D&D 4E Oz 4e

Grimgrin

First Post
OZ 4E

Contents
Land of Oz (This Page)
Beast Men
Character Classes

Introduction
Previously for d20 Modern, I crafted a setting in which
you could explore the world of Frank L. Baum. In this
campaign setting, I will attempt to use the D&D 4E rule
set to create a new setting for the books of Ruth
Plumly Thomson who took up the series where Frank L.
Baum left off. I intend to provide anyone that wishes
to use this campaign setting with two conversion
options. The first will be my attempt at a loosely
based conversion of her novels to 4E equivalents. The
second will take greater liberties with her text to
hopefully create a more mature and dynamic plotline for
grimmer adventures. This supplementary information
will be labeled “Outer Zone” for clarity. The Outer
Zone setting will incorporate some elements inspired by
the “Tin Man” sci-fi movie as well as modern issues of
politics, warfare, and sociology.

The Land of Oz
Oz (an elven word meaning “great and good”) is a fey
country that is roughly rectangular in shape and
dissected into four equal parts and surrounded by
treacherous deserts. In the center lies an immense
emerald studded metropolis that is radically more
technologically advanced and industrialized than the
rural areas surrounding it. Each of the four large
rural areas surrounding the city has their own rulers,
races, and unique culture. Once the land was ruled by
King Pastoria but his fey household fell to magic
assault. Without a unifying fey Royal House of Oz each
of the 4 fey regions of Oz splintered into fiefdoms and
city states. Some of the currently most powerful lords
of Oz consist of the Nickel Plated Emperor that rules
in West, Gayelette a powerful sorceress in the South,
Cheeriobed who is the headman of the East, and the
rulers of Up Town, Joe King and Queen Hyacinth, which
is the capital of the North.
The heir of King Pastoria is Princess Ozma. Only she
can unite the squabbling factions into a unified
nation. Soon after his arrival, the Wizard of the
Emerald City transformed the royal family into various
creatures, erased their memories, and had them
scattered through out Oz. Without these impediments
the Wizard believed that he could rule Oz from the
Emerald City. He continued his campaign of the
usurpation of Oz by using proxies to eleminate the
ruling witches of the East and West which he feared
would dethrone him.

Oz Campaigns
Oz uses all the classes given in D&D 4E. In addition,
the “Artificer” class is available for natives of the
Emerald City. All the standard equipment presented in
the Player’s Handbook and the Adventurer’s Vault is
available in Oz. Most of the monsters presented in the
Monster Manual are also suitible with only a few
stylist changes (i.e. Harpies become Flying Monkeys).
I will be making additions to this equipment, monsters,
and feats as nessissary in the text presented below.
The Outer Zone is more of a steampunk military campaign
and will include additional weapons, deadly artifacts,
and vehicles of war. In classic Oz tales no one can
ever truly die, but they can be destroyed. This is
reflected in the D&D 4E rules by the extensive use of
divine healing, healing surges, and the Raise the Dead
ritual. Languages are unaffected, but Common is the
result of the fairy blessing placed on Oz that allows
all creatures to understand one another.

[sblock=The Land of Outer Zone]
Just as in the Land of Oz, the Outer Zone (O.Z.) is a
fey realm surrounded by hostile deserts. Unlike above
the city of Emerald is an alien intruder into this
land, bought about by reckless human magic. Since its
arrival the rulers of Emerald have attempted to
subjugate the fey lands surrounding their fortified
city. It is humans that have coined the name Outer
Zone which they consider the hostile fey dominated
lands surrounding their territory. The arrival of
Emerald has politically fractured the once peaceful
countryside and converted much of it into a war zone.
The four great fey regions of O.Z. consist of Amethyst
to the north, Ruby to the south, Sapphire to the east,
and Topaz to the west. Additionally the arrive of the
humans of Emerald have disrupted the arcane and divine
energy of the Outer Zone resulting in massive birth
defects and the “Slumber of the Elders”.

Changeling Children
One of the most disturbing effects of the arrival of
Emerald is that for the first time large numbers of
non-fey are born among the fey nations. It seems that
the arrival of the human nation has somehow altered the
fabric of reality and has led to major genetic birth
mutation. There is now a 50% chance of any fey mother
giving birth to a “natural humanoid” child. This
development has sent shockwaves of outrage and grief
through out the Outer Zone. Each nation handles these
“changeling” children, but by and large most now accept
them as part of their nation by necessity for their
nations survival in the ever mounting death tolls of
this endless war.

