Wednesday, May 15, 2013

Night's Black Agents: Campaigns I'd Like to Run


Wherein I offer up a second campaign I'd like to run for this month's RPG Blog Carnival. You can find more info over at the Age of Ravens. You can read my first entry, Mage:  Technocracy Risen, here.



Night's Black Agents: 
Deluxe Campaign Edition

Conspiracies exist everywhere.

Some conspiracies are so good, they must be true.
Some conspiracies are so inept, they are not true.
Some conspiracies are true.

A team of former special agents, spies, and wet works specialists are assembled to stop a possible rogue CIA agent from purchasing nuclear and biological weapons for the terrorist organization he infiltrated.

Has this agent gone rogue? Is he purchasing live weapons or is he putting on airs and purchasing fakes for the terrorist organization? What purpose does the terrorist organization have for these weapons?

While investigating the former CIA agent, the assembled team will only fall further into the conspiracy. Is that another team watching the agent? Are they now watching the assembled team? Why is that person from one of the team's past involved?

Wedding cakes and conspiracies are built on layers. Layers add strength. Layers add support.

Layers allow you to hide things better left to the darkest corners of the Earth. . .


The high concept behind this game is to take John Steakley's novel Vampire$, lock horns with the idea of different vampire families as found in so many sources (such as Blade), rope it with brand names like Treadstone and Quantum, and then kill it with a thermobaric weapon.

I want to take the core premise of Night's Black Agents and take it to the next level. In keeping with the movie-style of the game, I imagine this campaign to be a trilogy – or perhaps an HBO series ala A Game of Thrones or AMC's The Walking Dead. I want to run this game for a larger than usual group of players (4+) or for multiple groups of players at the usual level. I want to build this game out into a full-on, potentially gonzo, campaign. I want to build it into a controlled sand box.


Tinker Vampire Soldier Spy
The game starts with the cast being assembled into a team to look into a situation. The handler wants the team to stop a CIA agent from purchasing both a nuclear and a biological weapon. The purpose for purchasing the weapons is not known. However, the word is out that the agent is looking for said items. The agent is currently in Varna, Bulgaria, but was recently in Berlin, Germany. The agent has infiltrated a terrorist organization based out of Chechnya.

The cast will be given the opportunity to track down the CIA agent, as well as, do some digging into his background. Neither of the activities are hard to accomplish. A few spends will reveal interesting tidbits about his background (think Treadstone activities). The cast will be able to track the agent and locate his hotel.

If the cast decide to investigate the hotel or follow the CIA agent, they will notice that others are also watching the hotel and following the CIA agent. Whether the watchers notice the cast will only be revealed with time. The cast will need to decide how to approach the CIA agent. Will they go in and extract him? Will they wait and find out who the seller is, then go after the seller? Will they wait for the deal to go down and then “retire” everyone involved? There are many options for the cast and none of them matter to the storyline.

Eventually, the cast will come in to contact with the other group watching the CIA agent. Depending on the cast, they may even drive right at that topic. I can think of at least three potential players (four if I was playing) that may perform such a tactic. Other forms of contact include the cast catching the other group watching the cast, the cast going after the seller or the CIA agent and the other group stepping in to assist one of the three (cast, buyer, seller), or perhaps the other group commits before the cast, going after the CIA agent for their own, nefarious reasons. Either way, a third party is established.

Between the CIA agent's terrorist organization and the third party, a bridge to the vampire conspiracy is provided. The game continues on as a standard Night's Black Agents game. As they cast climbs the conspyramid, they will have the opportunity to learn about another family of vampires. The cast may or may not realize this is another family of vampires and simply think all vampires are the same “family.” It will depend on clues gathered during game play.

By the time the cast reaches the top of the conspyramid, other families will know about the cast. Calls will have been made, emails sent, and pictures viewed. One of the easiest ways to build in the other vampire families is to allow the cast to follow the money to another family. For example, if the cast is following money from a vampire in the manufacturing industry, to the bank, to another bank, to someone in the arms industry, it could be vampires laundering money – or it could be one family buying product from another family. As the cast investigates the flow of money, they are noticed by the other family.

I intend to end the first “movie” with the cast destroying the head of one of these vampire families. The cast is not likely to wipe out the entire family. They may have the opportunity to do so, but this game is not about tracking all of them down to exterminate the vampires. It is about climbing the conspyramid to the top and cutting off the head.


The Honorable Vampire
This leads to the second film in the trilogy, as the other family or families decide to pursue the cast. Maybe the cast decides to go after those loose ends, in order to destroy all vampires. That would lead them into direct conflict with the other families. If not, the other families could decide to send minions (vampire, ghoul, renfield, human, it doesn't really matter), after the cast. What starts as bad luck turns into odd coincidence, and ends with fangs. Soon enough, the cast realizes they have another family of blood suckers to deal with. If the cast runs and hides, the vampires dig them out. If the cast burns down a house, the vampires turn a loved one.

The second film will be darker than the first. The fight becomes more personalized as more and more resources are taxed or used up. The vampires will appear to have an endless pool of resources at their disposal. It is as if this is all a game to them (to some, it is) and nothing the cast does matters to the vampires.

Cat.
Mouse.
Cat.
Ball of string.
Cat.
Wait! Was that a big dog's shadow?

The second movie moves away from the straight to the top attitude of the first movie. It needs to expand out from one family to two or more families. It needs to show a broader spectrum of the vampire community. What is vampire society really like? Do they have board meetings? Do they all meet on the second floor of a popular club, socializing and playing chess? Do they meander through art galleries late at night, pontificating on the weariness of the soul? Maybe they do all of this and more. How deep do those claws really go?

At this point, I would also like to begin to work in other elements from classic vampire films. Monstrous animals such as giant rats, cats, or alligators as guard dogs, werewolves as allies or enemies who aren't worried about the environment, or a mad scientist with a penchant for creating flesh golems is researching a way to cure vampirism or Banes of a vampire family. A group of psychic vampires infiltrating high levels of governments, allowing them to control whole cities or countries.

