Friday, January 3, 2014

Eave and beyond...


Oof.  I am mostly back, but bare with me as it will take me a little while to regain my feet.  I have been thinking about what I have done with Eave and taking a really hard look at it, there is some stuff that I want to change.  Don't know what that will be however.  The problem with doing Eave for Fate is that I do not have written down a definite bible for world creation to it.  I need to set up a design bible for Eave, stat!

There has been another blogger that has been hacking Castle Falkenstein to Fate, and it is really good.  I wonder how fast I can put together something together for Orccon this year.  Something Falkensteinish I think since that has been the most popular think that I have done at the con.  I am still not that familiar with the Fate system to run, but I will try it regardless.  More on that to come.

Well, the new year brings new challenges and new opportunities.  Here is to 2014, lets make it a good one!




Wednesday, November 13, 2013

Religion on Eave


Religion of Eave is a mix of old human religions and ancient elven religion.  Humans of North Realm have a freedom of religion and have taken to the worship of several elven deities.  Those within the Empire worship the perfection of the human body.  Religion is a somewhat hot button issue within the human community.  Most of humanity have taken a somewhat philosophical view of religion before they have landed on Eave.  Most forms of Christianity, Islam and Judaism have fallen by the wayside and worshipped by only a fraction of the faithful as more and more evidence proved it to be less and less useful to a technologically advanced society. 

On Eave, everything changed.  With magic, that the eladrin say comes of the gods and it is hard to argue with the results.  The advent of magic comes from the power of the gods, so say the eladrin.  Taelah, the god (or goddess) of magic is said to have taught the very first eladrin how to work magic.  The humans, scientists from both Danaan and Tulath, have been working to find out how the magic works as it manipulates an energy.  The eladrin say it is because of the gods and the humans have to reluctantly agree.

The eladrin do not have churches or cathedrals to their gods.  They have small temples and shrines, but no real clergy.  They may pray to Elinan for an easy brith, or thank Skrive for a good hunt.

Little do the inhabitants of Eave know that the gods sleep on Eave, providing the magic though their dreams.  They are being of immense power and their sleep provides a stable platform for the planet.  If they were ever awoken from their dreams, the planet would fall into cataclysm. 

Eladrin Gods
·         Alannah, god of youth, chance
·         Elinan, goddess of the earth, females, childbirth
·         Ellathe, goddess of nature, seasons
·         Skrive, god of hunting, animals
·         Taelah, god or goddess of magic
·         Vensor, god of the sky, males, virility

Spirits

Every animal native to Eave has multiple Spirit Sovereigns.  One massive animal that holds the represents the best of the best of the animal.   It is intelligent and can speak telepathically.  Every animal has one.


Monday, November 11, 2013

Rules of Eave: Mecha-Suit Weapons


I am playtesting the armor and weapons section this weekend.  Let you know how it all works out!

Mecha-Suit Weapons
Mecha-suited weapons are large weapons that are mounted or carried on the mecha-suits.  Spartans can also use the handheld weapons, though a bit clumsily for simplicity sake they don’t take any penalty to attack.  If a person smaller than a Spartan uses a weapon usable by a mecha-suit, they will take a -2 on the attack role as the weapon takes on a Heavy and Cumbersome Aspect.  No one can use a built in weapon unless they are piloting the mecha-suit.

[Playtest] Armor Piercing rounds do tremendous damage against the target.  Ancient armor does nothing.  Enchanted and modern armor acts as though they were ancient armor, the blue die reduced by 1 and ceiling increased by 1. 

·         Auto-Cannon.  R3/2, Burst
·         Cannon.  R3/3, Blast
·         Cannon, Heavy.  R3/4, Blast, Built-In
·         Chaingun.  R3/3, Burst
·         Flamer.  R3/3, Sets Fire
·         Knife.  R2/2
·         Mace. R2/3
·         Missile Launcher.  AP, R4/3; HE, R3/3, Blast; HEAP, R4/4, Blast; Plasma, R4/2, Blast
·         Particle Pule Laser Rife, Heavy.  R4/3
·         Rail-gun.  R3/5, Amor Piercing, Built-In
·         Rocket Launcher.  R2/3, Built-In, Blast
·         Shotgun, Heavy.  R3/3

Sunday, November 10, 2013

Rules of Eave: Mecha-Suits


Mecha-Suits are the end-all, be-all in infantry warfare.  They are mean and when they take the battlefield, they tend to make a lot of dead bodies.  This is all under PLAYTEST.  I unfortunately was going to playtest it yesterday, but Chris could not show up.  Bad Christopher.  If anyone does happen to use this, let me know!  I am interested!  Be sure to leave comments or questions in either case.

