Oriental opens new vistas
What the latest AD&D® game book has to offer
by David Cook
 
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Dragon 104 - - - Dragon

The Oriental Adventures book began, as
an idea, many years ago. It was an idea
worth pursuing -- but, like all good ideas
(it seems), it had to wait for a while. There
were other projects that had to be done,
schedules to be kept, and a general lack of
time. Finally, in the spring of 1985, everything
coincided and the work began. By
early autumn, the design and production
were finished, and the book should be available
by now in your neighborhood bookstore
or game/hobby outlet.

So, what is the OA book? Well, don?t take the title too literally
?this book is not a great big module or
series of adventures set in oriental lands. It
contains new PC races and
classes, new rules for clans, revised and
expanded rules for proficiencies, new rules
for honor, new monsters, new treasures,
and new weapons and equipment. The
book is an AD&D game expansion that
gives characters brand-new and different
lands in which to adventure. It is meant to
be for the Orient what the original AD&D
rule books are for the Western world.
In keeping with this purpose, Oriental
Adventures draws its inspiration from all
the lands of the Far East, not just one single
country or nation. Included within this
book are elements of the Japanese, Chinese,
Korean, Philippine, Malaysian, Indo-
Chinese, Mongolian, Ainu, and Siberian
cultures. The historical periods covered
range from ancient to medieval. Dungeon
Masters will be able to recreate any number
of fantasy settings with the rules and information
provided.

There are two principal ways you can use
the OA expansion. Both
are perfectly fine ways to use the book (and
so are any other uses for the material that
you may find).

The first and most obvious
way is to use the material for an oriental
campaign. Such a campaign would be set
exclusively in the oriental world. Playercharacter
classes and races from other books
would not be allowed.

However, many of you already have
campaigns well under way. Publication of
the OA rules hardly means
you have to scrap your current world. A lot
of the book is information that you can
integrate into your current campaign --
you can introduce the new character classes,
new races, new spells, and so forth into the
world you?ve already designed.

The emphasis in the OA
rulebook is on new material, and most of it
is designed to be used by players (and their
characters).

Player characters can be human,
or can belong to one of three new
character races --

  • korobokuru, an offshoot branch of the dwarvish race;
  • hengeyokai, mischievous and intelligent shapechanging badgers, cranes, rabbits, foxes, dogs, and other animals; or
  • spirit folk, the refined and graceful offspring of the marriages of humans and the natural spirits of the fantasy world.

  • Each of the new non-human races has its
    particular strengths and limitations. The
    korobokuru are hardy and stout fellows like
    their dwarvish cousins, but in the highly
    civilized and cultured lands of the orient
    they are considered somewhat backward
    and primitive. The hengeyokai are able to
    assume three forms at will -- their animal
    shape, a combination of human and animal,
    and a human form. But they are loners,
    occupying a niche outside the highly structured
    human society. The spirit folk gain
    powers from their supernatural heritage,
    powers that can both aid and hinder them.

    The selection of new character classes is
    broad, reflecting the diversity of the oriental
    world.

  • The samurai represents the aristocracy,

  • the noble warrior and leader of the
    people. He has potent fighting abilities and
    a natural tendency to rule. He lives by a
    fierce code of honor (bushido) that stresses
    his reputation and his warrior ideals.
  • The shukenja is a wandering priest, a cleric

  • devoted to helping and aiding others. Fortified
    by spells, both old and new, he is a
    weak fighter, oriented more toward aid and
    investigation.
  • The sohei is at the other

  • extreme of the same spectrum ? a warriorpriest
    who is skilled in the fighting arts but
    less adept at the magical and mystical.
  • An offshoot of the thief class is the ninja

  • --the popular figure of so many books and
    movies. The ninja possesses many of the
    abilities of the thief, acrobat, and assassin
    classes. The ninja does not exist as a separate
    class, but is a specialty that must be
    combined with another character class,
    allowing for characters with formidable
    combinations of fighting or spell-casting
    plus ninja abilities.
  • In this same grouping is the yakuza, a shadowy figure of the underworld.

