Showing posts with label barony. Show all posts
Showing posts with label barony. Show all posts

Wednesday, September 4, 2013

13th Age: First Session and Game Remarks (review?)

This Sunday past marks my foray into The 13th Age from the fine folks at Pelgrane Press and Fire Opal Media. I did not begin a new game. I changed from Legend to 13th Age.

Why change?
There are three reasons I switched game systems. The first is that if you are not playing a game centered on combat, party balance is odd. I like having role-play and roll-play characters at the table. I want my players to have their cake and sometimes their ice cream (but never the Cool Whip, that’s for me). I also want my game to be balanced when players are building their characters. Some choices may be more beneficial than others, but I don’t want characters stuck in a position where they (or I) feel punished by their choice of race/class/type. The game rules can take away neat stuff, but it must replace it with other cool stuff. When it comes to races and combat, Legend does not do a good job at this topic. Shorter characters, such as the classic Halfling and gnome, suffer on their ability to do damage and do not gain much in the way of a defense bonus. On top of their weak strength, the system’s rules for armor (attack damage minus armor equals damage taken to hit points) only compound on top of the weak strength for smaller characters. Is there some logic to this? Yes, I can see it. That does not mean I like it.

This directly affected one of the players. As a gnome, she was lucky to be doing a single point of damage to combatants. She had some spell abilities to help her and the rest of the party, but at the end of the day, a seashell dropped by a seagull from ten feet was likely to do more damage than her pounding a knife in a villain’s eye. Crazy comparison, I know.

The second reason I switched games is related to the skills list. The list appears to be a compilation of several different versions of the game run by game masters who had no contact with each other. For whatever reason, I found the skills list to be completely not intuitive. I think this was more a stumbling block for a player or two and not so much for me.

I found the magic to be limiting. I do not think my players found it limiting, but in my mind it was thusly. As the players were not complaining, I do not consider this a reason I wanted to leave Legend to the ancestor spirits. I did, however, begin designing new ways of casting magic and creating spells borrowing heavily from Skyrim.

I could easily house rule the first two complaints. I could rewrite the skills list to include only the skills I wanted and add any I thought were necessary. I could remove the rules constricting wee folks’ physical stats being so low. I could introduce magic items that would overcome this problem. (In fact, I had just done this in the last session.)  However, I do not think I should feel a need to create house rules for a game before the end of character creation. With this game, I did. Nor should I need to add magic items to a low magic item game world, just to balance the rules. If I am going to run a game with house rules from the starting point, I have plenty of other games I could run where the house rules already exist and I am not creating from scratch.

When would I use Legend?
I think Legend is completely usable for a game. I think said game should be more human-centric, as to keep the downgrades away. Or, perhaps a game more akin to high fantasy than my low fantasy worlds. Another way Legend could have worked for my group, is if the wee folk’s player had designed their character as a full-on spell caster. They did not and they should not be put in a position where they would be forced to do so.

If I were running a game similar to my old Unisystem Vikings game, Legend would be fun. If I were running Conan, I could easily use Legend as the rules system. Same for a game based on King Arthur and the Knights of the Round Table.

For my low fantasy game set in a mythic Europe style setting, it just was not working.

A new age
While fighting against Legend, I began to hear about a new game in development:  13th Age. Steve and Lowell had mentioned it and I kept running across it due to my interest in another game by the same publisher (Night’s Black Agents). Research showed me the game would have crunchy bits for combat, have the standard d20 rule mechanics, and then have extra stuff for the role-play bits. This last part seemed to be focused on a lack of a skill list and what the game mechanics called “icons.”

In truth, to me it sounded as if the game were a retro-clone based on some of the earliest versions of D&D, not AD&D.

While I was at GenCon, helping Lowell pimp a game he has been developing, we both picked up The 13th Age on our day one. That evening, we both read at least 50% of the book. Before I made it that far into the book, I knew the rules should work better for my game. I skipped over much of the spell lists and the way many of the feats operated. I have played various editions of Dungeons & Dragons, so the concepts were generally known and understood.  So, what made this set of rules stand out as opposed to a version of D&D or Legend?

First, the style of the book in regards to the writing and layout. The book is super easy to view – no super tight columns or excessive white space. The writing style is not akin to stereo instructions. It is very light and flows easily (I think my language instructors would have called it clear and concise).

Second, it removed the need for an excessive skill list defining what a player could or could not do, as well as, what the skill included or did not include. Instead, players have backgrounds and those give bonuses to die rolling. The backgrounds describe the character or the character’s past. An example is, “I was a journeyman blacksmith before being swept up into the direct service of the local baron.” The character starts with eight points to spread over any backgrounds they wish to create. Then, anytime this character would need to make a check and blacksmithing might be a useful skill to help their knowledge base, the player would add those points to the die roll. Need to know the tensile strength of a gate, bonus. Need to know the value of a sword or suit of armor about to be purchased, bonus.

Could a player go crazy with this and try to overpower their character? Yes, but as a game master, it is your responsibility to recognize these situations and help the player work through them. No, you cannot have, “Former personal bodyguard to the king, trained in the ways of sword fighting, creating poisons, and casting high born magic.” You could be the former bodyguard for the king as a sword user, a crafter of poisons, and a student of magic. However, those are three different backgrounds.

