Showing posts with label writing. Show all posts
Showing posts with label writing. Show all posts

Wednesday, February 23, 2022

The Apartment

You become worried you have not heard from a good friend for more than a week. You go to the apartment building where the friend lives. It’s not in a great part of town, but it’s not the projects, either. Weird smells and odd things left in the hallways, or worse, the staircases is not uncommon.

You knock on the door. Call out to their friend. The door is locked. You bang on other doors. You yell throughout the hallway. No one answers. So, you leave.


You come back with a crowbar. You pry and bash at the door. No one objects. Eventually, the door cracks open, but a security bar blocks the door from opening. More banging. More prying. Still, no objections. Enough of the door finally gives up the ghost and you crawl under the security bar to get into the apartment. 


Your friend is dead. The body is green and bloated. Foamy blood leaks from orifices. 


You back away from the body. You call the police. They are sending someone. You collapse. 


You wake up to an ambulance technician looking down at you. Their eyes are dead. Slowly, you sit up with their help. You were lying on your friend’s floor. You snap your head around, looking for your friend.


They are not in the apartment. The police are here. So is another ambulance technician. This one’s cute. Neighbors you recognize are trying to peek through the doorway.  


Everything of personal value to your friend is gone. Only furniture and spoiled food remain, according to the police. They ask you why you broke into the apartment and don’t believe you when you tell them. 


As the dead eyed ambulance technician is checking your vitals, the property manager and head of maintenance arrive. They give you a weird look and walk through the apartment. They talk to the police in the kitchen. They leave, ignoring you on the way out. 


The cute ambulance technician helps you stand. You feel a little light headed, but are stable on your feet. 


The police tell you that you are free to go. The property manager will not be pressing charges for breaking down the door. Apparently, there is an extra door in the basement and they were planning to remodel this particular apartment next week. You don’t see the security bar anywhere. 


You leave. 


You come back the next day. The door is replaced with another door that looks exactly the same. There are no noises in the building. You yell. No one answers. You bang on doors. None of them open.


It is a good thing you brought your crowbar with you.


Text copyright Derek A. Stoelting 2022

Thursday, March 6, 2014

What I am reading, running, playing, planning, producing, and othercrazy ideas (updated as needed)

What I should be doing
Maps and layout for an adventure from Elf Lair Games
Layout on a supplement for Elf Lair Games
Writing up an one shot for Night's Black Agents
Writing up 40 different appetizers for All Flesh Must Be Eaten and potentially Rotworld
A second one shot for Night's Black Agents
A Games Day event in the South Bend area

What I’m reading

 

What I'm reading next
Whenever Craig Johnson wants to put out more Longmire books, I'm game. Until then...


 

What I’m running



















What I would like to run or play
Investigation Special Unit #3 where law enforcement investigates the supernatural. It’s a home brew setting. One was set in Chicago, another in Miami. See WoD Y1 notes below in the Crazy Ideas section. 

Also...





What I’m playing


Crazy ideas that might make good games

 with  

Ashen Stars + Firefly where the players take on the role of Lazers trying to bring justice to the frontier. It turns the setting as is on its head. I know this. I have run 2 or 3 campaigns set in the ‘verse and can’t see doing it again without a major rewrite. I ran it straight and with a heavy Deadlands influence. Time for something different. Time for a Firefly product that actually combines sci-fi and western tropes. I have not seen Monica's book, hers may do just that. Then, there's...



World of Darkness Year One:  The characters exist in a world where supernatural creatures are coming out in public. A “year one” story line, if you will. They would most likely portray law enforcement or a private security firm hired to deal with crimes committed by supernatural denizens. This is discussed in the Mirrors supplement, but I have my own take on it. I started discussing it here and here. I could do this via old WoD, new WoD, or Unisystem.


  
 

Runaways + The Runaways + BubbleGUMSHOE
or just Runaways + BubbleGUMSHOE using Mutant City Blues to supplement powers


What's been completed
What I am reading:  Streets of Bedlam, Deadlands Noir



And here's Steve's list


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

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.


Tuesday, December 18, 2012

7RPGs


The #7rpg meme is making the rounds. I am a week behind in participating, due to a well placed honeymoon in the month of December. To make up for the fact that I am behind, I thought I would do three memes related to the #7rpg meme. The first meme I will discuss will cover rpgs that influenced me in important ways. The second will cover games I have run and the third will cover games I have played. You will see some cross-over between the three.