The second movie will need to end with a big explosion. I could set it up for the cast to take out more than one family. It could end with the cast discovering human government types have been in on the conspiracy all along, helping the vampires for whatever payment the vampires offer them. The cast should feel they came closer to dieing than ever before. Whichever way I go, the third movie is set up for revenge.


Smiley's Fangs
The third movie starts out hot and heavy. We return the cast to the conspyramid style game. The cast knows there is a snake's head waiting to poison them. As they work their way up the conspyramid, any and all resources will be used up. Government contacts turn on them. Friends suddenly pull their support away from the cast. Loved ones are murdered moments before the cast arrives to pull them from harm's reach.

However, the cast will also have their chance at revenge. They will have opportunities to defraud banks, blow up manufacturing facilities that supply the conspyramid with much needed cash, and go after people or things the vampires hold dear. This is Return of the Jedi and Revenge of the Sith rolled into one and given to Oliver Stone to pen with Akira Kurasawa directing. Cast members could very well die leading up to the finalé.


Night's Black Agents: The Series
The end of the third movie could very easily be the end of the game. All resources are gone. Maybe new resources have been gained while destroying the vampire families. Monies gained, contacts made, trust earned outside the circle of cast members. Further adventures could include following leads to continents not yet visited (I currently imagine the series staying in Europe and Eurasia). Egypt, Johannesburg, New Delhi, Tokyo, Mexico City, and Rio offer different atmospheres to apply to the setting. What about those other monsters from classic film lore? What was up with the werewolves? Are there families of them, too? Has the mad scientist turned into Victor Von Doom and launched a plan to take over a country utilizing his golems? Are there awful humans the cast crossed paths with, who could use a bit of f-u (that's follow up, not what you thought it meant)? Human trafficking, money laundering, and selling firearms to the highest bidder does not go away, just because the vampires went away.


Blu-ray Extras
I am not certain how well the Gumshoe system will hold up to this type of beating. By all intents and purposes, it should work just fine. I may need to slow down the experience point progression to stop the cast from becoming all powerful beings in the universe. Another thought is to keep the progression, but then remove half of the experience points between the first and second movie. This is meant to represent a lull in activity and the need to relearn old skills. I like this idea less than simply slowing down character progression. Yet, it is an interesting idea, if only in theory. The players would need to know this was slated to occur before character creation occurred.

Running the game past the end of the third movie appears to be pointless. However, if the players are having fun and the director is not burnt out or bored of the storyline, it can be done.

A part of me wants to run this game with a high number of players. I think the reason is only that a high number of players reminds me of early D&D and WoD experiences. This is a step away from what I think of when I ponder sand box games or gonzo games. I think a better idea would be to run two groups congruent to each other. I could design a second conspyramid for another family of vampires and let the second group of players chase that tail. How do the two groups' actions affect one another? Are perceived threats suddenly gone? The casts could come across evidence of the vampire conspiracy watching another group of humans similar to their own. The conspiracy could even pit them against each other. The easier route is to simply allow the two groups to witness activities effecting the conspiracy or witness the after-effects of the other group.

I also have two sets of people I can see running this game for and there is very little crossover between the two groups. Both groups bring interesting things to the table and it could be fun to see where each of them take the game.

This style of campaign allows for the director to use all of the Modes of play recommended in the Night's Black Agent core book. The first movie should be run in one mode. The second movie can interweave the modes from session to session or storyline to storyline. The third movie should return to one mode of play. 

Wednesday, May 8, 2013

Campaigns I'd Like to Run - RPG Blog Carnival (Entry #1)

Mage: Technocracy Risen
The war is over and the Technocratic Union has won. Tradition Mages are counted amongst the Nephandi and Marauders.

Using 2nd edition Mage rules, the players take on roles reflecting the various Technocratic mages. The work for a new organization, code name: New World Order, in the government which caters to the hunting and extermination of rogue paranormal activity. The players can represent any of the groups within the Technocracy. New World Order men in black, Progenitor doctors, Iteration X cyborg, Syndicate analysis, or Void Engineer scientist. Think FBI-type organization, only dealing with reality deviants.

This game works best when the setting specific lexicon from Mage is not used. The Unions would not use the same language as the Traditions. A more clinical and sterile feel should be applied and the language utilized is one of the easiest ways to implement such an effect. Each creature type would have a categorical name similar to the scientific naming convention for animals. Void Engineer equipment would have overly elaborate named equipment – with a steampunk look if that suites your style.

My game would also focus on a science fiction approach, including a heavy dose of red tape and bureaucracy. The look and feel would be closer to Bladerunner or the recent remake of Total Recall, not the bombastic MiB series. Slums are easily reproduced via the look found in Dredd or Repo Men. With the Technocracy in charge, there is a good chance items like Google Glasses are old news. Instead, fully interactive glasses and contacts work similar to the communication devices seen in the Ghost in the Shell TV series.

The Sleepers in the setting are more passive and less likely to cause problems for the Technocracy. At the same time, this means the potential Paradox backlash for Tradition Mages is quite high. Mages casting in public are extremely powerful or extremely suicidal. This results in many cases of Mage activity being related to what were once Tradition Mages that are now Mauraders.



Nephandi are still around and work great as boogie men. I would expand their repertoire to include not only devils and demons, but also Lovecraft inspired creatures and ill beasties like those found in The Book of Unremitting Horror. It's also available in d20format.



For a different style of fun and excitement, a trip to the moons of Saturn to help a Void Engineer with a problem. Imagine the look on the players' faces when they realize their characters are traveling through outer space, not an alternate dimension (or is that vice versa?), in a Tesla vessel. It, of course, looks very much like something out of a Buck Rogers episode. Now, was the problem here due to aliens, Migo, or are the low grade Iteration X cyborgs revolting, again?


Criminal organizations backed by Tradition Mages might be selling magically enhanced drugs that are highly addictive and prone to bending reality. The combination of Dreamspeaker, Verbena, and Euthonatos Mages working together towards a collective end could create a dangerous situation. It also puts the NWO agents in a position where they need to work with local police. Cue up a few corrupt police officers on the take and suddenly the NWO agents are walking into a trap. If the criminals are in the know about what the Tradition Mages really are, they may end up cluing them in to the NWO agents who are snooping around town. If there wasn't a trap set before, there will be now. Instead of gang bangers and made men, the cast are looking down the barrel of a death mage, spirit walker, and witch.