Unlike most fantasy roleplaying games, The 13th Age does not include a list of deities and demigods. Instead, the game introduces the concept of “icons.” Icons represent different ideals and factions within the game. They could be thought of as invisible totems, influencing and being influenced by the characters in the setting. In the book, the icons strike me more as high powered NPCs who make the world go round. They include personalities such as the Emperor, High Druid, and the Lich King. Players start with three points to use with the various icons. The players also choose whether their relation with the icons is positive, negative, or conflicted. These relationships help the game master create stories for the game world. I know I am not doing a great job as describing the icons and how they work, but the book does a great job of it.

For my game world, the icons represent ideals. I have removed the core book’s icons and replaced them with my own. Others have begun doing such things with the Neverwinter Nights, Eberron, and Iron Kingdoms settings. This works very well in my game, as I created it to have a different feel in each barony. The baronies were originally named for their physical features, mist, southern coast, mountains, etc. I also gave each barony its own leader and personal style. The southern coast baron is more laid back and informal. The mists baron is more formal and brutal in leadership. The leaders of the elves are hands off and reserved, but still holding to tradition whenever possible.

I was able to assign a different icon for each of the baronies and the major areas experienced by the players so far. I may eventually have some cross-over, but that is not a problem. Two areas with the baron as an icon could be allies or could have different secondary icons as influencers.

The feats and spells were different than I expected. The spells list is smaller than what I remember from 1st or 3rd edition D&D. This is not a bad thing. I do not need ten different spells causing 1d4 damage. The feats are more expansive and gimmicky than I am accustomed to using in 3rd edition. I, honestly, did not do enough reading on this section and I need to go back through it and re-read it. I need to make sure I understand the players’ abilities, so I know what to throw at them to make a challenge. I helped the newest player make her character and thus I was able to make sure she did everything she could to be a kick ass barbarian. Everyone else, though, not so much.

Whose age is this?
The 13th Age is not a book for new players. Nor, is it a book for players who want the crunch delivered by games such as Pathfinder or 4th edition D&D.

In my opinion, basic assumptions exist in the writing.  There are no racial descriptions involving dark sight and the like. The only racial bonuses come in the way of feats. In converting from Legend, I simply kept those I had implemented. There is also a feel to the writing suggesting if you are not familiar with the core mechanics of the d20 SRD or games such as Pathfinder or 4th edition D&D, you could be missing out on things. These are not necessarily bad things to have in the book. However, I occasional feel like I am missing something, but in conferring with the other players, discover I am not.

Three of my players and I are what I would consider seasoned veterans of roleplaying games. We probably have over 80 years of experience between us. Our fourth, and my wife, has less than three. For her, the game is a struggle. I have always thought d20 rules were bad for starting players and I now have witnessed them as such. It is nothing against The 13th Age; it is a simple fact of too much going on during combat for a new person to experience.

Taking the horse home
Our first session when well:  I had planned for a combat that did not occur, I had to improvise a combat I was completely unprepared for, and then move through social interactions both expected and unexpected.

We ended the last session with the players having cleared the Tomb of the Manticore, except for the Room of the Sarcophagi. I did not expect the group to trigger the trap in the room, but they did. I had expected a retreat to the surface to seal the tomb and move on to the related social interactions. Therefore, I had not gone back and reconfigured the stats for the NPCs in the room.

What I did have, were print outs of second level characters. Some were from the Pelgrane Press website, some were my own. The player characters were all second level. I also had a manticore in the core book. I ran with it. We busted out the battle map, figs, and got right to it.

The fight was awesome for a first time of playing the game. There were many hiccups and referencing of rules. However, it went smoothly. We were able to help each other stay on top of what could be accomplished. We talked through the different feats and maneuvers for the characters. I used feats with the NPCs and talked through what those feats were and how I was using them.

Four players, a barbarian, a ranger, a wizard, and a bard. NPCs, six with sword and shield and four with pole arms. The players worked together and forced the NPCs to come at them in a manner that allowed the players to control the board. I also set up several situations that played into the player character feats. In a sense, I set them up to win.

Still, I did all of that off the cuff. No planning, no muss, no fuss, and the only mess was the battle map.

The rest of the session involved role-play and not roll-play. We had opportunities to perform skill checks and were able to show how Backgrounds come in to play.


I think the rule system will do what I want it to do. We did not put a lot of focus on the Icons and in truth, I do not think I will put as much emphasis on them as the book puts on them. I view the Icons as a means to help guide a game master on what they should or could include as storylines in a game. I already have those items in motion. However, I did go through and line the Icons up with game world. I have two prior posts about my icons here and here

Thursday, August 29, 2013

Iconic Relationships in the Barony

Iconic Relationships

Heroic Icons:  The Baron, The Dwarven Ally, The Hero!
Ambiguous Icons:  The Elven Lord and Lady, The Wisest Wizard, The Librarian, The Wanderer
Villainous Icons:  The Prince of Demons, The Warlord, The Nathair-Sgiathach

Can’t we all just get along?
When push comes to shove, many of the Icons would rather align themselves with each other, rather than face the consequences of not. One hundred years into the fourth Age, the primary sources of power and most active representations of the Icons are related to the Baron, the Dwarven Ally, the Wanderer, and the Warlord.

Representatives of the Baron Icon are pushing society in a direction aimed to improve the quality of living for the nobility. . . and perhaps, the lower class, as well. In the barony of Tamaris, it is a solid push in the direction of betterment for everyone. In the barony of Polworth, everyone only includes the major households, such as Cinderfell. Polworth actually fits better with a different Icon – more on that later. The Baron Icon is one of two serving as the primary Icons for humans.

