (how could She not be?), but if they communicate, collaborate, or are constestate is unknown.

***

 Next Week: The Orc of the Krond Heights and the mysterious Ladies of Salt 

Thursday, September 24, 2026

Easy Droid Creation [Star Wars d6]

 A brief note, a system I came up with for easily designing droids in Star Wars d6:

 Invert character creation.

Normal characters have 18D in Attributes and 7D in skills, with no more than two dice added to a given skill; Droids have 7D in Attributes, and 18D in skills, but we'll increase their skill maximum to 4 dice. This means they'll be kind of OK at one thing, but can really drill down in a couple core functions.

 For example, a protocol droid would be

1D Dex

2D Knowledge
Alien Species +3D
Bureaucracy +2D
Cultures +3D
Languages +4D
Planetary Systems +1D

1D Mechanical

1D Perception
+3D Persuasion

1D Strength

1D Technical
+2D Computer Programming ("My first job was programming binary load-lifters")

He's outstanding at Languages (he's familiar in over six million forms of communication, after all), but he knows alien species and the cultures, his time as Padme and Leia's protocol droid has made them familiar with Bureaucracy, as well as Persuasion (he's gotten better at telling stories).

 ***

An Astromech might be

1D Dexterity

1D Knowledge

1D Mechanical
+4D Astrogation
+2D Sensors
+1D Space Transports
+1D Starfighter Piloting

1D Perception

1D Strength

2D Technical 
+2D Droid Repair
+4D Space Transports Repair
+4D Starfighter Repair

***

 On top of this, you'd add equipment, which would mostly be internal tools. 

Tuesday, September 22, 2026

Krond Heights and Goblin Deeps part 6: Halflings, with Bugans at a Glance

 Halflings

The halflings of the Krond Heights followed human explorers from Brandobia and Eastern Brandobia into the mountains, settling in the congenial river bottoms while their tall companions took the sunnier middle heights. Brandobian society has always looked down upon non-humans, and the halfling hope was to find homes that would allow them to start anew. They did so, but not in a way that was expected.

In the mountains, the kingdom of Kruk-ma-Kali began long before it’s “official” inception in 22 IR; the goblins took the abandoned K’Ran’dan city of Gold in 15 IR, and began expanding into its nearby valleys soon after that. They quickly subjugated the halfling communities, and were on the verge of destroying them when certain halflings came to the goblin chiefs with a proposal: Leave us our settlements in peace, and we will provide you food and fealty. The goblins, loathe to do the hard agricultural labor, saw the advantage of having a client-race, and agreed. The result is that halflings are mostly unmolested, and have even thrived as a useful client of the goblins.

 

***

Harfoot Halflings

The standard halfling of the Krond Heights is a Harfoot, or Stout, halfling. As such, they do not have the ability to Hide in Natural Surroundings, and instead have a free mastery die in Blacksmithing. Because of the heavy tribute due to the goblins, halfling and bugan BMI in the Krond Heights is rolled on a d12p (maximum 20), not a d20.

***

 

A few rules govern the halfling and goblin interactions. Fear of execution, and a general lack of fun (most of the halflings don’t fight back), are the levers that keep goblins in line. Any crime against a halfling that is judged against the goblin results in the goblin’s execution. Goblins may still strike halflings at will, but any severe injury or maiming (much less killing) may be reported by a halfling to their overseer, or to the superiors of the goblin in question. If the goblin is found guilty (as they sometimes are, especially if there are several witnesses, or if the goblin is politically inconvenient), then the goblin is simply killed. This applies to halfling women, as well, and rape by a goblin tends to get the halflings up in arms. While it is technically illegal for halflings to kill goblins outside of formal challenges, more than one goblin has been lynched by an angry mob, with few repercussions on the mob. Goblins are allowed largely unrestricted petty theft, though major thefts may, again, be reported and result in the goblin’s execution.

Halflings who strike a goblin are considered to have challenged the goblin, even if the strike is in retaliation for something. Halflings who don’t want to challenge goblins must endure their beatings without retaliating. Such informal challenges are relatively common among goblins, and can result in a beating, provided no weapon is drawn. If the halfling wins, he is often challenged by another goblin as soon as they are able (a number of days equal to the halfling’s fingers is standard), and again, repeatedly, until the halfling is beaten or, more rarely, until the local goblins don’t dare stand against him. Some rare halflings enter the goblin ranks this way, and there are even small cadres of halflings who function within goblin society, with halfling sergeants answering to goblin captains.

