- King’s Companions: The King’s Companions is an honorary knighthood bestowed upon the friends of the king, forming core of his advisors.
- Order of the Bow: This Order is given to a variety of gunners, marksman and bowmen of North Realm. They are given this Order for exceptional skill and accuracy. [Knight]
- Order of the Crescent Sword: An order of knighthood granted to those who perform an exceptional deed or service to the realm. [Knight Marshal, Knight Lord, Knight]
- Order of the Hart: A special order of knights who range all across North Realm as Rangers bringing justice to far-flung homesteads and travelers. Do to their status as only the most trustworthy are taken, they are respected by the eladrin and are allowed to travel in their lands unmolested. [Knight Marshal, Knight Lord, Knight Warden, Knight]
- Order of the Rose: Royal Guards and Queen’s Champions, The Order of the Rose are Protectors of the Royal House and Family. Pages make up a bulk of the personal servants to the Royal Family. The Order of the Rose lies under the direct command of the Queen of North Realm. By tradition they can take no orders from anybody save her (hence the King’s Companions), a tradition dating back to Miranda, the first Queen of North Realm. They may take all things by the King as merely asking them. [Knight Marshal, Knight Lord, Knight, Squire, Page]
- Order of the Shield: The noble defenders of Harro’s Wall. After the invasion of Leavestonne by Tulath, the Order protects the whole southern border. Vorra danGael is the Knight Marshal of the Order of the Shield. [Knight Marshal, Knight Lord, Knight, Squire]
- Order of the Thorn: This Order is a secret branch of the Order of the Rose. They are spies and if needs-be assassins. They are led by the current Baron of Stormtonne, Aylen danTaven.
Tuesday, October 29, 2013
The Orders of Knighthood of North Realm
Saturday, October 26, 2013
Rules of Eave: Magic and the Church of Mankind
The Church of Mankind |
[Sorry for the lateness of my post. I have some serious family issues of which with I am dealing.]
The Church of Man is the magical
might of the Empire of Tulath and their magical might consist of the great craftworks
that they do. From mightiest engine of war
to the finest gossamer gowns made of silver and gold for a music box dancer. They are responsible for the great public
works, such as the carving the mountain of Narimath and the great gardens that
surround the palace of the current Empress.
They have taught the Emperors and Empresses of Tulath, much to the
frustration of Section Command.
The Church of Man is a vast enterprise
and the Tech-Priest are but one faction of the clergy. Many years ago after they installed Tullson
II the Emperor of the Tulath they was an argument about what they were to call
themselves. Unified Man it what they
were called, but they needed something that will unify the people against the
common enemy, the eladrin. The Church of Mankind, or the Church of Man is somewhat of a misnomer. They are not really a clergy and they do not
worship a god, but they have grown to be the sword and gun, the armor and
shield of The Empire. They do not pray
and the liturgies that they invoke are dwarven rites of power.
The Tech-Priests are the largest
sect of the Church of Mankind. They hold
considerable power. In game terms they
use Craft as the ability to work their magic.
- Lay-Brothers (Craft +0) are simple laborers or the young who have the intelligence to serve as a Tech-Priest in the future.
- Tech-Priest Initiates (Craft +1) are the mass producers of the Church. The simple enchantment that they know go into enchanting the raw materials that are used in the rest of the Church.
- Tech-Priest Adepts (Craft +2) fine tune what is made at the Initiate level.
- Tech-Priest Journeymen (Craft +3) are allowed to make the arms and armor for the nobility and military.
- Tech-Priest Craftsman (Craft +4) are the true Tech-Priests. They are usually assigned to specific task or project. It can be teaching the younger priests or being assigned to a mechanized unit
- Tech-Priest Master Craftsmen (Craft +5 or greater) are masters of their craft. Currently there are over two-hundred Masters in the Empire. One of the Master Craftsmen is chosen to represent all of the Tech-Priests. Currently, that master in Hedric Croy.
All this being said, normal
craftspeople can get their hands on enchanted goods, but they must be licensed in
order to do so. Many of the people are
ex-Church members who then keep an eye out for those with a quick tongue and
strong hands to be inducted into the Church. With that there is a growing and thriving back
market for the goods and materials. It
is these people that you should watch out for, for there is a rumor of smiths
who have taken the dwarven magic to the next level. Something about reading the runes carved into
special icons to be able to cast spells on the fly. A mighty feat indeed.
The Church of Mankind is ruled by
an inner council made up of the same type of people that was in Unified
Man. They meet once every six months to
determine policy that will shape and form society.
In game terms, a simple enchant
would be adding a +1 to ancient arms and armor.
An uncommon enchant would be adding a +1 to modern arms and armor. A rare enchant would be make or repair a
mecha-suit or constructing a particle laser or other advanced weaponry. Then you have got the big things like mecha
that would require a lot of craftsmen. The
thing about it is that it takes time to construct and a lower level of
craftsmen would be required to gather all the necessary components
together. As such, it would require a
game that centers of the crafting to be of any use.