Mecha Suits
Mecha-Suits are the evolution of powered combat armor.  Mecha-suits are over three meters all, the tallest being close to five.  They offer supreme protection as well as on board weaponry that makes them equal to a platoon of men.  Some of them use a master-slave system for arms.  After mecha-suits there are mechs which average from ten meters tall and up

Aspects
·         Armored gives a +1 defense against attacks.  Some of the larger or more heavily armored mecha-suits give a +2 or even +3.
·         Cold Resistant is able to operate without fail in cold environments.  [Playtest: gains a bonus to defense against Cold attacks.]
·         Heat Resistant can operate without fail in very high temperatures.  [Playtest: gains a bonus to defense against Heat/Fire attacks]
·         [Playtest] Master-Slave Arms have two sets of arms, one for the pilot and another for the actual mecha-suit.  The wearer may attack twice on the same target, one for the pilot’s weapon and another for the mecha-suit sized weapon.
·         Open Cockpit means that the driver of the mecha-suit is vulnerable.
·         All mecha-suits have sensors.  The Sensors Aspect give a +2 to Notice rolls because they advanced.
·         Slow Aspect give the mecha-suit a ponderous gait. 

Mecha-Suits
·         Broadsword Mecha-Suit.  B4/1, Armored, Blending, Powered +4, Master-Slave Arms, Sensors
·         Deadelus Mecha Suit.  B4/1, Armored +2,  Powered +3, Sensors
·         K-12 Shining Knight.  B4/2, Armored, Powered +3

Giant Series Mecha Suit
·         Cyclops (the “Brute Suit”), all-purpose suit, 3.5 meters.  B4/2, Armored, Master-Slave Arms, Powered +2
·         Promethean, mainly used for construction, four meters tall.  B4/3.  Master-Slave Arms, Open Cockpit, Powered +4
·         Thrym, adapted for cold weather.  B4/1, Armored, Cold Resistant, Master-Slave Arms, Powered +3
·         Surtur, adapted for high temperature environments, firefighting.  B4/1, Armored, Heat Resistant, Powered +3
·         Atlas, general combat suit four meters.  B4/1, Armored +2, Powered +4, Sensors, Spartan
·         Titan, big combat suit tops out at over five meters tall.  B4/1, Armored +3, Powered +5, Sensors, Slow



Wednesday, November 6, 2013

Rules of Eave: Weapons and Armor


Working on the Mecha Suits next!  Ignore the last entry on weapons.  This is ALL under playtest and is subject to change for the better.  If you find it useful to use, by all means use it, just let me know what you think of it.  It is all I ask.

I will be using the Red and Blue Dice system from the Fate Tool Kit.  Some weapons, such as the heavy weapons will have the Damage Floor and Ceilings.  For instance the Heavy Scribble Laser (the Finger of God) would be Red 4/2.  Which means that you would roll your 4 dice, 3 of them Red and it would do a minimum of 2 levels of stress.  Where the lowly dagger would be Red 0/-.  Some of the weapons can have aspects as well.

I am also using the Red and Blue Dice for armor as portrayed in the Fate Toolkit. 

