AD&D Calibans?
Posted: Fri Oct 02, 2009 12:51 am
I posted another thread about a campaign I will be running with all AD&D modules. Probably just 7 or 8 posts down, you cannot miss it.
In discussing that campaign with some of my players, one asked about Calibans, which do not exist in the 2nd edition version of the world. And that got me thinking.
Calibans are great for Ravenloft as a setting not because the 3.x had half-orcs and they needed a version in the setting. The new ideas created around them are incredibly intricate and interesting. They are the exact opposite of the Half-Vistani. Both cursed by their heritage, though the Half-Vistani because of their non-human part, and the Calibans because of their human part. They have the same curse, a rejection from their (human) race, but a different boon, as the Half-Vistani become more intelligent and wise, and the Calibans become tougher and stronger. They also both fill the same "demi-human" role within the world: more accepted than elves, dwarves, gnomes, and halflings (for the most part), but less accepted than being actually human.
I am a sucker for juxtaposition, and these two combined have it in spades. But ... they don't exist in 2nd edition. My own hatred of the 3.x system of Dungeons and Dragons foils an intriguing and in my opinion necessary addition to the setting as a whole.
My first attempts to bring this race didn't fare very well. I tried to take design inspiration from Dark Sun, thinking that either Half-Giants or Muls would make a very interesting mechanical representation of Calibans. And while Muls could work, their greater endurance abilities and ability to choose whether or not they are a human or demi-human are counter productive to my concept of how the Calibans fit within Ravenloft as a whole, as no matter how inhuman they seem, they are still human, merely cursed, or very unlucky to say the least.
I've gone on to try to match them to half-vistani, again in my attempt at juxtaposition, and that works pretty well. [NOTE: I will put this information down at the bottom of this post, as it breaks up the narrative flow of my thoughts a bit too much] But I still come to a problem with their actual racial abilities. Sure, I could say they have none other than the Stat adjustments and their class choices, but where is the interest in that?
Then I realized, I cannot be the only one who has wondered what these creatures would be like in 2nd edition? Perhaps some of the folks on this board have an idea or two? So I ask you fellas of the Fraternity, what do you think? Do you have any ideas? Does this even slightly peak your interest? I welcome all thoughts, and will hopefully have a good answer for my player other than "Only in 3rd edition, sorry".
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Calibans
Ability score adjustments: +1 Str, +1 Con, -2 Char
Class avaliable: Fighter, Avenger, Elementalist*, Cleric, Thief, Psionicist
* On this detail I feel I should give my ideas for this, considering that only Humans can be elementalists, and the other classes are pretty self-explanatory. Beyond the fact that I think it would be very visually interesting, I had a strong feeling about this class choice. Wizards are in and of themselves a rare breed among the populace. Even more so arcanists. But Elementalists are the "barbarians" of wizards, in a sense. They use the most basic understanding of nature and the arcane (the four elements) and seek to control it. I thought this meshed will with the state of the Calibans. I also liked the idea of them being able to do something only humans could previously do, as in effect, they really are just humans, though cursed for no fault of their own. I also felt it made a nice juxtaposition to the Half-Vistani: as they could be Arcanists, the Calibans can be Elementalists. I actually used this idea of two-sides of the same almost-human-coin for why Calibans could be clerics as well, since Half-Vistani cannot.
In discussing that campaign with some of my players, one asked about Calibans, which do not exist in the 2nd edition version of the world. And that got me thinking.
Calibans are great for Ravenloft as a setting not because the 3.x had half-orcs and they needed a version in the setting. The new ideas created around them are incredibly intricate and interesting. They are the exact opposite of the Half-Vistani. Both cursed by their heritage, though the Half-Vistani because of their non-human part, and the Calibans because of their human part. They have the same curse, a rejection from their (human) race, but a different boon, as the Half-Vistani become more intelligent and wise, and the Calibans become tougher and stronger. They also both fill the same "demi-human" role within the world: more accepted than elves, dwarves, gnomes, and halflings (for the most part), but less accepted than being actually human.
I am a sucker for juxtaposition, and these two combined have it in spades. But ... they don't exist in 2nd edition. My own hatred of the 3.x system of Dungeons and Dragons foils an intriguing and in my opinion necessary addition to the setting as a whole.
My first attempts to bring this race didn't fare very well. I tried to take design inspiration from Dark Sun, thinking that either Half-Giants or Muls would make a very interesting mechanical representation of Calibans. And while Muls could work, their greater endurance abilities and ability to choose whether or not they are a human or demi-human are counter productive to my concept of how the Calibans fit within Ravenloft as a whole, as no matter how inhuman they seem, they are still human, merely cursed, or very unlucky to say the least.
I've gone on to try to match them to half-vistani, again in my attempt at juxtaposition, and that works pretty well. [NOTE: I will put this information down at the bottom of this post, as it breaks up the narrative flow of my thoughts a bit too much] But I still come to a problem with their actual racial abilities. Sure, I could say they have none other than the Stat adjustments and their class choices, but where is the interest in that?
Then I realized, I cannot be the only one who has wondered what these creatures would be like in 2nd edition? Perhaps some of the folks on this board have an idea or two? So I ask you fellas of the Fraternity, what do you think? Do you have any ideas? Does this even slightly peak your interest? I welcome all thoughts, and will hopefully have a good answer for my player other than "Only in 3rd edition, sorry".
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Calibans
Ability score adjustments: +1 Str, +1 Con, -2 Char
Class avaliable: Fighter, Avenger, Elementalist*, Cleric, Thief, Psionicist
* On this detail I feel I should give my ideas for this, considering that only Humans can be elementalists, and the other classes are pretty self-explanatory. Beyond the fact that I think it would be very visually interesting, I had a strong feeling about this class choice. Wizards are in and of themselves a rare breed among the populace. Even more so arcanists. But Elementalists are the "barbarians" of wizards, in a sense. They use the most basic understanding of nature and the arcane (the four elements) and seek to control it. I thought this meshed will with the state of the Calibans. I also liked the idea of them being able to do something only humans could previously do, as in effect, they really are just humans, though cursed for no fault of their own. I also felt it made a nice juxtaposition to the Half-Vistani: as they could be Arcanists, the Calibans can be Elementalists. I actually used this idea of two-sides of the same almost-human-coin for why Calibans could be clerics as well, since Half-Vistani cannot.