The Runecasters are a secret order
of renegade casters that have learned to read the ancient dwarven runes to cast
their spells. Their special flavor of
magic deals with heat, fire, thunder, earth and metals. They should have spells that reflect those
qualities. They have the runes on them
hidden in jewelry or other somewhat permanent manner that they must have in
order to cast their spells. A player
that starts off may have one spell per level of Craft that they have. There is a Runecaster whose body in covered
in runes tattoos. Unfortunately he has
to keep himself covered lest he arouses suspicion. Generally one does not use this method of
casting the runes for they do heat up when cast. The runes are therefore important to the
caster as they focus the power within them to cast hence they are carved onto a
totem. The Runecasters operate in secret
as if the Church of Mankind or the Empire should find out about them, there is
no doubt about the fact that they would not see the light of day. They would either be killed or put in a lab
somewhere to be studied.
Thursday, October 17, 2013
Rules of Eave: Animals
[Please, make a comment and tell me how I did in creating the
animals. Looking for some feedback, good
or bad.]
The animals are generally
considered Average NPCs. A few of them
can be considered Fair or even Good level of NPCs dependent on the GM. Some like the toshurs are already Good
quality. Others can be considered named
NPCs.
All animals native to Eave have
six limbs and tend to be rather large. The
humans have brought with them chickens, dogs, cats and surprisingly ferrets.
Aggressiveness: How naturally aggressive is the animal. It is the Skill in which they make their
attacks. Their main attacks are listed
in parenthesis.
Physique: Just like the characters skill.
Speed: A speed of +0 is the default and is about how fast a human
can run. For every +1 the animals speed,
it can travel one additional zone in a normal movement. They may also use the Skill in place of
Athletics and therefore Defense.
Stealth: the natural stealth of a creature, works just like the
skill.
Aurachs
A few plains that do exist and the
rolling hills are the land of the aurachs (eladrin call them morrows). Large six-legged bison-like creatures who
coincidentally taste like beef. They
have a hard, carapace-like leather that is extremely thick in the front. When danger abounds and they cannot outrun it
they will circle themselves facing out to protect the young from predators.
Aspects: A Massive Herd, Protect the Young
Skills: Aggressiveness +1 (butt, kick), Physique +4, Speed +1,
Stealth -1
Stunts: Charge (get a +2 to attack when they charge at least one
zone away).
Cudders
Cudders are a large six-legged
boar-like creature, as big as a large cow on Earth. They are not normally a riding animal, but
some of the college students of Leavestonne have begun to ride them in
impromptu races around campus. It has stuck
and the Cudder Races have grown to be a big thing in Leavestonne. They are usually nasty and brutish but have
been domesticated by the humans over the past eight-hundred plus years
Aspects: Ornery and Ugly
Skills: Aggressiveness +3 (gore), Physique +3, Speed +2, Stealth +0
Stunts: Stubborn (reduce the stress caused by the attack by one)
Kaddams
Kaddams are a slow and ponderous
six-legged lizard like creature. They
are native to the higher latitudes and incredibly stable creatures. They are slow and grew large because they are
not very tasty. There are few creatures
in the higher latitudes that will feed on them, but they make excellent draft
animals.
Aspects: Slow and Ponderous; Dumb as a Rock
Skills: Aggressiveness +1 (bite), Physique +5, Speed +0, Stealth +0
Stunts: Bad Taste (not really a stunt, but the attacker that bites
it has got to be really hungry)
Mikkas
Mikkas are the common, six-legged
stags that the elves use to ride. They
are fleet and dexterous able to navigate the forests and even the large
branches that the eladrin use as their highways. They are one of the favorite food of the
toshurs. They are not big enough to
carry Spartan Blooded person and can barely carry a normal human. But the humans of Danaan are raising a much
larger version to carry a human.
Aspects: Skittish Woodland Creatures; Fast Runners
Skills: Aggressiveness -1 (gore), Physique +0, Speed +4, Stealth +2
Stunts: Burst of Speed (gain a +2 to speed for the turn to run away)
Ravids
To the eladrin they are called “ulru”
and they are a dangerous creature that roam in packs and have spines that grow
along their haunches. They are silent
save when they are on the attack when they communicate using a series of sharp
yips. They will usually follow an alpha
female.
Aspects: Follow the Alpha, Pack Hunters
Skills: Aggressiveness +2 (bite), Physique +1, Speed +2, Stealth +2. The alpha will usually have a +1 to all
Skills.
Stunts: Raise the Hackles (a creature that makes physical contact
with a ravid must do so with one additional shift or take a +0 attack against
them)
Tarns
Tarns are great birds that live on
the eastern shores of the Evalan Continent.
They are called tarns (to the eladrin they are called “dow”) due to the
writing of an old Earth novelist of times past.
They are six-limbed creatures with four-wings (greater and lesser) and
two legs. Having four wings make them
very nimble in the air and agile in the water when they dive for the great fish
that they live on. They are a common
sight in the Baronies of Maarke and Eastaare in which the people ride them.