Aspects
  • Blast affect everyone in the same zone.
  • Blending is a special Aspect that if invoked the wearer is invisible until the wearer attacks or some other method of detection is used.
  • Burst uses the Hits and Overflow of page 216 of the Fate Core Rules except that a Burst weapon gains a +1.
  • Enchanted Aspect make the ancient armor equal to modern armor.
  • Hunker Down is a special Aspect that if the user of the shield is aware of an attack he or she will get a +2 on defense.  [Playtest: that will take his next action]
  • Poison inflicts the Poison Aspect.
  • Powered increases the wearers Physique by the number presented.  This does not add to the number of stress boxes the player has.
  • Set Fire sets the target on fire giving them On Fire Aspect.
  • Spartan indicates that the armor was built to Spartan.
  • Shields only makes armor a +4 armor bonus total and take the better damage ceiling.  So a tactical shield combined with a K6 armor it would be a total of B4/2, but the shield will give him the Hunker Down Aspect.
  • [Playtest: I have got to add ammo to the ranged weapons]
Ancient Weapons
  • Battle Axe.  R2/3
  • Brass Knuckles.  R0/-
  • Claws.  R2/1
  • Composite Bow.  R2/2
  • Crossbow.  R3/2
  • Dagger.  R1/-
  • Great Sword.  R3/2
  • Hand Axe.  R2/2
  • Halberd.  R3/2
  • Lance.  R3/2
  • Long Bow.  R2/1
  • Long Sword.  R2/2
  • Mace.  R1/2
  • Pole Axe.  R3/3
  • Rapier.  R3/-
  • Rocket Lance.  R3/3, Blast
  • Scimitar.  R1/2
  • Short Bow.  R1/1
  • Short Sword.  R2/1
  • Small Knife.  R0/-
  • Spear.  R2/2
  • Truncheon/Club.  R0/-
Modern Weapons
  • Auto Rifle.  R2/2, Burst
  • Auto Rifle, Heavy.  R3/2, Burst
  • Carbine.  R2/1
  • Flamer, Heavy.  R3/2, Sets Fire
  • Flamer, Light.  R2/1, Sets Fire
  • Machine Gun, Heavy.  R3/2, Burst
  • Machine Gun, Light.  R2/2, Burst
  • Magnum Revolver.  R3/3
  • Missile Launcher.  AP, R4/3; HE, R3/3, Blast; HEAP, R4/4, Blast; Plasma, R4/2, Blast
  • Needler Pistol.  R0/-, Poison
  • Needler Rifle.  R1/-, Poison
  • Particle Pulse Laser Pistol.  R3/2, Burst
  • Particle Pulse Laser Rifle.  R4/2, Burst
  • Pistol.  R2/1
  • Pistol, Heavy.  R3/2
  • Pistol, Light.  R1/-
  • Revolver.  R2/2
  • Rifle.  R2/2
  • Rifle, Heavy.  R2/3
  • Scribble Laser, Heavy.  R4/2, Burst
  • Shotgun.  R3/2
  • Sniper Rifle.  R2/4
  • SMG.  R2/1, Burst
Grenades
Act like modern weapons in respect to armor.
  • Hand Grenade.  R3/2, Blast
  • Hand Grenade, AP.  R3/3
  • Primitive Bomb.  R2/3, Blast
  • Primitive Grenade.  R2/2, Blast
  • Satchel Charge.  R4/3, Blast
Ancient Armor
Ancient armor is does not operate that well against modern weapons and grenades.  Unless it is Enchanted, a person wearing ancient armor against a modern weapon will have their Blue die reduced by 1 and ceiling increased by 1.  This means if somebody wearing chainmail is attacked by somebody with an auto-rifle, it goes to a B1/- setting.  They would only get 1 Blue die with no ceiling on damage.  Now these, like the weapons are only the base weapons.  There are many of the arms and armor that are enchanted or superior in construction that will go up and over the presented stats.
  • Breastplate.  B3/4
  • Chainmail. B2/4
  • Eladrin Silk.  B2/4, Enchanted
  • Elven Chain.  B3/3, Enchanted
  • Elven Plate and Chain.  B3/2, Enchanted
  • Full Plate.  B3/2
  • Leather.  B0/-
  • Plate and Chain.  B3/3
  • Studded Leather. B1/-
  • Buckler.  B+1 versus one attack only/-
  • Shield.  B+1/3.  Hunker Down.
Modern Armor
Modern armor is useful against all manner of weapons.
  • ARC (armored reactive camouflage) Suit.  B1/4, Blending
  • Armored Vest.  B1/-
  • Combat Armor.  B2/3
  • ORC (operations recon and combat) Armor.  B3/2, Powered
  • Powered Combat Armor.  B3/3, Powered
  • Stealth Armor.  B0/-, Blending
  • Tactical Shield.  B+2/3, Hunker Down
Knight Series Powered Combat Armor
  • K0 Stealth.  B1/-, Blending
  • K2 Light.  B1/4.
  • K3p Light.  B1/4, Powered
  • K4 Medium.  B2/3
  • K5p Medium.  B2/3, Powered
  • K6 Heavy.  B3/2
  • K7p Heavy.  B3/2, Powered +2
  • K8 Superheavy.  B4/1, Spartan
  • K9p Superheavy.  B4/1, powered +2, Spartan


Rules of Eave: Weapons


I will be using the Red and Blue Dice system from the Fate Tool Kit.  Some weapons, such as the heavy weapons will have the Damage Floor and Ceilings.  For instance the Heavy Scribble Laser (the Finger of God) would be Red 4/2.  Which means that you would roll your 4 dice, 3 of them Red and it would do a minimum of 2 levels of stress.  Where the lowly dagger would be Red 0/-.  Some of the weapons can have aspects as well.

Well, I havent had a chance to playtest this.  Let me know what you think. 