I could add espionage to the setting by letting the cast work with Iteration X or Progenitors. Perhaps a doctor or tool has gone missing. Was it a kidnapping? Are Tradition Mages working to move a bioweapon to Saskatoon? Or maybe it's a plant and the NWO agents need to follow the Tradition Mages thieves back to their lair!



And if that isn't enough, I still have office bureaucracy, vampires, werewolves, fae, wraith, and a metric tonne of Internet support for oWoD.

An alternate take on this setting would include the cast as Tradition Mages or other supernatural creatures struggling to survive in this brave new world. How do they pick up and move on? Where do they go to practice magic? How hard has it become to travel via the Umbra?

This may sound like an investigation heavy game. However, I find the versatility of the Storyteller system allows me to run the game how I see fit. Investigation heavy when I need it, but easy to run precise action sequences filled with gun- and kung-fu. Still, if the players wanted a different rule set (GURPS, Gumshoe, FATE), it is easily accomplished.

I know White Wolf approached this setting concept at one point in time. However, I was not running games in the World of Darkness by then. So, I am completely unfamiliar with those products.

This is my first foray into the RPG Blog Carnival. If you have made it this far, thank you for reading my entry. If you aren't sure what the RPG Blog Carnival is, please check out Lowell's blog, Age of Ravens, for more information.

Saturday, April 13, 2013

The Barony of the Fields


There are tribes of humans who follow the grazing animals across the Barony of Fields. Each group has taken a different name for themselves, modeled on animals they follow or have come to associate themselves with.

The Seabhac tribe wanders along the mountains between Polworth and the Upper Bafron River. The Hrienn use hawk feathers as decoration. The Hrienn tribe fill the void between Polworth, the Lanark Forest, and the River Barony. Like the Seabhac, they use their namesake, the deer, for ornamentation. The Koatter tribe travel the border of the River Barony and Cambria to the southeast. They are known for hunting large cats and wearing their pelts. The Elgr tribe wander the land east of the Lower Bafron River and visit Leona twice a year for trading purposes. Other, smaller tribes dot the landscape and are seldom larger than an extended family of 45-100 peoples.

The tribes control the Barony of the Plains, but are known to wander outside of the barony. Some cross the Lower Bafron River into the Barony of the Eastern Coast, wander down into the River Barony, or even venture up into the lands of Polworth. The only area in which the tribes will not wander is a half day's travel around the Chantry in the Plains. The elders and less open minded amongst the tribes still fear the chantry as a place of the Tuathanas. The chantry does nothing to contradict this viewpoint. The tribes warn all who would wander their barony of the chantry, thus providing some security for the chantry.

On cold nights around the campfire, elders scare children who stay up much too late with stories of the evil wrought by the Tuathanas upon the Sea of Grass tribes. The mention of the dreaded centaur experiments, where tribesmen were grafted onto horses, antelopes, and other animals is where the elders generally start. When that doesn't work, voices are lowered to bare whispers and stories of the cha'kego are recalled. The cha'kego were built like ponies, but with an additional set of legs. The cha'kego could pull itself upright (ala centaurs) and use its fore-most legs like arms. The toes and claws of the fore-most legs were surrounded by a chitinous band that served as gauntlets of sorts. While the cha'kego were fast and strong enough to take down their prey with tooth and claw, their preferred weapons were the yataghan and the curved spear (flamberge/spear combo). The cha'kego coloration was grey to black with toughs of course, black hair, along the back of the neckline.


Tuesday, February 26, 2013

Fantasy Races for Baronial Players


My take on the classic races for my baronial setting

Tuathanas
Appearance: Most Tuathanas are over six feet tall and have a smallish bone structure. Their hair and eye color vary, with many capable of magics that allow them to alter such things. Before the rebellion, lighter colors were popular.

Background: The Tuathanas of old were slave owning, abuse wielding, eccentric jackasses. They abused their humans slaves, using them for experiments, house cleaning, tending the fields, and cleaning up after the failed experiments.

For thousands of years, the elves and dragons ruled their respective lands. The lack of conflict bred stagnation amongst the Tuathanas. Apathy and disinterest became common in some of the elves, while others were completely overtaken by mania. Arts were taken to the extreme and magic came to rule the land. Eccentric-ism was the new normal and any elf not taking their interest to the furthest extreme was quickly cast out of social circles.

During the Age of Conflict, Tuathanas began treating their slaves better, as an owner might treat a Roman gladiator better than a field worker. The humans were needed as cannon fodder. Against their better judgment, the Tuathanas decided to teach a limited number of humans how to work Tuathanas sorcery. A collection of the best human specimens were taken away for instruction. In time, as the war with the dragons wore on, those specimens were bred with each other and with Tuathanas. The latter of which would lead to the half-elven race referred to as, “The Children of Men.”

The Age of Conflict ended with the dragon race wiped off the planet, the dwarves now enslaved by the Tuathanas and considered even lower class than the humans, and the gnomes pondering their next move. The sorcerer chantries set about learning dragon magic from the dwarves while the less magically inclines Tuathanas commanded the dwarves to begin moving the riches from the caverns and halls of the dragons into the decadent homes of the elves. Humans were appointed overseers to the dwarves, but more often than not, they simply showed the dwarves how to avoid punishment for wrongs not committed.

The Age of Strife brought the downfall of the Tuathanas as a people and nearly removed them as a race from the planet. Sensing a growing movement to revolt amongst humans and dwarves, the Children of Men put together a plan to free their relatives from the clutches of their overlords. By combining their knowledge of sorcery with the martial abilities of humans and dwarves, the Children of Men were able to strike at the heart of the Tuathanas kingdoms. Within the first week, most of the leaders were dead. However, the rebellion was not strong enough to win against an organized Tuathanas people. The rebellion's inability to close the deal in less than a month, allowed for the Tuathanas to recover, analyze, and strike back. Whole villages and armies were extinguished by single Tuathanas chantries.