Aspects: Flock Mentality
Skills: Aggressiveness +1 (claws), Physique +1, Speed +3, Stealth +0
Skills: Aggressiveness +1 (claws), Physique +1, Speed +3, Stealth +0
Stunts: Fly-By Attack (move before and after an attack, up to their
Speed)
Toshurs (Good quality)
Toshurs are large, six-legged
tiger like creature that only the most elite eladrin ride. They bond to one rider and when the rider
dies they become forlorn and will stay with the body. They are carnivores and naturally green in
color. The additional camouflage makes
them very dangerous in the forests and jungles in which they live. Usually on a low hanging branch on which they
pounce on their prey. T
Aspects: Silent Killers; Patient Hunters
Skills: Aggressiveness +2 (fangs, claws), Physique +3, Speed +1, Stealth
+3
Stunt: pounce (+2 to initial Attack, and if they make a successful
they can apply a Knocked Down effect
on the target), camouflage (+2 to Stealth if they are not moving)
Wednesday, October 16, 2013
Technology of Eave: Travel
We are going to deal with the
Technology of Eave. It goes from very
high to very low. It is a world of magic
and science. We are going to talk about
Armaments, Communications, Computers, Environmental, Medicine, Power and
Travel. We are going to deal with
travel, from the riding and draft kadams, to high level jets and walkers. Travel, whether it be by the
six-legged, slow and ponderous, lizard-like kaddams; or the newest land cruiser
put out by Imperial Autos, all depends on the type of environment they are in
and for what they are used.
Animals used for riding:
- Cudders are a large six-legged boar-like creature, as big as a large cow on Earth. They are not normally a riding animal, but some of the college students of Leavestonne have begun to ride them in impromptu races around campus. It has stuck and the Cudder Races have grown to be a big thing in Leavestonne.
- Kaddams are a slow and ponderous six-legged lizard like creature. They are native to the higher latitudes and incredibly stable creatures. They are slow and grew large because they are not very tasty. There are few creatures in the higher latitudes that will feed on them, but they make excellent draft animals.
- Mikkas are the common, six-legged stags that the elves use to ride. They are fleet and dexterous able to navigate the forests and even the large branches that the eladrin use as their highways. They are one of the favorite food of the toshurs. They are not big enough to carry Spartan Blooded person and can barely carry a normal human. But the humans of Danaan are raising a much larger version to carry a human.
- Tarns are great birds that live on the eastern shores of the Evalan Continent. They are called tarns (to the eladrin they are called “dow”) due to the writing of an old Earth novelist of times past. They are six-limbed creatures with four-wings (greater and lesser) and two legs. Having four wings make them very nimble in the air and agile in the water when they dive for the great fish that they live on.
- Toshurs are large, six-legged tiger like creature that only the most elite eladrin ride. They bond to one rider and when the rider dies they become forlorn and will stay with the body. They are carnivores and naturally green in color. The additional camouflage makes them very dangerous in the forests and jungles in which they live. Usually on a low hanging branch on which they pounce on their prey.
Now to the eladrin they are common
and not so common riding animals. With
the coming of humans they have brought with them a need for oil and other
elements to power their machines. While
they both have very good technology, they do not have much of the fuel
available to produce such vehicles.
Scientist from both sides have assumed that there is a lot of oil
underneath the forests and jungles that the eladrin call home. The eladrin will not have any of that! Tulath has available small refineries to
produce much of the fuel that the military uses and they had to take it by
force. They have had to make use of
magic to power their vehicles and that doesn’t work to get into space. The easiest power source to make is simple
enchantment to heat up a piece of metal to make steam. Many of the vehicles that most people use are
made of such enchantments. The military
vehicles, especially the artifact vehicles use a high grade fuels and fusion
reactors to make. Danaan on the other
hand, thanks to the Barony of Eastaare have begun to pull oil from the
seafloor. Some of the eladrin are
uncomfortable with this but the Kingdom of Danaan tries to do its very best not
to pollute the waters.
Vehicles. Most vehicles are made using a mixture of
technology and magic.
- The car is a ubiquitous piece of human technology. They are very common in Tulath and not so common in Danaan. They are all enchanted to make use of steam and the higher end of engines make use of the steam capture enchantments to funnel the water back into the tanks to improve their range. From the two person cars to massive trucks they are all available. Motorcycles are very popular as well.
- Walkers are large four to six-legged vehicles that he humans use. They technology makes for them to be very versatile in rough terrain. In clear terrain, they could go down and travel on their wheels making them very adaptable. Danaan does not have many of them left since the invasion, while Tulath has quite a few left. They are making purely magical versions, but they are rather expensive to make, even for the mighty Tulath war machine.
- Tanks and jets are in the same boat as walkers. They have made simple planes and rotary aircraft and with the oil that with which they are being stingy. Drones are very common on both sides.
- Mecha are seven to ten meter tall, bipedal tanks with excellent maneuvering abilities in rough terrain. They are usually fusion powered however and because of that are only used in the case of emergencies. Ladeline, the archmage of Danaan has been experimenting with human-operated golems.
