First off, if you're one of the handful of entities who hasn't seen the actual trailer yet go watch it first:
As of this posting trailer has been viewed 30 million times. Wow.
Then come watch the dolled up George Lucas Special Edition trailer here:
Thanks to the Semi-Retired Gamer for revealing this one to me! I will blame him for my previously non-existent hernia acting up from laughing too hard.
Sunday, November 30, 2014
Friday, November 28, 2014
Age of Strife: The Hyrkanian Empire
Gilrad Hyradson and Eirik Kalgornin stand against the Demon Hordes |
Hyrkania
Ruler: Emperor Anton Patraeus; Queen
not taken yet
Population: It is estimated that the
empire is roughly 12 million strong
Territory: spread out over the vast
expanse of the Hyrkanian territory, which stretches from the southern coast of
the Iron Gulf to the northern cost of the Baldaric Sea, and westward to the
Nyarlith Delta to the eastern edge of the Amech Jungles. There is a lengthy
colonial polity that runs along the length of the Great Old Road into the
Amechian kingdoms which hold fealty to the Empire as well. Northward the empire
encompasses the client states of Eorn’in, Drai’in and Yllmar as well.
Current Events: Hyrkania has just recovered from a major civil war called
the War of Strife, which was instigated by the Cult of the Divinate and the
errant King Makhorven of Hyrendan in the south, as well as the dissidents out
of Blackholm. Imperial forces now occupy the reclaimed cities, but the tension
is still strong, and the corruption runs deep. Hyrkanian imperial forces in
this era spend more time putting out fires and quelling dissent than they do
actually guarding territory from attacks, monsters, or expanding into new lands.
Hyrkania’s History
Hyrkanian
history is a roller-coaster of conflict, civil war, political dissent and
occasional glorious moments when a true leader rises to the occasion and brings
stability for a generation. In the current era, that last true leader was
Anander Usyllyses III, who led the charge against the rise of the Champion of
Chaos in his incarnation as the Dark Pharaoh of Galonia a little over a century
ago. Since them, the empire has been stable or in steady decline. The uprising
which led to a civil war was part of this decline, and though the empire
rallied against the attempted coup led by King Makhorven and House Strallikus, the
civil war itself has been seen as a sign of trouble by many others who would
plot against the Emperor or seek to carve out their niche of power.
In the grand
mythology of the empire it is said that Hyrkania was called the Fertile
Kingdom, a cluster of small kingdoms and city states which surrounded the lush
and hospitable region that was shadowed by the ancient and enigmatic city of
Corti’Zahn, a magical polity of floating towers and temples from which the ancient
priests communed directly with the gods, who would visit the city in physical
form.
The concept
of Order and Chaos as physical manifestations of the universe pervade the very
thoughts and mataphysics of Hyrkanian belief, and in the ancient era it was
believed that the gods of Corti’Zahn were agents of Order. The Fertile Kingdom
existed for centuries, faithfully worshipping the gods of order and
exstinguishing the cults of chaos where they could. Prior to the fateful day
when Chaos and Order boiled into war on the physical plane of man it was
believed that the kings of that time had become complacent in their beliefs,
and that the cults of chaos were given free rein to worship side by side with
the cults of order. It was this grave mistake in tolerance that led to the War
of the Gods.
The Ancient History of Hyrkania
Hyrkania’s
northlands have been occupied continuously by humans and other races for close
to ten thousand years, but the first written records of actual civilization
don’t appear until about 7,400 years ago. The first noble dynasty of kings,
called the Elevasos in the middle tongue, shows up in old records dating to
4,900 BW (6,990 years ago). More
important than the appearance of the first kings was the appearance of the
first known copies of the sacred Idean Codices, the ancient tomes which defined
the land’s understanding of the gods and man’s place in the world. The first
recorded copies of the Idean Codices date back to 4,500 BW (6,590 BW).