Gnomes aligned with the rebellion reached out to sympathetic Tuathanas, bringing them over to the side of the rebellion. These turncoat Tuathanas were able to supply knowledge and lend magical support needed to overthrow the Tuathanas as a ruling race. In return, the gnomes cut a deal with the humans and dwarves that these Tuathanas would not be killed. Instead, they were sent to live in what would become the Barony of the Woods at the lake of glass that was once a Tuathanas city named Lanark.

For three human and dwarven generations, Tuathanas have primarily lived in Lanark. Some stayed in the chantries in which they serve, others have begun wandering the land, hoping for a better life than that which is Lanark. Lanark was once a grand city among the trees. However, during the Age of Conflict, a wing of dragons melted the core of the city with their fiery breathe, leaving only a lake of glass. The new city of Lanark is a constant reminder to the Tuathanas that they can be defeated.

Today, the Tuathanas are trusted by those in positions of power, but still feared by the populace at large. Horror stories are still told of the treatment delivered to man and dwarf by their former masters. Tuathanas do not gather in groups outside of Lanark, to ensure they do not incite fear or riots among man and dwarf.

Half-elven
Appearance: Half-elves tend to have small to medium body types and average near six feet tall. While their hair and eye colors can be as varied as the Tuathanas stock they have been bred from, human traits of darker colors run stronger than the lighter colors that can be found amongst the Tuathanas.

Background: The Children of Men grew out of an experiment performed by Master Magician Pyrrus. Master Pyrrus was curious as to the ability of his own race to breed with humans in an effort to create a more pure race of humans. He had already overseen experiments wherein humans were bred with the beast men, who were born from the stuff of chaos. The experiments with human and Tuathanas were successful and thus were born the Children of Men, half-elven.

Master Pyrrus would later go on to experiment on the abilities of beast men and Tuathanas to reproduce. Much to his dismay, they were able to produce viable offspring. Master Pyrrus never released the details of these experiments to the others within his chantry. He ordered all participants burned to ash. Master Pyrrus attempted the same experiments with dwarves, but found they could not be bred with other races, outside of certain beast men.

While the Children of Men were originally humans bred with Tuathanas, they would eventually be bred with each other, instead of sullying the Tuathanas blood. After all, the goal was to improve humans, not water down the blood of pure Tuathanas stock.

Before the rebellion, the Children of Men were bred to help with sorcery and the upkeep of the chantries. They were taught rudimentary magics as to be able assistants to the Tuathanas wizards. As the war with the dragons wore on, the half-elves were eventually taught how to read grimoires and cast powerful spells. Many amongst the elves did not agree with this practice, but the overall concern that the Tuathanas nation needed more spell casters in order to defeat the dragons won out. This also allowed for fewer Tuathanas to be on the field of battle, as the half-elves could replace them as war-casters

Following the defeat of the dragons, the Children of Men became the go-between from the Tuathanas and the slave races of man and dwarf. The Children of Men were no longer taught high end magic, but instead were taught how to use their magics to control the slaves. A lucky few half-elves were allowed to lead exploration parties into the old dragon caverns where they could lead as they desired and not be the whip upon their parents' backs.

In time, the seed of rebellion would be planted across the known world. Human, dwarf, and half-elf would join together in a bid for freedom. Allies amongst the gnomes were levied to gain help from sympathetic Tuathanas. The rebellion was over in under a year's time. In every major battle, the Children of Men were present, often leading the charge.

Today, half-elves can be found across the land in the same roles as their human and dwarven allies. They tend towards roles where their education in the elven chantries would prove to be a benefit: alchemists, smithing, providing healing, and as instructors.

Humans
Appearance: Most humans range in height from 4'10” to 5'8” and have dark colored hair and eyes. Their bodies tend to be from medium to heavy stock and quite muscular.

Background: Humans were brought into the world by the Tuathanas to be their slaves and play-things. They served as housekeepers, farmers, beast keepers, fisherman, hunters, laborers, and the subject of magical experimentation. There was no job too low for a Tuathanas to assign a human to perform.

Until the Age of Conflict and the war with the dragons, mankind was not allowed to bear arms or armor. When the Tuathanas discerned they would need more help to defeat the dragons and their slaves, the dwarves, the Tuathanas began to train men on the art of war. Man was never given plate armor, not instructed on how to create it. Nor was he taught how to work special metals such as the moon metal that fell from the sky. The hunters of beasts among mankind taught some of their brethren how to draw bow, but most found this unnecessary with the Tuathanas ability to support armies with spell casting.

Following the war, mankind was slow to give up the arms and armor they had been provided. They realized the potential freedom they could attain with these things formerly forbidden. Those few who had learned the ways of crafting mail and sword secretly passed that knowledge to their offspring. Mankind was given a standing above that of the dwarves. While some took advantage of this decision by their Tuathanas owners, most attempted to work with the dwarves more as equals.

No one recorded the event that led to the uprising to begin the War of Strife. Three generations later, no one cares. Humans bore the brunt of the rebellion. They were ever-present in the lives of the Tuathanas and the first to be punished by the Tuathanas. They had also been allowed to breed at will, with no checks or balances in place. This gave them number superiority in the rebellion. Yet, thousands died the first night the Tuathanas finally organized themselves and began fighting back properly.

With the dwarves providing additional martial support, the Children of Men wielding magic, and the eventual deal brokered by the gnomes with sympathetic Tuathanas, the humans were finally able to gain freedom for themselves and all other enslaved races. All Tuathanas who refused the same deal brokered by the gnomes for the sympathetic Tuathanas, were executed in public. Tuathanas took to the woods and the mountains in an effort to hide from the doom that came for them. Humans and dwarves hunted those elves down, killing them, and bringing their ears back as proof.

Those humans in positions of power today have modeled the lands and their leadership on the former models developed and used by the Tuathanas for the Tuathanas. They know it is not the best model, but it is the only model they know. Differences exist between the baronies and the barons that rule them.