Slumbering OZ Elders
The Elders are the source of divine fey power in the
Outer Zone. They use to walk among the people, but
since the arrival of Emerald they have fallen into an
unbreakable trance. The double blow of losing the
Royal House and their Elders has been the key to
victories of Emerald so far. As Emerald pushes farther
into fey territories, the people are becoming more
aggressive and organized. Clerics used to be able to
communicate directly with their divine masters, but
know they rely on divine dreams sent to them for
guidance. The four elders of the O.Z. are Bastinda
of the West, Glinda of the South, Nerossa of the East,
and Locasta of the North.[/sblock]
The Five Nations of Oz
Oz has four large rural fey nations and heavily
populated city state. The fey nations are large land
wedges pointed at Emerald City and each corresponds to
cardinal points on the compass. Each region is
populated by its own race and possesses its own unique
culture. In addition numerous fiefs and villages of a
single racial group are scattered through out the
landscape. The deserts that surround Oz are hazardous
to mortal life and act as a natural barrier to other
nations on the same continent. There are also a few
cloud borne nations that drift over Oz and the rest of
the world.

THE PURPLE NORTHERN SWAMPS: GILLIKIN LAND

The North (or Gilli in elven) is filled with perilous
swamps and misty mires. These marshlands are home to
the Elf race (or Gillikins for “People of the North” in
elven). They rely on ranged weapons due to the
difficult terrain and are unaffected by the humidity
and murkiness of the swamps. They live in small
communities that have little interest and trust of
outsiders. The Gillikins of the Northern Swamps
commonly wear purple clothing which matches their
purple swamps and is the only locally available
vegetable dye. Gillikin homes are round purple domes
made of woven sticks and mud wattle, but are warm and
cozy inside.
North Country is infested with dangerous beasts so most
races live in underground burrows, mountain top
villages, and forest tree houses. Their environment
demands great agility and endurance from them. To
survive and flourish in spite of the challenges of
North Country, All northerners prize martial might and
woodsmanship. Most of the other races live within
easily defended areas and are skilled in defending
themselves. Purple is the color of North Country.
Animals, plants, and buildings are marked with purple.
The population of North Country is so sporadic that
each community has its own headman or chief.
[sblock=Outer Zone: North]
The Gillikin are largely unconcerned by the martial
activities of Emerald. Their marshy landscape works
against anyone who wishes to march a large army into
their territories. When ever word of a new offensive
spreads amoung them they launch harassing raids against
the raiders and let the swamp fevers and bottomless
purple bogs take care of the rest. Emerald has managed
to establish a small stone keep in the North called
“Fort Amethyst”, but has otherwise been stymied in its
northern offensives. The joke among the Armies of
Emerald is that “Gillikins” need gills to live in their
swamps. Common racial slurs include “fishes” and
“frogs” when referring to the Elves.
Githyanki
The Githyanki are the new emerging sub-race of the
Elves. Githyanki and Elven communities are friendly
but a clear segregation between the two races has been
made. Currently both are allies, but Emerald has hopes
of turning one side against the other.[/sblock]

THE YELLOW PLAINS: VINCI LAND
The West (or Vin in elven) is a sea of endless golden
grasslands. The largest and most powerful race of the
west is the Drow (or Vinci for “Sunset Tribe” in
elven). The Vinci are a trading people that prefer the
night over day. They never stay in one place long and
travel in painted wagon caravans trading in grain or
minerals. In the center of their territory all tribes
meet to discuss their activities and settle disputes
between clans. Some few Vinci work and live
underground as gold miners and gem diggers but most
prefer the gypsy lifestyle.
West Country is well known for its tin and goldsmiths.
It has the largest gold mines in the Land of Oz. Many
of the other races living in West Country work as
tinkers, farmers, and jewelers. Yellow is a common
color for clothing and decoration. Huge fields of
wheat and rye are considered both a cash crop and blank
canvas. Crop circle competitions are the pride and joy
of farmers.