Ancient Weapons
  • Battle Axe: Red 2/3
  • Brass Knuckles: Red 0/-
  • Claws: Red 2/1
  • Composite Bow: Red 2/2
  • Crossbow: Red 3/2
  • Dagger: Red 1/-
  • Great Sword: Red 3/2
  • Hand Axe: Red 2/2
  • Halberd: Red 3/2
  • Lance: Red 3/2
  • Long Bow: Red 2/1
  • Long Sword: Red 2/2
  • Mace: Red 1/2
  • Pole Axe: Red 3/3
  • Rapier: Red 3/-, Reposte
  • Rocket Lance: Red 3/3, Radius
  • Scimitar: Red 1/2
  • Short Bow: Red 1/1
  • Short Sword: Red 2/1
  • Small Knife: Red 0/-
  • Spear: Red 2/2
  • Truncheon/Club: Red 0/-


Modern Weapons
  • Auto Rifle: Red 2/2, Burst
  • Auto Rifle, Heavy: Red 3/2, Burst
  • Carbine: Red 2/1
  • Flamer, Heavy: Red 3/2, Sets Fire
  • Flamer, Light: Red 2/1, Sets Fire
  • Machine Gun, Heavy: Red 3/2, Burst
  • Machine Gun, Light: Red 2/2, Burst
  • Magnum Revolver: Red 3/3
  • Missile Launcher: AP, Red 4/3; HE, Red 3/3, Radius; HEAP, Red 4/4, Radius; Plasma, Red 4/2, Radius
  • Needler Pistol: Red 0/-, Poison
  • Needler Rifle: Red 1/-, Poison
  • Particle Pulse Laser Pistol: Red 3/2, Burst
  • Particle Pulse Laser Rifle: Red 4/2, Burst
  • Pistol: Red 2/1
  • Pistol, Heavy: Red 3/2
  • Pistol, Light: Red 1/-
  • Revolver: Red 2/2
  • Rifle: Red 2/2
  • Rifle, Heavy: Red 2/3
  • Scribble Laser, Heavy: Red 4/2, Burst
  • SMG: Red 2/1, Burst
  • Shotgun: Red 3/2


Monday, November 4, 2013

Snippets


I have been muddling along.  I am still struggling with personnel problems.  Here is just the snippets of what I have been working on...

The Barony of Stormtonne
Part of the Kingdom of Danaan, the Barony of Stormtonne is the smallest barony as well as the youngest.  It is also the most powerful barony due to its influence with the eladrin, its magic and the fact that the Order of the Thorn is headquartered here.

The current Baron is a man named Aylen danTaven.  His wife is the eladrin named Beyissa Skysilver.  Skysilver is the English for Faleath, and they named themselves Skysilver in honor of the wedding to cement the union.  Sorica Faleath was teacher of Edam danTaven, the second human to learn magic.  It was her love of Edam and his twin sister that led to her to teach others and her line followed suit.  The entire Skysilver clan is located near the barony.

The northernmost barony is located near the mighty edifice known as The Spear of Laan.  It measures almost a kilometer in diameter and rises to an incredible 143.62 kilometers in height.  It radiates magic and explorations to its height shows the magic ends at that elevation.  It was built several thousands of years ago by a concern of dwarves and eladrin.  The Spear of Lann is located right in the middle of the tonne (eladrin word for “castle”) as it rises up and out of a copse of the great worol (“world”) trees that can rise up to over kilometer in height.  The barony is built up along The Spear of Lann and occupies many of the lower levels.  The barony spreads out and many of the nearby worol trees are the home to the baron, his people and the eladrin.  Great airship docks are located along the spear.


Miranda Taven and her brother Jack where the first of their line.  They were both of the archaeological and anthropological fields of study.  They were fascinated by the eladrin and the magic that they worked.  Miranda eventually married Markan Andahar becoming the first queen and they both formed the framework for what would become the Order of the Thorn. 

Dark Elves
The dark elves are seriously thinking about the Spartan Blooded.  They have been using the goblins for years in a parody of a eugenics program, but the goblins have been played out.  They usually produce very stupid offspring.  Humans however are proving to be very excellent candidates producing very excellent slaves and soldiers.  They have been kidnapping various humans from around the world and are crossbreeding them with goblins, dwarves and other humanoid creatures to produce the best offspring.

Goblins
Goblins are the result of the dark elves crossbreeding eugenics program.  For example the goblins who have the Thick Skin stunt are usually known as Red Caps.  They are tough and bloodthirsty lot, the tallest goblin species and the dark elves use them as shock troops.

The Barony of Holdingford
Holdingford lies in a great rift valley and is built upon the bones of a dwarven settlement.  Mining the great veins of ore that lie within make the Barony a very rich one.  Richer that Crosstaal though it does not have the great foundries.  Many small settlements abound around the rift that has a large river that runs through it.

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)