The Baron’s primary allies include the Dwarven Ally and the Hero. The Baron Icon grew out of the end of the third Age when the Hero and Dwarven Ally Icons overthrew the Elven Lord and Lady with their stalwart ally, the Prince of Demons. People representing the Baron and the Hero often clash over ideals and methods. The Hero wants to improve things for everyone, especially the lowest of the low. The Baron wants to improve things for the baronial community. In places like Polworth, the representatives of the Hero and the Baron may actually be at odds with each other. The Baron and the Dwarven Ally Icons represent many of the same ideals, simply delivered with a different flavor.

As my current game is very human-centric due to half the party being human and the campaign being based out of a human barony, I have left the Dwarven Ally as he appeared at the end of the third Age. In truth, he may have changed since then.

At the end of the third Age, the Wanderer helped broker a peace agreement between the Elven Lord and Lady, the Dwarven Ally, and the Hero. The Prince of Demons refused to participate as his minions were under the control of the Elven Lord and Lady. The Wanderer is often seen meandering the realm, investigating causes in the change of balance in the world. The Wanderer is very interested in maintaining the balance of the realm. This includes allowing representatives work with the evils machinations of the Warlord and the Prince of Demons.

The Elven Lord and Lady are learning their new place in the world. In the third Age, they represented an eccentric people from a bygone time. With the rise in power of the humans and dwarves, they have taken a backseat in their relationship with the world. In the past, they very much aligned themselves with the Prince of Demons and his minions, while facing the Dragon as the great enemy. In the fourth Age, they sit quietly behind the Baron and Dwarven Ally, hoping for the best, while glowering across the way at the Hero and the Wisest Wizard.

The current representatives of the Elven Lord and Lady seek to bring a balance of sorts to the politics and life of the realm, as a whole, while not intruding upon the humans’ newfound place in it. An example would include the constant back and forth between the forces of Navea versus the Haunted Wood.

The Wisest Wizard was taught his powers by the Elven Lord and Lady during the war with the Dragons. He was left alone to continue developing his ideal of colleges and learned magical arts during the third Age. During the war which ended the third Age, many representatives of the Wisest Wizard sided with the Hero and the Dwarven Ally. They remembered the tortures inflicted upon them by the Elven Lord and Lady in the earliest days of the half-elves. In the fourth Age, the Wisest Wizard is somewhat aligned with the Baron, but still recalls his friendship with the Hero and the Dwarven Ally. The Wisest Wizard, the Librarian, and the Wanderer are prone to sharing of gossip and tea late into the night. The Prince of Demons is not counted as an ally, but rather a tool to be used – the same as how the Elven Lord and Lady saw the Prince of Demons.
                                                                                                                                                   
The representatives of the Wisest Wizard still seek knowledge and learning related to the magical arts. The five magical colleges are not aligned as one organization. Each of the different schools have their own methods for teaching, spell-casting, and expectations. While this is not completely unexpected, the end of their rule by the Tuathanas as a whole has resulted in more divergence in practice. The existence of the human hedge-wizard cults have done nothing to add stability to the relationship between the Wisest Wizard and the Elven Lord and Lady.

The Prince of Demons could be the most powerful of the Icons. However, the rules set in place for beings to enter the realm’s plane keep his people in check. If and when they finally find a way to break the barrier into the realm, the work accomplished by the Baron and his allies will be in jeopardy. The Prince of Demons finds himself without allies in the current Age. The Elven Lord and Lady have quietly snubbed him and the Wisest Wizard is nothing but condescending. While the various demons in place serving around the realm do the bidding of their masters, the Prince of Demons casts a baleful eye in the direction of the void left by the Nathair-Sgiathach. His demonologists around the realm appear to have latched onto something that could bring forth new fruit.

The Librarian Icon sits in her corner, cataloguing the world. He has no care for the power plays or alliances in the world. The Librarian’s only concern is ensuring everything is logged. While the Librarian has no true allies, as she does not put herself out into the world in that manner, she can often be found with the Wisest Wizard and the Wanderer. Representatives of the Librarian Icon seek knowledge for knowledge’s sake.

The Warlord is the second most powerful Icon in the fourth Age. The Warlord and the Baron Icons sit on opposite sides of the table. His representatives are those seeking power, including gang leaders, ship reavers roaming the seas, and barons who want more than just one barony. When needed, the Warlord’s representatives will ally themselves with the Dwarven Ally and the Hero. Most who follow the ways of the Warlord do so with an iron fist and have no qualms showing their true colors. The barony of Polworth is fully under the sway of this Icon. Even now, the baron of Polworth is gathering his banner-men and counting his troops before they are marched!

The Dwarven Ally seen as a dwarf is disappearing from sight. Very few dwarf representatives of this Icon wander the halls of the realm. Most think he is encountered in the Barony of the Mountains and the fortress city of Stonehaven. The representatives of the Dwarven Ally believe in helping others, as only when the community succeeds, can the Dwarven Ally succeed. So, in truth, the Dwarven Ally can be found all across the realm. They supply food and clothing to those in need. They fortify neighbor’s homes out in the wild. They are the do-gooders in the world with a primary concern of helping their brothers and sisters.

The Dwarven Ally primarily works with the Hero and the Baron. As of late, he has been sneaking into the home of the Warlord and the Elven Lord and Lady.




