Tuesday, October 29, 2013

The Orders of Knighthood of North Realm


  • 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.




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
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!

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).

Extra: Spartan Blooded
Permission: Have at least a +2 Physique to claim that you have the genetically engineered super soldiers in your genetic makeup.
Costs: Refreshes
You gain an additional -2 Mild Consequence and can spend a Fate Point to cancel the effects of any poison or disease that ravages your body as your body’s immune system in put to work to put an end to it.

Extra: Tulathian Spartan Training
Permission: Have the Spartan Blooded feature and must be Tulathian
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.


[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.