[sblock=Outer Zone: West]
The Vinci are extremely hostile and ruthlessly attack
any stranger that enters their lands. They also have a
reputation as thieves and con-artists since they love
to take advantage of weaklings and fools. All of the
Outer Zone distrusts the Vinci and few will come to
their aid. Most fey resent their great wealth of gold
in Vinkin Lands. Emerald has sent numerous vanguards
into Vinci Land, but every time the force was forced to
retreat after a few weeks. The Vinci do not confront
the Emerald Armies directly, and instead snipe the
officers and raid the supply lines. The heavy
fortified stone keep “Topaz” is the launching point for
Emerald invasion forces into the west. The Vinci are
often called “Winkies” by the Emerald Army due to the
fact they often sleep during the day.
Shadar-Kai
The Shadar-Kai is a new emerging sub-race of the Drow.
They are clearly second class citizens among the Vinci,
but as their numbers increase their influence grows as
well. Like Drow the Shadar-Kai are active at night.
[/sblock]

THE SOUTHERN REDWOOD FORESTS: QUADLEEN LAND

The South (or Qua in elven) is a land of massive
redwood trees. It is the home of the Eladin (or
Quadleen which means “Southern Mage” in elven). The
Quadleen use their natural teleportation abilities to
move from cover to cover and confuse their opponents.
Arcane power is highly prized by the Quadleen. The
most powerful spellcaster among them is always the
leader of their nation. The Qaudleen love the color
red and incorporate it in all their crafts. They are
well known as perfectionists and they try to introduce
an element of art in every thing they do. The Quadleen
are often accused of arrogance and elitism since they
tend towards extremely formal manners and tend to hide
their emotions. Quadleen are easy to offend and follow
very strict traditions of curtsy and propriety.
Quadleen Country has the largest population of all the
fey countries within Oz and numerous small villages and
towns exist in this country. Many make their homes in
the tree tops or massive hollowed out trunks. Quadleen
Country is famous for its magical crafts and most
residents make extensive use of magic. The ruler of
Quadleen Country is the Red Witch who is the most
powerful spell caster in the region. Many magic users
vie for this title and magical duels are common. Her
personal body guard is entirely composed of 100 young
women trained in war and magic. Red is the universal
color of the Quadleen for their clothes and buildings
as well as much of the flora and fauna of the country.

[sblock=Outer Zone: South]
Quadleen Country has been the site of the greatest
battles between humans and fey. It is here that the
two opposing cultures directly clash and vie for
supremacy. The Quadleens have the largest fey army of
all the Outer Zone territories and they have repeatedly
attempted to rally all the fey nations into driving the
humans out of the O. Z.. So far their efforts have
been in vain due the heavy entrenchment of the Emerald
Army. Due to the valor and stubbornness of the
Quadleens they have earned the nickname of the
“Fighting Woods” for their homeland. Many Beast Men
shelter under the branches of the redwoods and the
Quadleen often make use of them as irregular infantry.
Unfortunately, ancient history makes both the fey and
beast races distrust each other which prevent both
parties from working together as a cohesive force.
Ruby is the name of the stone keep fortress manned by
the Emerald Army in the South. Within the Emerald
Army, Eladin are called “Quadlings” as a common
mispronunciation of their name by humans.
Githzerai
The Githzerai is an emerging sub-race of the Eladin.
Unlike the relations of all other sub-races, the
Githzerai are embraced as full members of their nation
and have equality within the Quadleen. This is largely
due to their performance on the field of battle from
which all Githzerai take pride.[/sblock]
THE EASTERN BLUE PEAKS: MUNKIN LAND
The East (or Mun in elven) is a land of Blue Mountains
and Verdant Valleys. It is the home of the Gnomes (or
Munkin for “People of the West” in elven). Munkin tend
to be elusive and will hide from strangers. Most are
farmers, but many are craftsmen and woodcutters. The
welfare of the community is more important to Munkin
than the rights and welfare of any single individual.
They tend towards group decisions and often embroiled
in debate when faced by a sudden crisis. Munkin
communities are extremely close nit and serious crime
among their own people is extremely rare. The fertile
valleys of the region produce a surplus of food and
much of it is exported to other areas. The mountains
of the region are full of iron and copper, but precious
metals are more common in Vinci territory. A long time
ago, the Munkin were ruled by a despotic witch, but she
was crushed by the arrival of the Great Liberator Do’
Rothee. The site of her death has become a shrine of
sorts for the Munkin as a reminder of the past and a
symbol of their freedom.
Munkin Land is famous for its stability and regulated
communities. Natives of the region have a truly an
ordered society and any explorers and adventurers among
them are rare aberrations. Most of the other races
living in Munkin Land are also farmers or craftsmen who
live simple lives and rarely practice magic or warfare.
All residents of Munkin Land love the color blue and
they have planted tremendous fields of lilacs and blue
poppies along the well maintained yellow brick roads
within their country. Most races live in tight groups
so large unpopulated areas exist in Munkin Land in
which predators may lurk undiscovered. Not only do
people make their homes in the fertile valleys but also
in the mountains and pine forests of the region.
[sblock=Outer Zone: East]
Munkin Land has suffered the worst of all the 4 fey
nations. Soon after its arrival, Emerald made a major
push to secure the capitol of Munkin Land. Although
the Munkin attempted to resist this seizure of their
land they were unable to stop the conquest of their
capitol. Presently many Munkin are under the iron
fisted rule of Emerald. They possess a puppet ruler
Cheeriobed, but he has little authority of his own.
Munkins that are not serfs of Emerald are largely in
hiding in the nooks and crannies of their own kingdom.
The failure of the Munkin to defend their own kingdom
has lead to mobilization of fey armies in other
countries to prevent their own conquest. Emerald has
established a fortified human city within Munkin Land
called Sapphire. Through this city food and raw ore is
funnel into Emerald City to fuel their armies. The
Armies of Emerald scornfully call gnomes “Munchkins” as
a joke that the prefer eating to fighting.
Dwarves and Halflings
These are the new two emerging sub-races of Gnomes.
They are much more militant than their forbearers and
are the nexus for resistance and guerilla movements
within the mountains and forests of Munkin Land.
[/sblock]

