The character sheets for the Sword of Ryland are out. Gear has not been assigned, but the points have all been spent....
Lord Garret of Drenvel
Master Cedrus of Feoton
Hydor Blackhand
Rythu, son of Norbet
This is the Simple Alchemy and "As a Power" route. Those of you who have followed from the beginning may be surprised at Garret's skill with necromancy -- rest assured it was planned all along. The point costs for the characters are not equal, but they hang around 250 points each. The myGurps IQ house rule is in effect: Per and Will are based off of 10, not IQ.
I hope to get them all geared up and ready to be used soon. But you're just as likely to see a sheet of campaign considerations and possible secrets or Lady Blackbird style character sheets first. I hope you enjoy these characters!
Saturday, March 26, 2016
Sunday, March 20, 2016
ICOPs, Gurps Action, and the BAT
I have long loved the infinite worlds setting -- and not just the idea of lots of alternate earths interacting with each other. I've loved the conflict between infinity and centrum, working out the specifics on conveyors and projectors, and how things work on specific official worlds.
I often find I need characters for the setting (and that such characters are tricky to make), and I have recently found a way to adapt Gurps: Action 4 to help with that ... and to help a lot. It involves a custom BAT template and some new BAT packages.
I often find I need characters for the setting (and that such characters are tricky to make), and I have recently found a way to adapt Gurps: Action 4 to help with that ... and to help a lot. It involves a custom BAT template and some new BAT packages.
Thursday, March 10, 2016
Sword Of Ryland: The Map
This map is of course optional. It was partially generated using Collaborative Gamers Map Generation System. GM's should feel free to resize, rearrange, redraw, and so forth.
Tuesday, March 8, 2016
Essential Resources: The MyGurps IQ rule
There are some gurps resources that have changed the way I play the game, articles and fan-created work that forever alter the way I play the game. These are not official resources, but in many ways they are just as good. One of the best such resources is MyGurps. And among the best rules on the site is:
1. Perception and Will are separate from IQ.
Both Per and Will are their own attributes. They start at 10, and can be raised or lowered for 5 points/level. IQ is unchanged, at 20 points/level.Its a very simple rule, with very good reasons for existing
Monday, March 7, 2016
The Human Destiny: Aliens Reworked
I'm following a project called 'The Human Destiny' by Jon F. Zeigler on his blog. (He's one of the guys that wrote GURPS:SPACE). The setting he's working with focuses on humans after they are incorporated into a galactic hegemony. Its kind of like uplift without humanity being special for uplifting others or evolving on their own.
Its a good setting, but I object to the way the aliens are given their statistics. The two races presented so far are 185 and 90 points. Which is a lot. So I'd thought I'd write them up a little more toned down and a little less forbidding to the point budget.
This is not meant to denigrate Mr. Zeigler's work. If anything, this is praise. I find the setting intriguing, and he's doing a fantastic job of exploring ideas. I just think the races could be made more accessible, point-wise.
Classic answers to this problem include: There aren't very many of them. None of them are working for us. They're all focused on other problems. It turns out only some of them are really this good. The point is to play the mortal against the gods.
In this case he's done a fair job of invoking a lot of these answers. Kedai really have a crappy reproductive cycle -- they spend their youth as a wild animal in the woods, and most of the time die that way. It takes a lot of land to produce a Kedai, and a lot of failed attempts. They're also almost all in high-ranking government positions, so you can't really ask 'why are they in charge'? In some ways, Kedai are ultra-tech dragons. Each one is tougher than nails. And part of the point of the campaign is to play honest to goodness underdogs in a world where you are outmatched. So I'm going to keep Kedai's high IQ.
The HT is also an issue, but Kedai have seemingly been selectively breeding and maybe even tinkering with their genome for over a million years. At least HT+1 is justified.
In a game where having a race of super-geniuses is NOT the point, Kedai would drop the IQ, and find themselves in the manageable race zone.
Some of their disadvantages actually are undercharged: Gurps doesn't by RAW let you stick a modifier on any disadvantage you please, and getting 90% of cost for a disadvantage that effects at most 2 months of the year is iffy at best. I'm going to drop that to -80%. That's still debatable, but the time is extended and hits the entire species at the same time. The most ruling species as well. I'm sure everyone knows exactly when mating season is, and I hope there are measures to prevent rash things from happening. Like wars being declared.
