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| birthright:broken_lands [2009-06-26 10:02 pm] – formatting fix (list) gecko | birthright:broken_lands [2026-08-01 02:02 pm] (current) – removed - external edit (Unknown date) 127.0.0.1 | ||
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| - | ======Broken Lands in Birthright terms====== | ||
| - | From my [[introduction|Mystara Birthright Conversion]] | ||
| - | |||
| - | =====Early Versions===== | ||
| - | |||
| - | ===1st (Solmyr) version=== | ||
| - | As Solmyr' | ||
| - | |||
| - | ===2nd version=== | ||
| - | No significant change. | ||
| - | |||
| - | ====3rd version==== | ||
| - | At first (ie at the time of my PBEM) this was still the same, but by the end of version 3 I ended up splitting each province into two provinces- one on the surface to represent the Upper Broken Lands, and one underground realm for the Lower Broken lands. | ||
| - | |||
| - | === Early Versions Design Notes === | ||
| - | * From Solmyr' | ||
| - | * Law- I didn't care for the level of control implied by the tribal heads, I always felt their control was looser, over their horde only, albeit their hordes are by far the largest horde in each area. Obviously Kol and Thar were dominate. | ||
| - | * Temple- A Nice mish-mash of humanoid temples, begging for expansion | ||
| - | * Guilders- none. As Solmyr put it: Monsters don't trade | ||
| - | * Sources- Kol has a good share of the entire broken lands magic, but is he strong enouh to hold out the glantrians or others? | ||
| - | |||
| - | =====4th version===== | ||
| - | |||
| - | I Added a whole slew of new tags for smaller Tribes an Hordes, each with a level 0 law holding. | ||
| - | |||
| - | ^ Province ^ Law ^ Temples ^ Guilds ^ Sources ^ Terrain ^ Ruler | | ||
| - | ^ Bugburbia (1/7) | OGT(0)\\ Oh(0) | BSM(1) | - | DK(2) | Mountains, Glacier, River | Oh | | ||
| - | ^ High Gobliny (1/7) | OGT(0)\\ Ya(1)\\ Zyr(0) | WW(1) | - | DK(2) | Mountains, Glacier, River | Ya | | ||
| - | ^ Hobgobland (1/6) | Akl(0)\\ HK(1)\\ OGT(0) | TYR(1) | - | DK(3) | Steppe, River | HK | | ||
| - | ^ Kol-Dahk (3/1)[3] | DK(3)\\ KSl(0)\\ KTa(0)\\ OGT(0) | STK(3) | - | - | Underground (-1, | ||
| - | ^ Kolland (1/3) | OGT(0) | - | - | DK(3) | Hills, River | DK | | ||
| - | ^ Kundar (1/0)[1] | OGT(0)\\ Rox(0) | - | - | - | Underground (-1, | ||
| - | ^ Low Gobliny (2/0)[2] | OGT(0)\\ Ptz(0) | WW(1) | - | - | Underground (-1, | ||
| - | ^ Lower Ogremoor (1/0)[1] | OGT(0)\\ Shp(0) | - | - | - | Underground (-1, | ||
| - | ^ Ogremoor (1/7) | Al(1)\\ OGT(0) | JTS(1) | - | DK(5) | Mountains (the Yaks Spur - Alt. 10, | ||
| - | ^ Orcus Rex (1/7) | OGT(0)\\ Th(1) | JSK(1) | - | DK(4) | Mountains, Glacier, River | Th | | ||
| - | ^ Red Orcland (1/5) | Nat(0)\\ OGT(0)\\ SH(1) | WW(1) | - | DK(2) | Wasteland, River | SH | | ||
| - | ^ Sacred Cavern (2/0)[2] | BlB(0)\\ BlT(0)\\ FlN(0)\\ OGT(0)\\ SH(1)\\ Vas(0) | WW(1) | - | - | Underground (-1, | ||