- Both nations are very good when it comes to the mass transit of its people and goods. Tualth has an impressive train system which connects the Empire together. They even have a system of subways and trams for their cities. Danaan has a system of airships which connects the various plateaus that make up their Kingdom. The eladrin do like the airships and have made their own, purely magical creations.
- Watercraft, on the rivers of the forest is basically controlled by the eladrin. Out on the sea however the humans have made significant progress. In the Northern Kingdom the Barony of Maarke is the king of ships and they basically own the entire Eastern Ocean. To the south however Tulath has made very little in the way of ships. They have got a couple of them on the Western Ocean but not that many.
- Tulath and Danaan also have active space programs and Danaan has the lead.
- The eladrin have the ultimate in personal transportation of Evae. Their ancient ancestors have made teleportation pads between their cities. It is only in emergencies as it takes a mage of considerable power to active one. This is how Hanali knew about the duplicity of the Tulath and the atomic destruction of Aragoi.
Tuesday, October 15, 2013
Zang the Wanderer for FAE Conan
This is a true conversion from Mongoose’s Conan to this FAE
version that my friend +Jim Sandoval did and will hopefully do again! It is not complete, but it is something!
Go check out +Jim Sandoval Conan FAE hack!
Go check out +Jim Sandoval Conan FAE hack!
Zang the Wanderer
Concept:
Wandering Hyrkanian Archer
Trouble: Chased From
His Tribe by a Jealous Rival
Race: A True
Hyrkanian
Class: Nomad from
the Cold Plains of Hyrkania
Reputation: Haunted
by a Memory...
Str +3, Dex +5, Con +1, Int +1, Wis +2, Cha +1
Refresh: 0 0 0
Stress: mental 0
0 0 physical 0 0 0
Consequences: -2
-4
-6
Stunts
Rapid Shot. By taking
a -2 on his Dexterity attack rolls, he may shoot twice.
Mounted Archery
Far Shot. He may
double the range at which he fires
Tulwar, Hyrkanian bow, spear, axe, club, leather jerkin, shield. Horse and gear
Zang’s sad tale…
Zang is a hunter, a tracker and a warrior without peer, who
preferred to be riding the plains on a fleet horse. He was happy and content and brought forward
unto himself many accolades. He was
simple man of little boast, much beloved by his people. It all came down around
his ears. Her name was Jia and she was a
fair flower from Khitai. Taken by the
son of a chief, Khosun during a raid on a khitai caravan, Jia was a jewel. The hyrkanians do not take slaves but Khosun
took her to be his concubine. After the
raid, Khosrun asked Zang, who spoke khitai to watch her and in the four days
stood guardian over her, he wished that it could have lasted forever. Whether or not she bewitched him in order to
escape, the night before they made it back to the tribe, he tried to steal her
away. Long and hard they rode and in the
three days of the chase, he had slain many of his fellow warriors. It ended with Jia dead and Zang fighting
Khosun in which they fell off a cliff.
Zang did not know if Khosun survived, but he had Khosun’s tulwar. Not wanting to return to his village, he
wandered far and away from the plains of hyrkania.
Some pics!
Sunday, October 13, 2013
Dark Elves
The Dark Elves of Eave are a dark
and mysterious clans of elves who live under the very feet of those that they
secretly control. In The Crossover when
the eladrin and dwarves can to this world in the ancient past, the fought
armies of goblins and trolls and giants led by the dark elves. They Crossovered but not in enough time
before everything else came though as well.
Dark elves are a myth, a myth that
they duly support. There are those who
disappear in the night, never to be seen again, but that is attributed to the
goblins. Most of the times it is, but
there are the times when it is not.
The dark elves are very interested
in sciences and what it could bring them.
They have approached the Tulath though their goblin intermediaries but
that has gone very slowly. So they have
begun to kidnap various people, Tulath and Danaan to interrogate. They (I should say their goblins) have
scoured the land for crashed bits of technology and picked them clean. They are slowly building a realm of
technological, scientific and magical might.
No one knows of their existence. Not the eladrin, not Section Command, not the
Order of the Thorn. Not even you, the
reader know about them, for if you did, you might receive a visit in the night
from some sharp daggers…
Saturday, October 12, 2013
Rules of Eave: Spartan Blooded
I was trying to write up on the Order of the Thorn, the Kingdom of Danaan's spy network. I gave up after three tries and worked on the Spartans some more instead. Let me know what you think. Have fun...
Extra: Tulathian Spartan Training
Permission: Must be Tulathian, a member of the Spartan Blooded race,
must be willing to serve in the Tulathian military
Costs: Skills
The Spartan Training extra is a
skill that encompasses all manner of weaponry and hand to hand combat. A Tulathian Spartan may use this skill in
place of any combat skill they would use, from Fight or Shoot. They may also use it in place of any tactics
role that they can make to gain some sort of tactical advantage due to their
schooling.
Tulathian Spartan of
the Third Spartan Elite Guard
Concept: The best
of the best in service to the Empire
Aspects: Nothing
Can Stop Us; We Are Death Personified; In the Blood and In the Flesh We are
Steel
Skills: Tulathian
Spartan Training +5, Spartan Blooded +4, Provoke +4, Operate +3, Will +3, Athletics +3, Contact +2, Notice +2, Pilot +2 and Stealth +2.