My first encounter with rpgs was the D&D red box. I played it three times. In all three experiences, there was the GM and myself, that's it. Two of the three games were run by the same friend. While these experiences spurred my muse, I would not say they played an important role in my development in the world of rpgs. The rpgs that that have impacted me the most are:
  1. Worlds of Wonder
  2. D&D 2nd edition
  3. Vampire the Masquerade
  4. Traveller: The New Era
  5. Kult
  6. Conpiracy X
  7. a/state  


The first rpg to make that impact was a boxed set from Chaosium Games called Worlds of Wonder. My father brought it home and introduced it to me and my brother as a tactical game. My brother and I did not understand the game very well. It did not last very long as a “play thing.” However, I would spend hours pouring over the three settings and core book in the boxed set. I was confused by the fact the core book had artwork that best fit Magic World. I had no clue that D&D and Worlds of Wonder were from the same world of games.








The first game campaign I played in was based in M.A.R. Barker's Empire of the Petal Throne, published by Judges Guild, using D&D 2nd edition rules. The game was run by a local teacher, from a school I did not attend, and held at a friend's house. I was the youngest player at age eighteen and a senior in high school. While I had read many different editions of D&D between Worlds of Wonder and Empire of the Petal Throne, there were many things I had not put it all together in my mind. I may have even read other rpg materials and not realized they were not for D&D. This game put it all together for me. The group was very much a classic D&D rpg group, in my mind. Everyone played their roles and played them well. I learned the nuances of how to play and how to calculate THAC0.



I would leave that game for Vampire the Masquerade, 1st edition. Another friend was running it and the crew were all my age. This group would be another classic example of stereotypes. We would not begin playing until after dark (mostly due to everyone's jobs) and would play all night, finishing before daylight. Players and even the Storyteller had to be awoken at times, falling asleep during the game due to being overly tired. Characters did not trust each other and we all plotted with and against each other. This campaign would last a year or so. The World of Darkness would become my go to setting and rules system for many years. The Vampire group would dabble in other games throughout the years, but nearly all of them were published by White Wolf.




I spent a year in college and then moved to Memphis. I was introduced to a gaming group by my roommate, who did not play at that time. The first game I came to love within that group was Traveller. They were playing The New Era edition. I had purchased that book before moving to Memphis and was excited to have a chance to play it. I knew that this edition was not the first, but I had no experience with those. After discovering the Little Black Books, I feel in love with the history of this game. This group played three times a week and often played two games a night. GURPS, Marvel Superheroes, DC Heroes, D&D Oriental Adventures, and Vampire the Masquerade were all games this group would play. I would even run VtM for a few of them before moving back to South Bend.





Kult came out and no one in my group noticed it, including myself. I discovered it through the old White Wolf house magazine in a series of articles called, “The Jail of Night” by Paul Beakley. The articles combined Kult with the World of Darkness. It intrigued me enough to pick up a copy of Kult. After reading the book, I understood why someone wrote the articles. The game just did not appear to be playable. Kult introduced interesting concepts that I had not considered before. It pushed the limits of gaming in ways I had never experienced. I spent hours and days combing the Internet for ideas on how to incorporate the material into other games or even how to run the game as written. Those things I read on the Internet would go on to be used in my special Halloween games. I pride myself on the fact that I nearly made three players quit those one shots due to the mental imagery I encouraged them to imagine. At that point in time of my life, Kult was about finding a way to get to the player through the character. What would cause the player to mentally react and be pushed towards, nay past, their person limits? I could not relate to Call of Cthulhu at that time and I desperately wanted a horror rpg. This was it for me. I have used the background of Kult in many games over the years and I still go back to it. Even in the current game I'm running.

The next game to make a large impact in my life is the original edition of Conspiracy X published by New Millenium Entertainment. My roommate of the time and I drove up to Kalamazoo to hit up a few stores we were told to visit by friends. I poured through this book on the way home. Conspiracy X filled the gap in my rpg world that wanted something like Scanners and other movies or comics I was into at the time. I think I was even watching The X-Files by then. I skipped out of the first two seasons, as it conflicted with gaming. Priorities and all of that. At the end of the book, or maybe it was one of the supplements like The Bodyguard of Lies, there as an ad for people who might want to help the company with things. I jumped at the opportunity! Alex Jurkat responded back asking me how I thought I could contribute. I inquired about play testing new material for the game. As it turned it, there was nothing ready at the time. However, the (new) company had another game they needed help with - All Flesh Must Be Eaten.

