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Thread: Belgariad DnD
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2014-01-08, 01:52 AM (ISO 8601)
- Join Date
- Sep 2009
Belgariad DnD
So I'm playing a game currently based on the Belgariad series in terms of geography but more DnD-esque, with different races standing in for the various nationalities from the books. If you've read them then hears a quick run down: Dragonborn live in Riva, Dwarves in Cherek, Halflings in Drasnia, Yuan-ti in Nyssia. Ulgo has gnomes and Deep gnomes and Mallorea has most of the weirder monster races. Murgos has the Orcs and Thulls are goblins and kobolds.
If you haven't read them don't worry. Theres 3 bad nations, called Cthol Murgos, Mishrak ak Thul and Gar og Nadrak. In the books they are populated by the Murgos the Thulls and the Nadraks. The Murgos are a violent warlike race of little imagination and great religious fanaticism, but smart enough to pose as Merchants when the time calls for it. Thulls are complete morons and cowards.
But the Nadraks are clever, mercenary and above all self interested. They are largely merchants, gold miners and hunters, with many thieves and drunks. They are allied with the bad guys, but only cos they kinda have to be. Gar og Nadrak is mostly forest and mountains, quite cold. http://davideddings.wikia.com/wiki/Gar_og_Nadrak
http://davideddings.wikia.com/wiki/Nadrak
My question is this: Is there a usually evil race, or at least an inhuman and scary race that is known to be merchants and aren't complete monsters? Something not very strong, under 3 HD? Im racking my brain and cannot think of anythingI Am A:Neutral Good Human Bard/Sorcerer (2nd/1st Level)
Ability Scores:
Strength-14
Dexterity-11
Constitution-16
Intelligence-16
Wisdom-12
Charisma-16
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2014-01-08, 02:35 AM (ISO 8601)
- Join Date
- Dec 2007
- Location
- San Antonio, Texas
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Re: Belgariad DnD
Hobgoblins are LE, 1+1 HD creatures that can do the mercenary thing pretty well. Personally, I'd be more inclined to make the Murgos (with their insane militarization) Hobgoblins, Thulls orcs (stupid and strong), and Nadraks Goblins, which fits their society a bit better. You could then call Malloreans Bugbears, making them, well, the bugbear of the Belgariad setting.
The Cranky Gamer
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2014-01-08, 04:30 AM (ISO 8601)
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- Mar 2007
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- Canberra, Australia
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Re: Belgariad DnD
You could have tieflings working on the behalf of the devils maybe?
You could maybe refluff Rakshasa a bit to suit, but they are likely too strong for what you want.
Drow can be mercenary by nature and might be willing to do trade.
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2014-01-08, 12:27 PM (ISO 8601)
- Join Date
- Dec 2007
- Location
- San Antonio, Texas
- Gender
The Cranky Gamer
*It isn't realism, it's verisimilitude; the appearance of truth within the framework of the game.
*Picard management tip: Debate honestly. The goal is to arrive at the truth, not at your preconception.
*Mutant Dawn for Savage Worlds!
*The One Deck Engine: Gaming on a budget
Written by Me on DriveThru RPG
There are almost 400,000 threads on this site. If you need me to address a thread as a moderator, include a link.
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2014-01-08, 01:28 PM (ISO 8601)
- Join Date
- Feb 2007
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2014-01-08, 02:01 PM (ISO 8601)
- Join Date
- Dec 2008
Re: Belgariad DnD
Hmm, I'm not sure about Mallorean Bugbears. It's been ages since I read the books but I thought Malloreans weren't as strong and warlike as the Murgos there biggest advantage was the fact that they covered an entire continent that was also filled with nearly as diverse a population as the main continent explored in the Belgariad.
Honestly Bugbear stats remind me more of the Cherek, just replace +4 to Move Silently, to +4 Profession (Pirate).
Though on that topic, I'd suggest editing the stats of all the base races to fit with the story better. Thuls as Orcs work rather well as is. Change Hobgoblins +2 from Dex to Str, and the +4 bonus to Intimidate. Give Dwarves some bonus to boats. Elves could be Algars if you give them a +2 to Ride somewhere. And so on.
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2014-01-08, 02:32 PM (ISO 8601)
- Join Date
- Dec 2007
- Location
- San Antonio, Texas
- Gender
Re: Belgariad DnD
Yeah, the bugbears-as-Malloreans doesn't work terribly well BUT, IMO, nor do most of the "Assign X Race to Y Nationality"; heck, by the OP, Garion would be Half-Dragonborn, Half (whatever he goes with for Algars), which I think would be a bit noticeable.
The Cranky Gamer
*It isn't realism, it's verisimilitude; the appearance of truth within the framework of the game.
*Picard management tip: Debate honestly. The goal is to arrive at the truth, not at your preconception.
*Mutant Dawn for Savage Worlds!
*The One Deck Engine: Gaming on a budget
Written by Me on DriveThru RPG
There are almost 400,000 threads on this site. If you need me to address a thread as a moderator, include a link.
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2014-01-09, 08:20 PM (ISO 8601)
- Join Date
- Sep 2009
Re: Belgariad DnD
I Am A:Neutral Good Human Bard/Sorcerer (2nd/1st Level)
Ability Scores:
Strength-14
Dexterity-11
Constitution-16
Intelligence-16
Wisdom-12
Charisma-16