The quirks are actually pretty good. The humble one is a bit odd, but quirks are great when describing a species tendencies. I'm normally not a fan of charging hidebound and incurious at full cost -- but its essential for balancing out the +4 to IQ from a scenario perspective.
On the senses they trade off hearing for vision, particularly night vision. they have -4 to hearing, cancel 6 in darkness penalties, and get +3 to vision. Superior or lessened senses are not something that can be replaced by technology: Kedai just plain see more than humans and hear less. Night vision is different though. It can be mitigated or replaced by technology. I'm going to roll it into the 'legal enforcement powers' cost along with ST 18 and horns. As a feature, they get penalties 1 higher than humans in bright light, but this can be easily remedied with sunglasses. Yep, a feature. Not enough to be worth a quirk. Its no more limiting than being susceptible to pentagrams.
Extended life span won't be worth anything in most games. Its dropped to the level of a feature, alongside early maturation 5.
IQ+4 [80]; HT+1 [10]. SM+1 [0].
Advantages: Acute Vision 3 [6]; Fearlessness 3 [6]; Racial Status 4 [20]; Legal Enforcement Powers (shaped like bear) [5]
Perks: Deep Sleeper [1].
Disadvantages: Bad Temper (Only during mating season, -80%) [-2]; Hard of Hearing [-10]; Hidebound [-5]; Incurious [-5]; Lecherousness (Only during mating season, -80%) [-3].
Quirks: Assumes situations are not dangerous unless proven so; Attentive; Humble; Serious [-4].
Features: -1 to vision in bright light, longevity 4, early maturation 5
Drop the IQ, drop the HT. Reduce hidebound and incurious to mere perks. And thats it. Most of their points are now the racial status -- which is an advantage they should have, and should be paid for in full. If you take that away you get [-3] -- the Kedai have a LOT of racial quirks, and the mating season disadvantage may be overpriced. You can arguably add +1 IQ or some other racial talent.
Actually, I suggest picking between these two extremes -- add IQ until you get the level that you want. Or suggest to the player that he raise IQ to the level that he needs. If the race gets +2 IQ or more you may want to bump incurious and hidebound back up to their full level. Choose the IQ based on how formidable you need the Kedai.
points. And they shouldn't be that much better than a human. They're a sapient species that is new to the galaxy, and we don't want an
First, lets shave off the +2 DX and +1 IQ. Its nice, but what are we really trying to say? I haven't been given enough info to say for certain, but I suspect some of it supposed to be the result of millenia of genetic tinkering. Most human adventurers will be green card holders (top 20% of humans genetically), and probably have moderate bonuses themselves. So file that as something most citizens of the empire have. the bonus to DX is probably more meaningful -- but also likely to be subsumed into perfect balance
Extra arms. Oh, extra arms. Remember in Gurps to pay for effects, not fluff. the effect of an extra arm are the ability to perform multiple actions with it outside of combat, and bonuses, primarily grappling, inside of combat. So do Azuri have theses abilities? First of all, are those middle legs hands or are they foot manipulators? If they are hands do the creatures have the full strength of a human hand in each arm? Should they get +4 when grappling a human? Will they have full dexterity in all arms?
Swinging through the trees like a gibbon is incredibly hard on a limb. And when you have four of them... That's a lot of muscle. A biology like that is going to have individually weaker arms. Its going to have shorter legs as well -- look at pretty much any wild ape.
The creatures have four hands, and there is not way to argue these aren't full human manipulators -- unless I want to go with bad grip or something. But they aren't full human arms -- Azuri won't be grappling demons. So we take the limitation short. Yep, short. Short is the limitation that removes the advantages of grappling, despite the fact that the limb is just as long as the others. That means our extra arms are only worth [10] -- and that's probably a fair price.
The ability to both climb and walk is powerful. Its worth at least 5 from the brachiator advantage. Its also an ability that doesn't come 'free' -- creatures that are good climbers are slower on the ground, all things considered. I'm going to reduce ground move by 3 to a total of two -- and then I'm going to raise climbing move up by two to a total of three. Yep, they move faster brachiating than walking.