Dwarves
Appearance: Dwarves range in height from 3'10” to 4'8” and all are of heavy stock. Their hair and eye color tend towards the dark colors seen amongst humans. Long hair and beards are common and were originally grown to help keep them warm while in the depths of the caverns or upon the mountaintops.

Background: The dwarves were created for the same reason as humans, to be another race's slaves. In the case of dwarves, it was to serve the Nathair-Sgiathach, dragons. While the working conditions were no better overall, the dragons were quicker to teach dwarves how to use rune magic and alchemy and allowed them to develop their own culture. As long as the dwarves accomplished what the dragons set them forth to perform, no care was given to any other excess they desired.

When the Age of Conflict began and the dragons went to war with the Tuathanas, the dwarves were brought into the war immediately. The Tuathanas never thought to bring their humans into the battle until being routed more than once by fields of dwarves, armed with their heavy mining tools and the scales of dead dragons as armor. The dwarves proved themselves worthy adversaries and gave as good as they got. This martial prowess and mutual respect given to their opponents, the humans, allowed for an easier than expected transition to their new masters following the deaths of the dragons.

To say the dwarves missed their former masters were be an incorrect statement. Yet, it was also be incorrect to say that they hated their former masters – they did not. They would learn to hate the Tuathanas and their treatment of dwarves and humans, alike. Moreso, they pitied the humans forced to lord over the dwarves and deal punishments unearned.

There are those among the dwarven communities that claim the dwarves provided the leadership needed to start the rebellion against the Tuathanas. Humans rarely argue this point, instead glowering over the topic and attempting to move the conversation along to other topics.

Following the War of Strife, most dwarves retreated to their caverns and mountaintop homes. Most of these communities were self-sufficient before being enslaved by the Tuathanas and they would become so once again. The most public dwarven community is the Barony of the Mountain, lead by Baron Ponoshich. The barony rests to the west of the Barony of the Woods, where they can provide an extra set of eyes upon the elven city of Lanark.

Gnomes
Appearance: The shortest race of people in the known world, gnomes typically stand between 2'4” and 3'8”. Their hair and eyes run the full gamut of colors, including those not found amongst human, dwarf, or elf. Their body frames are typically very slight.

Background: Gnomes are from another land, a land lost to memory and time. They entered the known world and immediately created a place for themselves as go-between for the Tuathanas and Nathair-Sgiathach. Diplomats, traders, and deal makers were the perfect role for this small, unassuming race of people. They quickly mastered the tongues of both races, finding the Tuathanas language much easier than that of the Nathair-Sgiathach. In practice, they were more likely to speak the dwarven version of the dragon-tongue, then the natural tongue of the winged giants.

A deal gone bad was the cause of the Age of Conflict, though none know this today. Diplomat Vipponah the Elder was attempting to cut a deal where he would benefit, not the elves or dragons whom he was employed by. A mis-translated word in the dragon-tongue lead to a violent display of emotion by an elf in front of his dragon host. The Nathair-Sgiathach removed all of the visiting Tuathanas via teleportation magic to a realm of chaos formerly unknown to the Tuathanas. The Tuathanas retinue fought their way out of the Chaos realm by striking deals with new demon allies. New demon allies that would supply new magics in the War of Strife.

Vipponah the Elder was imply eaten by the dragon for bringing an insulting Tuathanas into the home of a Nathair-Sgiathach.

Gnomes did their best to stay hidden during the Age of Conflict. While no one knew that Vipponah the Elder had caused the rift between their two sets of customers, the gnomes knew that to get into the middle of the elves and dragons would only result in death. Instead, they took on miniscule roles within the various kingdoms that allowed them to stay safe.

Following the Age of Conflict, some gnomes returned to their roles of old as traders and diplomats between the different Tuathanas. No longer were they the movers and shakers of dragon hordes and elven art. Instead, some tried their hands at leading raids into the old caverns and mountaintop palaces of dragons. Many of the gnomes took a liking to this life of adventure and investigation. While most lead from behind a wall of human and dwarven buffers (you never know where an old dragon trap might exist), they were none the less present in the field.

When the airs began changing and the War of Strife was beginning, the gnomes were very quick to decide which side to support. During the war, they would serve as spies for man and dwarf. They would lead explorers to old caches of magic and arms. They were able to work within the Tuathanas system and find sympathetic Tuathanas that understood the futility of fighting a war they could not win. They even went so far as to broker a life saving deal for the Tuathanas and their former slaves turned conquerors that allowed for the Tuathanas to live if they helped free mankind, dwarves, and the Children of Men.

With the end of the War of Strife and the beginning of the Age of Recovery, gnomes continue to branch out into other roles. No longer do they only serve as diplomats, traders, and deal makers. Some serve as heralds in the courts of the new world, while others study magic in the chantries, and others have decided to try their hand at farming or fishing.




Racial Modifiers
Elf
  • Movement: 10m
  • Start with Common Magic
  • Dark Sight
  • Life Sense
  • Intelligence and Dexterity can be raised as high as 21 at game start
  • Languages: Common, Elf
Dwarf
  • Movement: 6m
  • Dark Sight
  • Earth Sense
  • Size cannot be over 12
  • Strength and Constitution can be raised as high as 21 at game start
  • Languages: Common, Dwarf
Gnome
  • Movement: 6m
  • Start with Common Magic
  • Size cannot be over 10
  • Constitution and Dexterity can be raised as high as 21 at game start
  • Languages: Common, Gnome
Half-Elf
  • Movement: 8m
  • Start with Common Magic
  • Power can be increased as high as 21 at game start
  • Languages: Common, Elf
Human
  • Movement: 8m
  • +10% to one combat style
  • +10% to two professional skills (non-combat)
  • Persistence +10%
  • Resilience +10%
  • Languages: Common

The Pitch

Continuing an idea I am developing...


High Concept
Ancient European style culture set in a world trying to emerge from a Dark Age; humans intermixed with dwarves, elves (who surrendered control of the world to man and dwarf), and gnomes (whose real purpose is not known); set in a bleak world trying to come out of a Dark Age.

