Friday, July 4, 2014

Khorlhossa: A Few More Details

Posting the precis for Khorlhossa this morning got me thinking more about the setting and what I wanted to do with it.

A few in brief:

No demi-human races, whether as player characters or as opponents.  No Elves, Dwarves, Halflings, Gnomes, Orcs, Hobgoblins, Goblins, Etc.  Humans are the sole extant hominid species in Khorlhossa, and that's the way it's going to be.  Monsters are going to be weird and alien and horrifying.

Dwarf and Halfling options as player-characters will be refluffed into Berserker and Scout classes, respectively.  I'm still figuring out how to reflavor the LotFP Elf class into something better then "fighter-mage."

All Monsters (recall that Monsters are those creatures with at least something of a terrestrial origin, while Demons are extra-dimensional in nature) will be generated using the Random Esoteric Creature Generator or the Spawn of Shub-Niggurath charts from the Carcosa book.  All Demons will be generated using the LotFP Summon spell charts.  No two identical creatures will ever be fielded, unless as part of a swarm of small creatures, and even then, that one swarm will be the only time those creatures are ever encountered.

Dungeoncrawling will be very three-dimensional; "dungeons" will be ruins extending both above and below
ground and covering fairly large areas, though perhaps not as large as might be expected of a "megadungeon."  The primary inspiration for these dungeons would be the "pits" under every city in Burroughs' Barsoom novels.  Not a lot in the way of hallways, per se, just lots and lots of adjacent rooms and narrow staircases.

No minted coinage in the present day of Khorlhossa; Khorlhossans are on the barter system.  Ancient coins may be found in the ruins, but don't have a value as currency, simply their value as metal.  Much of the "treasure" the PCs will be hauling home will be in the form of Monster parts for use in making weapons, armor, cold-weather gear, food, etc.

Rather than the standard armor and shields of the LotFP players handbook, adventurers will be equipped with armor from the Shrouds and Cowls list over at Aeons & Augauries.

In addition to resource management (how many torches do you have? Do you have rope? etc.), Khorlhossa has the climate of Chicago in January.  As such, weather issues will be something to be concerned with.

I'm not sure how I want to handle different weapon materials, but I'm open to suggestions.

Gladiatorial combat will be the primary form of entertainment among the tribes, as well as a means of resolving political disputes within the tribe.

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