I object to giving an alien not designed wholly around a mental disadvantage much more than quirks. I'm going to drop curiosity to perk level, which gives us a nice round 5 quirks. That's a lot for a racial template, but it gives lots of hooks for the race.
I'm totally fine with racial status, that's social and doesn't strain my suspense of disbelief. Perfect balance is probably appropriate to the race, if a little broad -- It may be appropriate to limit it to tree's and other situations where the land can wrap around things that look like branches, but I think this is good enough. I could push farther, but I think this is at least a decent place to present the race. Its not taken all the way down to 0, but you have all the things you really want out of the template. Also, The ST score should probably be reduced, given that this is an ultra tech game. To something like a quirk. Also remember that Azuri tend to be higher point characters than humans -- but that's a game tendency resulting form social programs, not a hard and fast rule.
ST-1 [-10], -3 move [-15]
Advantages: Racial Status 1 [5]; Extra Arms 2 (short -50%) [10], +2 climbing move [10], Brachiator [5], Perfect Balance [15]
Quirks: Broad-Minded; Congenial; Playful; Responsive, inquisitive [-5].
I hope this helps both get you interested in the human destiny series, and gets you thinking about the way you build aliens. Happy world building!
Its a good setting, but I object to the way the aliens are given their statistics. The two races presented so far are 185 and 90 points. Which is a lot. So I'd thought I'd write them up a little more toned down and a little less forbidding to the point budget.
This is not meant to denigrate Mr. Zeigler's work. If anything, this is praise. I find the setting intriguing, and he's doing a fantastic job of exploring ideas. I just think the races could be made more accessible, point-wise.
Are they really Superior?
So one of the hickups here is that this setting has practiced eugenics and millennia of breeding ought to give you something. On the other hand, +4 IQ is incredibly high and has potential to break the setting. And a large number of points come from the classic mistakes when statting large creatures and when stating those with multiple arms. And they generally have a higher social position than humans. So we're not going to get 0 point templates. But we are going to get better balanced templates.The Elf Problem
The hardest part is deciding what to do about the IQ +4 and HT +2 on Kedai. Together they are worth 100 points -- enough to make any Kedai character 'Exceptional'. I asked Mr. Zeigler about this and he said this was intentional: Kedai are'frightfully intelligent, but if I were to run a game with them, they would always be NPCs'Wow, that's a strong statement. And it runs into the elf problem -- why is the universe populated by anything other than elves? More to the point of the game: why are the players interesting when all of the cool awesome characters are elves?
Classic answers to this problem include: There aren't very many of them. None of them are working for us. They're all focused on other problems. It turns out only some of them are really this good. The point is to play the mortal against the gods.
In this case he's done a fair job of invoking a lot of these answers. Kedai really have a crappy reproductive cycle -- they spend their youth as a wild animal in the woods, and most of the time die that way. It takes a lot of land to produce a Kedai, and a lot of failed attempts. They're also almost all in high-ranking government positions, so you can't really ask 'why are they in charge'? In some ways, Kedai are ultra-tech dragons. Each one is tougher than nails. And part of the point of the campaign is to play honest to goodness underdogs in a world where you are outmatched. So I'm going to keep Kedai's high IQ.
The HT is also an issue, but Kedai have seemingly been selectively breeding and maybe even tinkering with their genome for over a million years. At least HT+1 is justified.
In a game where having a race of super-geniuses is NOT the point, Kedai would drop the IQ, and find themselves in the manageable race zone.
Kedai [99]
85 of the points come from the fact that these things are essentially grizzly bears with horns. This is a fantastic build in a TL3 hack and slash game. In a TL11 game where this is the ruling race? not so much. Any battle suit can match their armament. easily. Actually, an exoskeleton is likely to be good enough. Their big advantage is that they can go anywhere and not worry about being pestered about it. There is a case for this being 5 points, and there is a case for this being a perk.Some of their disadvantages actually are undercharged: Gurps doesn't by RAW let you stick a modifier on any disadvantage you please, and getting 90% of cost for a disadvantage that effects at most 2 months of the year is iffy at best. I'm going to drop that to -80%. That's still debatable, but the time is extended and hits the entire species at the same time. The most ruling species as well. I'm sure everyone knows exactly when mating season is, and I hope there are measures to prevent rash things from happening. Like wars being declared.