NPC Representatives in the Realm
The Baron
·         Baron Galen of Tamaris
The Dwarven Ally
·         Baron of the Mountains
·         Balboshin Koberdawa of House Carnock
·         Dillon Byrne on a good day
·         Galton Sharp on most days
The Hero: 
·         Baron of Caerlaverock
·         Luthais Einruig (historical; led the human and dwarf armies against the Tuathanas)
The Elven Lord and Lady
·         The Lord and Lady of Lanark
·         Baroness Kellie of Navea and her husband Anthony
·         Baroness Kellie of Navea vs. the Haunted Wood
The Wisest Wizard:  Most any wizard taught by the chantries of the realm
The Librarian
·         Sable
·         Lamont the Loremaster of Navea
·         Gerec the Elven Lostfinder
The Wanderer
·         Lord Scuttlebutt or servant Quincy
·         Adok Dragovich of Stonehaven
The Prince of Demons
·         Elves and wizards who perform regularly perform summoning spells
·         Diabolists worshipping and practicing the dark arts
The Warlord
·         Baron of Polworth
·         The Devils of Agony mercenary unit
·         Dillon Byrne on a bad day
The Dragon:  none






Don’t put that on my plate! (Direct Relations)
Positive – The Icon is favorably inclined towards you.
Conflicted – The Icon harbors both favorable and unfavorable inclinations towards you. This conflict is often due to two or more different level of social interactions. However, it can also be due to you possessing an Elven-giver additude.
Negative – For one reason or many, you have gained the wrath of this Icon.


Icon
Positive Relationship
Conflicted Relationship
Negative Relationship
Heroic Icon

Usually
The Baron
The Dwarven Ally
The Hero

Sometimes
The Librarian
Spend 1, 2, or 3 points
You are a white hat, riding in to save the day. Authorities are more likely to listen to your side of the story and the people are more likely to trust you. Do not be surprised if their representatives call upon you for aid – or if the opposite Icons’ representatives target you for some nefarious purpose!
Spend 1, 2, or 3 points
Likely, you are one of the good guys. However, something you have done or been involved with (that old gang from school, perhaps?) leads to some distrust from the Icon. While you will have allies related to this Icon, enemies representing the Icon will also come about.
Spend 1 point
You represent a rivalry or an enemy. Goodly authorities likely consider you a criminal, a thief, a ne’er do well.
Ambiguous Icons

Usually
The Elven Lord and Lady
The Wisest Wizard
The Librarian
The Wanderer

Sometimes
The Hero
The Wanderer
Spend 1, 2, or 3 points
In the eyes of the Icon, you are a hero, be that an Elven leader, a wizard of high regard, a cataloguer beyond all cataloguers, or the gnome with the most miles traveled. To others, you may be an enemy or friend, depending on the day and the need.
Spend 1, 2, or 3 points
Some days are good, some are bad. You tread the water between the two of them, never sure what awaits you with the representatives of this Icon.
Spend 1 or 2 points
You are an enemy or dire threat to the Icon. Perhaps, the Tuathanas in your blood is too strong to accept the “elves” place in this world. You could be a wizard who has turned to join the diabolists serving the Prince of Demons. Maybe you burned down a library as a child.
Villainous Icons

Usually
The Prince of Demons
The Warlord
The Dragon

Sometimes
The Wanderer
Spend 1 point
Your connection to this Icon brings you forbidden secrets, hidden knowledge, and danger. You are hated and hunted by the Heroic Icons. You must be prepared to defend yourself against false (and sometimes true) allegations of heinous deeds.
Spend 1 or 2 points
You are cursed with your connection to this icon. Try as you might, you can never sever this relationship. Perhaps, it is due to a relative or personal past transgression. Followers of the other Icons will always be wary of you, no matter what your intentions may be.
Spend 1 or 2 points
This foe is out to get you and depending on the number of points you spend, you could be seen as an arch-rival worthy of hunting and slaying. On the other hand, it makes you one of the good guys and you should be able to find allies in the most desperate of times.


Saturday, August 24, 2013

My 13th Age Icons

I have decided to switch the rules set in my fantasy game from Mongoose's Legend to Pelgrane Press' The 13th Age.  The Legend rule set does not work for the game I am trying to run. If I wanted to run a straight combat game, it would work just fine. However, I need something more robust than that. I picked up The 13th Age at GenCon, read half-way through it the first night, and promptly decided this was the system I should utilize for my game. I have already developed the setting, the conflicts, and the current story line. So, I will not be using the Icons or realm from The 13th Age core book. Instead, I am converting my materials to their rules and ideas. 



On Icons in the 4th Age
The Icons in my game represent differing ideals and personal characteristics. They may manifest themselves as certain individuals or through various followers.


Some denizens of the realm view them as gods. This is most often true of those not represented by the Icons. For example, the modern Elven Lord and Lady are said to reside in the forests of Lanark. Most humans will never make it to Lanark and thus not have the opportunity to meet the Lord and Lady. Yet, to those Tuathanas dwelling in or around Lanark, the Lord and Lady can be seen presiding over court.


The Icons change with the Ages. Some continue from Age to Age. Others die out and are eventually replaced by new Icons born for the new Age. The Nathair-Sgiathach (Dragon) is one who has died out, but has yet to be replaced. The Tuathanas kept the Icon around as a bogeyman to use against their human and dwarf slaves. Because of this, the human and dwarf view of the Tuathanas from the prior Age have been folded into the Dragon Icon. Even though the races of dragon and elf were enemies in Ages past, what they have come to represent in the current Age is one in the same.


The Icons are presented here in a manner displaying their primary aspects. However, each Icon may have other aspects or lights in which they can be seen or worshiped.