The City-State of Emerald
In the very center of the Land of Oz is the City-State of Emerald. Emerald does not have a fey population but instead is filled with humans and their artificial creations. The city was founded on the utopian idea of enlightenment through industrial progress. Humans are the only race that pursues the "artificer" class in Oz. The initial founder of the city, Phagdrig Issac Norman Henkle Emmanuel Ambroise Diggs, was the first Grand Artificer and created the first mechanical life forms in the city. Today the Grand Artificer is a life long elected position nominated by the leading artificers of the city. The Grand Artificer’s duty is to enforce the rule of law and direct the cities armies. The artificial constructs created by human artificers include Warforged, Saw-Horses, Clockwork Scullions, and all number of unique designs.

Emerald colored crystals abound in this city. They act as arcane accumulators which siphon the ambient magical energy of Oz and use it to power arcane devices and maintain the spells that protect the city. This green crystal design motif is replicated in anything made of clay, stone, metal, or glass crafted in the City of Oz. Most of these "emeralds" are not naturally occurring gemstones but are grown in vast vats below the city. The consistency and clarity of these manufactured emeralds can vary from green brick to translucent steel. All of Oz is familiar with these artificial stones and values them as common object rather than jewels.


[sblock=Outer Zone: Emerald]
The arrival of Emerald a hundred years ago drove the Great Elders into deathless slumber, caused the "changeling children" mutation, and destroyed the Royal House of OZ. The Descendents of the Great Rift have become extremely militant and favor aggressive expansion of their territory. They have used the arcane energies of the Outer Zone to fuel their designs and create a massive army of "Warforged" troops. With these troops they have subjugated large swaths of the west and intend to replicate this feat to the north, east, and south. Some warforged such as the "Nickel Plated Emperor" have abandoned Emerald’s endless war of expansion and set up their own kingdoms, but most are extremely devoted to their city.

Half-elves
A half-elf is the result of a human mating with any fey. Many of these fey are either born or pushed towards Emerald due to their human ancestry. Humans in general regard half-elves more positively than other fey, but they have to prove their devotion to Emerald if they wish to rise socially and economically in the Emerald city-state.[/sblock]
 
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I stated out the most famous adventuring party in Oz history.
the Lion - melee ranger. (shifter, lots of hit and run exploits)
the Tinman - fighter. (warforged, great axe & plate)
Dorthy (Warlord or brutal scoundrel?)
Toto - a onyx dog figurine.
Scarecrow?? (no good comparison, any ideas?)

good luck with the worldbuilding.
 
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The Oz purist in me is raising her eyebrows and going "Excuse ME!?!?" at some of your interpretations; the gamer is saying "good show!"

