Progress Report

Updates

I’ve shared a few bits and pieces of my work over the last few weeks, but I feel I should talk a bit about what the status of the project currently is and what I’ve been spending my time on. I would expect to have most of the groundwork complete by the end of the year, and a “working version” of the setting by spring. I’ve been putting a great deal of time into various pieces, laying a foundation I can build from as the work continues to narrow in focus.

 

Progress Report

ZayreDetail

The Region of Zayre

A lot of my time the last few weeks has been spent working on the map for the main continent, Reghal. I’ve worked and reworked the map, adding more details as I go, and making minor improvements based on feedback I’ve received from various cartography pages on Facebook. I’ve found these communities very helpful and they’ve help me to improve my skills with Campaign Cartographer 3+. I don’t yet consider myself an expert, but my work has improved substantially over the last few months.

I’ve been keeping a OneNote notebook to keep track of my work. As of this writing it contains about 15,000 words. This includes notes on nearly everything from nations to races and cultures, religions, and a sizable chunk (8 pages and counting) of history and time lines. I don’t expect to use every word (nobody wants to ready 10 pages of just timelines, right? But it gives me a good starting point and backbone to build a narrative from. Not included in this word count is two pieces of original fiction I’ve written based on this material. These are short works of about 2k words each, and may be used to add fluff to the setting and break up and add depth to the “crunchier” bits of the book.

Moving Forward

In the months ahead, I expect to add more meat to the skeleton I’ve been constructing over the last few months. I will likely take a more focused approach picking one nation at a time until I have a basic framework for each. In the spring I will start a campaign in this world, using my own group to playtest the world and tweak it or add additional details as the campaign progresses. I will be starting with the Kingdom of Zayre, as it will be the most “traditional” in terms of setting. Early next week I will be posting some more fiction, and will continue to keep posting updates as work progresses. I may release a guide to Zayre as a sample this spring before the start of my next campaign.

 

Thanks for reading!

-Patrick Harron, Triple Moon Games

Race Spotlight #1: Karei (Hobgoblins)

Here is an early playtest version of a new race, the Karei. Feel free to let me know what you think. I’m always open to constructive Criticism.

“Say it again and I will cut the words from your throat. You will die bleeding as I pluck your tongue from your skull, and hold it before you.”

-Curvus of the Black Spear

 

Fallen Warriors

Called hobgoblins by those who wish to end their lives quickly, the people of Karsh are descended from a small, but powerful nation of soldiers and warriors. They earned great renown on the field of battle, and their knowledge of military tactics was second to none.

When their longtime allies the people of Halqu, embarked on a quest of expansion, the Karei were the first obstacle in their path. The Halqan people spread propaganda and misinformation about the Karei and when they were most vulnerable launched their assault. In the end the mighty armies of Karsh were defeated and the surviving Karei scattered to the four winds.

Built for War

The Karei are large by human standards, the average Karei stands about six feet tall, with males reaching nearly seven. Their bodies are strong, and powerful from years of training the harsh lifestyle they lead. Their hair grows, lifestyle they lead. Their hair grows thick, particularly the sideburns and eyebrows. Their eyes are fierce and predatory, favoring shades of yellow and green. This is further complimented by elongated canines which adds to an almost feral appearance. Their skin bears an olive-green complexion.

 Proud Nomads

With their homeland lost to them the people of Karsh live a nomadic life. Selling their services and skill to the highest bidder, the once noble race now finds work as mercenaries. Their skill and ferocity in combat is renowned, and they fetch soaring prices for their work. Their pride forces them to complete their assigned task, and they never betray those who have paid for their service. They do not take kindly to deception, and any attempt to trick or mislead them is a sure way to earn their wrath.

Sacred Ancestors

The Karei revere their ancestors as other races might revere the gods. They have a strong oral tradition full of inspirational tales of glory and battle. These stories teach their history as well as inspire the new generations to aspire to the great deeds of their forbearers.

Karei Names

Male Names. Andris, Braxus, Maris, Aivar, Valdis.

Female Names. Annas, Inese, Inga, Liga, Dace, Anita.

Karei Traits

Ability Score Increase. Your Strength score increases by 2.

Age. Karei mature at the same rate as humans and have lifespans similar in length to theirs.

Alignment. Karei follow a strict code of conduct in most areas of their culture, they tend toward Lawful Neutral.

Size. Karei are between 6 and 7 feet tall and weigh between 180 and 250 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Skill Proficiencies. You have proficiency in the Athletics and intimidation skills.

Languages. You can speak, read, and write Common and Karei.

Subrace. Two main subraces of Karei populate the world of Veyrn: Eastern and Western. Choose one of these subraces.

Eastern Karei

The Karei that fled to the civilized lands to the east, found work primarily as mercenaries. This contact with a variety of people and cultures has allowed them to survive, even prosper. They retained the inherent nobility of their forebears, while embracing foreign ideas. They are not universally accepted, but have not garnered the fear and suspicion of their western cousins.

Ability Score Increase. Your Intelligence score increases by 1.

Trained for War. Gain proficiency in Light and Medium Armor.

Extra Language. You can read and write one language of your choice.

Western Karei

Remaining near their ancestral lands, the Karei of the west were plunged into a never-ending conflict with the humans, gnolls, and other races that now dominated the region. This adversity has caused them to grow more violent and aggressive, traits necessary for survival. Ironically this has also led them to mirror the negative stereotypes associated with their people.

Ability Score Increase: Your Constitution score increases by 1.

Rage of the Fallen. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Death Before Dishonor. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Introducing Triple Moon Games

Welcome!

This is my first post and my first step into publishing 5e products using the OGL. I have thought about this for a long while and have finally decided to take the plunge and do something I love, creating games and stories for roleplaying games. I hope through this blog, to build an audience and collect feedback on the creative process, and eventually ( I don’t have a time frame for my first release.) publish content for the 5e game.

candlebookInitially I had planned to release products for the Dungeon Master’s Guild. There are a lot of reasons this would have worked quite well for me, and I even started to create an adventure to publish on the DMG. However, despite how many advantages this would have given me, there were a few drawbacks that kept me from doing what I really wanted.

The biggest for me was the lack of ability to keep the rights to any material produced for the Guild. Anything published there can be used by anyone on the Guild (including WotC) and technically no longer belongs to the creator. I’m pretty possessive about my material and the idea that someone else could use it without my blessing didn’t really sit well with me.

The second big drawback for me were the limitations in regards to setting. As of this post only Forgotten Realms and Ravenloft can be used for DMG products. I thought I could get around this by writing “setting neutral” material (which IS allowed) The work on the adventure I was producing felt somehow hollow. It wouldn’t have been a bad product, but the lack of setting outside the immediate area of the adventure made it fall flat for me. I wanted to be genuine to myself, and my craft. I just couldn’t do that by playing in someone else’s sandbox.

 

So because of this I have thought long and hard about how I wished to proceed. In the end I have decided to do my own thing, using the OGL and similar licenses to create roleplaying products. To this end I have created Triple Moon Games, as a vehicle to create my work. I hope others will enjoy things I will be creating, It will undoubtedly be more work than I could even anticipate, but I hope in the long run, worth it.

I understand this site is pretty bare bones at the moment, but stay tuned. The best is yet to come..