  • Sometimes a protector of the common
    people, the yakuza has many resources
    at his disposal, including informationgathering
    and thieving skills.
  • Of the fighter types, the bushi is the most

  • common. He is a warrior of no mean skill,
    but one who often suffers the hardships of
    poverty and low rank. He has the opportunity
    to rise to important posts, competing
    for recognition with the samurai.
  • Deadliest of all warriors is the kensai, a master in the

  • use of a single weapon. His life is dedicated
    to perfection of his art, man and weapon
    becoming one. Although vulnerable at low
    levels, he is a powerful and efficient fighter
    at higher levels.
  • The counterpart to the magic-user is the wu jen, the mysterious spell caster of the

  • east. He has slightly more combat ability
    than the magic-user and a spell list that
    combines magic-user, illusionist, and more
    than 50 new wu jen spells. Through patient
    study, he can become a master of one of the
    elements, thereby gaining extra power from
    his spells.

    In addition to these new character classes
    are a couple of familiar names,

  • the barbarian and
  • the monk.

  • Each has been adapted to take into account the new rules associated with the oriental world.

    But the mere descriptions of the character
    classes do not create the complete oriental
    character. Of near equal importance to the
    setting are their skills in the arts and their
    family background. Thus, new rules have
    been provided to give the characters skills
    and abilities such as weapon-smith, calligraphy,
    poetry, falconry, herbalist, ettiquette, <>
    and swimming. These skills, an expansion
    of the proficiency rules already found in the
    AD&D game system, help create the knowledge
    of the character.

    Still, the oriental character would be
    incomplete without a family clan and history.
    Each player determines his character?s
    birth rank, designs a family (according to
    simple rules), learns the family's history and
    background, and determines the character?s
    birthrights. Thus, a samurai character may
    be the grandson of the head of his clan, who
    owns a small castle and several parcels of
    land. Before adventuring, the character is
    given a sword of quality and several horses
    as his birthright. Another character may
    have had a famous general in his ancestry,
    but his family has fallen on hard times
    since. The family background can become
    important in play, affecting the reactions of
    NPCs to the character on the basis of his
    family.

    Of course, a brand-new setting leads to
    brand-new equipment and weapons. Unlike
    many other possible historical settings, the
    oriental world offers a wide range of new
    and exotic equipment. Weapons range from
    the commonplace to the bizarre -- from
    swords, spears, bows, and crossbows to chuko-
    nu, jitte, kau sin ke, kiseru, kusarigama,
    metsubishi, sode garami, and
    uchi-ne.

    Those of an unusual nature are
    described and illustrated for easy reference.
    Likewise, armor ranges from common suits
    of leather, chain mail, and banded mail to
    specific pieces such as do-maru, hara-ate-gawa,
    and sune-ate.

    New rules are provided
    for wearing pieces, not complete suits, of
    armor, a common enough situation in many
    oriental lands. The rules allow characters to
    wear any combination of pieces -- kote
    (armored sleeves) with sune-ate (shin
    guards) or do-maru (breastplate), haidate
    (thigh guards), and sode (shoulder guards),
    etc. Players accustomed to the armors used
    in the AD&D game system will be in for a
    surprise -- there is no type of plate armor
    commonly available in oriental lands.
    Exotic weapons are one thing associated
    with the orient.

    Another area linked to that
    of the orient is martial arts -- the exotic
    styles of combat with and without weapons.
    Here, the original rules for martial arts
    have undergone a great deal of expansion to
    allow the DM and players to create different
    styles of martial arts. Each style generates
    its own armor class, number of attacks,
    damage, main method of attacking, and
    special maneuvers. The last of these, special
    maneuvers, are extraordinary feats that can
    be attempted by the characters -- flamboyant
    kicks, powerful punches, throws, locks,
    parries, and mental feats. Learning these
    maneuvers requires dedication and patience
    on the part of the PC, as well
    as the sacrificing of other proficiencies he
    could learn instead. In addition, the martial
    arts fighter can learn to use a number of
    specialized weapons, adding these to his
    repetoire of fighting skills.