The Pitch
The cast join with Baron Galen of Tamaris in attempting to reunite a land now divided. Along the way, they play integral roles in forming alliances with other baronies, encounter experiments left behind by their former masters (the elves), and rally against those who would support a despot as king.

Overview
The cast will become embroiled in the machinations of Baron Galen (portray by James Coburn) as he attempts to unite the baronies across the continent. Allies must be formed and enemies swayed or defeated. The cast will need to prove their worth to Baron Galen before being sent on missions of greater and greater importance. With success, they will become emissaries of a sort for the baron as he pursues his personal goal – setting himself up as the king of a reunited land. Faraway lands will be visited, including those adverse to serving a different baron's goals. Can the cast survive in these lands, let alone gain supporters for Baron Galen amongst the peoples within these lands. Along the way, caches of old will need to be explored and experiments left behind by the evil elves of old must be destroyed.

The cast will have the freedom to not help the baron if they find him a detestable leader.

Cast and Concepts
Location: Barony of the Southern Coast
Capital: Tamaris
Ruler/Leader: Baron Galen (James Coburn)
Important Court Members:
Allies: none
Enemies: Baronies of the Mists and Swamps
Neutral: Baronies of the Mountains, Woods, and River
Population: 1200
Notes: The elves of old turned sandbars near the coast into three, small islands and then constructed bridges, towers, and buildings upon those islands. The towers give the impression of wrapping around themselves, as if seaweed. The buildings are constructed to look like rocks and coral from the seabed. The bridges that stretch from the mainland to the islands and betwixt the islands are layers of wood that warp and wrap around each other like a field of seagrass to form a perfectly smooth surface. Each bridge has a command word that may be used to retract or extend the bridge, as if some sort of drawbridge. The main island houses the baron's home. The other two islands serve as either the base of the military or as a starting point for fishermen, complete with docks. The town itself spreads from these three islands on to the mainland.

Location: Barony of the Mountains
Capital: Carnock
Ruler/Leader: Baron Ponoshich (Ernest Borgnine)
Important Court Members:
Allies: none
Enemies: none
Neutral: Baronies of the Woods and Southern Coast
Population: 950
Notes: The Barony of the Mountains lies within the western mountain range. Most of the residents within the barony are dwarves and live underground. Unlike the Barony of the Falls, this barony does not trade its ore with human settlements outside the barony. Most of the trade is with dwarven communities deep within the mountains.

Location: Barony of the Woods
Capital: Caerlaverock
Other Cities: Lanark
Ruler/Leader: Baron Ulric (Brian Blessed)
Important Court Members:
Allies: none
Enemies: none
Neutral: Baronies of the Mountains, Southern Coast, and Mists
Population: 1000+elves
Notes: The Barony of the Woods lies between the Barony of the Mountains to the west and the Barony of the Southern Coast to the southeast. Baron Ulric has the unenviable job of watching over the remnants of the people who were once our jailors. While most consider the idea of guarding against future problems with the surviving Tuathanas, Baron Ulric has found it to be easier than expected. He has made allies with a group of gnomes who serve as spies and informants within the Lanark community.

The glass lake that once was Larnark lies in the center of this barony. The new elven town of Larnark has built up around the old city.

Location: Barony of the Mist
Capital: Polworth
Ruler/Leader: Baron Kobel (Terrence Stamp)
Important Court Members:
Allies: none
Enemies: Baronies of the Southern Coast
Neutral: Baronies of the Woods and Fields
Population: 1500
Notes: The Barony of the Mist lies in under the Falls of Cimmeria along the Northern Mountain ridge. The falls are one hundred yards wide and cause a mist to rise up, covering the entire city of Polworth. The old elven buildings of the city are designed to resemble the mountainside from which the water flows. The city was evacuated during the war with the dragons.

The entrance to the Chantry of the Falls lies within the Falls of Cimmeria, which is easiest to access via the city of Polworth. A dwarf community within the mountains does business within the city of Polworth, trading ores for foodstuffs. This has resulted in the largest foundries and best smiths working from Polworth.

Baron Kobel is said to be a stern, selfish man. Those who do not do as he wishes often find themselves on the wrong end of a blade.

Location: Barony of the Fields
Capital: Sleat
Ruler/Leader: Baron Bellamy (Derek Jacobi)
Important Court Members:
Allies: Baronies of the River
Enemies:
Neutral: Barony of the Mists
Population: 1500
Notes: The Barony of the Fields is a large land and the food basket of the continent. Baron Bellamy's fields include orchards, farmlands, and ranges. Small villages have sprouted along the barony's borders where residents of other baronies can come and trade for the foodstuffs. This trend is beginning to be noticed by Baron Bellamy and the other nearby barons.

Baron Bellamy's land is a mostly peaceful one. Occasionally, outsiders will enter his lands to steal cattle or sheep. While there are patrols walking the perimeter of the land, they are unknown to most of the populace and rarely catch cattle thieves. To that extent, what is their real purpose?

Location: Barony of the River
Capital: Navia
Ruler/Leader: Baroness Kellie, daughter of Choilleich (Katie Sackhoff)
Important Court Members:
Allies: Barony of the Fields
Enemies: none
Neutral: Barony of the Southern Coast
Population: 1300
Notes: The Barony of the River started as a outpost guarding against the Haunted Wood. What began as a fort on an island in the middle of the Grand River has become a large city. The city now extends out along the banks of the river. Trade in Navia is mostly in foodstuffs. They trade fish and rice with the Barony of the Fields and Barony of the Apples for fruit and grains. Some additional trading is performed with the Barony of the Southern Coast.

Baroness Kellie rules with a firm hand. She and her husband, Sheriff Oram, have maintained peace and calm in their land for the past five years. The secret to their success is arming all of the citizenry. With the Haunted Wood within bow-shot, all persons traveling in the portion of the town along the eastern bank must be armed at all times. Creatures of chaos in the past have encroached into this portion of the city and an unarmed populace is an easy target. Persons on the western bank are not required to go about armed, but it is highly encouraged. With a well armed populace, the sheriff's guards are very quick to arrest anyone who gets out of line. Those who get too far out of hand are placed in a jail found within the Haunted Wood.

