Cabbages & Kings: The Steampunk Renaisance

Wonderland Goblinoids and Orcs
Home | 4E Whatnots | Video Game Conversions | Oz d20 | War of Toy | d20 Aethernauts | d20 Alternate History Campaigns | Flora Sapiens | Cabbages and Kings 3E | Beast Men | Downloads | Custom Weapon Creation | Pictures & Maps | Related Links | Contact Me

"The past is dead; the future is unborn. I live now!"

The Club Clan

The Clan of Clubs includes all goblinoids, orcs, half-orcs, and their human relatives. The clan is portrayed as malevolent, but they are no more evil than any other clan. The majority of Clubs are part of the Black party and live most of their lives underground. Since most Clubs are strong, but aren’t as clever or socially adept as the other clans, they pursue careers as soldiers, factory workers, and migrant laborers in Wonderland. For the most part, Clubs are on the bottom rung of society just above “Wilds”, but because of an instinctive pack mentality they will follow a leader that displays strength and marginal goodwill. Egalitarianism is foreign to a Club’s understanding of social order and his natural instincts.

White Clubs : White Clubs have been the servants and cannon fodder of the White party for generations. Most have accepted their role as the servants and foot soldiers except for the few who seek promotion to noncommissioned officers (i.e. sergeants) and labor overseers. The few nonconformists are encouraged to change party allegiance as soon as they reach maturity before they have given their allegiance oath. This is seen as an excellent way to avoid trouble in the future. The White Party leaders are aware that too much oppression will alienate their Clubs so they employ a “carrot and stick” regime. Loyal Clubs will gain wealth and power over their fellows while mutineers are executed. White Clubs always wear a tabard decorated with the coat of arms of their master or commanding officer.

Unique Tactics: White party military doctrine emphasizes group tactics. As a part of basic training, all White Clubs can link shields and increase their shield bonus by +1 AC, but their speed is reduced by half. This tactic is called the “turtle” and requires all its members to ready a heavy shield or tower shield in self defense. A group of four is the smallest number of White Clubs that can employ this tactic.

Red Clubs : Most Red Clubs come for the new jobs available from industrial growth. They work in the factories and the sweat shops for small wages, but for most this is an improvement over the poverty they fled. Many Red Clubs also join mercenary outfits. These outfits are considered second tier to Spade mercenaries so they must take meager or lethal contracts. The most desperate or malevolent join organized crime rings as bookies, leg breakers, thieves, and smugglers. A new rising class of Red Clubs is the Union Organizer (a.k.a. the Unionist). A Unionist tries to organize laborers to stand up for better working conditions and better pay. Frequently, these disputes with management dissolve into street riots so a Unionist must be as skilled in combat as propaganda. Red Clubs dress according to their wealth, but most favor pin strip suits and dresses.

Unique Tactics: Red Clubs can quickly improvise weapons out of the objects around him or her, and only take a -2 attack roll penalty when fighting with one. Improvised weapon damage depends on the object’s size, and the throwing range increment is limited to 10ft.

Diminutive (vial, inkwell, pebble, nail): 1 point.

Tiny (mug, dungeon key, soup ladle, fist sized rock): 1d2

Small (bottle, vase, candlestick, encyclopedia): 1d3

Medium (stool, brick, knapsack, manacles, coal bucket): 1d4

Large (dust bin, mandolin, chair, fire iron, ball and chain): 1d6

Huge (10ft ladder, mailbox, oil barrel, bench, sawhorse): 1d8

Gargantuan (desk, cabinet, large sofa, horse buggy, office safe): 2d6

Colossal (one ton boulder, telegraph pole, streetlamp): 2d8

Black Clubs: In the Black Party, Clubs have a true opportunity to rise in rank, since the vast majority of all Black Party members are Black Clubs. Unfortunately, they lack any of the unity of the other color parties. Each Black Club tribe acts for their own advantage, and any call to arms by the party will summon less than a third of the total Black Club militia. In spite of this, several of the Black Kings have been Clubs including the current party ruler. If the Black King could ever mobilize all of his subjects, he would have no trouble take the Wonderland throne by either election by the House of Lords or military coup. Unfortunately, Black Clubs are prone to infighting and petty jealousies. Like all other Clubs, Black Clubs come in a variety of sizes and shapes and are considered the originators of animal costume fashion.

Unique Skills: Proficiency with a “Club” is a status symbol among Black Clubs. Often non-lethal combat with a club is considered an art form and a sport. Any Black Club wielding a club can inflict either lethal or subdual damage without any attack penalty.

Wild Clubs: Wild Clubs are the most numerous type of “Wild” in Wonderland. Wild Clubs are almost always barbarian tribes that have not yet been integrated into Wonderland social order. Unlike most Wilds, these groups aren’t scorned so much as pitied by society for their ignorance. They are often the targets of missionaries of the Church of the Patron and many are successfully converted to the faith. Clubs are hardly ever rejected by the Black party as a whole because the Black party is so factionalized.

Foolish consistancy is the hobgoblin of small minds

 
 
 
 
 
 
.

Most pages on this website include open gaming content. Unless specifically stated consider any text open gaming content.

 

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE

Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.

System Reference Document Copyright 2000-2004, Wizards of the Coast, Inc.: Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

END OF LICENSE