Okay so me and a buddy wanted to run a supers game. We wanted it an Aussie-centric universe (as opposed to USA) and to be a bit different... So we came up with "Australia's First Universe" a post-nuke Superhero universe!
The World of Tomorrow
Einstein once said “I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones”. The end of World War III proved him half right. On the last day of conflict, the mightiest bombs ever known obliterated the greater portion of the northern hemisphere. China, Russia, the United States; all the worlds great powers crumpled in a single moment.
Such world breaking tragedy was unprecedented. To mark the event, the calendar was reset to the year zero. It is now the year XXXV; and the world is a very different place. The thirty-four years since the end of the third world war saw necessity push the rise of a single global government. United under the Australian Empire, peace and prosperity have returned to humanity.
The Division of Power
While the Australian Imperial Government rules the world on a global scale, its regional grip is far from iron. The islands of the Atlantic and Pacific, along with Africa, are a patchwork of tiny subject nations. Likewise; South America’s beyond control. Complicating matters further is Labour Corp. Building, running and maintaining the Domes has given Labour Corp vast amounts of power; enough to shove when the government pushes.
Power Culture
The Australian Empire has a vibrant Power Culture. Nearly everyone claims to have a power of some kind ranging from amazing (telepathic control of machines) to mediocre (instant mathematical calculation) to subjective at best (lifetime die rolling average of six). Fashion has followed suit in this regard, with most commercial clothing constituting a costume of some kind. Costume stores have even become the number one hangout, containing bar-cafes.
In this unprecedented heroic age, Superheroes pedestaled. The most popular celebrities; every newspaper has a Superhero section and each news program a Superhero segment. Indeed, 90% of all free-to-air television is about Superheroes in some way from numerous reality programs to ‘Breakfast at XI with Toast Man’ and ‘Mystery Tin Man Late Night Chat’ (where guests and audience members bring on unlabeled tins for Mystery Tin Man to guess their contents).
Zero Tolerance
Like any culture, you get extremists. And in Power Culture, you get Supervillians. The term itself is broad, referring to any criminal who wears a costume, has superpowers or both. ‘Supervillian’ defines everyone from hoodlums on the street to mafia heavy’s. Given the current culture, the government currently feels that too much leniency could see things get out of hand. As such, they have adopted a single purpose zero tolerance policy to anyone being found guilty of being a Supervillian is given a life sentence on Exodus rock. There they are forgotten and beyond legal aid. Due to the potential severity of such a sentence, most cases of alleged Supervilliany are tried before a Specialist Magistrates Court. Before going to trial, a Magistrate with Specialist qualifications in Supervillian law must review the case and agree to the defendant being tried as a Supervillian.
The Dome Project
With the northern hemisphere now completely radiated; the global situation is a delicate one. Limited resources see the southern hemisphere in constant danger of overpopulation. Constructed by the Labour Corporation under contract from the government, the Domes provide answers to the new worlds problems.
Great cylinders of machinery topped by domes of ultra-glass; each dome is part city, think-tank and fortress. Near-fully self-sufficient, each Dome is responsible for one of the government’s major projects.
One of the primary roles of most Domes is to monitor of radioactive materials and their movements. For this reason most are along the Borderland between the northern and southern hemispheres. There are eleven Domes in total.
Dome One (Mexico)
Monitors the situation in South America.
Dome Two (Pacific, south of Hawaii)
Transfers prisoners to Exodus rock, supplies and maintains the Fortress.
Dome Three (Tasman Sea)
Oversees New Eden terraforming. Dome Three is relatively unique in that it is one of two Dome’s not to monitor radioactive materials.
Dome Four (Africa)
Military academy.
Dome V (Atlantic Ocean)
Purpose classified.
Dome Six (Borneo)
Technological Research.
Dome Seven (Madagascar)
Mass manufacturing and the second Dome not to monitor radioactive materials.
Dome Eight (New Guinea)
Arcane research.
Dome Nine (Marshal Islands)
Global sustainability.
Dome Ten (Pacific, between Hawaii and Peru)
Purpose classified.
Dome Solitude (Indian Ocean)
Coordinates efforts and correlates information from other Domes.
The Independence of South Africa
When resources were running low in World War Three, the major players all made a dive for Africa’s massive untapped resources. Massively depopulated by some of the most brutal action in the war, Africa is currently divided amongst many and varied suzerainties. While still under the Australian Empire, competition between these tiny kingdoms is fierce. The near-constant conflict across the continent draws more mercenaries than any other place on Earth.
The Americas
The fallout whipped Canada and the United States. But it didn’t go much further south. For the first time in over a century, it was good to be in Mexico. South America, however, forms an interesting problem for the Australian Empire. Blasted back to prehistoric, dinosaur-infested jungle by a temporal rip- the work of the villain Timito –the continent is populated in only small pockets. There is little common ground between the people here and no sense of governmental authority. Similar to the effect that plucked dinosaurs from the past, South America’s population ranges from cavemen to Roman Legions and much between.
Exodus Rock
Formerly Hawaii, Exodus Rock is now the one stop life-sentence prison for all super-criminals. Surrounded by an energy field which removes both radiation and super powers, Exodus Rock has no walls. Rather; only a red line in the earth marks boundary. Nor are their guards beyond the red line. Prisoners can do as they will within Exodus Rock. They can even leave at any time, provided they can survive the radiation. The only real security per say on Exodus Rock lies outside the energy field in the Fortress. Not only is the Fortress the source of the field, but drop off point for prisoners. The Fortress is naturally radiation proofed and should its staff need to step outside, special super-armours are provided.