Eden Studios had already published the core book and the Zombie Master's Screen. They had a Western source book almost ready for testing. I jumped into the Yahoo Groups, picked up the AFMBE core book, and prepped my group for what was to come. Western zombies, kung fu zombies, fantasy zombies, sci-fi zombies, the group suffered through them all. Fistful O'Zombies would my first writing credit in the rpg world. I had no idea who this Shane Hensley guy was, but over email he seemed pretty cool. (He's even cooler in person.) While we were play testing Fistful, Alex reached out and asked if I could attend the Origins Game Fair to run demo games. I said, “Yes!” without thinking about it. I had already booked a hotel room and bought a badge, but had no idea what I was doing. I had planned to run two games of Conspiracy X. As it turned it, one of the other GMs could not make it and Alex asked if I could pick up those games, too. I agreed to pick them up. I really had no idea what I was doing, but running six sessions of Conspiracy X didn't seem like much. In the end, I ran two sessions. Most of the other sessions did not have players, let alone more than one or two players.

This was the beginning of my foray into the rpg world. I would meet many wonderful people though Eden Studios. Not just Alex Jurkat and George Vasilakos, but also CJ Carella, Derek Guder, the aforementioned Shane Hensley, Ash Marler, Matt McElroy, Monica Valetinelli, Angus Abranson, and more. These would lead to meeting others, such as Dominic McDowell, Andrew Peregrine, Malcolm Craig, Jason & Julie Vey, and more (and more and more and more). I have met a number of great people in this industry, whether they work in it, volunteer in it, or are just fans. Many have become fast and close friends.

My next accomplishment within the rpg world would be the forming of Eden Studios' demo teams. Our primary goals were to run games at Origins and Gen Con. Derek Guder was my right hand man and boy could we put together rockin' events. Players would go back to the booth clamoring for product. This lead to my joining Eden Studios at cons to actually help run the booth and only coordinate the GMs, not run games. My teams accomplished a great many things. Derek Guder and I introduced adult concepts and crossing over game lines to players who were blown away by the stories we wove. The teams introduced women to gaming, women who were only interested due to the Buffy the Vampire Slayer license, and made them feel comfortable at the table (several demo games were filled with only female players). I worked with a local comic book writer and game designer, Lowell Francis, to create a highly enjoyable demo game for the never published City of Heroes rpg. I then coordinated more than twenty GMs to run the game at GenCon, including se7enteen events that all started within two hours of each other. Several of those four hour demo sessions had more than the advertised six players playing in the games. 17 x 6 = 103 people in the room for this one game!

The work with Eden Studios also opened the door to help with the Glorantha project. Before Hero Wars was published, many volunteers took old scans of Greg Stafford's original works and retyped them. Being able to read through these old manuscripts was an awesome experience. To see the creative process occurring in someone else taught me that I just needed to put word on computer screen and create. I had been doing it for years, but to actually see someone else's work, finished and unfinished gave me a push.

I would go on to put together six products for Eden Studios. For AFMBE, I coordinated the Book of Archetypes 1 and 2, then Eden Studios Presents (ESP) 1-3, a generic house 'zine, and finally Worlds of the Dead. George and Alex gave me opportunities to shine and fail. I did both and am appreciative of them for giving me those opportunities. They are great guys and while I currently am not running anything published by Eden Studios, the Unisystem remains my house system for any game not tied down to another system.


The next big thing to rock my world was a/state by Contested Ground Studios. This was the first indie game that I picked up and actually enjoyed reading. The dystopian world, combined with various technology levels, and a giant city that no one could eve leave was an interesting twist. The setting was combined with a take on the BRP percentile system and given well produced digital art by Paul Bourne. I would go on to meet Malcolm Craig, help with play testing both Cold City and Hot War. The group of people Malc associated with helped to win me over on the fact that there were, indeed, cool indie games being produced.









Next up: #7rpgsplayed!