The quirks are actually pretty good. The humble one is a bit odd, but quirks are great when describing a species tendencies. I'm normally not a fan of charging hidebound and incurious at full cost -- but its essential for balancing out the +4 to IQ from a scenario perspective.
On the senses they trade off hearing for vision, particularly night vision. they have -4 to hearing, cancel 6 in darkness penalties, and get +3 to vision. Superior or lessened senses are not something that can be replaced by technology: Kedai just plain see more than humans and hear less. Night vision is different though. It can be mitigated or replaced by technology. I'm going to roll it into the 'legal enforcement powers' cost along with ST 18 and horns. As a feature, they get penalties 1 higher than humans in bright light, but this can be easily remedied with sunglasses. Yep, a feature. Not enough to be worth a quirk. Its no more limiting than being susceptible to pentagrams.
Extended life span won't be worth anything in most games. Its dropped to the level of a feature, alongside early maturation 5.
IQ+4 [80]; HT+1 [10]. SM+1 [0].
Advantages: Acute Vision 3 [6]; Fearlessness 3 [6]; Racial Status 4 [20]; Legal Enforcement Powers (shaped like bear) [5]
Perks: Deep Sleeper [1].
Disadvantages: Bad Temper (Only during mating season, -80%) [-2]; Hard of Hearing [-10]; Hidebound [-5]; Incurious [-5]; Lecherousness (Only during mating season, -80%) [-3].
Quirks: Assumes situations are not dangerous unless proven so; Attentive; Humble; Serious [-4].
Features: -1 to vision in bright light, longevity 4, early maturation 5
Non-Boss Kedai [17]
So what if Kedai were meant to be something other than superhuman overlords? What if they aren't the genetic lottery winners that ruled the universe for 20 million years?Drop the IQ, drop the HT. Reduce hidebound and incurious to mere perks. And thats it. Most of their points are now the racial status -- which is an advantage they should have, and should be paid for in full. If you take that away you get [-3] -- the Kedai have a LOT of racial quirks, and the mating season disadvantage may be overpriced. You can arguably add +1 IQ or some other racial talent.
Actually, I suggest picking between these two extremes -- add IQ until you get the level that you want. Or suggest to the player that he raise IQ to the level that he needs. If the race gets +2 IQ or more you may want to bump incurious and hidebound back up to their full level. Choose the IQ based on how formidable you need the Kedai.
Azuri [15]
Ok, now we have the Azuri, known to humans as 'spider apes'. They are originally priced at 90 Old Man's War setting where humans need bio-engineering to be useful. In fact, given that ST is less than pivotal in this setting, they're currently worth even more than [90].James Cameron's take on six limbed apes. with tiny arms. |
First, lets shave off the +2 DX and +1 IQ. Its nice, but what are we really trying to say? I haven't been given enough info to say for certain, but I suspect some of it supposed to be the result of millenia of genetic tinkering. Most human adventurers will be green card holders (top 20% of humans genetically), and probably have moderate bonuses themselves. So file that as something most citizens of the empire have. the bonus to DX is probably more meaningful -- but also likely to be subsumed into perfect balance
Extra arms. Oh, extra arms. Remember in Gurps to pay for effects, not fluff. the effect of an extra arm are the ability to perform multiple actions with it outside of combat, and bonuses, primarily grappling, inside of combat. So do Azuri have theses abilities? First of all, are those middle legs hands or are they foot manipulators? If they are hands do the creatures have the full strength of a human hand in each arm? Should they get +4 when grappling a human? Will they have full dexterity in all arms?
Swinging through the trees like a gibbon is incredibly hard on a limb. And when you have four of them... That's a lot of muscle. A biology like that is going to have individually weaker arms. Its going to have shorter legs as well -- look at pretty much any wild ape.
The creatures have four hands, and there is not way to argue these aren't full human manipulators -- unless I want to go with bad grip or something. But they aren't full human arms -- Azuri won't be grappling demons. So we take the limitation short. Yep, short. Short is the limitation that removes the advantages of grappling, despite the fact that the limb is just as long as the others. That means our extra arms are only worth [10] -- and that's probably a fair price.