These are the common skills that they have.
The Third Spartan Elite Guard is only currently twenty in
number. They are led by an old and
grizzled Spartan named Janus, the Primus of the Third Spartan Elite Guard. They are equipped with all manner of artifacts,
from the Giant Series Mecha Suits, PPL5 Particle Pulse Laser Rifles and the
absolutely hideous Heavy Scribble Laser, nicknamed the “Finger of God”. They are the elites of the elite and the only
ones better than they are the First Spartan Elite Guard.
They have a lot of Spartan Blooded folks running around. They only reason that they do not have more
of the Spartans in such powerful equipment is that they do not have that many
artifacts around anymore. The
Tech-Priests already do wonders in keeping them armored and repaired.
Tulathian Spartan
Concept: a proud
warrior in service to the Empire
Aspects: It is in
the Blood; Honor Our Fallen Dead; Strike Fast and Strike Hard
Skills: Tulathian
Spartan Training +4, Spartan Blooded +3, Provoke +3, Will +2, Notice +2, Athletics +2 and
Stealth +1 are common skills that they would have.
This is a common Tulathian Spartan. He may or may not be trained in Operate, to
wear a mecha-suit. They are trained with
everything from a knife to the newest heavy weapons available.
Now those Spartan Blooded of Danaan origin do not have
access to the incredible brutal training that the Tulath gives their Spartan
Blooded. In Danaan it is rare to be
Spartan Blooded except in places such as the Baronies of Crosstaal and
Leavestonne where the major families of danGael, Chan and Kray reside. Of course, the genes of the Spartan Blooded
are strong and every once in a while a woman will give birth to someone that
they would call Spartan Blooded anywhere in the Northern Kingdoms. Most Spartan Blooded people find work in the
military, constabulary or some such work that their great size will be a boon.
Wednesday, October 9, 2013
Section Command
Section Command was borne out of necessity. The Political Officers were already aboard
the UTN Fleet and were instrumental in their many victories. However they failed when they crash landed on
Eave. In the early years they were as
fractured as the petty warlords that split up and threatened the fledging state. With the coming of the Church of Man they
were basically hamstrung and no longer needed.
Remus Coviso saw that the Church of Man was gaining in secret power. When Tullson II convened power and pulled all
the fractured nations together, Remus proposed to reinstate all the Political
Officers and to teach the youths of Tulath.
He proposed to have a system of schools and with the schools the
political system of the new Empire could be taught and learned and reinforced. There has been many births since the crash
and there was still no way to teach them, so Tullson II agreed. The youths of Tulath were forced to go to
school and with that were then exposed to all the propaganda the state could
throw at them.
Section Command was born then. Slowly Remus started to build his
command. They needed spies internally,
so Section 3 was born. When Danaan was
found, Section 4 was founded. They are a
vast network of information. They let
the Emperor know of their existence only when it suits them and they have
eliminated certain Emperors to allow others to take his place. They are loyal to their Nation and not to the
man, despite what the propaganda machine may turn out.
- Section Zero: Section Command leaders. It consists of the Duchess and the lead for each of the Sections.
- Section 1: Propaganda. The largest propaganda machine on Eave and they work for the Duchess Coviso. Their front is a publicity and marketing company. They secretly work on forming, organizing and implementing propaganda in the Empire. It was Section 1’s idea to allow the an assassination attempt on the Empress and Section 5’s job to see that she was never in any real danger.
- Section 2: The Teachers. The Teachers look for those student of special worth and slot them for possible recruitment. Not all of the teachers are members of Section Command but you can bet there are at least one in every large school.
- Section 3: Internal Security, the secret police. They just report what they find, they don’t do anything else to make sure that they aren’t found and Section isn’t compromised. They have infiltrated the Church of Man and know about the secret vaults, but have yet accessed them.
- Section 4: External Security, the spies. By mandate, they are not allowed to spy on the Empire of Tulath itself. They currently have at least twenty spies in the Northern Kingdom.
- Section 5: Special Forces. Made up of Spartans and non-Spartans alike, they are very dangerous force. If they do their job right, you don’t even know that they are there. They are there to eliminate those factions that are too dangerous to let live, but too public to let die senselessly. They are masters of that “accident.”
- The Political Officers. Political Officers (or Commissars) are publically known not as part of the Section Command but as part of any large, non-Spartan unit. They are all part of Section Command however and keep the loyalty of the troops in line. The lead Commissars know of Section Command.
- Section X: Experimental. They make and experiment everything that the Section may need from weapons to gadgets. What they are currently working on is rather unsettling as they take prisoners and experiment on them. They are trying to create bio-weapons that target the eladrin! They are also working on the nature of magic. They have come up with some technological items that negate the magic fields that they produce.
Tuesday, October 8, 2013
The Kingdom of Danaan, Part I
Danaan is a bucolic nation of generally good and hardworking
people. Descendants of the Earth Fleet
that crash landed on Eave it took them a great long while to gather their
forces together and make the best of the world.