I have run an Oz scenario in a dimension-hopping scavenger hunt game I ran years back; the players were absolutely boggled at finding roast beefs growing on bushes and the like. I also wrote an article suggesting conversions of Oz for roleplaying games well over 25 years ago for a gaming APA. If the GM is familiar with all of the Oz books (not just Baum's, but Thompson's, Neill's, and subsequent authors), there are many encounters that would be quite challenging (and even horrifying in some cases). As a PC, I'd be more than a little disturbed to encounter an undead skeletal Allosaurus, for example, though Terrybubble was always one of my favorite characters.

It would be interesting trying to come up with an overall narrative for such a setting. Each book usually features some sort of travelogue with a number of encounters and a plot line to bind them together, and I can see each such adventure covering about one level of player advancement - but the books didn't have a storyline connecting them all - they were episodic, not narrative, and there wasn't much, if any, character growth over the course of the series. There would be the question of the player's ultimate goals - what's the point of an Epic Destiny in a place where there are already Epic level rulers? (That said, I have just come up with a possible campaign idea, and am considering working it up ... and wondering how long I can keep my players from realizing where they really are.)

One tiny little note: The ruler of the Quadling ("Quadleen") country is Glinda the Good (aka Glinda the Best), not Gayelette - Gayelette was the queen mentioned in the Flying Monkey's Tale, but there is no indication that she was the queen of the southlands; she may have been either a past queen, or queen of a small local kingdom (of which there were lots in Oz).
 

One tiny little note: The ruler of the Quadling ("Quadleen") country is Glinda the Good (aka Glinda the Best), not Gayelette - Gayelette was the queen mentioned in the Flying Monkey's Tale, but there is no indication that she was the queen of the southlands; she
may have been either a past queen, or queen of a small local kingdom (of which there were lots in Oz).

You are already anticipating another aspect of my "OZ" campaign. Since OZ doesn't have any true gods. Divine power is instead channelled through "inspirational philosophy". The Divine Elders are the archetypes of these philosophies and include Glinda of the South, Locasta of the North, Bastinda of the West, and Nerossa of the East.

In the "Outer Zone" campaign these divine patrons are known as the Slumbering Elders since they have been sleeping for over a hundred years. Once these great elders walked among their people and ruled them, but since the arrival of Emerald they have fallen into a deathless coma.


Evilhalfling said:
Scarecrow???

As you guessed a "tin man" is a nickname for a warforged. A "straw man" will be a different type of living contruct. Class would problely be a highly intelligent rogue.
 
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Beast Men
Beast Men are the races that do not closely correspond to the human form. Both the fey and the humans of Emerald are contemptuous of these races. Most Beast Men live in migratory nomadic tribes and have few of the features of the civilized fey and human nations. They have no intertribal government, no codified legal system, and are continually feuding with each other. Most Beast Men are colored by their home territories. For instance Dragonborn from Gillikin Country are covered with purple, violet, or magenta scales.
Common Beast Men Races: Bugbear, Doppleganger, Dragonborn, Goblin, Gnoll, Hobgoblin, Kobold, Minotaur, Orc, Shifter, and Tiefling.

MONSTER MANUAL OZ CONVERSIONS
[sblock=Monster Manual OZ Conversions]
Abominations: Infest the Impassable Desert
Tarrasque: Choggenmugger (Book 10)
Angels: Live in the Cloud Kingdoms
Balhannoth: Voe Bear (Book 4)
Banshrae: Thist (Book 11)
Basilisk: Bejeweled Dragon (Book 11)
Beetle: Highly Magnified Insect (Book 2)
Berbalang: Flying Monkey (Book 1)
Boneclaw: Growleywog (Book 6)
Bulette: Rak (Book 8)
Dark One: Nome (Book 3)
Demon: Infest the Deadly Desert
Devil: Infest the Shifting Sands
Devourer: Infest the Great Sandy Waste
Dragons: All types
Rose People: Dryads (Book 8)
Eidolon: China Doll (Book 1)
Ettercap: Purple Spider (Book 11)
Fomorian: Yoop (Book 12)
Foulspawn: Patchwork People (Book 7)
Galeb Duhr: Hammer Head (Book 1)
Giant, Death: Whimsie (Book 6)
Guardian: Pumpkin Head (Book 2)
Hag: Wicked Witch
Halfling + Feyborn Template: Hopper (Book 7)
Kobold: Also called a Tottenhot (Book 7)
Kruthik: Woozy (Book 7)
Lamia: Phanfasm (Book 6)
Owlbear: Kalidah (Book 1)
Wheeler: Quickling (Book 3)
Rat Swarm + Demagogue: Queen of the Field Mice (Book 1)
Roper or Treant: Fighting Trees (Book 1)
Rot Slinger: Scoodlers (Book 5)
Satyr: Horner (Book 7)
Specter: Mist Maiden (Book 12)
Spiders: All Giant Types
Swordwing: Li-Mon-Eags (Book 13)
Vine Horrors: Rose People (Book 8)
Wight: Herku (Book 11)
Wraith: Loon (Book 12) [/SBLOCK]
 