| - | ^ South Gnollistan (1/0)[1] | BRa(0)\\ OGT(0) | - | - | - | Underground (-800' | ||
| - | ^ Sun's Anvil (1/5) | NP(1)\\ OGT(0) | RIW(1) | - | DK(5) | Desert, River | NP | | ||
| - | ^ Tanglar (2/0)[2] | Akr(0)\\ OGT(0) | - | - | - | Underground (-1, | ||
| - | ^ Trollhattan (1/8) | Ha(1)\\ OGT(0) | - | - | DK(4) | Swamp, River | Ha | | ||
| - | ^ Trollhattan, | ||
| - | ^ Udhgar (3/0)[3] | OGT(0)\\ Sod(0)\\ Th(2) | TYR(2) | - | - | Underground (-1, | ||
| - | ^ Ul' | ||
| - | ^ Yellow Orkia (1/5) | Mo(1)\\ OGT(0) | TYR(1) | - | DK(1) | Wasteland, River | Mo | | ||
| - | Key: **Al**- Alebane (Ogremoor); **DK**- Dodge Kol (Kol); **Ha**- Haa'k Hordar (Trollhattan); | ||
| - | |||
| - | === Design Notes === | ||
| - | * Provinces- Splitting each into two allows for the replication of the above ground / below ground dichotemy of the broken lands. | ||
| - | * Law- All the minor tribes tags are meant to show that the main tribe heads can not act with impunity, though they do have the dominant control (little actuall impact, more fluff ideas) | ||
| - | * Temple- Like with the early versions, a nice mish-mash begging for expansion. | ||
| - | * Guilders- no trade, raids! | ||
| - | * Sources- again, trying to balance- keeping kol from being too powerful at the start but yet strong enough to disuade outsiders from trying to move in. | ||
| - | |||
| - | ===5th version=== | ||
| - | I had just barely started the broken lands when I abandoned this version. | ||
| - | |||
| - | =====6th version===== | ||
| - | RoE style with Law split into Law & Manor, and Gulid holdings split between Guild and Trade, with Trade Routes eliminated, along with some other alternative rules (ie natural diffuse + localized or artificial sources, and economic level, etc.)Trollhattan, | ||
| - | |||
| - | ^ Province ^ Level ^ Law ^ Temple ^ Manor ^ Guild ^ Trade ^ Source ^ Terrain ^ Ruler ^ | ||
| - | ^ **Bugburbia** |||||||||| | ||
| - | | estimated 3,340 humanoids, perhaps 1,400 // | ||
| - | ^ Bugburbia | 1/G/7 | Oh(1) | BSM(1) | OGT(1) | - | - | DK(2) | Mountains, Glacier, River | Oh | | ||
| - | | 3,321 sq.km. | ||
| - | ^ Kundar [1] | 1/G/0 | Oh(0) | - | OGT(0)\\ Rox(1) | - | - | - | Underground, | ||
| - | | 2,200 sq.km. of caverns about 1,000' underground. Along the Bugbur River. Borders Bugburbia & Low Gobliny.|||||||||| | ||
| - | ^ **High Gobliny** |||||||||| | ||
| - | | An estimated 5,270 humanoids, perhaps 2540 Grey Goblins, 1450 Common hobgoblins, 850 Common Goblins, 270 Bugbears (mostly // | ||
| - | ^ High Gobliny | 1/G/7 | Ya(1) | WW(1) | OGT(0)\\ Zyr(1) | - | - | DK(2) | Mountains, Glacier, River, Volcanoe' | ||
| - | | 5,104 sq.km. | ||
| - | ^ Low Gobliny [2] | 2/G/0 | Ya(0) | WW(1) | Ptz(1)\\ OGT(1) | - | - | - | Underground, | ||
| - | | 2,000 sq.km. of caverns about -1, | ||
| - | ^ **Hobgobland** |||||||||| | ||