Heroic Icons: The Baron, The Dwarven Ally, The Hero
Ambiguous Icons: The Elven Lord and Lady, The Wisest Wizard, The Librarian, The Wanderer
Villainous Icons: The Prince of Demons, The Warlord, The Nathair-Sgiathach


If they were given D&D alignments, they would appear something akin to the following chart.
Lawful Good
- The Baron
Neutral Good
- The Dwarven Ally
Chaotic Good
- The Hero
Lawful Neutral
- The Elven Lord and Lady
- The Wisest Wizard
True Neutral
- The Librarian
Chaotic Neutral
- The Wanderer
Lawful Evil
- The Prince of Demons
Neutral Evil
- The Warlord
Chaotic Evil
- Nathair-Sgiathach (The Dragon)






Icon: The Elven Lord and Lady


Quote: We are your past, but also your future. You cannot hope to rule the land without the knowledge of time and strength of arms.


Symbol: Lightning bolt crossing an arrow over a tree


Usual Location: It is thought the Pair wanders the forests near Lanark, but they have not been seen since the start of this Age.


Common Knowledge: The Tuathanas Lord and Lady are grouped together as one Icon. They represent a dualistic way of looking at life and the world. The Lord represents (overbearing) strength, the wild, and directness. The Lady represents order, intelligence, and subtlety. The Lord is the ruler of summer, the predators in the forest, and the forgers of steel. The Lady rules the winter, court, and chantries. They are never seen without one another, even by those who portend to only follow one of the Pair.


Adventurers and the Icon: All Tuathanas follow the ways of the Lord and Lady. The Tuathanas of the current Age, elves, understand the need for both light and dark, good and bad, elf and non-elf in the modern world. They seek to establish a balance in the world where the knowledge of the Tuathanas of old can be combined with the modern sensibilities wherein humans and dwarves are counted as friends and allies.


Not all elves follow the ways of both Icons within the Pair. Some are more likely to follow the Lord or the Lady, somewhat disregarding the other. Still, the need for both the Lord and Lady's abilities are understood, if not utilized.


Allies: The Baron, The Prince of Demons


Enemies: The Dragon


History: The Pair have always existed in one form or another throughout the Ages. Tuathanas Icons from other Ages were simply absorbed by the pair, allowing them to continue representing the Tuathanas people. It is unknown what will happen at the end of this Age. Will they combine into one or will one simply disappear?


The True Danger: Everything will be all right as long as the Pair exist together. If one exists without the other, the power held by the Pair becomes the power held by only one of the Pair. This could bring forth war of steel or of magic.








Icon: The Dwarven Ally


Quote: Look, I know you think you know what happened when Luthais the Hero conquered the old Tuathanas Lord. Why don't you sit down, drink some of this good beer, and listen to the story I heard about it.


Symbol: Warhammer


Usual Location: Wandering the halls of Stonehaven, sharing stories, brews, and helping his friends.


Common Knowledge: The Dwarven Ally is the tie that binds. All good things in life are held together by other good things in life and he makes sure they stay together. His people believe in community and that strong communities are safer, better places to live, than places where individuals trample over each other for a chance at power. The Dwarven Ally is a brother in arms to all who believe in helping their fellow man survive another day.


Adventurers and the Icon: Adventurers following in the footsteps of the Dwarven Ally are usually not leaders. They believe in taking a vote and going with the flow of the group they travel with, as a whole. The Dwarven Ally will come to the aid of those who aid others.


Allies: The Baron


Enemies: The Warlord, The Prince of Demons


History: The Dwarven Ally grew out of the mining work gangs assembled by the Nathair-Sgiathach. These gangs worked as a team to ensure their masters' desires were achieved while keeping everyone in the work gang alive.


The True Danger: Everything will be all right provided the Dwarven Ally never runs out of Iconic allies. The moment he is all alone, he will crumble upon himself.








Icon: The Warlord


Quote: These fools think they can rule us as the Tuathanas once did. Pity them, for we shall crush them!


Symbol: Barbed sword


Usual Location: The Warlord can be found wandering the halls and campfires of those who gather for ill-gained power. Of late, rumors state he either resides in Cambria or Polworth.


Common Knowledge: The Warlord seeks power for power's sake. He takes no prisoners and asks for no quarter. The Warlord hates the Baron, Dwarven Ally, and the Hero. He is the iconic villain.


Adventurers and the Icon: Adventurers seeking power, glory, and monetary wealth follow the Warlord. They know they must rise in the ranks to become the Warlord, else another follower will strike them down and claim the title for himself. Adventurers with a more criminal bent also seek the Warlord's approval.


Allies: The Warlord has no allies among the Icons. Followers of the Dwarven Ally or the Elven Lord may align themselves with the Warlord's followers out of a feeling of mutual purpose. In the end, the Warlord will always reveal his true colors and betray them for his own gains.


Enemies: The Baron, The Dwarven Ally, The Hero


History: In prior Ages, the Warlord was an aspect separate of the Elf Lord. It was thought the Tuathanas Warlord Icon had folded into the Elf Lord with the rise of man and dwarf. However, that is now thought to not be true. Some believe the Tuathanas' Warlord became part of two Icons: The Elf Lord and The Warlord.


The True Danger: As long as the Warlord faces multiple opponents, he will never gain enough power to claim the world. However, if he can gain his own allies or defeat two of his three enemies, he may yet make that claim. . .








Icon: The Baron


Quote: The people deserve a place to sleep, a farm to supply food, and a warrior to protect them.


Symbol: Crown


Usual Location: The Baron can be found throughout the realms of benevolent leaders. He is most often seen in the lands of Leone, Tamaris, and on occasion, Navea.


Common Knowledge: The Baron is looked upon as the protector of the people. It is his duty to ward against the evils wrought by the Warlord and the Dragon. Most also think it his duty to protect against the Prince of Demons. In truth, the Baron and the Prince rarely cross paths.