The ability to both climb and walk is powerful. Its worth at least 5 from the brachiator advantage. Its also an ability that doesn't come 'free' -- creatures that are good climbers are slower on the ground, all things considered. I'm going to reduce ground move by 3 to a total of two -- and then I'm going to raise climbing move up by two to a total of three. Yep, they move faster brachiating than walking.
I object to giving an alien not designed wholly around a mental disadvantage much more than quirks. I'm going to drop curiosity to perk level, which gives us a nice round 5 quirks. That's a lot for a racial template, but it gives lots of hooks for the race.
I'm totally fine with racial status, that's social and doesn't strain my suspense of disbelief. Perfect balance is probably appropriate to the race, if a little broad -- It may be appropriate to limit it to tree's and other situations where the land can wrap around things that look like branches, but I think this is good enough. I could push farther, but I think this is at least a decent place to present the race. Its not taken all the way down to 0, but you have all the things you really want out of the template. Also, The ST score should probably be reduced, given that this is an ultra tech game. To something like a quirk. Also remember that Azuri tend to be higher point characters than humans -- but that's a game tendency resulting form social programs, not a hard and fast rule.
ST-1 [-10], -3 move [-15]
Advantages: Racial Status 1 [5]; Extra Arms 2 (short -50%) [10], +2 climbing move [10], Brachiator [5], Perfect Balance [15]
Quirks: Broad-Minded; Congenial; Playful; Responsive, inquisitive [-5].
Analysis
We didn't get either race down all of the way. Part of this was that we really didn't add much in the way of extrapolation -- we mostly just toned down existing ideas. I personally find more life in the species now that I've tinkered with them a little bit. And now I feel that humanity has its strengths as well as weakness vs. other species.I hope this helps both get you interested in the human destiny series, and gets you thinking about the way you build aliens. Happy world building!
Tuesday, March 1, 2016
The Sword of Ryland: A Quick-Play Adventure
The Kingdom of Korath has been in trouble before, but now things seem as black as ever. Armies of undead, sent by the Necromancer Eiathor, now ascended to lichdom, have already taken most of it, and the barons are surrendering. With victory on land seemingly impossible and the sea locked in contests of weather mages, King Porlan has sent three of his best men to acomplish by stealth what force of arms could not: to slay Mal Eiathor himself. The men have evaded capture and detection up until they reached Ryland, a forested barony whose lord surrendered to the necromancers. Taking refuge in a shepherd's hovel, Master Cedrus discovered the sword on the wall was the lost sword of Ryland, and Rythu, their youthful host, its rightful wielder. Cedrus awakened the bond between the two. Within the hour, Hydor Blackhand reported undead soldiers coming towards the hovel...
Mal Eiathor of Garmaz is a powerful necromancer, the second son of a local baron. Eiathor has been completely corrupted by his power: he wishes to rule, to inflict pain, and to slay the living. He's a complete megalomaniac, and has decreed that he wishes to drain the life out of King Porlan with his own two hands. Eiathor is a very talented mage, and has figured out a method to locate magic use over long distance -- including that given off by Rythu's sword.
Lord Senex of Feoton is not a necromancer, but he is working with them. He's been convincing individual barons to submit to the necromancers so that their lands won't be ravished and their people will survive -- and so that they will stay in power. Lord Senex has a reputation as a practical man and a capable manager. He essentially runs the kingdom for Eiathor, making sure that the necromancers get what they want. Cedrus thinks that his father has the good of the kingdom at heart and is saving lives. Most others think he's just looking out for himself. And there's a good possibility he plans to usurp Eiathor's position once king Porlan is dead.
The captical of Mal Eiathor, Garmaz castle is also the training center of the necromancers. Mal Eiathor is certainly in this castle, ensuring the mages sent to him are properly corrupted and loyal to him ... or at least as loyal as a necromancer can be. Garmaz is in the far south of Korath, and its not known why the neighboring Gibarans are allowing a necromancer free reign...
Conquered Baronies:
Eiathor has conquered many baronies by the force of his undead soldiers and his necromancers. Each of these baronies is ruled by a necromancer and his corpse-derived soldiers. The Lords, knights, and mages of these areas are mostly dead or fled, though a few have turned traitor and are helping the necromancers. The necromancers are given free reign to sate their appetites. The peasants here live in fear of their lives, and many are trying to escape. But getting caught leaving is a sure way to join the deathly army.