The Haunted Wood is the old dumping ground for all things failed in the way of Tuathanas experimentation. Creatures born of chaos and left to fend for themselves were transported here and released. Why this was done instead of simply killing the creatures is unknown.

Location: Barony of the Eastern Coast
Capital: Navia
Ruler/Leader: Baroness Gemma (Christine Weatherup)
Important Court Members:
Allies:
Enemies: Barony of the Swamps
Neutral: Barony of the Fields
Population: 1200
Notes: The Barony of the Eastern Coast is the most removed barony on the continent. It lies far to the east of the Barony of the Fields and well north of the peat stricken Barony of the Swamps. Baroness Gemma rules with a light hand, allowing her banner families to run the land for her with only a minimal interest from her. The people of the land have formed a solidarity not to be seen amongst the other baronies. Arranged marriages and shared enterprises (farms, fisheries, livestock) have ensured a peaceful land exists.

Being so far removed from the nearest two kingdoms, there is a lack of fighting over fishing and farming rights. In fact, this barony could double its population and size without encroaching on to others' territory.

Location: Barony of Swamps
Capital: Cambria
Ruler/Leader: Baron Montrose (Vinnie Jones)
Important Court Members:
Allies: Barony of the Mist
Enemies: Barony of the Southern Coast, Fields, and Eastern Coast
Neutral:
Population: 800
Notes: The Barony of Swamps lies in the shadow of uninhabited mountains. Some of the highest peaks on the continent overshadow this barony. Where the mountains do not provide a border, the ocean and lakes line the borders of this kingdom. Waterways run throughout the land, many of which are the salt water of the ocean or intermingled with the salt water of the ocean. This has lead to a land of swamps (not bayou) and lakes.

Baron Montrose is a dark man with evil intent. He believes in the power of might and self. Yet, he has no problem with employing thieves and assassins to perform treachery. This baron leads from the front and brooks no challengers.

To be added:
Stonehaven – Dwarven city of note
Chantries of Note
Chantry at the Top of the World – Jurgen Prachnow
Chantry of the Falls – Lucy Griffiths
Chantry of the Lake – Natalie Umbruglia
Chantry of the Underkeep – Ralph Richardson
Chantry in the Plains – Sienna Miller
Religion's role in the lands of the baronies

Monday, February 18, 2013

Devil May Care about this post


Sebastian Faulks’ Devil May Care is the first James Bond not written by Ian Fleming that I have enjoyed reading. Faulks goes back to the Cold War era, the height of Bond action. We find Bond on sabbatical, forced by M to relax and evaluate whether he should come back to the service or not. We all know that final answer, but Faulks guides us down that path with new enemies, new loves, and plenty of fast paced action.

Gone is SMERSH, but the land of the hammer and sickle still factors into the story. As does a beautiful woman, double crossing allies, and an enemy worth hating. Nowhere are the fancy gadgets that would overtake the action of the movies and the Raymond Benson novels. Instead, Bond relies on ingenuity and his skills to defeat those who would do the world harm.

Bond travels to Paris, then Persia (yes, Persia) to investigate a man with a monkey hand who travels with a Viet Minh aid. Along the way, he meets Larissa Rossi, the beautiful banker whose sister works for Dr. Julius Gorner, person of interest. We get a quick glimpse of Matthis, well before the events of Casino Royale and Quantum of Solace as Bond works through Paris en route to Persia. Once in Persia, Bond makes contact with the local agent works his way to Dr. Gorner’s warehouse on the docks of the Caspian Sea with Scarlett Papava and his local driver. From here, things go sideways and Commandre Bond is soon fighting for his life before saving the world. . . and Miss Papava.

I think Devil May Care will appeal to Bond fans of old, especially those who enjoyed the novels. However, I think new fans brought in by the films starring Daniel Craig can also enjoy this book. The pace of the book is quick and spurs its reader forward. There is no lengthy explanation of how this gadget or that gadget works. Each chapter fills one of two rolls – foreshadowing or bringing the action. From this viewpoint, Faulks appears to combine the best of the Fleming novels and the movies.


If you are looking for a Bond that woos multiple women, shoots bullets out of fountain pens, or would rather love than fight, this isn’t the Bond for you. However, if you have a few hours’ time and want a thriller that is a quick read, then you’re in luck.








Friday, February 15, 2013

Film Friday

I was cruising through movie trailers today and came across these three. All three have elements that can be stolen for roleplaying games. All three videos are via YouTube, in case anyone doesn't have Flash loaded.

First up is "Hammer of the Gods." There's nothing new here. It's a classic vikings invade Britain during the Middle Ages, the king's son must be brought home to save the people, and lots of fighting. I fear this trailer shows us everything worth seeing the film.



The next one is "The Prototype" and is about a land based military drone that gets out. I think there is more to the movie than that, as it hints that we may have a case of sentience transfer, as well. This has elements that could be utilized in a Cyberpunk, Shadowrun, or even Conspiracy X game.



I think this final film is the one that looks the best. If you are looking for South Korean action in espionage filled Berlin, "The Berlin File" may be for you. I doubt it's a Tinker Tailor Soldier Spy, but I think it'll do just fine.It's already out and showing in some theatres, but no where near me.


Sunday, January 13, 2013

Tuathanas & Nathair-Sgiathach


(rough draft)

Age of Myth
In the Mythic Age, two great peoples came to great power. The first, Nathair-Sgiathach (dragons) were masters of the elements. They inhabited places of great height or within rooms large enough for their massive bodies. The second, the Tuathanas (elves), were masters of the magical arts. Their love of nature led to the creation of living masterplaces to serve as their homes.

After the two great peoples, came their slaves and then the diplomats. The first group of slaves were the dwarves, servants to dragonkind. The dwarves were charged with carving the great chambers within the mountains in which the dragons lived. In carving out these caverns, the dwarves discovered veins of gold, silver, and gemstones. The dwarves began working these into the grande rooms and then their own possessions. The dragonkind took notice of these workings and fell in love with them. The dragonkind commanded more and more of these workings to be incorporated into everything the dwarves produced for the dragonkind. In time, the elves would notice these new additions to the dragonkinds' palaces and desire them for their own.