Australia
On the day the bombs fell, Australia was a minor player. The next, it was the new superpower. Australia’s cities are the biggest and the people within enjoy the best quality of life. It sounds like a utopia, but that’s where the good news ends. Governmental focus is internatal, not national. The cities run, but they’re riddled with vermin. Pest control keeps the rats out of sight, but there are dark corners where the wicked rule and thrive. Outside the cities, it’s the vermin who rule. During the war, the homeland militia act gave rise road gangs and neo-savages, most of which are yet to be disarmed.
Albion
The city of tomorrow today, Albion is a high-tech super-metropolis. Easily the most comfortable and prosperous city in Australia; Albion’s puts a pretty face over her skin, industrial guts. Like cancer, Albion’s criminal element is deeply imbedded but largely invisible.
The high-tech g-man, Iron Horse, is the one-man solution to crime in Albion. Black ops trained, Iron Horse understands that criminals hide behind bureaucracy, process and protocol. Ignoring these things in favour of his own code of ethics, Iron Horse has denied the criminal the protection of law. His impossibly high ideals have also made Iron Horse beyond corruption. So far, Iron Horse’s government clearances have protected his conduct. But the constant tightrope walk is an effort no mortal man can keep up forever.
Orphicten
War industry built Orphicten. When the war ended, so did Orphicten’s prosperity. As the basic day-to-day functions of Orphicten began to break down, cracks appeared. Through the cracks rose the gangs and mobs. Now those cracks mark their territories.
One man who does want to make a difference in Orphicten is Marv Smalltown. The city’s resident vigilante, Marv doesn’t go for costumes or capes. Instead he deals with the mobs in a very open, old fashioned way: busting heads. The ultimate glass is three-fourths full guy, Marv truly believes his efforts will one day make a bad city good again. Scarily for the bad guys Marv is as strong and impervious as iron, able to leap from street to rooftop.
Southern Cross City
Southern Cross City has been the capital of the Australian Empire since the third world war’s end. The city gained its name from government reformation in the year one. Established as the new capital, the wars end saw the raising of the Eureka flag.
Since the late 1930s Australia’s premier Superhero has been the Battler. It’s understood that there have been numerous Battler’s over the years. From the Battle of Crete in World War II to the Siege of Washington in World War III, a Battler has stood for Australia and with Australians. The currently Battler saw no wartime action. But with their sidekick Cazaly, they’re a furious pair of scrappers and the premier icons of Southern Cross City.
Villains
Timito
Somewhere in South America, former General John Anderson- aka Timito -has his base. Despite the name, Timito is a real threat. A time traveller of sorts, Timito can project his consciousness laterally in space and temporally in reverse. In brief; he can visit any time period anywhere on Earth. While he can’t interact with the past, Timito can pluck objects from it.
Serving in World War III United States General Anderson tried desperately to stop the bombs. As Timito, he does the same. While this quest maybe noble, Timito is horribly unbalanced. The current state of South America is the mark of his last attempt to correct the past.
Aryan League, The
Nazi Germany’s greatest heroes were the alluring Blauer Engel, devious Nachtwachter and invincible Ubermensch. As the Aryan League were Hitler’s personal Superteam. Single-handedly, they were made up for losses in Russia and aiding Rommel in North Africa. Just before D-Day, however, Timito visited them; plucking them from the past. Initially angry, they saw a future in which the Reich didn’t even last ten years, let alone a thousand. Now, all accounts say they the League does Timito’s dirty work with the promise of returning to and correcting their past.
GM Secrets
Antarctica
Currently undergoing experimental New Eden terraforming project, hopes are Antarctica will be warmed to a lush virgin wilderness within the next century. Till its complete and understood, however, no one except the projects key scientists and mystics is permitted on New Eden. The only exception is for Antarctica’s one permanent resident; Corner Stone. Formerly Uluru, now a being of living stone, Corner Stone serves as New Eden’s guardian.
The Aryan League
This trio weren’t the only ones plucked from the past by Timito. Vanishing moments before the Red Army entered Berlin; Hitler’s suicide was a cover up. Currently residing in South America, who knows what purpose a long-thought dead Nazi serves Timito.
The Battler
The Battler and Cazaly are the foremost Superhero/Sidekick duo in Australia. But they’re also its darkest secret. Each time a Battler and Cazaly falls, another is chosen from the next census. This ensures only the most Australian take up the Battler’s mantle. Taken, stripped of their previous self and instilled with their new personas there is no secret identity: only the Battler and Cazaly remain. Family and friends never know what truly happened to their loved ones. The process is harrowing and has left the current pair prone to excessive drink and public debauchery.
Classified Domes
Sensitive things happen in the classified Domes. Dome Ten is Black Operations. Spies, secret agents, special operations, sensitive missions and all the other ‘dirty work’ of the government and military. Labour Corp has no hand in this Dome whatsoever. It is strictly government run.
Dome V has no purpose known by the Government or Labour Corp. Neither staff nor maintain this Dome.
Iron Horse
Contrary to popular opinion, Iron Horse has a single innate superpower in addition to his devices. He can regenerate.
The Northern Hemisphere
The greater portion of the Northern Hemisphere is a high radiation zone (SWEX p106). Thankfully, neither wind nor tide from the Earth’s two hemispheres mix overly, so the fallout hasn’t been drifting south in any dire manner.
Additionally, the bombs raised the temperature of the northern hemisphere up a notch; creating a mutative effect. Not only has nature sprung back, but it’s also taken a bold new turn. The Mosquitoids are the clearest example of this new natural frontier. Short, humanoid Mosquitos, in thirty short years this species has come to inhabit the bulk of the northern hemisphere.