Adventurers and the Icon: Adventurers who seek to better the realm work for the Baron. They understand the need to bring light to darkness and sword to monster's gullet.


Allies: The Dwarven Ally, the Hero


Enemies: The Warlord, The Dragon


History: The Baron was born into the current Age. He is descended form the generals who lead the Hero's army at the end of the prior Age. They, in turn, are descended from the slave household leaders who looked after their common slaves, trying to make everyone's lives a little more better and safer.


The True Danger: Everything will be all right , as long as the evil forces in the realm do not attack the Baron as one force.








Icon: The Wanderer


Quote: Have you ever seen the sun setting on the sea? How about the fishing villages along the shores of Leone? Not even the water flowing around the Chantry in the Falls?


Symbol: A pair of boots


Usual Location: The Wanderer is most often found on the roads of the realm or within an inn at the crossroads.


Common Knowledge: The Wanderer represents all those who travel in the world and their worldly knowledge. The Wanderer is generally seen in a goodly light, as he brings news and entertainment to the Baron's followers. The Wanderer likes to travel with the Hero, as the Hero often goes to new places, causing adventure and creating stories to share.


Adventurers and the Icon: Bards, wandering minstrels, diplomats, and spies are among the adventurers who follow the way of the Wanderer. Many believe the tribes of Sleat to all follow the Wanderer. This is a gross generalization showing a misunderstanding of the tribes.


Allies: The Baron, The Hero


Enemies: The Dragon, due to an ages old transgression which led to the downfall of the Nathair-Sgiathach.


History: The Wanderer was brought to the realm by the gnomes.


The True Danger: The Wanderer has a goal and a purpose in this realm. However, he is often distracted by new finds along the roads he travels. As long as these distractions continue, the Wanderer will continue to wander. When the distractions end, the Wanderer's true purpose will be made known – for good or evil.






Icon: The Prince of Demons


Quote: You know the cost of doing business with me. Souls.


Symbol: A pair of spiked wings


Usual Location: The deepest level of Hell.


Common Knowledge: The Prince of Demons is fighting to increase his power in the realm. The ties that once bound demons into servitude, the old compacts, and the agreements are not in use as much in the current Age, as prior Ages. This has lead to a decrease in the amount of contact the Prince of Demons and his followers have with the realm.


At the same time, an increasing number of demons are finding their own way into the realm. This is partially due to the inability of humans to master summoning magics as well as the Tuathanas of old. This contributes to demons altering compacts or performing “side quests” while summoned to perform bidding. Both of these will eventually bring more power to the Prince of Demons.


In prior Ages, the Tuathanas Lord and Lady were counted upon as allies. In the current Age, the formerly allied Icons have much less contact.


Adventurers and the Icon: Wizards and those wishing to use the powers wrought by demons most often follow this Icon. The compacts and agreements of old still function and those with the greatest power still use the Prince of Demon's minions to accomplish their goals.


Allies: The Wisest Wizard, The Elven Lord and Lady


Enemies: The Baron, The Hero


History: The Prince of Demons has existed since time began. He arranged the first compacts and first taught the Tuathanas how to perform magic. In the past, he was satiated by the souls fed to his realm from the Tuathanas. With the decreasing sacrifices, he searches for a new source of power.


The True Danger: Everything will be all right as long as the compacts and agreements are not lost to time and the Prince of Demons does not find a way to enter this realm.






Icon: The Hero


Quote: As long as I still wield this sword, no monster shall harm you.


Symbol: A simple, lone shield


Usual Location: The Hero has gone quiet since the start of the current Age. There has not been a need for him to show his face in the realm. It is said when his time is needed, he will return to the realm to, once again, free people from oppressors.


Common Knowledge: The Hero is the manifestation of hope for the oppressed. He understands his role is to sacrifice his wants and needs for the people he represents. He represents that lone individual, making a stand against all who would do wrong. The Hero's manifestation in the prior Age was a human, but was still seen as an ally by the dwarf communities.


Adventurers and the Icon: Adventurers walking the path of The Hero represent the good in the world. They know they will stand on the edge of the world and face down evil. They are the rally point against raiders.


Allies: The Baron, The Dwarven Ally


Enemies: The Dragon, The Warlord, The Wanderer


History: The Hero is a product of the prior Age. He manifested as a human named Luthais and led the human and dwarf army in their defeat of the Tuathanas. With the aid of the Wanderer, he was able to reach a deal with a fifth columnist group of Tuathanas who would eventually become the Lanark Elves. The Hero does not consider the Wanderer a friend due to the Wanderer's habit of not choosing a side.


The True Danger: Everything will be all right , unless the Warlord or the Dragon finally defeat the Hero.






Icon: The Wisest Wizard


Quote: Vasago, Saminga, and Barbaras, I beseech you remember the compacts of old and send me a servant worthy of your name. Let him bring forth the power I seek!


Symbol: Circle of power


Usual Location: The Chantry at the Top of the World


Common Knowledge: The Wisest Wizard is the grandest of all spell-casters. He has existed since the First Age and none may know than he. The Wisest Wizard once sat upon the many councils of the land, lending his knowledge to all. He spurred the creation of the different chantries across the land and led the defense of the Tuathanas people against the Nathair-Sgiathach. It was against his council that humans were taught magic. Yet, it was with his council that the magic of the Nathair-Sgiathach and their dwarf servants was learned and mastered in ways the Nathair-Sgiathach may not have ever dreamt. . . or so they say.