It all started with their main Battlecruiser Danaan crashed into a large
lake at the base of a plateau. Many of
the crew were forced to evacuate the ship and the eladrin of Hanali collected
them all. The ship’s captain, Admiral
Markan Andahar was surprised to see a boat come out greet them. A single eladrin armed with only a slender
sword and a bow, was on the boat that seemed to glide in the water without any
means of propulsion. They were both rather
fearful of each other, but curious as well.
Admiral Andahar was surprised to see a somewhat intelligent being,
seeing as how in orbit, nothing technological was found. Tovar of the Hanli was surprised to see these
humans that dropped from the heavens. It
was tense at first, until Tovar cast a spell that allowed them to communicate
with each other. They say that any
sufficiently advanced technology is indistinguishable from magic and for all
their advanced technology Admiral Andahar and his crew could not figure out how
Tovar could do that. When he asked, he
just said it was a simple spell. Magic. Needless to say that Admiral Andahar unsure
about what to do, but the decision was taken from his hands.
The eladrin had just found
out how evil the human were. Prince
Elaor and the Aragoi was just slain by the humans of Tulath. Suddenly the flight deck where the parlay was
being held was filled with eladrin, all armed and armored. Overhead flew an eladrin airship borne aloft
by magic. It seems that they were all
invisible, the humans only getting a glimmer of some weird energy from their
sensors. It became tense as they faced
off against one another as more humans came out including a mech. They came to extract their prince and Admiral
Andahar stopped his people from firing.
The next couple of years
were intense. Danaan was slowly
collecting there people that was scattered across the land. They eladrin found many of them and returned
them. The eladrin found out that they
were two separate forces of the human that fought in the stars and that the
ones from the Earth Ship Danaan was not aligned with them. Eventually the elves seeded them the
plateaus, seeing as how the humans could not leave their world.
Tir was the name of the
lake that the Earth Ship Danaan landed in.
Danaan Tir soon became the capitol of the Kingdom of Danaan. Soon they shot out and claimed other plateaus
after they developed the airships. They
began to map out this world which they had taking a more and more feudal aspect
to their society. This was mainly due to
the eladrin, because when Prince Tovar asked them who their king was. They have a king now along with eight
baronies, each barony acting as a state that works for the betterment of the
whole. They have knighthoods and orders
and guilds, very much in opposition to what Tulath has. Danaan is about the people.
The other cities, the
capitols of the Baronies are as follows:
- The Barony of Crosstaal, ruled by House danGael. The current Baroness of Vorra danGeal. They stand at Harro’s Wall to the South.
- The Barony of Eastaare, ruled by House danEvan. The current Baron is Distan danEvan and his wife Jhass. They are on the Eastern shores and have developed into great sailors
- The Barony of Holdingford, ruled by House danAven. The current Baron is a man named Coaran danAven and his wife Hylise. The danAven family are in the center of the kingdom and are the richest family.
- The Barony of Kassingtonne, ruled by House danHanno. The current Baron is Martin danHanno and his wife Sera. The developer of the first airships.
- The Barony of Leavestonne, ruled by house danRahn. The current Baroness in Kanna danRahn and her wife Tully. A full 60% of the food for the Kingdom is grown here.
- The Barony of Maarke, ruled by house danTaere. The current Baron is a widower named Kemmon danTaere. The Colleges of Danaan are located in this Barony.
- The Barony of Stormtonne, ruled by House danTaven. The current Baron is Aylen danTaven and he is married to Beyissa of Hanali. This is the first union of man and eladrin and they are the emissaries between the two kingdoms.
- The Barony of Torringtonne, ruled by House danKavel. The current Baroness is Syval danKavel and her husband Forret. They have the active space program of the Kingdom of Danaan.
[If anyone would like to know something specific about the World of Eave, do let me know. Feel free to leave comments on anything and I will answer as I can!]
Monday, October 7, 2013
The Empire of Tulath, Part I
The majority of cities that are under the control if Imperial
Tulath are old dwarven holds, keeps and cities, so much of Tulath is located
underground. Much of what is theirs are
connected by impressive train lines that keep the flow of trade goods and most
importantly food. Because of their
mountainous terrain they are in they have little to no arable land in order to
grow crops. The ancient fields that the
dwarves once used are no more, having been reclaimed by the forests and jungles
of the elves. To feed their large
population they have had to beat the elves and slash and burn incredible
amounts of land and then hold it from the elves. Some years are lean, some years are feast.
The capitol of Imperial Tulath is a city named Narimath, to honor
Admiral Tullson Narimath. It was a
medium-to-large dwaven city, the first city to ever found by humans. Over the course of time they have spent on
Eave they have dug out the sides of the mountain in which the city lay so it
can breathe. It is a serious feat of
engineering. The Imperial Court is there
running the Empire, a huge bureaucracy that seems to be running well. A cathedral to the Church of Man is there and
it shows Admiral Tullson Narimath as a saint in the stained glass.
The Empress is a young girl of thirteen, but to say she is a
figure head is a lie. Corrine
Norimath hautTulath is Spartan Blooded.
