I
started with the races. While I knew that the game needed
humans as a basis, I wanted all the other races to be
new. I didn't want to just create dwarf and elf analogs
with different names.
First
came the giants. I wanted to create a race that was size
Large, for the interesting game applications that would
have. I didn't want them to be hulking brutes like ogres
or trolls, though. It will surprise few who have read
the Chronicles of Thomas Covenant that the Arcana
Unearthed giants owe as much to Steven R. Donaldson
as D&D dwarves and elves owe to Tolkien. Still, I
wanted to give them a unique spin, and I did that by having
their culture emphasize ceremonies and rituals. This is
really a big deal in the "implied setting" of
Arcana Unearthed.
On
Settings
Let me digress for a minute about "implied settings."
People talk a lot about how D&D is a generic fantasy
game, and I know what they mean. The thing is, though,
D&D pretends to be a generic fantasy game, but in
truth it isn't. It implies a pretty specific setting.
Its setting is where warriors wear heavy armor to fend
off the attacks of monsters that rampage across the countryside.
In this setting the gods are demonstrably real and channel
power to their faithful. Wizards prepare spells ahead
of time. Heroes with friends who have money or power do
not die -- at least not permanently. And so on. Try to
run a "low-magic" setting using D&D, or
one in which anyone can use magic, or the gods are distant
and unreachable (all viable fantasy choices), and suddenly
you're practically playing a different game.
Thus,
Arcana Unearthed also has an implied setting. It's
generally similar to that of D&D, in that you still
have warriors fighting with swords and various people
casting magic spells, but the specifics are different.
Where these specifics differ the greatest, and thus where
the implied setting comes through strongest, is in the
races. Races have history. They interact with each other.
They reflect the world they live in.
Back
to the Giants
So
then, I knew that I wanted giants to be important. I didn't
want them to be like traditional D&D giants and I
didn't want them to be exactly like those we'd seen before.
I also knew that I did not want the humans to be "in
charge" the way they are in D&D. Thus, it befell
the giants to be the hub that the other races revolved
around. Basically, a thousand years ago, the giants freed
humans and other races from slavery to an evil race of
dragonlike creatures (I'll get to them in a bit). But
when they did, they set themselves up as rulers in turn.
Remember how I said that ritual is important? Well, the
giants can literally change themselves and their outlook
through ceremony. (They can also evoke permanent physical
changes to themselves through ritual, which is how they
grow to such a large size.) So they changed themselves
from a warlike race that defeated the dragons to a noble
race of stewards and set themselves up as protectors of
the land. Of course, while many appreciate and love the
giants for what they did, some -- particularly many humans
-- resent the giants and want no one ruling over them.
This resentment is far more subtle and complicated than
saying, "humans hate giants," which makes it
a lot more interesting. It becomes more of a parent-child
relationship. This tension, I realized, would lead to
a lot of story hooks and roleplaying opportunities that
players could use to develop their characters and DMs
could use in their adventures.
So
that was when I stumbled onto the idea of giving all the
races some really interesting roleplaying hooks that would
make them very different to play than the standard races.
Thus, while each race has ability score modifiers and
racial abilities and whatnot, what I actually focused
on in their design was the roleplaying experience of each
one. As playtests move forward, I'm soliciting feedback
not just on the races' balance but about how fun and how
different each race is to play.
Little
Guys
But there are more races than just humans and giants,
of course. The name "faen" is supposed to evoke
the word "fey." It's supposed to be pronounced
"fay-en." These were my concession to players
who like to play "little guys." I'm not a huge
fan of halflings or gnomes myself, but I know some people
are. The twist here is that faen can enter a chrysalis
at some point and permanently transform themselves into
sprytes, which are tiny creatures with wings. And by "tiny,"
I mean the game term. That's right, these little guys
are 8 to 9 inches tall. They should provide quite a different
sort of roleplaying experience. Ironically, these, the
small guys of Arcana Unearthed, get along with
giants better than anyone else. Faen also have some interesting
religious quirks and revere literally thousands of gods
and divine beings.
Not
Just Cats and Dogs
Litorians,
for those who have been paying attention, were a minor
race in my Ptolus campaign.
They are slightly different in Arcana Unearthed,
but they are still the wild, tribal, honor-bound but irreligious
group described in the archives
of The Stuff.
The
initial germ for the race of sibeccai come from a cool-looking
character in an old DC comic I had called Arion, Lord
of Atlantis. It's really just an image, but I liked
the idea of an "anubis-guy." Let me say right
now that I am no real fan of "furry fantasy"
-- a subgenre of SF/F in which all the characters are
anthropomorphic animals. Sibeccai are not dog-men and
litorians are not cat-people. Appearances can be deceiving,
I suppose. What I mean is that I haven't attempted to
think of canine personality traits and give them to the
sibeccai (you'll disagree, I suppose, if you think dogs
are arrogant and cynical city-dwellers). Instead, I've
focused more on the idea that sibeccai are an indebted
client, in the classic sense, to their patrons: the giants.
They are like parent- or god-figures to the sibeccai,
for long ago the giants used magic to grant them intelligence
and a level of consciousness that took them beyond the
level of the mere beasts they were. Interestingly, all
these years later, the giants are not entirely comfortable
with the sibeccai's dependence and devotion -- they were
hoping that by this time the sibeccai would have achieved
a culture of their own.
Dragon-Men
Mojh would love to be considered "dragon-men."
Unlike litorians, for example, who are a humanoid race
that happens to share some of the physical traits of cats,
mojh were humans who used magic to make themselves as
"dragonlike" as they could. They were only somewhat
successful. Mojh do not possess the physical might of
dragons, but rather their magical aptitude. In addition,
they have the dubious position of being the "bad
guys" of the Arcana Unearthed bunch. As with
half-orcs, many people assume that mojh are evil, because
long ago, the true mojh -- the offspring of dragons --
were indeed evil. These true mojh were the creatures that
enslaved humanity, before the coming of the giants. The
mojh of today are humans who have given up on their humanity
to embrace dragonkind.
Rounding
out the Races
Verrik
look like humans with skin the color of red wine. They
possess innate telepathic powers, akin to psionics (but
not the psionics of the Psionics Handbook). They
can focus on these powers or they can take up other classes
-- particularly the witch. It was the verrik who first
discovered witchery long ago. That magic involves innate
powers that lie within all creatures but manifest themselves
in different ways... but now I'm getting ahead of myself.
Runechildren
are the weirdest race, because, well, they're not actually
a race. "Runechild" is more akin to a template
a character can take on, in lieu of a level or levels.
Runechildren use magical rituals to grant themselves new
identities, powers, and a mystical kinship with all other
runechildren. Imagine a process where the members of different
families in the real world could all undertake a conscious
course of action to become more alike -- not physically,
but mentally and mystically -- and you'll get the general
idea. This practice forges bonds where none existed, and
grants special powers to boot.
As
with many of the broad-stroke aspects of Arcana Unearthed,
the concept of runechildren is based on choice, not birth.
You choose to become one. A faen chooses to become a spryte.
Mojh choose to be mojh. Giants choose to grow large, and
to become less warlike and more noble.
Choosing
your own destiny, rather than accepting the consequences
of fate, is a strong theme woven into both the implied
setting and the rules of Arcana Unearthed.