Adventurers and the Icon: Adventurers in the service of the Wisest Wizard are often, themselves, spell-casters. They search for lost tomes of knowledge, the unknown places of the world, and the lost magic items of the world. They understand the need to master the ability of summoning demons is both the most powerful and most dangerous of all magics.


Allies: The Elven Lord and Lady, The Prince of Demons


Enemies: The Dragon, The Hero


History: The Wisest Wizard has always been a male Tuathanas, until the current Age. It is said the current Wisest Wizard is actually a female half-elf.


The True Danger: Everything will be all right, as long as the Wisest Wizard never goes mad. There are those who fear the change of sex and species may be signs of a weakening Icon.






Icon: The Nathair-Sgiathach


Quote: none


Symbol: Dragon skull


Usual Location: none


Common Knowledge: The Nathair-Sgiathach, or Dragon, is a deceased Icon. When the Tuathanas destroyed the last dragon, this Icon fell in to a deep slumber. When the human and dwarf alliance overthrew their Tuathanas slave owners, the slumbering Icon died. There are scattered locations of dragon graveyards throughout the world. The Wisest Wizard and the Librarian are said to be the only ones who know of said locations and they are not sharing them. The dragon bones can be used to fuel powerful magics and craft items of wondrous abilities.


Adventurers and the Icon: There are no adventurers following this Icon. Those that would are following something else far more sinister and unknown to the world at large. There are occasional rumors of someone trying to resurrect the Nathair-Sgiathach or summon the soul of one to this realm. Thus far, no one has made any contact with any Nathair-Sgiathach or their souls.


Allies: none


Enemies: The Elf Lord and Lady, The Baron, The Dwarven Ally


History: The Nathair-Sgiathach are the age old enemies of the Tuathanas. The dragons lost the war with the elves. The Elves systematically hunted down all dragons and slaughtered them.


The True Danger: The true danger is not in the Nathair-Sgiathach returning, but in what has replaced them in the world. . .






Icon: The Librarian


Quote: The knowledge you seek may be found within a library found on the other edge of the world. Once you reach that library, I will aid you in locating the book.


Symbol: An open tome


Usual Location: One of the five chantries.


Common Knowledge: The Librarian is one part historian, one part sage, and one part hermit. The


Adventurers and the Icon: Those adventurers following the path of this Icon are those seeking knowledge. While these people strike close to the same anvil as those following the Wisest Wizard, followers of the Librarian concern themselves with more than just magically related quests. They seek the knowledge gained by the Wanderer's wanderings, the historical knowledge held by the Elf Lord and Lady, and realms never gleamed from the Wisest Wizard.


Allies: The Wisest Wizard, The Wanderer


Enemies: The Warlord


History: Historically, the Librarian is the weakest of the Icons in terms of physical power. The Librarian's wealth of knowledge more than makes up for this, making her on-par with the summoning abilities of the Wisest Wizard. While the Librarian often sits among those abstaining from good and evil, she falters to the side of good when pushed.



The True Danger: Everything will be all right as long as the libraries of the world are not destroyed and knowledge lost.

Monday, June 17, 2013

The Dwellers in the Mountains

When I was creating notes for my current game, I did not have players interested in playing a dwarf. So, I did not do much with their background in the setting. Naturally, I included them in the setting background, but I left it at that.

The players have since interacted with dwarves from two different areas of the known world. The first one was a trader of sorts and traveled with an entourage of dwarven servants, including his own cook. The second one resides in the city where the cast lives and is from a different area of the known world as the first. This one weaves baskets and bird cages. In both cases, the cast discovered the dwarves do not like human food. At this point, I knew I had begun a culture of people and not just character quirks. It was time to stretch the fingers and bang out ideas. However, as the entire culture within the mountains was not touched during character creation, there are notes here for dwarves and others. . .

On Dwarves
Life in the mountains is ideal for dwarves. Here, the halls of old contain carved memories of their people. The halls are vast caverns designed for their former draconic masters. Gems gleam, reflecting light amongst the caverns. Very rarely is an actual flame used as a light source within these great halls.

The dwellings of dwarves are quite different from the great halls. Dwarven neighborhoods do not tower multiple stories, rather they are short in stature, wide in breadth, and maze-like in appearance. Instead of mining out caverns and constructing buildings within the hollows, they simply carve out living spaces. In areas where the earth is easier to manipulate, more dwellings are created. This method of construction has resulted in the repetitive pattern found from one dwarven community to the next. The first pattern is that of living in a hive or series of rooms, instead of a city filled with separate structures. The second is the feeling of walking for great lengths of time to get anywhere. Due to building where it is easiest to manipulate the environment, long distances exist between different neighborhoods inter-connected to a great hall.

To outsiders, the various polished gemstones appear to only serve as decoration and reflectors of light. However, early in the draco-elfen war, it was discovered that crystals with six and eight sides were more a more effective defense versus certain elven magics. Demons were stymied by the equal sides of the crystals, even if the appearance of each gem might be different. The crystals have no effect on other types of magic, besides sorcery.

Once the dragons were vanquished and the Tuathanas began their long rule of both humans and dwarves, the dwarves were forced to build large estates over the dragon caverns. These estates would eventually become castles and keeps. The dwarves put as much artistry in the structure of these buildings as they had for their former masters. The Tuathanas learned the secrets behind using the crystals and would request they be worked into specific rooms and areas of new buildings. Rumors abound detailing Tuathanas who had crystals mixed in the mortar of a keep, in order to provide protection from demons who were owed favors from the old accords.