| - | | An estimated 4,120 humanoids, perhaps 2020 Common Hobgoblins, 1120 Goblins (mostly Yellow Goblins), 860 Yellow Orcs, and a smattering of Ogres and Trolls. |||||||||| | ||
| - | ^ Hobgobland | 1/G/6 | HK(1) | TYR(1) | Akl(1)\\ OGT(0) | - | - | DK(3) | Steppe, River | HK | | ||
| - | | 2,900 sq.km. | ||
| - | ^ Ul' | ||
| - | | 2,300 sq. km. of caverns about 900' underground. Includes Ul' | ||
| - | ^ **Kolland** |||||||||| | ||
| - | | An estimated 13,130 humanoids, perhaps 6390 Spotted Kobolds, 3440 Brown Kobolds, 1575 Red Orcs (// | ||
| - | ^ Kol-Dahk [3] | 3/G/1 | DK(3) | STK(3) | KSl(1)\\ KTa(1)\\ OGT(1) | - | - | DK(0) | Underground, | ||
| - | | 4,500 sq.km. of caverns about 1,500' underground. Along the Kol-Dahk River. includes Kol-Khat Fortress. Borders Kolland, Sacred Cavern, & South Gnollistan. |||||||||| | ||
| - | ^ Kolland | 1/G/3 | DK(0) | - | OGT(1) | - | - | DK(3) | Hills, River | DK | | ||
| - | | 4,053 sq.mi. On the East Bank of the Streel River. Includes the Black Hills (450' | ||
| - | ^ **Ogremoor** |||||||||| | ||
| - | | An estimated 3,180 humanoids, perhaps 1250 Ogres, 1200 Goblins (mostly Grey Goblins), 375 Bugbears (mostly // | ||
| - | ^ Lower Ogremoor [1] | 1/G/0 | Al(0) | - | Shp(1)\\ OGT(0) | - | - | - | Underground, | ||
| - | | 5,500 sq.km. of caverns 1,200' underground along the Trolldew River. Includes Fort Rattaya. Borders Ogremoor, Sacred Cavern, & Lower Trollhattan. |||||||||| | ||
| - | ^ Ogremoor | 1/G/7 | Al(1) | JTS(1) | OGT(1) | - | - | DK(5) | Mountains, Glacier, River | Al | | ||
| - | | 5,329 sq.km. Includes the west bank of the Vesubian River and the Yaks Spur Mountains (10, | ||
| - | ^ **Orcus Rex** |||||||||| | ||
| - | | An estimated 5,370 humanoids, perhaps 2700 Common Orcs, 1600 Kobolds, 900 Spotted Gnolls, and a smattering of everyother kind of humanoid from across the broken lands. |||||||||| | ||
| - | ^ Orcus Rex | 1/G/7 | Th(1) | JSK(1) | OGT(0) | - | - | DK(4) | Mountains, Glacier, River | Th | | ||
| - | | 4,510 sq.km. | ||
| - | ^ Udhgar [3] | 3/G/0 | Th(2) | TYR(2) | Sod(1)\\ Th(0)\\ OGT(1) | - | - | - | Underground | Th | | ||
| - | | 2,600 sq.km. of cavern about 1,100' underground. Includes Udhgar Palace (Castle 3). Borders Hobgobland, Low Gobliny, & Tanglar. |||||||||| | ||
| - | ^ **Red Orcland** |||||||||| | ||
| - | | An estimated 6,980 humanoids, perhaps 5110 Red Orcs (about < | ||
| - | ^ Red Orcland | 1/G/5 | SH(1) | WW(1) | Nat(1)\\ OGT(0) | - | - | DK(2) | Wasteland, River | SH | | ||
| - | | 4,169 sq.km. | ||
| - | ^ Sacred Cavern [2] | 2/G/0 | BlT(1)\\ FlN(1)\\ SH(0) | WW(1) | BlB(1)\\ OGT(0)\\ SH(0)\\ Vas(1) | - | - | - | Underground, | ||
| - | | 4,500 sq.km. of caverns about 1,400' underground around Lake Gum and along the Ogreditch and Orcsditch rivers and the sacred Cavern. Borders Kol-Dahk, Lower Ogremoor, & Red Orcland. |||||||||| | ||
| - | ^ **South Gnollistan** |||||||||| | ||
| - | | An estimated 4,430 humanoids, perhaps 2060 Gnolls (mostly Spotted), 1260 Spotted Kobolds, 730 Yellow Orcs, & 380 Trolls. |||||||||| | ||