Even though Tullson II was not Spartan Blooded, it is common for the
Emperors and Empress to take Spartan Blooded for their significant other. She already stands close to two meters tall
with blonde hair she keeps short due to the rigors of combat. She is consoled by the Duke Koromikos and
trained by the First Spartan Elite Guard and schooled by the Church of
Man. She has already seen an
assassination attempt and she ended up having to slay the two elves form
Galadon that tried to kill her when she visited the UTN Tulath.
The UTN Tulath is the spiritual center of Tulath. It is a hard won battle to take it and keep
it and keep it they have. They have
cleared a massive perimeter around the ship and it is the heart of their
military. Tulath City has sprung up
around the massive ship and the train line that goes to it is heavily patrolled
by Spartan troops on the ground and fliers from the Air Corps protect in from
the air. It is from there they control
the various bits of the forests.
The largest city Tulath is Altair. Named for the star system Altair, it the
central home to the Duchy of Coviso. The
Church of Man controls the largest foundries on the planet and they are found
here. Unfortunately the Tech Priests and
the current Duchess of Coviso do not see eye-to-eye. Duchess Dheyla Coviso controls most of the
propaganda for the Empire, a job at which they excelled. She also secretly leads the spy cabal, The
Section that along with The Church of Man keeps the Empire strong and
unbroken. They eliminate those that seem
to be unassailable and do stuff like let the elves know of a secret ways
through UTN Tulath to attempt to assassinate the Empress. She was in no danger, but the boost to popularity
among the populace went through the roof.
They do what needs to be done.
There are like six other large cities and countless towns
throughout the Empire.
Sunday, October 6, 2013
Rules of Eave: Goblins
Goblins are not like the goblins of yore. They are about five feet tall, thin and green
skinned which is impossible tough. They
are mean, vicious and bloodthirsty creatures that move in the shadows, because
they have a sensitivity to light. Singly
they are sneaky but get them in a group and they are a force with which to be reckoned.
They are a very spiritual people, but they
bully and cajole the spirits of Eave to do their bidding. There are corrupted spirits, such as those in
the Aragoi Wastes. The land has not
healed in the nine-hundred plus years since it was the target of nuclear attack
by the ancient Tulathians. These spirits
are much sought after by the goblins as they are angry and unforgiving. It takes a goblin much skill, cunning and provocation
to cage such a spirit to use.
Race: Goblins
Aspects
Blood
in the Shadows, The Darkness is my Friend, The Spirits Guide Me, Warrior of the
Burnt Hand
Racial
Skills: Goblin
You can use the Goblin racial skill to know the flora and fauna of
the underground area, use this as a survival skill and to avoid hidden
dangers. In addition, pick one of the following flavors; you may
pick more at the cost of one stunt or refresh each.
- One with the Spirits: You may use your Goblin racial skill to cast spells relating to pain or sneaking, even if you have no other magical ability.
- Fearsome Mask: You may use the Goblin racial skill in place of Provoke.
- Thick Skin: You may use Goblin instead of Physique to determine your physical stress and consequences, and you get one additional minor physical consequence.
- Sneaky Sneaky: Use the Goblin skill in place of Stealth.
Saturday, October 5, 2013
Rules of Eave: Spartans and Eladrin
Hmm, I am using the optional races from the Fate Toolkit. The eladrin are just the elves listed in the toolkit. From there I have redesigned the Spartan Blooded into a racial ability. Hope this works. Leave comments below!
Race: Eladrin
Aspects
The Experience of Centuries, ”I Know These Woods.”, The Long Game, Magic in the Blood, Perfection in Everything.
Racial Skill: Eladrin
You may use the Eladrin skill to recognize useful flora and fauna, know your way through the woods, or notice hidden dangers. In addition, pick one of the following flavors; you may pick more at the cost of one stunt or refresh each.
- Elven High Magic: You can use Eladrin to cast spells relating to nature or growth, even if you have no other magical ability.
- Perfection in Battle: Choose Shoot or Fight. When you’re using the traditional armaments of your people, you can use Eladrin instead of the chosen skill.
Race: Spartan Blooded
Aspects
It
is in the Blood, For the Empire (or the Kingdom), Killing Machine, Proud
Warrior
Racial
Skill: Spartan Blooded
You are one of the Spartans, having enough
blood in your line to claim Spartan heritage. You stand above others, a giant. You may use the racial skill Spartan Blooded instead
of Physique to determine your physical stress and consequences, and you get one additional minor physical consequence.. You may choose the following the cost of one stunt or
refresh each.
- Frightening Presence: you may use your Spartan Blooded skill in place of Provoke.
- Paragon Immune System: You may spend a fate point to cancel the effects of a poison or a disease effect that is affecting you.
Friday, October 4, 2013
Fate, Strategicon, Saga and more
Well,
I have had a couple of people express their interest in the Spartans and what I
can do to make them more balanced. I
will think of something worthwhile. I am
thinking of making them a race or something… hmm, I am thinking. I didn’t get the Toolkit until after I wrote
them up. In addition to the races, they also gave us several ways
to work magic and I am thinking of a way to work the magic that permeates the
world of Eave. So many things to do. I may be doing one in the Strategicon events
of games in February. I have read Saga and I am
seriously thinking of doing a game in that setting at the very least.