Surrendered Baronies:
These Baronies have surrendered to Eiathor, (Mostly through the skilled negotiations of Lord Senex) and have kept their position in exchange for cooperation in the war. The surrendered baronies have cut off communication with those loyal to King Porlan, and their soldiers even serve in the war against him. Their mages are sent to Garmaz, where they are trained as necromancers. Given necromancy's corrupting tendencies, many of them have fled north to avoid that fate.
Korath:
The long kingdom located between the Dargwen mountains to the east and the west coast of the Aulguff sea. It borders Gibara to the south, Carthat to the north, insanely high and icy mountains in the west and Rasotar lies across the sea. Korath is also the name of the territory ruled directly by King Porlan.
Feoton:
The effective capital of the colluding Barons and the home domain of Lord Senex.
Drenvel:
Lord Garret's barony. It has been sacked in the course of the war, and was the site of some of the greatest battles so far. Its has been laid to ruin and its peasants have fled. The resident necromancer is having to bring in servants from other baronies. Lord Garret escaped the slaughter and has been fighting ever since.
Ryland:
Rythu's home barony. Ryland was an ancient kingdom with a strong mystic tradition. Now its the name of a barony that surrendered to Mal Eiathor and an obscure piece of its history has suddenly given the people of its former dominion hope.
I designed this game to be run with "as a power" and simple alchemy. That isn't the only way it can be run though: the standard GURPS magic system will work for this game, and you could probably play in with DnD. RPM will work as well. Lady Blackbird, which did a lot to inspire the idea of a 'quick-play' adventure for me, has a system that'd be fairly easy to work with.
I've mentioned Lady Blackbird. It was pointed out to me by the blog Game Geekery. He deserves credit for pointing out the concept to me and giving me examples beyond Lady Blackbird.
I hope you enjoy this adventure. More is coming: character sheets, maps, encounters, and sheets of secrets (in case you enjoy internal drama and conflicting character goals). I will also be building this game in multiple magic systems and multiple game systems and really comparing how everything works. I hope this inspires you!
Player Characters:
Master Cedrus- Fire Mage
- Son of Lord Senex- can't believe that his father is this far off course
- Alchemist and healer
- Lore Master
- Experienced with the realm
- Lost his barony in previous fighting
- Knows Eiathor and Senex well, and ridden by guilt he did not act sooner
- Traditional Combatant
- Skilled Leader
- Knows small amount of necromancy
- Illusionist
- Assasin
- King's Illegitimate Son (and loyal to king)
- Alchemist and poisoner
- Anti-magic Ability
- Rightful king of dead kingdom
- Peasant Background
- Ancient Prophesy
- Power comes from sword
Notable NPC's
King Porlan of Korath has ruled as a typical indolent king. He's let other's rule, and only gone to war a few times in his life. He understands that misrule will ruin his name, and he doesn't want that, but he doesn't think its worth the work to become a truly legendary king. In fact, he regards it as hard work to stay on the throne.Mal Eiathor of Garmaz is a powerful necromancer, the second son of a local baron. Eiathor has been completely corrupted by his power: he wishes to rule, to inflict pain, and to slay the living. He's a complete megalomaniac, and has decreed that he wishes to drain the life out of King Porlan with his own two hands. Eiathor is a very talented mage, and has figured out a method to locate magic use over long distance -- including that given off by Rythu's sword.
Lord Senex of Feoton is not a necromancer, but he is working with them. He's been convincing individual barons to submit to the necromancers so that their lands won't be ravished and their people will survive -- and so that they will stay in power. Lord Senex has a reputation as a practical man and a capable manager. He essentially runs the kingdom for Eiathor, making sure that the necromancers get what they want. Cedrus thinks that his father has the good of the kingdom at heart and is saving lives. Most others think he's just looking out for himself. And there's a good possibility he plans to usurp Eiathor's position once king Porlan is dead.
Locations
Garmaz:The captical of Mal Eiathor, Garmaz castle is also the training center of the necromancers. Mal Eiathor is certainly in this castle, ensuring the mages sent to him are properly corrupted and loyal to him ... or at least as loyal as a necromancer can be. Garmaz is in the far south of Korath, and its not known why the neighboring Gibarans are allowing a necromancer free reign...