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Character Classes

Characters of Oz have the same basic classes of the standard 4E D&D game. In addition, the Artificer class is available only to humans. The Barbarian class is only available to Beast Men. Finally only fey creatures can take the Sword Mage class.

Cleric

Oz clerics do not gain their divine powers from a deity, but instead from a divine principle. These principles where established over a hundred years ago their mortal archetype: the Great Elders. Each Great Elder has her own philosophy and approach to life. Long ago they lead others with their example. Each generation has passed on their teachings to the next. The cleric goes by different names in Oz. In Emerald City they are called churgeons. In fey country they are called fahari. Both travel to wherever they are most needed.

Glinda of the South

(Lawful Good)
Glinda advocates the study of magic, the acquisition of knowledge, and cultivating beauty. She is revered by the Quadleen as well as any person that values intelligence over brawn. Poetry, music, and dramatic plays reenacting the key moments of her life are common. Her teachings include:
· Knowledge is precious. One can not take the correct action without correct information. Understanding is your greatest tool in solving problems. What will happen in the future is based on what has happened in the past.
· Arcane Power should never be misused. Only those who prove themselves worth of arcane power should be allowed to pursue it.
· Beauty is divine. Beautiful surroundings stimulate the mind and purify the spirit.

Locasta of the North

(Good)


Locasta advocates the protection of the meek and the preservation of nature. She also encourages others to build sanatoriums, grow gardens, and practice the healing arts. She is revered by the Gillikin as well as those that practice the healing arts. Her teachings include:
  • The strong should protect the meek. It is the burden of the powerful to use the abilities to prevent harm.
  • The land is the birthright of the unborn. Destroying the landscape hurts not only you, but all your descendents as well.
  • Befriend others. What you give to others will return to you ten fold.
Bastinda of the West

(Chaos Evil)
Bastinda advocates taking whatever you want. She once ruled the Vinci tribes, but has reportedly destroyed by Do’Rothee. No body was ever found. She is still considered by many Vinci as their greatest queen and is revered by those that ruthlessly seek power for themselves.
· Always attack first. Don’t give others the chance to attack you first.
· Use whatever advantage you can gain to accomplish your goals.
· Flee to save your life so you can begin to plot your revenge.



Nerossa of the East

(Evil)


Nerossa advocates inflicting pain and dominating others. She ruled the Munkin until she was crushed on Do’Rothee’s arrival to OZ. Her disciples went into hiding after her fall, but her cult is finding new life as Rebel Munkin seek any avenue for driving the forces of Emerald out of Munkin Land. Nerossa is revered by those that want to be feared and like to make their enemies suffer. Her teachings include:
  • Never allow fear to master you. Make fear a weapon in your own arsenal.
  • Punish others for disappointing you. People perform better if they know their life is on the line.
  • Show no weakness. If others believe you are undefeatable, they will be less likely to turn against you.
Emerald Orthodoxy

(Unaligned)


The first Grand Artificer of Emerald City established the tenets of the Emerald Orthodoxy. He taught others to continually improve their technology, to experiment with mechanics and magic, and to insure the prosperity and growth of Emerald and its residents. Emerald Orthodoxy is the guiding principle of both the civil and martial activities of the City State of Emerald. His teachings include:
  • A tower must be built on a firm foundation. Emerald seeks to secure all the food, natural resources, and labor the city state needs now and might need in the future.
  • Progress is inevitable. Emerald believe that their own technology and philosophy will inevitably extend across OZ and so any actions they take to advance their political and military supremacy only improves the security and influence of Emerald.
  • Success is awarded by merit. Those that accomplish the most in their field of expertise deserve the most. This has resulted in an unbreakable custom of distributing resources and advancement based on seniority and patronship.
Fighter

Fighters include both the professional Soldiers of Emerald and Color Militias of the surrounding fey countries as well as the mercenary Freebooters. The troops of Emerald are often equipped with black powder muskets and pistols and artificer built mechanized weaponry. The fey rely on the weapons and armor of their ancestors and their legacy of powerful magical artifacts.