    Of course, no adventure is complete
    without adversaries. Therefore, new monsters
    peculiar to the oriental milieu are
    provided. New dragons and other creatures
    make their first appearance -- the ikiryo,
    kuei, jishin mushi, jiki-ketsu-gaki, tengu,
    and shirokinukatsukami (winner of the
    longest monster name yet), to name a few.
    They range from implacable foes to benevolent
    protectors of mankind. A new class of
    creature type is introduced here, too -- the
    lesser and greater spirits. These creatures
    (of which there are many) are those things
    of the "half-world," the boundary between
    the mortal and celestial realms. Normally
    found throughout the oriental world, these
    creatures possess supernatural powers, often
    quite formidable in scope. Fortunately for
    the characters, the shukenja and wu jen are
    provided with spells to deal with these spirit
    creatures. Indeed, dealing with spirits is the
    shukenja's equivalent of the cleric's turning
    undead.

    Along with new monsters come new
    treasures. The stories of the orient are filled
    with unusual and powerful magic items.
    Furthermore, the vast number of new weapons
    need to be included in the lists of possible
    magical weapons. The new treasures
    listed include miscellaneous magic items
    representative of those found in the orient
    and a system for creating magical weapons.
    No longer are swords the only intelligent
    weapons -- many different weapons have
    the chance for special powers and intelligence.
    Not only are there magic swords,
    there are magic halberds, daggers, katana,
    kama, naginata, and more. There are
    magic bows, arrows, crossbows, spears,
    darts, sling stones, uchi-ne, shurikens, and
    other missile weapons. There are magic
    martial arts weapons and magic ninja weapons.
    The DM can create any number of
    magic weapons with a variety of powers.

    The OA rules can be
    used within an already existing campaign or
    to play in an entirely oriental world. For the
    latter option, new encounter tables have
    been provided.

    However, there are more
    than just encounter tables. Given here is a
    system for creating yearly and monthly
    events. These events can be natural disasters
    (fires, earthquakes, floods, and
    plagues), social events (contests, rebellions,
    wars, births, assassinations, and bandits) or
    even supernatural occurrences (hauntings
    and visitations). By creating a year's worth
    of events, the DM forms a backdrop for the
    play of his campaign -- a living world his
    characters can adventure in. The event
    system breathes life and energy into a campaign
    world.

    Finally, there are sections giving an overview
    of the life and culture of a mythical
    oriental continent -- Kara-Tur. This continent
    can be used as a starting place for
    creating your own adventures and will also
    be the setting for future Oriental Adven

    <missing text>

    is the general climate, geography, and principal
    empires of the land. In addition, there
    are also sections dealing with aspects of the
    daily life in the orient -- types of food,
    dress, buildings, and so forth.

    Finally, to get
    you started are a series of suggested adventures,
    highlighting the different style of play
    in the oriental world. <??>

    Playing in an oriental setting is different,
    and this difference creates excitement and
    enjoyment. The standard "dungeon crawl"
    is an uncommon event here. Instead characters,
    even low-level ones, will find themselves
    undertaking more wilderness
    journeys and adventures. More emphasis is
    placed on dealing with NPCs, too. The
    oriental lands are highly civilized and cultured
    places, more so than the lands of the
    west at the same time. Players will find their
    characters more often dealing with nobles,
    lords, and officials ? engaging in politics
    and government, helping to shape the destiny
    of provinces.

    The OA book has something
    for every DM and player, not just
    those fascinated by the inscrutable East.
    Within its pages is material that can be
    applied and adapted to any campaign. DMs
    and players are encouraged to experiment,
    mixing the strange powers and wonders of
    the orient with their own campaigns. Such
    experimentation is creative, imaginative,
    and, most of all, fun. And fun is what the
    AD&D game system is all about.