Halflings are also limited in the weapons they are allowed to keep, more strictly than the humans are by the giants. They are allowed no armor, though padded jackets and the like are not considered armor. They may have knives, daggers, clubs, staves, and slings. They also have a number of agricultural tools which may be pressed into service as a weapon, such as flails, mauls, axes, and scythes. There are even some pole-arms, such as bills, fauchards, and guisarmes, though these are not handy for halflings, being too large.

 

***

Halfling Sized Weapons and Tools

Halflings make use of a number of tool-like weapons that are sized for their diminutive frames. When a Large weapon is resized for halflings, reduce its effective reach by 1 foot per 5 feet of length (in addition to the halfling’s own penalty), reduce the damage die size by 1, increase the speed by 2, and remove the +3 to damage. Thus, a halfling using a medium-sized scythe would see it do 2d4p damage, with a reach of only 2 ½ feet; -1 foot for a halfling sized weapon, and -1 foot for being in the hands of a halfling. A halfling-sized long spear would do 2d4p damage, with a 9 foot reach; the spear’s normal 13 foot is reduced by 3 for being halfling-sized, with another 1 foot penalty in the hands of a halfling). In no case can the reach of a weapon exceed three times the height of the wielder; a halfling using a 10 foot spear needs to be at least 3’4”.

***

 

Like the humans up the mountains, the halflings grow grains, vegetables, and raise herd animals. In the Omdal river valley near the city of Tin, these animals are most often sheep, with some llamas and goats; near Gold and the other lands that drain to Lake Vrasten, these are almost exclusively llamas, though some goats are also kept. Grains near Tin are wheat, barley, and rye; near Gold, they grow far more rice. The vast majority of this food is taken by the goblins, with the halflings receiving only slightly more than subsistence levels of food, which they stretch as far as they can.

The official religion of the halflings is that of the Shackler; they are reminded that they are slaves of the goblins, granted extraordinary freedom by the beneficence of their masters. The Shackler’s priests inform them, again and again, that they can be wiped out at their master’s whim, and that only their continued usefulness makes them worthy of slavery, not death. Attendance at four services to the Shackler each year is mandatory, though, aside from the summer solstice, there is flexibility on which services a halfling attends. All must attend the summer solstice festival, and the individual beaten is always some criminal from the year before, or a priest or anointed follower of another religion. Being anointed to the Shackler affords a halfling a degree of protection from goblin predation, though it results in social opprobrium from most halflings. “A very useful halfling” is a common phrase to describe such a one, and variations in tone can make that a statement of true approval or deepest scorn.

More respectable halflings follow The Home Foundation, the House of Life’s Fire, Church of Everlasting Hope, or The Founder’s Creation. Becoming anointed to one of these is dangerous, as the priests of the Shackler may use them in the summer solstice ritual, but they align more closely with the average halfling’s values. There have been attempts in the past by the Face of the Free to begin a cult in the valleys, but they have been stymied by the average halfling’s willingness to “not upset the apple cart because of a few bad apples”, and the goblins’ willingness to slaughter villages who shelter dissidents.

---

Bugans at a Glance

 

Ability adjustments

-3 Strength

-1 Wisdom

+2 Dexterity

+1 Constitution

-2 Looks

-1 Charisma

 

Bugan Pros:

One free purchase of Hiding, Sneaking, and Listening

Harder to hit: +4 to defense

Hiding in Natural Surroundings (in the Krond Heights, they have Blacksmithing, instead)

Low Light Vision

+10% to Observation when scent is involved.

 

Bugan Cons:

Size small for HP and Knock-backs.

Short stature means they move at ½ the speed of humans.

-1 foot reach with weapons

Native Goblin Language (must purchase others).

 

Preferential Talent Access:

May purchase the following talents at 50% BP cost:

*Blind-fighting, Pain Tolerant, Poison Resistant, Tough as Nails, Crack Shot, Greased Lightning (for slings only)

 

Fighter 30

Ranger 35

Barbarian 40

Thief 25

Rogue 50

Assassin 45

Mage 75

Fighter/Mage 55

Fighter/Thief 25

Mage/Thief 50

Cleric 40

 

Bugans are halflings with significant goblin blood, but raised in the halfling and bugan communities of the Krond Heights river valleys. Though their reactions are a touch slower than a standard halfling, they have better (and bigger) ears and noses, and large eyes that drink up light on dark nights. In their own communities, bugans have relatively few social problems, and are treated as any other halfling might be; outside of the Krond Heights, bugans whose goblin blood is revealed find most races react to them more negatively.


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Short entry this week, because next week will be about the Hoar Frost Giants and, if I think there's room, Her.