Wednesday, April 30, 2014

Race Write Up: The Giff

Let's start with my write-up for the Giff, the quintessential Spelljammer race - gun-loving hippo people. Enjoy!

GIFF
Giff are powerfully muscled, 9’-tall mercenaries. They have stocky, flat, cylindrical legs, barrel-shaped torsos, broad chests, humanoid arms and fingers, and heads like those of a hippopotamus. Giff skin is black, gray or gold, and often covered in brightly colored tattoos.

Structure is Everything
The giff live structured, organized lives centered on their obligations in a race-wide chain of command. They are proud of their strength and skill as warriors, and view all of lie as pursuit of glory and rank. Their pride in their won strength makes them nervous around truly strong creatures (like giants), but they view most humans and demihumans as too fragile.

Rough and Tumble
Giff enjoy fighting. They will brawl for the sheer fun of it, battling all corners in a friendly test of strength, granting quarter to any who ask for it. Giff view weapons as a sign that the battle is serious,   however, and will fight to the death against anyone who draws a weapon on them.

Natural Wanderers
Giff have wandered the spaceways for so long that they no longer know where their own homeworld is. They tell stories of a jungle world where weapon caches lie beneath every tree, and smoke powder flows like the milk and honey of some humans’ vision of paradise.

Platoons
Giff platoons (the major form of societal organization) serve other spacefaring races. They wander from sphere to sphere, fighting in battles and conquering their employer’s enemies, but they are at the   mercy of their employers, as the giff cannot operate spelljammer helms.

Cultural Details
Alignment: Giff value order and structure in their lives, and thus strongly lean towards the lawful end of the alignment spectrum. Chaotic giff are nearly unheard of in the spacelanes, and rare do they even view neutrality as a viable option.
Religion: Giff have no racial religion and as a whole view the whole concept of gods and goddesses slightly absurd. Faith is an alien concept to most giff, or at least faith in a deity.
Language: The Giff language is harsh and resembles a series of burps and gas exhalations. Few people outside of their race bother to learn it as the complex set of grammatical regulations keep all but the most dedicated of linguists at bay.
Names: Giff are brought up in platoons that work as families, with both male and female members raising children in a military fashion. The young giff are usually named after their parents, and it’s not uncommon for them to carry a lineage identifier with their name (the Third, the Seventh, etc.). The name of their home platoon becomes their surname which they carry throughout their lives; if they join another platoon they take that as an additional surname.
Male Adult Names: Adolf, Alistair, Basil, Edmund, Gordon, Graham, Horatio, Humphrey, Jude, Lesley, Malcolm, Mycroft, Nigel, Rowland, Rupert, Stratford, Trevor, Victor, Willoughby
Female Adult Names: Adelaide, Agnes, Beatrice, Charlotte, Daphne, Dolores, Elspeth, Gabrielle, Henrietta, Isabel, Lucinda, Marilla, Olivia, Polly, Serena, Susannah, Valerie, Zoe
Platoon Names: Black Sabers, Demon Stars, Dragon Hoard, Gold Swords, Howling Gates, Red Horror, Storm Serpents, Wandering Skulls, White Tridents, Wolf Cannons

Traits
As a giff, you have the following racial traits:
Ability Score Adjustment: Your Strength score increases by 2.
Size: Medium.
Speed: 30 feet.
Low-Light Vision: You can see in dim light as well as you do in bright light.
Giff Weapon Training: You have proficiency with firearms and swords.
Thick Hide: You receive a +2 bonus to your Armor Class from your naturally thick skin.
Languages: You can speak, read, and write Common and Giff.

Adapting Spelljammer to D&D Next

Welcome to the Spelljammer D&D Next Adaptation project! I've decided to start up a D&D Next campaign using the last publicly available set of playtest rules and adapt them to the Spelljammer setting. This is a labor of love - Spelljammer was the first setting for AD&D that really caught my eye as "wow anything is truly possible with this game."

I'm going to be working up rough rules for spelljammer helms, tactical combat between ships, crystal sphere generation, travel speeds, and write ups for the various races specific to the Spelljammer setting, including giff. Also included are going to be new backgrounds, new organizations, and some notes on my campaign as they develop. Exciting stuff!

See you in the stars!