Damsels, Adventurers, and Dragons
Posted: February 2nd, 2023, 22:07
Hello folks,
I'm in the process of writing my version of Advanced Dungeons and Dragons 2E. I added a lot of new stuff while maintaining the core of the original. Some of the new items is ship combat. The system is familiar to those that have played AD&D 2E. The system is called The Family System beginning with Damsels, Adventurers, and Dragons (DAD).
As part of this, the setting of Myths of Malignost (MoM) will be released at the same time. It starts the players and AM off right after creation. It gives that table their own unique history of their version of the world.
Malignost is unique in that it's designed around every table being different. The world that they play in is unique to that table. To accomplish this, we decided to have the party start at the end of creation. Their characters wake up and are instructed by the god that created them. At the beginning the players vote for the race they want to play and are limited to that race until the other races are discovered. There are 11 different races with quite few having a unique take on them. They are separated by thousands of miles to give them a chance to build a civilization unique to them.
The races are the following:
Èlaz: A race of miners that are similar to the Elves everyone is familiar with.
Annunaki: A race of angelic beings that were thrown out by their respective good deities for fighting a war against the Gallu.
Gallu: Are a race of demonic beings that fought to control the good gods at the behest of the evil gods. They were also thrown out and placed on Malignost as punishment.
Sisulu: Quadrupedal humanoids that resemble Centaurs.
Dumillu: A race short beings that have the natural inclination to being sailors, water based merchants, and pirates. They are akin to Dwarves in other settings.
Awilu: They are the humans of the world. They are the high god Malignost's prized creation. They are the first born.
Gudu: They are a race of bipedal bull-men and cow-women. Think of them as the early version of Minotaurs.
Kitharians: They are a bipedal feline race where women are the dominant sex in their society.
Alipharians: They are bipedal canines.
Sur-Èlaz: In Malignost, Èlaz can breed with any other race. Sur-Èlaz's are the offspring of these pairings. They are not able to chosen at the start of the game due to none of the races having met yet.
Sur-Dumillu: Like the Sur-Èlaz, Dumillu's can breed with any other race to create half breeds. Like the other half breed they can't be selected at the start of the game.
Malignost does have sexual dimorphism. Women of the race are weaker physically, but they get a bonus in other stats. The only exception to this are the Kitharians. There the men are the physically weaker of the two.
A big part of this world is the generational play. The players will have a pool of 2-6 characters of all different classes to have in case their main character dies. Their characters will get married, grow old, and develop their civilization. These characters are responsible for the creation of cities, castles, temples, and wizard academies. They are also responsible for creating dungeons and the like. When the character reaches 9th to 11th level they are expected to retire and the player selects from their children to play. In order to facilitate this changing of characters, the training rules are used where in order to advance to the next level it requires someone of a higher level. In the first generation, they will be taught by their creator deity.
At the start of the game, every class has an associated kit that is titled Savage (Class). This class represents the uncivilized beginning.
Deities are very involved in the world. They will look at the first generation and ensure their survival. As the races live through the generations, the deities may be more hands off or keep the same level of interaction. It's up to the GM and the players to decide.
Thus, in the beginning the entirety of the world is a blank slate for the GM and their players to build upon. As play proceeds, the tech levels will change from the Stone Age all the way up to Tech Level 5 which is the Age of Sail. A core component of this setting is one of the players being the leader of the tribe. As the ruler, the get to decide how their county is built with the addition of settlements that can be run by the other players. Technology and the character's class determines what they build. The overall goal of this part of the game is to build an empire. The settlement is the smallest title that can be held. The highest title is empire. A county has a max of 9 settlements. A duchy will have 4 or more counties. A kingdom is 3 or more duchies. Finally, the empire has a minimum of two kingdom titles.
The bestiary will be titled Kalarion's Interactive Database System (KIDS). We'll have a good selection of monsters based off of folklore to use.
Finally, the last book to be worked on will be Galactic Routes Amidst Monstrosities, Pirates, and Swashbucklers (GRAMPS) that is our version of Spelljammer.