A second set of slaves were owned by the elves, the humans. Humans were the gardeners and builders for the Tuathanas. While the Tuathanas would create many wondrous living things, they had no patience to perform the necessary maintenance upon their mystical creations. Thus, humans toiled in an effort to maintain the wild creations of their often insane masters. While the dragonkind were often considered stoic and firm, the Tuathanas were flighty and unstable. When the dragons saw the wondrous things elven magic could accomplish, the dragons began to desire those magics in their great caverns.

Relations between the Tuathanas and dragonkind were never good. Both people mistrusted the other and the slaves did not speak a common tongue.

Into this world stepped the gnomes. Small of stature, these people were able to worm their way into the good graces of both peoples. They worked themselves so far into the two cultures, they became the unassuming deal-brokers between the two. With an allegiance to neither, this unbiased third party were perfect for the role they assumed. This role would expand beyond trade managers to include peace making diplomats and knowledgeable heralds.

In time, the two cultures grew more at ease with each other. Suspicions and lack of trust gave way to a golden age. As with all great things, this would come to an end.

Age of Conflict
And so the two kingdoms grew, the dragons upon and within the mountain ranges of the world and the elves within and around the forests. Within each realm, the slave races toiled and travailed, while the gnomes worked in and around everyone. The edges of the kingdoms began to chafe and fray until an inevitable conflict arose. What started as a small fracas expanded into a full blown war.

The cause of the original conflict is unknown and the participants long dead. What is known is that both sides would eventually commit their slaves, instead of themselves against each other. Man and dwarf bore the brunt of this conflict for many years. As the number of living slaves began to dwindle, the masters armorers of each side developed new wars to protect their slaves and kill the enemy. Chain armor and great swords, mithril armor and warhammers, nothing was spared. However, new and interesting ways to kill each other would not be enough.

The combined forces of humans and elves decimated the dwarven armies. Whole legions were slaughtered. The Nathair-Sgiathach were forced to re-enter the war and they struck directly at elven cities. The elves responded more readily than the dragons expected. Many Tuathanas were assigned to each army, not as advisers, but as spellcasters capable of summoning demons and creatures of chaos to fight the dragons.

The dragons and dwarves were no match for the combined forces of the Tuathanas and their slaves. The time of the dragons as a race of people, came to an end and the surviving dwarves were added as additional elven slaves, alongside the humans.

Age of Strife
It would not be long before the Tuathanas turned against the only foe left – themselves. Our ancestors and the dwarves' ancestors were forced to fight along-side their masters against our own people.

The Tuathanas fought House to House and between the Families of those houses. It started slow and in small amounts. A family wiped out here, a House destroyed there. It took five generations of our people for the War of the Ancients to begin. At that time, the internal structure of their kingdom had collapsed. As their numbers began to dwindle, they took to desperate measures. They began allowing us to use their weapons and armor, which they called, “steel.”  They would never teach our ancestors how to create steel and it is something that we struggle to discern. Weapons and armors of solid steel are very rare and often heirlooms within families.

Other Tuathanas families took the children of our priests and taught them how to wield their mad sorceries. The were brought up in Wizards' chantries, learning the magics of Chaos and Law.

This sharing of knowledge would be the lynch pin in the Tuathanas race. As our ancestors were forced to fight each other, hatreds and rivalries that exist to this day were created. However, the children of our ancestors combined their wizardly learning with that of our ancestors' priestly abilities, taught by the Animal Lords, to bring together the leaders of our ancestors. In doing so, they were able to plant the seeds of rebellion.

As the Tuathanas had brought themselves to the brink of extinction, our ancestors and their children took action. As one people, they turned on their masters, the Tuathanas. At first, the Tuathanas were able to hold us back, but the dwarves and a fifth colony of Tuathanas joined the conflict. The masters were like lambs to the slaughter. They tried to fight. They tried to put aside their own differences. They even brought a Demon Prince to the world.

They succeeded in decimating one of our tribes and another sacrificed itself in order to vanquish the Demon Prince back to its Hell. These Tribes names are never spoken, lest their spirits be woken and seek revenge upon the living...for being alive.

Age of Recovery
The Tuathanas traitors were quick to surrender themselves to dwarven soldiers. They sued for peace and offered to allow the half-elves to read them with magics in order to determine purpose. An alliance of leaders amongst the humans, the half-elves, and the dwarves convened to decide the fates of the Tuathanas-traitors. As the traitors had helped destroy their own people, it was decided to allow them to live. They were given the annihilated city of Lanark. Lanark was one of the first elven cities destroyed by the dragons.

As quickly as the decision of what to do with the living Tuathanas, the alliance of men, half-elves, and dwarves fell apart. The dwarves set their sights upon their dwellings of old amongst the mountain peaks. The half-elves returned to the chantries in which they had learned magic. The gnomes disappeared and were rarely seen. And our grandparents set about rebuilding cities left barren by the wars. . .

Saturday, December 29, 2012

The Baron Who Would be King

A land in the midst of a dark age. A generation ago, maybe more, the Horde descended upon the people of the seven nations. The brought death and destruction. The king and his dukes met the khan and khanate upon the fields of plenty where our lord and master was slaughtered. For thirteen long years, the Horde ravaged the land.

No one can point to a single specific reason for the Horde's departure. Some of the barons claim it was their battle prowess versus a foe more numerous. Elders in villages across the land claim a curse placed upon the Horde by druids led to the foreigners' demise. In the end, all that mattered was that the Horde was gone and a decimated people could try and rebuild.

Rebuild homes, rebuild keeps and castles, rebuild roads and bridges, rebuild farms and families. With the Horde gone, the old enemies returned. Creatures of the night, disputes over land and women, and the Old Gods looking for sacrifices. 

It is into this world our heroes step. Into a barony with a need for strong leaders. A barony with a baron who desires so much more for his people, his land, and himself.

A baron who would be king.