After the humans and dwarves overthrew their Tuathanas masters, many of the elven keeps and castles were abandoned. The dwarves had no interest in populating their second masters' homes, due to past memories. Plus, the homes were often too large and aerie for most dwarven tastes. Only three of the Tuathanas castles are known. Of those three, only two are occupied. The third is said to be haunted and avoided at all costs.

An Aside
Dwarves are accustomed to eating well-done meats, mushrooms, and lichen. They have learned how to prepare root vegetables. While some dwarves have come to eat and enjoy vegetation grown above grounds, it is still a rare occurrence Most find such food disgusting and many become ill from eating those foods. The smell of rare meat sickens them. All of their food is heavily spiced due to the bland taste.

Dwelling in the Mountains
The first of the retained castles, and most human-occupied city within the mountains, is the main building for Carnock, the Barony of the Mountains. The castle and capital city lie mere days west of the wooded barony of Caerlaverock. Certain dwarven elders wanted to be within striking distance of Lanark, in the event of a Tuathanas uprising or resurgences. The city is made up of dwarves (55%), humans (40%), and gnomes (5%). The gnomes have taken over the more elaborate sections of the Tuathanas dwelling spaces. The dwarves live at the other end of the social spectrum, taking up residency nearest the old dragon caverns in the center of the city. The humans live everywhere else.

The politics of this barony are very integrated between the dwarves and humans. The gnomes publicly consider such activity not worthy of their attention. Yet, one or two gnomes have entered the world of politics "for the fun of it" over the years. The baron is advised by a council of elders from among the dwarves and humans.

The current Baron of the Mountains is a short, stocky human. Many believe this has enamored him to the dwarves whom sit on the council. The baron has taken to dressing the part of a dwarf, including affecting a beard and warriors braid behind his right ear. The baron has grown louder and more boisterous as he ages. Still, he is considered a kind and beneficial ruler. He is known to surround himself with children in court, on the lists, or in his home. He dotes on all children as if they were his own. It is said that he has a family of over 100 people, if one counts his great-grandchildren.

The second settlement is among the northern mountains and is called Stonehaven. The dwarves of Stonehaven keep themselves more removed from human society than their brethren in the Barony of the Mountains. They are more classical in appearance and behavior than the western dwarves. Their clothing is often thick to protect them from the cold of the mountains. Their arms are the pick axe and maul of the mines. Their preferred drink is a fermented beverage made from mushrooms and sassafras. Their beards are thick and voices deep.

Stonehaven began as a mining community for gold and quartz. In time, it became a young dragon's hold. This dragon spent most of its time away from the mine and required very little in the way of servants or quarters. In fact, the dwarves of this community knew nothing of the draco-elfen war until a combined army of humans and dwarves, lead by General Tiberius of the Tuathanas arrived.

Stonehaven became an outpost village with a simple keep and a handful of other buildings. Stonehaven was a prison for the general and his fellow Tuathanas. They had no interest in the dwarves or mining. The food was constantly of poor quality. Only the beauty of the dragon hold held their interest. The general would send his humans into the mountains to scout for an end to the mountains and more dragon holds. However, the mountains were so treacherous that very few would return. No other holds were ever discovered.

Once word of the dwarven and human rebellion reached General Tiberius, he sacrificed all of the humans in a teleportation ritual bringing him and his Tuathanas back to the outskirts of old Dunvalaig. The dwarves recovered the city, disposed of the human bodies, and then marched out of the mountains to support the rebellion. It is said an axe from Stonehaven found its way in to the skull of General Tiberius.

Today, Stonehaven is a distant city without much outsider contact. There is some contact with the Barony of the Plains' tribesmen and the Barony of the Eastern Coast. However, these are simple trade contacts and not embassy style, political contacts. Most of Stonehaven's contact with the outside world is through the different under-mountain communities. Dwarven holds are scattered amongst the mountains, serving as both respite and battlement against anything north of the mountains. The dwarves of Stonehaven have no problems with the human-centric baronies to their south, they simply have no need of them.

Silver Keep is the third known structure. Many demons were sent to kill the dwarves in this place when it was owned by the dragons. It was a Tuathanas stronghold during the rebellion. No known human or dwarven army ever marched on it during the war due to its ferocious reputation. It was only after the war was effectively over that a small unit of mortals was sent to find it. Upon their arrival, there were no signs of the Tuathanas or their demon minions. It was never discovered where they went or why they departed.

Silver Keep was erected on what is known as Silver Mountain. Silver Mountain was the primary source of silver before the draco-elfen war. The structures in the area all glitter with the silver that was mixed with the stone and decorative inlays.

No one has consistently lived in the Silver Keep since the war. The silver mines ran dry before the dragons were killed, although pan-handlers often venture forth to try their luck. More quick-individuals have gone to Silver Keep in an effort to relieve the keep of its decorations that are said to adorn every surface.

Most who venture to Silver Keep never return. Those who do are often changed mentally or have physical scarring. All who have returned claim the place is haunted. Some claim the ghosts of dead adventurers emit forth from the brook which runs through town are to blame. Others accuse old Tuathanas magics and demons left behind as the cause of Silver Mountain's curse. Items brought back from Silver Mountain are highly sought after for their perceived value, despite the rumors of curses. The origin of the designs in the silver and the decorations is unknown.

Paths and roads to Silver Mountain exist from Polworth and Carnock. The Chantry of the Falls, based in Polworth, has a standing invitation to pay handsomely any adventurer returning with silver items from the haunted keep. Images copyright their respective owners and used here without their permission.

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