I'm in the process of writing my version of Advanced Dungeons and Dragons 2E. I added a lot of new stuff while maintaining the core of the original. Some of the new items is ship combat. The system is familiar to those that have played AD&D 2E. The system is called The Family System beginning with Damsels, Adventurers, and Dragons (DAD).
As part of this, the setting of Myths of Malignost (MoM) will be released at the same time. It starts the players and AM off right after creation. It gives that table their own unique history of their version of the world.
Malignost is unique in that it's designed around every table being different. The world that they play in is unique to that table. To accomplish this, we decided to have the party start at the end of creation. Their characters wake up and are instructed by the god that created them. At the beginning the players vote for the race they want to play and are limited to that race until the other races are discovered. There are 11 different races with quite few having a unique take on them. They are separated by thousands of miles to give them a chance to build a civilization unique to them.
The races are the following:
Èlaz: A race of miners that are similar to the Elves everyone is familiar with.
Annunaki: A race of angelic beings that were thrown out by their respective good deities for fighting a war against the Gallu.
Gallu: Are a race of demonic beings that fought to control the good gods at the behest of the evil gods. They were also thrown out and placed on Malignost as punishment.
Sisulu: Quadrupedal humanoids that resemble Centaurs.
Dumillu: A race short beings that have the natural inclination to being sailors, water based merchants, and pirates. They are akin to Dwarves in other settings.
Awilu: They are the humans of the world. They are the high god Malignost's prized creation. They are the first born.
Gudu: They are a race of bipedal bull-men and cow-women. Think of them as the early version of Minotaurs.
Kitharians: They are a bipedal feline race where women are the dominant sex in their society.
Alipharians: They are bipedal canines.
Sur-Èlaz: In Malignost, Èlaz can breed with any other race. Sur-Èlaz's are the offspring of these pairings. They are not able to chosen at the start of the game due to none of the races having met yet.
Sur-Dumillu: Like the Sur-Èlaz, Dumillu's can breed with any other race to create half breeds. Like the other half breed they can't be selected at the start of the game.
Malignost does have sexual dimorphism. Women of the race are weaker physically, but they get a bonus in other stats. The only exception to this are the Kitharians. There the men are the physically weaker of the two.
A big part of this world is the generational play. The players will have a pool of 2-6 characters of all different classes to have in case their main character dies. Their characters will get married, grow old, and develop their civilization. These characters are responsible for the creation of cities, castles, temples, and wizard academies. They are also responsible for creating dungeons and the like. When the character reaches 9th to 11th level they are expected to retire and the player selects from their children to play. In order to facilitate this changing of characters, the training rules are used where in order to advance to the next level it requires someone of a higher level. In the first generation, they will be taught by their creator deity.
At the start of the game, every class has an associated kit that is titled Savage (Class). This class represents the uncivilized beginning.
Deities are very involved in the world. They will look at the first generation and ensure their survival. As the races live through the generations, the deities may be more hands off or keep the same level of interaction. It's up to the GM and the players to decide.
Thus, in the beginning the entirety of the world is a blank slate for the GM and their players to build upon. As play proceeds, the tech levels will change from the Stone Age all the way up to Tech Level 5 which is the Age of Sail. A core component of this setting is one of the players being the leader of the tribe. As the ruler, the get to decide how their county is built with the addition of settlements that can be run by the other players. Technology and the character's class determines what they build. The overall goal of this part of the game is to build an empire. The settlement is the smallest title that can be held. The highest title is empire. A county has a max of 9 settlements. A duchy will have 4 or more counties. A kingdom is 3 or more duchies. Finally, the empire has a minimum of two kingdom titles.
The bestiary will be titled Kalarion's Interactive Database System (KIDS). We'll have a good selection of monsters based off of folklore to use.
Finally, the last book to be worked on will be Galactic Routes Amidst Monstrosities, Pirates, and Swashbucklers (GRAMPS) that is our version of Spelljammer.