Thursday, October 3, 2013
Rules of Eave: Spartans and the eugenically engineered humans of Tulath
Generally, Spartans are huge people. The tallest one ever recorded was 239cm
(about seven-eight). He was an anomaly
and most of the Spartans are about 214cm (around seven feet). They reach maturity around the age of
fourteen and are usually sent to a Tulathian academy specifically to train
Tulathian Spartans. Tulathian Spartans
are trained in all manner of combat from knife to energy weapons and a quarter
are killed in the training. The Third
Spartan Elite Guard number only twenty and are equipped with all manner of
artifact weapons and armor. They are the
terrors of any battlefield and when they are called to a battlefield, it always
ends very badly for the opposing force.
Even the eladrin are very wary of Spartans on the battlefield.
In order to maintain their numbers, the Tulathians with
Spartan blood have been given special orders to only mate with other Spartans. In fact, childbirth is a serious business and
Tulath is equal to or exceeds the medical knowledge of Danaan. Female Spartans that show up on the field are
rare and are those that do so can no longer bear children or they have already borne
a child. A female Spartan are still
trained if they so desire, so a Spartan is still formidable regardless of
gender. Spartans usually die young due to
their profession that most likely take.
They are those that do not claim Spartan blood by have some
of it in their genetic makeup. Indeed,
all of the Tulathians born on Eave are the product of eugenic engineering and
some who even have a Spartan way back when.
Children born in Tulath with birth defects of any kind are euthanized. (I know it is hard to say, but those are the facts of eugenics).
[Please
leave a comment if you may. This is the
first time I am making extras and I would like to have some constructive
criticism. Note that the Spartans are
meant to be kings of the battlefield.]
Wednesday, October 2, 2013
Rules of Eave: Skills
I didn’t
want to change or add a bunch of skills to the game of FATE as the system is already beautiful in its
simplicity. I did have to make some
changes to the skills list and I may have to make some more to finalize the
list.
Here
is what I have added and made changes to:
- Lore: ancient, and Lore: science. I had to divide these two skills up. Ancient Lore is having to deal with the knowledge of Eave and all its inhabitants. Ancient Lore is the skill that all the arcane users whether they be human or eladin use to be able to cast their spells. The Science Lore has to do with the sciences that the humans have brought forth from physics to mechanical engineering.
- Operate is the skill that humans would have to use to operate their tanks, walkers, exo-suits and mechs.
- Pilot is the skill that has to be used to for all trains, airships and boats.
- Provoke is used as normal but in additions it is the skill the goblin shamans use to cast their spells as they have to bully the spirits of Eave to do their bidding.
- Ride has been divvied up between riding either land or air mounts.
- Shooting has been divvied up between ancient and modern weapons.
Tuesday, October 1, 2013
Harro's Wall, Part I
Harro’s
Wall was found in Year 185, toward the end of The Dark Times. It was a huge fortress constructed by the
dwarves when they were still a viable people.
Harro danGael was a hearty man (a remnant of the Spartan Project) and a
quick look of the defenses showed that the wall defended the Northern side from
the Southern side. This frightened
them. Here was an absolutely huge and
seemingly impenetrable fortress which bisected the continents that lay in the
ruins of a mighty battle. The skeletons
of the dwarves, beasts and an unknown humanoid creature that looked to be
slightly shorter that the dwarves but with exaggerated skulls. They skeletons they found with the
exaggerated skulls numbered over a hundred thousand.
Harro
spent his remaining years refortifying the wall, just in case the creatures
ever came back. He found foundries and
forges underneath the wall and when he died in Year 221, they had just a
quarter of the foundries up and running.
The mountains proved to be impassable for a number of years due to
impossibly heavy snowfalls. Even with
the development of airships, all that they were able to do was make preliminary
scouting reports or were lost. Vancent
danAndahar, the king at the time, stated that this was the southernmost edge of
the kingdom. That suited the danGaels
just fine as the refortification of the fortress took much of their time, in
addition the surrounding mountains where a treasure trove of minable ores. Soon the fortress was bristling with weapons
both old and new.
In
Year 239 their fears were realized as they got reports of seeing strange
humanoid creatures. Short, green
skinned, with exaggerated heads that struck in the night or in the darkened
tunnels of the mines. The goblins where
not dead. For years they have struck at
the men and women of Crosstaal.
Sometimes they would slaughter everyone and other times not a sign of
survivors was found as if they were taken.
Not many survivors of the attacks where ever found, but the few that
survived where surprised at the bloodthirsty viciousness of their attackers. This was the start of The Goblin Wars which
lasted for over a hundred years, countless raids and four massive attacks on
the wall. The wall held and the goblins
would not be seen until Year 467, the year that Tulath arrived and tried their
hand at taking the wall thus beginning the Age of Sorrow.
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