White Noise
Something about the northern hemisphere- be it the Mosquitoids, the radiation, or the mutative effect –interferes with radio. All anyone attempts to use one pick up naught but static. A Repair roll at -4 can get it going, but even then it only catches one word in ten through the white noise.
Timito
The supervillian, Timito, may have initially wished to correct the final blow of World War III. When South America went prehistoric, however, Timito decided to master his abilities before making another attempt. Taking long walks deep into the past gave Timito a sense of perspective he lacked before. Timito now sees the past as a long series of mistakes; all subsequently requiring correction. Realizing he needs a stronger, more active, hand; Timito wishes to increase his power so that he may move through time and space at will.
Showing posts with label World Building. Show all posts
Showing posts with label World Building. Show all posts
Sunday, February 7, 2010
Monday, June 22, 2009
Toying the Apocalypse; After the End
had this crazy idea for a Post-Apocalyptic setting. One where Angels and Demons stand shoulder to shoulder with mere mortals. The War between Heaven & Hell's over. Earth is devistated. Lucifer's M.I.A. and God's gone... Angels and Demons are strandard on Earth and forced to deal with a humanity rebuilding. Still not sure WHAT I'm gonna do with it... something...
Heaven
The War
God made the world, and he made humans after his own image. Lucifer; out of jealousy and spite, rebelled with a number of like-minded Angels. They sought to usurp the Throne of Heaven and bend creation to their own selfish vision. Though they lost that initial battle and were cast into Hell, they were still children of Heaven and thus accorded freedom of will and the eternal opportunity for redemption. But Lucifer and his ilk ignored such chances and so the war raged on.
Armageddon
After Heaven’s victory in the Final Battle, and thus the war, God judged all beings in creation. Demons who had repented, mortals of virtue- these beings were taken unto New Earth and purified. The old creation remained and a rear-guard of the least virtuous Angels remained to usher unto New Earth any wicked mortal or unrepented Demon who mends their ways.
Heaven
The War’s end took a terrible toll on Heaven. The former Divine realm now stands in ruins. Only a handful of lonely Angels of little virtue still dwell in this realm. The majority of God’s first not with him now dwell on Earth, fulfilling their final duty.
Earth
The War
The War ended around a decade ago, after twenty years of Heaven-fire and brimstone. The religious nuts called them “Angels” and “Demons”. The military minds saw two rival forces of invaders- one from below and another from above. At the end of the day, it didn’t matter who they were. Both wanted to kill part of the human population and enslave the other part. Some governments sided with one, the other or balancing between both. Others tried mixing it up with them. It didn’t matter either way. Us, them; no one got out clean.
Armageddon
Both the Angels and the Demons say they win. You know who doesn’t say they won? Humanity: we survived. It didn’t matter how many of us fought (or got hit by the crossfire) and died in that Final Battle of theirs. Humans survived in numbers that’d make a cockroach blush.
Earth
Earth is a ruin. There isn’t a government left. There isn’t an intact city left. Humans now dwell like cockroaches. The Angels and the Demons, however, seem in pretty much the same boat. So it looks like everyone gets to scrape through the shit and rubble together.
Hell
The War
God isn’t who he claims to be. He isn’t God! He’s a fuck-up. The Aeons, children of the True God, don’t have the whole package. But they’ve still got lead in their pencils. They made our “God” and they made him wrong. For the good of Creation the True God locked our fuck up away. He still had power and divine knowledge, and so alone with that the fuck up assumed he was the True God. So he did what the True God did; Genesis. But he couldn’t pull it off. Creation cracked right down the middle- good and evil. Lucifer and he’s been trying to save us all from the fuck up since.
Armageddon
Hell won the Final Battle, but the War is still raging on. But the Demonic victory was hollow. Lucifer and many high-ranking Demons were lost in the fight. No one is sure if they are dead, or merely lost. While the forces of darkness should be preparing to strike at Heaven, there is pandemonium amongst the evil’s forces.
Hell
Hell’s gone. No Demon has been there since Armageddon. While they’ve got theories neither the Angels nor the Demons know what happened.
Heaven
The War
God made the world, and he made humans after his own image. Lucifer; out of jealousy and spite, rebelled with a number of like-minded Angels. They sought to usurp the Throne of Heaven and bend creation to their own selfish vision. Though they lost that initial battle and were cast into Hell, they were still children of Heaven and thus accorded freedom of will and the eternal opportunity for redemption. But Lucifer and his ilk ignored such chances and so the war raged on.
Armageddon
After Heaven’s victory in the Final Battle, and thus the war, God judged all beings in creation. Demons who had repented, mortals of virtue- these beings were taken unto New Earth and purified. The old creation remained and a rear-guard of the least virtuous Angels remained to usher unto New Earth any wicked mortal or unrepented Demon who mends their ways.
Heaven
The War’s end took a terrible toll on Heaven. The former Divine realm now stands in ruins. Only a handful of lonely Angels of little virtue still dwell in this realm. The majority of God’s first not with him now dwell on Earth, fulfilling their final duty.
Earth
The War
The War ended around a decade ago, after twenty years of Heaven-fire and brimstone. The religious nuts called them “Angels” and “Demons”. The military minds saw two rival forces of invaders- one from below and another from above. At the end of the day, it didn’t matter who they were. Both wanted to kill part of the human population and enslave the other part. Some governments sided with one, the other or balancing between both. Others tried mixing it up with them. It didn’t matter either way. Us, them; no one got out clean.
