So, I have mentioned here, I had played Grimrock (need to continue on it at some point. May watch a LP, though) and seen the map they include with the game.
And also here I am, with so much time, and not nearly enough blog posts. As such, I’ve decided to do 2 things:
- Stat up the races of Grimrock as Legend ones.
- Make speculations about a certain point in time that a Grimrock based campaign would take place. Here is the map: Grimrock Map
Let’s go.
Part 1: Races
So we have 4 races, according to the game: Human, Minotaur, Lizardmen and Insectoid. We’ll assume Humans are standard fare, and put more focus on the other 3.
I’ll write out a quick overview of the race before the stat blocks so the choices make sense.
After each section and feat there will be justification, apart from stat bonuses.
Human:
Humans in Grimrock are the majority race and the least polite of the lot. They have taken much of the land and control to themselves. They treat non-humans without much respect and sometimes with open hatred.
Minotaur:
Minotaurs, in the Grimrock setting, are second class citizens at best. They are large, strong and durable, though their size makes them have less than quick reflexes, and are more often low ranking mercenaries or simply hard labor workers. As a rule, they aren’t ones to be associated with from below and viewed as crass and simple.
- Stat Bonuses:+4 STR, +2 CON, -2DEX, -2 INT
- Feats:
- Headhunter (Special Minotaur feat, see below.).
- Livers Need Not Apply (Minotaurs are known drinkers.).
- Wake (Minotaurs are large. Really Large. And angry.).
- Ability 1: +1 to Fortitude Saves (Did I mention they are large and known drinkers?).
- Ability 2: Intimidate Skill Bonus (Large. Drinkers. Angry.).
New Feat – Headhunter:
Minotaurs are mighty warriors with a rich history of violence and trophy keeping.
Requirements: Must be Minotaur,1st level only.
Benefits: For the first level and every 4th level, the character may show off a skull on their body. Each skull provides a +1 damage bonus to the character’s KOM damage bonus.
Whenever a character is hit by an attack that passes their AC by 4 or more, one of the skulls is hit and broken.
Replacing skulls requires a skull. This would either take a day of careful work with a head, if no ready skulls are available.
Lizardmen:
The lizardmen rank even lower than minotaurs in Grimrock. They are usually rogues and thieves. They are nimble, light on their feet and very stealthy. They are viewed with greater disdain than Minotaurs and in general aren’t being treated well.
- Stat Bonuses: -2 STR, +2 DEX, +2 INT
- Feats:
- Exit, Stage Left (They are quick and can make a fast esacpe.).
- Feign Death (A key survival skill when others are after your hide for one crime or another.).
- This Is A Knife (Keen on surviving, they make lethal blows.).
- Ability 1: Fast Movement [+5 ft.] (They are very fast.).
- Ability2: +1 to Reflex Saves (Quick on their feet and all that.).
Insectoid:
The Insectoids are the prime xeno-race of Grimrock. So alien to the other races, with their underground cities and their peculiar physique, that they are more often treated with confusion than hate. Insectoids aren’t prone to the same spectrum of emotions and thoughts as the other races and as such they are often awkward and complex. They are also amazing mages.
- Stat Bonuses: -2 STR, -2 CON, +4 INT, +2 WIS
- Feats:
- Elemental Specialization (What with their grand magical abilities.).
- Glyphweave Adept (See previous Feat.).
- Rune Magic (See first Feat. Substitute Insectoid for Dwarves.).
- Ability 1: Ghost-wise Sight (They all function fundamentally different than the other races, and this is one way.).
- Ability 2: Arcane Skill Bonus (This is painfully obvious.).
That concludes part 1.
Part 2: Speculations
First speculation is the time frame – the campaign occurs before Legend of Grimrock and its events. The Grimrock is a mystery and the lands around it are racially strung.
Second comes how the world outside Grimrock looks like and what is there. Let us list what we know about it:
- They have air travel, to an unknown amount. They can also reach very high with said air travel – high enough to go to the top of Grimrock.
- Magery appears to be relatively widespread and there might be magical crime or reasons for mages to turn to crime, seeing as they can end up in Grimrock.
- There are 2 prominent political powers, as can be seen on the map – The Malanian Empire and the Kingdom of Conwyn. Both are likely ruled by Humans. The mountains serving as natural barriers expose the area between both to likely be free. Judging by the names – that becomes doubly likely and also might mean it doesn’t have a human majority either.
- This is the edge of the continent, likely, so the area sees many passersby and travelers. It is also in the north, given by the name of the region – it may be very big too, since it borders a desert on the south end.
- There is a large body of water to the east, which White River leads to.
This is a lot of info, so let’s, for now, give the 2 political powers a basic profile each:
- The Malanian Empire:
- Strict.
- Thinks highly of itself.
- Rotten government.
- Human majority xenophobic.
- Trampled over the locals.
- Malan Tael is their capital, Malan Vael their primary military fortress.
- They have access to a lot of metals.
- Choke a relatively unused trading route.
- The Kingdom of Conwyn:
- Relatively free.
- Diplomatic.
- Larger part of the human population is indifferent about other races.
- Government in bad state, but making due.
- Capital is either Ranwyn or Nothampton. Either is particularly likely.
- Heavily based on agriculture.
- On a major trade route leading into the continent. Trade a lot.
- Rely in no small part on the gifts the Great Lake provides.
I think this gives us a lot to work with as a start. I might go into more detail on my own later.
That ends part 2, for now. Also the post.
Good tidings.