Conquered Baronies:
Eiathor has conquered many baronies by the force of his undead soldiers and his necromancers. Each of these baronies is ruled by a necromancer and his corpse-derived soldiers. The Lords, knights, and mages of these areas are mostly dead or fled, though a few have turned traitor and are helping the necromancers. The necromancers are given free reign to sate their appetites. The peasants here live in fear of their lives, and many are trying to escape. But getting caught leaving is a sure way to join the deathly army.
Surrendered Baronies:
These Baronies have surrendered to Eiathor, (Mostly through the skilled negotiations of Lord Senex) and have kept their position in exchange for cooperation in the war. The surrendered baronies have cut off communication with those loyal to King Porlan, and their soldiers even serve in the war against him. Their mages are sent to Garmaz, where they are trained as necromancers. Given necromancy's corrupting tendencies, many of them have fled north to avoid that fate.
Korath:
The long kingdom located between the Dargwen mountains to the east and the west coast of the Aulguff sea. It borders Gibara to the south, Carthat to the north, insanely high and icy mountains in the west and Rasotar lies across the sea. Korath is also the name of the territory ruled directly by King Porlan.
Feoton:
The effective capital of the colluding Barons and the home domain of Lord Senex.
Drenvel:
Lord Garret's barony. It has been sacked in the course of the war, and was the site of some of the greatest battles so far. Its has been laid to ruin and its peasants have fled. The resident necromancer is having to bring in servants from other baronies. Lord Garret escaped the slaughter and has been fighting ever since.
Ryland:
Rythu's home barony. Ryland was an ancient kingdom with a strong mystic tradition. Now its the name of a barony that surrendered to Mal Eiathor and an obscure piece of its history has suddenly given the people of its former dominion hope.
Using this adventure:
This will be a quick play adventure, complete with character sheets, maps, and further notes on the secrets of the world. But this portion is actually fairly complete. You have characters with odd interactions, a situation, and a number of goals for your heroes to achieve. Do the heroes go strait for Mal Eiathor? Or will they confront Lord Senex? Were do Lord Senex's loyalties really lie? If the sword is powerful enough they may be able to mount an effective resistance -- particularly if they can get the Barons who gave up without a fight to join them. And cooperation between the players isn't guaranteed. Will Cedrus let his affection for his father lead them into a trap? Or is their relationship the edge the team needs? Does Rythu believe is the heir of the King of Ryland? Will the promising leader save the kingdom of Korath, or cut it down to nothing to rebuild Ryland?I designed this game to be run with "as a power" and simple alchemy. That isn't the only way it can be run though: the standard GURPS magic system will work for this game, and you could probably play in with DnD. RPM will work as well. Lady Blackbird, which did a lot to inspire the idea of a 'quick-play' adventure for me, has a system that'd be fairly easy to work with.
I've mentioned Lady Blackbird. It was pointed out to me by the blog Game Geekery. He deserves credit for pointing out the concept to me and giving me examples beyond Lady Blackbird.
I hope you enjoy this adventure. More is coming: character sheets, maps, encounters, and sheets of secrets (in case you enjoy internal drama and conflicting character goals). I will also be building this game in multiple magic systems and multiple game systems and really comparing how everything works. I hope this inspires you!
Anchored Illusions as a Power
Perhaps no ability says "Magic" more than that of illusion. Part of this is because its the type of effect a clever slight of hand artist can pull off. Illusions require clever thinking to use for greatest effect. They're also one of the broadest pieces of magic. An illusion can do ... well, pretty much anything. Or at least seem to do anything. Make people who aren't there, change faces, build rooms -- the limit is how much you can do at once.
Anchored illusions take time to make and time to dissipate. The illusionist can't make a person that will hold a conversation, but he can disguise a door and it will stay disguised for a long time. The illusions are anchored to objects, and either don't respond to the environment, or their behavior must be painstakingly created.
Anchored illusions take time to make and time to dissipate. The illusionist can't make a person that will hold a conversation, but he can disguise a door and it will stay disguised for a long time. The illusions are anchored to objects, and either don't respond to the environment, or their behavior must be painstakingly created.
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