Armageddon
Both the Angels and the Demons say they win. You know who doesn’t say they won? Humanity: we survived. It didn’t matter how many of us fought (or got hit by the crossfire) and died in that Final Battle of theirs. Humans survived in numbers that’d make a cockroach blush.
Earth
Earth is a ruin. There isn’t a government left. There isn’t an intact city left. Humans now dwell like cockroaches. The Angels and the Demons, however, seem in pretty much the same boat. So it looks like everyone gets to scrape through the shit and rubble together.
Hell
The War
God isn’t who he claims to be. He isn’t God! He’s a fuck-up. The Aeons, children of the True God, don’t have the whole package. But they’ve still got lead in their pencils. They made our “God” and they made him wrong. For the good of Creation the True God locked our fuck up away. He still had power and divine knowledge, and so alone with that the fuck up assumed he was the True God. So he did what the True God did; Genesis. But he couldn’t pull it off. Creation cracked right down the middle- good and evil. Lucifer and he’s been trying to save us all from the fuck up since.
Armageddon
Hell won the Final Battle, but the War is still raging on. But the Demonic victory was hollow. Lucifer and many high-ranking Demons were lost in the fight. No one is sure if they are dead, or merely lost. While the forces of darkness should be preparing to strike at Heaven, there is pandemonium amongst the evil’s forces.
Hell
Hell’s gone. No Demon has been there since Armageddon. While they’ve got theories neither the Angels nor the Demons know what happened.
Wednesday, May 27, 2009
Twisted background
With Sauria on the march and my Savage Worlds book out on lone, I was holding back on posting most of the Twist (you may remember that I posted the Racial Heritage rules from this setting a long while ago...)- my Savage Worlds Fantasy setting (www.deadlands.com for more Savage Worlds stuff). But with me contemplating just buying a new one (they are quite cheap) I deciced to start posting more Twist. For a start, heres the setting background!
The Twist
About two, three hundred years ago- hard to say exactly now –the Twist came and it did that. Twisted everything right around. See, Tzshid, the god of madness, usurped the throne of Lohim- king-god of the world. And after that, well, the world went mad…
Oh Wicked Land!
The wastes that make up the world are not hospitable. In fact, those shifting psychic environs are what most folks call ‘toxic’. Walking on the surface, well if you die call yourself lucky. Most folks aren’t lucky… Instead of dying, they come back Twisted. Needless to say, no one with a sane brain walks anywhere or live anywhere exposed to the surface.
Bebin Stones
Bebin Stones are the foundation of current society, literally. Some clever Wizard named Bebin figured out how to manipulate the Twist, to drain it. Course it had to go somewhere. So rather than- proving that old Bebin was still sane –putting it in their self, Bebin created his stone. The Bebin Stones not only can absorb the Twist, they actively do so.
Getting about
One of the key things a Bebin Stone is used for is just plain old getting about. See, lone Bebin Stone roughly the size of a fist might not do jack for a Bastion. It does, however, such up just enough Twist to make travel safe for one individual. Course, less you want to walk your mount needs one too… Some big trade guilds or nomad bands even carry larger, wagon mounted, Bebin Stones just for extra protection.
The Grand Dragon Trade Guild
One relatively safe means of getting about is with the Grand Dragon Trade Guild. Rather than taking tax from the merchant-Dragons hoards, the guild has been taxing their fire. Collected in special canisters, they use this fire to fuel a modest fleet of Sky-ships. Utilized to transport not only wares, but people and entertainments, from one Bastion to another- delivery isn’t just relatively assured, but it’s also relatively regular. Purchasing passage or space on such a transport is, naturally, extremely expensive.
Bastions
Locked away behind strategically placed Bebin Stones, the Bastions represent islands of sanity and stability. The Bastions are the standard political division for these times; Island kingdoms harkening to no authority beyond their throne. Needless to say, things can get a bit incestuous within a Bastion.
Bastions of Note
Dundar
The mighty city of Dundar might not be as grand today as it once was, but to a populace overflowing into the street and born of refugees, brigands, citizens and survivors its home. Dundar is big on two things; Chivalric ideals and pragmatic solutions. This generally means when times are good the knightly virtues of this Bastion are the guiding light of all major decisions. But the moment the shit hits, its swords drawn and quick, clean solutions sought.
Elazar’s Library
Fortress, tomb, and greatest single bastion of Necromantic lore in the world. Since the Twist came about, however, the term ‘city’ has been added to this Baston’s list of titles. When Tzshid’s madness was sweeping the world Elazar’s resident Necromancers and the emerging Twister’s came together with the Clerics of Frog in establishing a number of Bebin stones in key locations around the Library. Today, each of the three factions are part of this Bastions ruling council. To avoid political tension, each has taken a quarter of the Bastion as their own, with the fourth as a free market quarter. Needless to say, this fourth quarter is where the tension overflows. Still, its rather novel how most of the violence isn’t over politics but funeral rights as Necromancers and Frog Clerics all have quite different ideas of the appropriate treatment of a corpse. Thus death follows death in Elazar’s Library.
Grand Dragon’s Hoard
Built on the wealth of the grandest Dragon Hoards of old, Grand Dragon’s Hoard is ruled by Dragon merchant-princes. While life there is more expensive than within other Bastions, the opulent wealth of the Dragon hoards flows down to the streets. This grants citizens of the Grand Dragon’s Hoard a stable and luxurious lifestyle than their peers elsewhere. Even the Dragon’s themselves have been changed by their wealth, having learnt that a gang of thugs sends the same message as a ball of fire with far less effort on ones own part.