| - | ^ South Gnollistan [1] | 1/G/0 | NP(1) | - | BRa(1)\\ OGT(0) | - | - | - | Underground, | ||
| - | | 4,000 sq.km. of caverns about 800' underground. Includes El' | ||
| - | ^ Sun's Anivl | 1/G/5 | NP(0) | RIW(1) | OGT(1) | - | - | DK(5) | Desert, River | NP | | ||
| - | | 4,575 sq.km. | ||
| - | ^ **Trollhattan** |||||||||| | ||
| - | | Perhaps 1,150 ravenous Trolls |||||||||| | ||
| - | ^ Lower Trollhattan | 1/G/0 | - | - | OGT(1) | - | - | - | Underground, | ||
| - | | 3,100 sq.km. of caverns about 1,300' underground. Includes Troll Lake and the Trolldew River. Borders Lower Ogremoor, Trollhattan, | ||
| - | ^ Trollhattan | 1/G/8 | - | - | Ha(1)\\ OGT(0) | - | - | DK(4) | Swamp, River | Ha | | ||
| - | | 2,849 sq.km. | ||
| - | ^ **Yellow Orkia** |||||||||| | ||
| - | | An Estimated 5,160 humanoids, perhaps 2490 Yellow Orcs (//Canis Oriensis// | ||
| - | ^ Tanglar [2] | 2/G/0 | Mo(0) | - | Akr(1)\\ OGT(1) | - | - | - | Underground, | ||
| - | | 1,400 sq.km. of caverns about 1,000' underground. Includes Lake Morkia and the Shingshi and Hal Walls. Borders South Gnollistan, Ul' | ||
| - | ^ Yellow Orkia | 1/G/5 | Mo(1) | TYR(1) | OGT(0) | - | - | DK(1) | Wasteland, Swamp, River | Mo | | ||
| - | | 3,212 sq.km. | ||
| - | Key: **Al**- Alebane (Ogremoor); **DK**- Dodge Kol (Kol); **Ha**- Haa'k Hordar (Trollhattan); | ||
| - | |||
| - | === Design Notes === | ||
| - | * Law/Manor- Finally the smaller hordes and tribes have some actual impact! And the main tribal heads have at least some trace contact with the other [surfcae/ | ||
| - | * Temple- no changes. | ||
| - | * Guild/ | ||
| - | * Sources- no changes | ||
| - | * Other- Grouping the two provinces of each main tribe together I think makes for a cleaner presentation (no actual changes there, just a formatting or presentation clarification) though it does give the impression of a weaker Thar (as it should perhaps be) | ||
| - | |||
| - | ===== Characters ===== | ||
| - | Design Notes, character specific notes, obvious strategies, etc. | ||
| - | * Thar - In the early versions it appeared that one possible and desirable route for Thar to proceed down would be to consolidate some holdings from the tribal heads while hopefully in the later versions it becomes obvious that he needs most of those vassals to control the fractious hordes. | ||
| - | * Kol - If he focuses solely on the magic portion of his holdings, he could become a very powerful right hand to thar, and long term for himself alone. | ||
| - | * Ha - The weakest of the tribal heads (in version 6 the only one without a single law holding - just a manor holding), but then again no one wants to mess with the trolls... | ||
| - | * other tribe heads- Lots of questions. | ||
| - | * smaller tribes - Can they increase their power, either with or against the local province regent? | ||
| - | * Temple - Starts small, but with so many possibilities. | ||