Paladin

The paladins of Oz are the criminal investigators, law men, and ambassadors of their respective regions. Southern Pinkertons, Western Yellow Knights, Eastern Blue Shields, Northern Imperial Justices, and Emerald City G-Men are all regional variations of this class. Their powers come from their dedication to promoting and defending the tenets of their faith. Both the fey communities and the city of Emerald need people that insure that the law is obeyed and look for criminals and political fugitives. Paladins are common in to all faiths including “wicked” and “good” philosophies. Paladins are given great lassitude in the investigation of misconduct and treachery. The Paladins of Emerald City often investigate violent crimes, treason, and smuggling. Fey Paladins are often forced to act with out consulting their superiors and mostly rely on their own resources. Many fey paladins are forced to assume the rolls of judge, jury, and if need be executioner in their assigned rural circuits. The shiny armor and shields the paladin bear are emblems of their office and authority granted to them by their rulers.
Ranger

Both all the countries of Oz employ Scouts, Yellow Brick Patrollers, and Woodsmen. Many of the warriors of the fey specialize in the use of bow and arrow. Beast Men are drawn to the use of paired and double weapons. The Emerald Army has an elite group of scouts called “Musketeers”.
Rogue

Rogues are the spies, humbugs, charlatans, and highwaymen of Oz. They can work alone or in groups and favor surprise attacks. In Oz rogues are often called Shaggy Men or Jackdaws due to their tendency to wander and their thieving ways. All the rulers of Oz have to defend against theft and calamity from these trouble makers, and many actively recruit rogues for their own schemes. All rogues are proficient with pistols.

Warlock

A Warlock in Oz is a spell-caster that is born with the gift of magic. Unlike a wizard (or sorceress), the warlock comes by his or her arcane power through raw desire rather than rote learning. A fey warlock nearly universally pursues the fey pact. The nickname for a fey warlock in the Emerald Army is a “Jinx”. Infernal pacts are common to creatures that live near and traffic with the demons and devils found in the deserts surrounding Oz and are called the “Forked”. Humans are the majority of warlocks on the star pact and often call themselves “Astromancers”.

Warlord

Humans and Fey approach warlord training in radically different ways. Fey warlords are always of the royal blood. They are trained from infancy to rule and guide others in peace and in war. Human warlords are officers of the Emerald Army. They leave “The Mint” (Emerald City’s military academy) as ensigns and work their way up the chain of command by proving themselves on and off the battle field.

Wizard

Wizards are male spell-casters. Females are called Witches (or Sorceresses). Both humans and fey teach wizardry to their young. Fey creatures often pass wizardry along family lines or from master to apprentice. Fey wizards often become Blood Mages and Spiral Tower Wizards. Humans have formalized schools of wizardry with the intent to produce a crop of Battle Mages for the Emerald Army and Spellstorm Mages for the Zonal Arcane Power Production Plants (ZAPPP) that fuel the electrical appetite of Emerald City.
 
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The idea of using Oz for a 4E campaign has a lot of merit. Very cool write-up so far.

I hope that you are compiling this info into a single document that will eventually be PDF'd.
 

I stated out the most famous adventuring party in Oz history.
the Lion - melee ranger. (shifter, lots of hit and run exploits)
the Tinman - fighter. (warforged, great axe & plate)
Dorthy (Warlord or brutal scoundrel?)
Toto - a onyx dog figurine.
Scarecrow?? (no good comparison, any ideas?)


I'm currently preparing to run an Oz campaign, and I made the Scarecrow a Ranger. Just one take, but I thought I'd throw it out there.
 
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One tiny little note: The ruler of the Quadling ("Quadleen") country is Glinda the Good (aka Glinda the Best), not Gayelette - Gayelette was the queen mentioned in the Flying Monkey's Tale, but there is no indication that she was the queen of the southlands; she may have been either a past queen, or queen of a small local kingdom (of which there were lots in Oz).

Gayelette was actually placed in the far north of Oz. Most maps of Oz that I've seen have a dot labeled "Winged Monkeys" up in the Gillikin Country, presuming that they returned to their old haunts once Glinda freed them from the charm of the Golden Cap (by giving the Golden Cap to the King of the Winged Monkeys).
 

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