Sha’Ta-la
From the outside, Sha’Ta-la looks as if it is a forest surrounded by a ring of Bebin Stones. It is! But inside that forest is a city- not amongst the trees. Nope, within them. For Sha’Ta-la calls itself the Elven Bastion, and all within must live as the Elf. Still, some would say Sha’Ta-la is drowning in Elven pride. It was the Elf Capital, back before the Twist and its Nobles pride themselves on the impeccable purity of their bloodlines. Such is the zeal which this purity is defended that everything from individual nobles to whole Houses have been exiled from the Bastion.
Race?
Those Sha’Ta-la Nobles, an the others like them, are living in a dream-world. See, long locked in the Bastions together, the unbroken racial heritages of the past have long since become a rarity as love was forced to ‘make do’ with what was available. The idea of a ‘pure’ race is by no means obsolete. Indeed, there are some such- like Sha’Ta-la -that cling to their racial purity like flies on dung. But the reality of it is a rarity at best.
Pit Ball
What do you get when you mix three pits, each linked by a single doorway, put basic dungeon traps in the middle and a hole in the wall of the other two? You get Pit Ball- the Grand Dragon’s most profitable export! The rules are simple; games are two hours long, one ball, six players to a team, no weapons, no killing, but other than that fighting is fine. The middle pit is neutral, each team taking one of the far pits. The team that gets the ball in the opposite team’s goal-hole the most times wins.
The League
Most large Bastions have their own Pit Ball Teams and participate in the League. The Grand Dragon owns the League and so to join, the Bastion must pay the Trade Guild an annual fee. This done, the Bastion pays again- this time to send their team to other Bastions on a sky-ship. While this may initially sound stupidly expensive, after the players and coach’s passage is payed for, a Pit Ball Team may bring along as much cargo as they the sky-ship may carry. This means that any Merchant, Noble or other person sponsoring a Pit Ball team within the League may move cargo safely and securely for free! Thus through the League, not only does the Grand Dragon scoop a tidy little profit, but both the home and away Bastions profit through the added economic stimulation.
The Big Boys
The largest and best funded teams come from are the Zomphibians (Elazar’s Libarary), the Lair Guard (Grand Dragon’s Hoard), the Pit-Knights (Dundar) and the three-year running champions; the True Bloods (Sha’Ta-la).
The Shadow League
Some folks aren’t content just to watch the brutal sport of Pit Ball played out. Some folks want blood and death in their game. Enter the Shadow League- in illegal, underground
Gods & Such
Alune
The Fine Lady and goddess of beauty and love, the consort of Arious is a little-hailed goddess these days. There is little beauty and love in the dark pragmatism which dominates the world today. For this reason, Alune is often worshipped in a pure duality with Arious, subordinate to the god.
Arious
God of walls, knights and Chivalry, Arious- and his consort, Alune -is patron not only the Bastion of Dundar, but hailed in the temple-places of most Bastions these days. Unlike Thurzaz, Arious is not merely a warriors god, but a god of all those under a warriors care. For this reason, he is seen as a great protector and avenger.
Elazar
It’s debatable if Elazar- god of death -is a real god or not, as he shares his name with the first and greatest Necromancer. Still, the Cleric’s of Elazar work as the same as any other, so the debate is protracted. The chief centre of worship for the death-god is Elazar’s library.
Faelf’Ert
The god/goddess of nature revered by the Elves, hermaphrodites and individuals of a gender bending disposition are said to be blessed by Faelf’Ert. In winter, when things are harsh, Faelf’Ert is a god. In summer when things are merry, this deity is a goddess. In the ‘between’ times of spring and autumn, Faelf’Ert is only as male as (s)he is female, though one slowly dominates the other as the season rolls on.
Frog
Frog is the god of well, frogs. Appearing to his devout in the form of a giant Frog, this deity is also the god of healing. See sickness is a ‘between’ state. It’s a transition and one can either die, going onto the the underworld, or get better, returning to a living state. Shifting between states and worlds- tadpole to frog, water to land –Frog is something of a gatekeeper between the lands of the living and the dead. In addition to Elazar, Frog is also hailed and revered by Necromancers for this very reason.
Lohim
Once the creator god-king of the world; since his dethroning and death by Tzshid, Lohim has become the Screaming God of Necromancy. Subsequently, Lohim’s faithful have either started to place their faith somewhere else, or become members of the hated and hunted cult known as the Dead God’s Scream.
Thurzaz
Goddess of the poetry and war, patron of warriors everywhere Thurzaz fights with a song in her heart. Thurzaz is something of a composite deity, though by scholars to be a composite of several deities, chiefly the old Orc poetry-god of Uraz.
Tzshid
Not much is known about the god of madness and new king of the gods. Mostly its either gobbly-gook or contradictory. He never had Clergy or a central order per say, but instead it was said all the insane worshipped Tzshid. Numerous small, unofficial cults, likewise, claimed to be his followers. These days many of these cults have taken on an apocalyptic bend and are hunted.
The Twist
About two, three hundred years ago- hard to say exactly now –the Twist came and it did that. Twisted everything right around. See, Tzshid, the god of madness, usurped the throne of Lohim- king-god of the world. And after that, well, the world went mad…
Oh Wicked Land!
The wastes that make up the world are not hospitable. In fact, those shifting psychic environs are what most folks call ‘toxic’. Walking on the surface, well if you die call yourself lucky. Most folks aren’t lucky… Instead of dying, they come back Twisted. Needless to say, no one with a sane brain walks anywhere or live anywhere exposed to the surface.
Bebin Stones
Bebin Stones are the foundation of current society, literally. Some clever Wizard named Bebin figured out how to manipulate the Twist, to drain it. Course it had to go somewhere. So rather than- proving that old Bebin was still sane –putting it in their self, Bebin created his stone. The Bebin Stones not only can absorb the Twist, they actively do so.
Getting about
One of the key things a Bebin Stone is used for is just plain old getting about. See, lone Bebin Stone roughly the size of a fist might not do jack for a Bastion. It does, however, such up just enough Twist to make travel safe for one individual. Course, less you want to walk your mount needs one too… Some big trade guilds or nomad bands even carry larger, wagon mounted, Bebin Stones just for extra protection.
The Grand Dragon Trade Guild
One relatively safe means of getting about is with the Grand Dragon Trade Guild. Rather than taking tax from the merchant-Dragons hoards, the guild has been taxing their fire. Collected in special canisters, they use this fire to fuel a modest fleet of Sky-ships. Utilized to transport not only wares, but people and entertainments, from one Bastion to another- delivery isn’t just relatively assured, but it’s also relatively regular. Purchasing passage or space on such a transport is, naturally, extremely expensive.
Bastions
Locked away behind strategically placed Bebin Stones, the Bastions represent islands of sanity and stability. The Bastions are the standard political division for these times; Island kingdoms harkening to no authority beyond their throne. Needless to say, things can get a bit incestuous within a Bastion.
Bastions of Note
Dundar
The mighty city of Dundar might not be as grand today as it once was, but to a populace overflowing into the street and born of refugees, brigands, citizens and survivors its home. Dundar is big on two things; Chivalric ideals and pragmatic solutions. This generally means when times are good the knightly virtues of this Bastion are the guiding light of all major decisions. But the moment the shit hits, its swords drawn and quick, clean solutions sought.
Elazar’s Library
Fortress, tomb, and greatest single bastion of Necromantic lore in the world. Since the Twist came about, however, the term ‘city’ has been added to this Baston’s list of titles. When Tzshid’s madness was sweeping the world Elazar’s resident Necromancers and the emerging Twister’s came together with the Clerics of Frog in establishing a number of Bebin stones in key locations around the Library. Today, each of the three factions are part of this Bastions ruling council. To avoid political tension, each has taken a quarter of the Bastion as their own, with the fourth as a free market quarter. Needless to say, this fourth quarter is where the tension overflows. Still, its rather novel how most of the violence isn’t over politics but funeral rights as Necromancers and Frog Clerics all have quite different ideas of the appropriate treatment of a corpse. Thus death follows death in Elazar’s Library.
Grand Dragon’s Hoard
Built on the wealth of the grandest Dragon Hoards of old, Grand Dragon’s Hoard is ruled by Dragon merchant-princes. While life there is more expensive than within other Bastions, the opulent wealth of the Dragon hoards flows down to the streets. This grants citizens of the Grand Dragon’s Hoard a stable and luxurious lifestyle than their peers elsewhere. Even the Dragon’s themselves have been changed by their wealth, having learnt that a gang of thugs sends the same message as a ball of fire with far less effort on ones own part.
Sha’Ta-la
From the outside, Sha’Ta-la looks as if it is a forest surrounded by a ring of Bebin Stones. It is! But inside that forest is a city- not amongst the trees. Nope, within them. For Sha’Ta-la calls itself the Elven Bastion, and all within must live as the Elf. Still, some would say Sha’Ta-la is drowning in Elven pride. It was the Elf Capital, back before the Twist and its Nobles pride themselves on the impeccable purity of their bloodlines. Such is the zeal which this purity is defended that everything from individual nobles to whole Houses have been exiled from the Bastion.
Race?
Those Sha’Ta-la Nobles, an the others like them, are living in a dream-world. See, long locked in the Bastions together, the unbroken racial heritages of the past have long since become a rarity as love was forced to ‘make do’ with what was available. The idea of a ‘pure’ race is by no means obsolete. Indeed, there are some such- like Sha’Ta-la -that cling to their racial purity like flies on dung. But the reality of it is a rarity at best.
Pit Ball
What do you get when you mix three pits, each linked by a single doorway, put basic dungeon traps in the middle and a hole in the wall of the other two? You get Pit Ball- the Grand Dragon’s most profitable export! The rules are simple; games are two hours long, one ball, six players to a team, no weapons, no killing, but other than that fighting is fine. The middle pit is neutral, each team taking one of the far pits. The team that gets the ball in the opposite team’s goal-hole the most times wins.
The League
Most large Bastions have their own Pit Ball Teams and participate in the League. The Grand Dragon owns the League and so to join, the Bastion must pay the Trade Guild an annual fee. This done, the Bastion pays again- this time to send their team to other Bastions on a sky-ship. While this may initially sound stupidly expensive, after the players and coach’s passage is payed for, a Pit Ball Team may bring along as much cargo as they the sky-ship may carry. This means that any Merchant, Noble or other person sponsoring a Pit Ball team within the League may move cargo safely and securely for free! Thus through the League, not only does the Grand Dragon scoop a tidy little profit, but both the home and away Bastions profit through the added economic stimulation.
The Big Boys
The largest and best funded teams come from are the Zomphibians (Elazar’s Libarary), the Lair Guard (Grand Dragon’s Hoard), the Pit-Knights (Dundar) and the three-year running champions; the True Bloods (Sha’Ta-la).
The Shadow League
Some folks aren’t content just to watch the brutal sport of Pit Ball played out. Some folks want blood and death in their game. Enter the Shadow League- in illegal, underground
Gods & Such
Alune
The Fine Lady and goddess of beauty and love, the consort of Arious is a little-hailed goddess these days. There is little beauty and love in the dark pragmatism which dominates the world today. For this reason, Alune is often worshipped in a pure duality with Arious, subordinate to the god.
Arious
God of walls, knights and Chivalry, Arious- and his consort, Alune -is patron not only the Bastion of Dundar, but hailed in the temple-places of most Bastions these days. Unlike Thurzaz, Arious is not merely a warriors god, but a god of all those under a warriors care. For this reason, he is seen as a great protector and avenger.
Elazar
It’s debatable if Elazar- god of death -is a real god or not, as he shares his name with the first and greatest Necromancer. Still, the Cleric’s of Elazar work as the same as any other, so the debate is protracted. The chief centre of worship for the death-god is Elazar’s library.
Faelf’Ert
The god/goddess of nature revered by the Elves, hermaphrodites and individuals of a gender bending disposition are said to be blessed by Faelf’Ert. In winter, when things are harsh, Faelf’Ert is a god. In summer when things are merry, this deity is a goddess. In the ‘between’ times of spring and autumn, Faelf’Ert is only as male as (s)he is female, though one slowly dominates the other as the season rolls on.
Frog
Frog is the god of well, frogs. Appearing to his devout in the form of a giant Frog, this deity is also the god of healing. See sickness is a ‘between’ state. It’s a transition and one can either die, going onto the the underworld, or get better, returning to a living state. Shifting between states and worlds- tadpole to frog, water to land –Frog is something of a gatekeeper between the lands of the living and the dead. In addition to Elazar, Frog is also hailed and revered by Necromancers for this very reason.
Lohim
Once the creator god-king of the world; since his dethroning and death by Tzshid, Lohim has become the Screaming God of Necromancy. Subsequently, Lohim’s faithful have either started to place their faith somewhere else, or become members of the hated and hunted cult known as the Dead God’s Scream.
Thurzaz
Goddess of the poetry and war, patron of warriors everywhere Thurzaz fights with a song in her heart. Thurzaz is something of a composite deity, though by scholars to be a composite of several deities, chiefly the old Orc poetry-god of Uraz.
Tzshid
Not much is known about the god of madness and new king of the gods. Mostly its either gobbly-gook or contradictory. He never had Clergy or a central order per say, but instead it was said all the insane worshipped Tzshid. Numerous small, unofficial cults, likewise, claimed to be his followers. These days many of these cults have taken on an apocalyptic bend and are hunted.
Labels:
Savage Worlds,
Settings,
The Twist,
World Building
Saturday, May 16, 2009
Nic's Law
One of the things I find when building a setting or world is there hits a point when it becomes an organic process. Case in point with the last two posts being about Dragonborn society in Sauria. Thing about the organic process is the world truly is alive... it unfolds on its own! And because of that, it grows in unexpected ways- producing things that its creator doesn't expect. Case in point- Asianic Dragons popping up in Sauria...
So the stab I'm making here is that RPG setting building should, stress on should, go through a number of phases along the lines of;
Nic's Law
1- The Basics, just write up the bare minimum of ideas you've got for your world.
2- Expand a little- just enough so its playable...
3- Map the damn thing. Thanks to Tolkien, we all expect maps now...
4- Leave it be... Don't touch it...
5- Start using it...
6- Once you start using it both yourself and your players will probably think of things beyond and outside the original conception... just let it grow...
So the stab I'm making here is that RPG setting building should, stress on should, go through a number of phases along the lines of;
Nic's Law
1- The Basics, just write up the bare minimum of ideas you've got for your world.
2- Expand a little- just enough so its playable...
3- Map the damn thing. Thanks to Tolkien, we all expect maps now...
4- Leave it be... Don't touch it...
5- Start using it...
6- Once you start using it both yourself and your players will probably think of things beyond and outside the original conception... just let it grow...
7- Don't worry about new additions breaking the theme of your world...They'll end up highlighting the key themes with contrast if done well.
8- Little additions can be the biggest changes.
9- Don't use every bit of your world... Just because all this stuff is there doesn't mean it has to have an impact on your game. Part of having a HUGE fantasy world is the fact there's usually too much to have in a single campaign. Plus... it lets players incorporate bits of background themselves...
8- Little additions can be the biggest changes.
9- Don't use every bit of your world... Just because all this stuff is there doesn't mean it has to have an impact on your game. Part of having a HUGE fantasy world is the fact there's usually too much to have in a single campaign. Plus... it lets players incorporate bits of background themselves...
10- Do not convert your setting between rules forms... This is akin to changing the laws of physics! Its a bigger shift than most realize!
So through some development my current world, Sauria, ended up like this...

From starting like this...

Just by adding...
Saurian Background: Dragon Magic & Form
Dragons aren’t just the first sorcerers. They were also the first race to master magic. The Sorcerer, crude in their Arcane discipline, must thus choose one of two paths. Either to forge their own or walk the vast pathways left in the Dragons’ collective wake. Indeed, for the first practitioners of the Arcane, there were no other disciplines other than Sorcerer and no paths other than wild magic. From this foundation, all other forms of Arcane mastery were born.
Sorcery has thus always been a transformers art; the turning of raw magical matter into something more solid through force of will alone. With it the Dragons built the Dragonborn from the crude mutual ancestors the shared with the Kobolds. The latter race being descended from those left to their own evolutionary path. Dragonspawn are, similarly, a failure on the trail-and-error process of which the Dragonborn are the end process. Lizardfolk? Yuan-ti? Who knows precisely how many other creatures the Dragons birthed through their sorcery?
Why then do Dragons only have one form? The short answer is they don’t. Like the Dragonborn there is an accepted form. This form is the one shared by all major Opri- including both Metallic and Chromatic -of Dragon. But, just as the Dragonborn were produced from after strings of experimentation, deviant examples of the Dragon exist. The Druki are one example of such deviations of the Dragon form.
Dragons aren’t just the first sorcerers. They were also the first race to master magic. The Sorcerer, crude in their Arcane discipline, must thus choose one of two paths. Either to forge their own or walk the vast pathways left in the Dragons’ collective wake. Indeed, for the first practitioners of the Arcane, there were no other disciplines other than Sorcerer and no paths other than wild magic. From this foundation, all other forms of Arcane mastery were born.
Sorcery has thus always been a transformers art; the turning of raw magical matter into something more solid through force of will alone. With it the Dragons built the Dragonborn from the crude mutual ancestors the shared with the Kobolds. The latter race being descended from those left to their own evolutionary path. Dragonspawn are, similarly, a failure on the trail-and-error process of which the Dragonborn are the end process. Lizardfolk? Yuan-ti? Who knows precisely how many other creatures the Dragons birthed through their sorcery?
Why then do Dragons only have one form? The short answer is they don’t. Like the Dragonborn there is an accepted form. This form is the one shared by all major Opri- including both Metallic and Chromatic -of Dragon. But, just as the Dragonborn were produced from after strings of experimentation, deviant examples of the Dragon exist. The Druki are one example of such deviations of the Dragon form.
Saurian Monsters: Druki
The Druki (pictured above, image "Lung 2" from Wizards.com D&D gallery, Oriental Adventures gallery) are deviant Dragons from the miniature continent of Druki to the east. Though it is often thought that the Druki are more magic than Dragon; a series of spell given the shape scale, claw and fang. Despite rumours that the Druki ancestors were living spells and not Dragons, the Druki do not heed this claim. Rather, they claim descent from the great Dragon-Sorcerers of old- masters whose Arcane skill was such that their spells became physically part of them.
Druki Deviant
Level 8 Brute 350 XP
Large Magical Creature (Dragon)
HP 105; Bloodied 52
AC 20, Fort 19, Will 20, Ref 21
Speed 8, Overland Flight 15
Action Points 1
Crackling Bite (Standard; At Will) * Lightning
Reach 2, +11 vs AC, 2d6+5 Damage
Flaming Claw (Standard; At Will) * Fire
Reach 2, +11 vs AC, 1d8+5 Damage
Reach 2, +11 vs AC, 2d6+5 Damage
Flaming Claw (Standard; At Will) * Fire
Reach 2, +11 vs AC, 1d8+5 Damage
Ice Blade Bubble (Standard; Recharge 10) * Cold
Close Burst 5, +9 vs. Fort, 4d8+5 Damage.
Close Burst 5, +9 vs. Fort, 4d8+5 Damage.
Alignment; Unaligned, Languages; Draconic
Str 20 (+10), Dex 20 (+10), Wis 17 (+8), Con 15 (+7), Int 17 (+8), Cha 15 (+7)
Druki Portalist
Str 20 (+10), Dex 20 (+10), Wis 17 (+8), Con 15 (+7), Int 17 (+8), Cha 15 (+7)
Druki Portalist
Level 12 Artillery 350 XP
Large Magical Creature (Dragon)
HP 100; Bloodied 50
AC 22, Fort 21, Will 23, Ref 22
Speed 8
Action Points 2
Large Magical Creature (Dragon)
HP 100; Bloodied 50
AC 22, Fort 21, Will 23, Ref 22
Speed 8
Action Points 2
Side-Step (Move; At Will) * Teleportation
The Druki Portalist may teleport itself 3 squares at will.
The Druki Portalist may teleport itself 3 squares at will.
Portal-over-Fangs (Standard; At Will) * Teleportation
Range 10, +17 vs Will, Target is Teleported 8 Squares for no damage or is Teleported directly up for 2d6+5 falling damage.
Range 10, +17 vs Will, Target is Teleported 8 Squares for no damage or is Teleported directly up for 2d6+5 falling damage.
Teleporting Claw (Standard; At Will) *Psychic, Teleportation
+17 vs Will, 1d8+5 Damage, Target is teleported 8 Squares
+17 vs Will, 1d8+5 Damage, Target is teleported 8 Squares
Boom! (Standard; Recharge 10) * Fire, Teleportation
Close Burst 6, +19 vs. Ref, 4d8+5 Damage, target is teleported 8 squares
Close Burst 6, +19 vs. Ref, 4d8+5 Damage, target is teleported 8 squares
Zap! (Encounter; Move) * Lighting, Teleportation, Zone
Burst 4 within 10, +19 vs Fort, 3d8+5 damage, target is teleported 8 Squares.
Burst 4 within 10, +19 vs Fort, 3d8+5 damage, target is teleported 8 Squares.
Alignment; Unaligned, Languages; Draconic
Str 19 (+9), Dex 19(+9), Wis 22 (+11), Con 17 (+8), Int 22 (+11), Cha 17 (+8)
Still to come (maybe)… Druki Golden Sorcerer & Druki Crimson Wyrm
Str 19 (+9), Dex 19(+9), Wis 22 (+11), Con 17 (+8), Int 22 (+11), Cha 17 (+8)
Still to come (maybe)… Druki Golden Sorcerer & Druki Crimson Wyrm
Labels:
Additional Background,
D+D,
Experiments,
Monsters,
Sauria,
Settings,
World Building
Subscribe to:
Posts (Atom)