The first
notable records of war and conflict in the Hyrkanian lands appear around 4,400
BW and grow in volume and detail from there. At this time most records still
intact from this time were saved on stone tablets, many of which were baked
into sturdier ceramics. The city of Hyrkan’ien is first identified in a tablet
dating to 4,138 BW during this time, indicating that the settlement had grown
by this point to a notable city of the region, and was where the Elevasos of
the north ruled during what was known as the Usyllian Dynasty. This Dynasty
lasted until 13 BW, a little over a decade before the War of the Gods. During
the Usyllian Dynasty the name Hyrania, taken from the largest city of the time,
was adopted as the title of the unified kingdoms, though exactly when this
occurred is uncertain.
The empire
of Hyrkania was firmly established in the last five centuries leading up to the
war. Notable achievements in this period included records showing the construction
of the Great Road, a route of travel which was carefully maintained and
protected by frontier outposts and which stretched from the western border of
the Hyrkanian Empire to the eastern shores of Old Zued. A distinct record which
holds great historical value in the Grand Librarium proclaims the road started
in 215 BW with the assistance of “the Ivory Kingdom of Amech” and completed by
156 BW, meaning it took the Imperial engineers 59 years to forge the
continent-spanning road.
The year 13
BW was of great significance. A new dynasty took power, and Shakytis I rose to
power after a brief civil war. His reign would end thirteen years later when
the War of the Gods erupts, devastating the kingdoms of man and god alike. Many
believe that it was Shakytis I who was responsible, for he resolved the
religious wars of the era by allowing the cults of chaos the freedom to worship
publically.
The stories
of this period and the war are many and often contradictory, but here is what
is known: in this early era it was known that there were sacred artifacts of
the gods which embodied the divine qualities of the gods of each pantheon, that
of chaos and that of order. The Orb of Order, manifested in the form of the
sacred Ankh of the Cult of Naril, was believed to exist and was protectively
kept in the temple of the Grant Sacrimori in Corti’Zahn. Though the myths of
Hyrkania dictated that there was an Orb of Chaos, it’s location in the world
was unknown.
Xauraun, a
young aristocrat of Hyrkania at the time, found the Orb of Chaos on an
expedition to the dark corners of the world. The story of exactly how this
seemingly ordinary person found the orb, was corrupted by it, and eventually
became the immortal Champion of Chaos is poorly documented, but it is known
that at some point after finding the Orb Xauraun was seduced into the service
of Chaos by the whisperings of the god Dalroth, and that Dalroth granted
Xauraun immortality in exchange for the power to use the orb.
When Xauraun
unleashed the orb’s power per the directive of the lords of Chaos, it formed a
permanent gate to the Abyssal realms, a dark realm of vile chaos from which
Dalroth had forged an entire demiplane in which to create an army to do his
bidding. The demons of the Abyss erupted into the mortal world, right in the
heart of the Fertile Lands of Hyrkania, near Corti’Zahn.
The war
lasted one year, and it left the fertile lands a desolate waste, most of the
local kingdoms and cities destroyed in the conflict. The city of the gods,
Corti’Zahn, was sacked and pillaged, and it was said that the corporeal forms
of many gods had fallen in battle. Forces outside of Hyrkania’s central region,
what is now know as the Hyrkanian Desert, united under the banner of chosen of
the gods (avatars), including a young wizard named Warenis who was given the
power to serve as the Champion of chaos. The forces of order would strike back
to eventually destroy the marauding demons and close the portal, but not before
the damage had been done.
Burial of a
god’s corporeal body is a devastating blow to the worshippers of those gods who
had fallen in battle. Gods, being immortal, could transcend their corporeal
flesh and continue to exist as spiritual beings, so many of the physical forms
slain had not meant the termination of that god’s influence in the mortal
plane, but the mere thought that their deity was fallible in the form of flesh
was enough to send great concern through the cults of the gods. Some cults fell
apart, and it was the loss of belief, of followers, which ultimately destroyed
the spiritual incarnations of those gods. Hyrkania went into a state of
spiritual decline and Emperor Catythytas, the imperial successor to Shakytis,
who had been slain during the war, forged the imperial calendar on year 1 to mark
the date of the great fall.
Catythytas
provided a great deal of much-needed spiritual direction, coaching the end of
the war as a great victory for Order and the pantheon of the gods that Hyrkania
so revered. The cults of chaos were once more forced into hiding lest they be
destroyed, for a dozen years Caythytas helped rebuild as well as relocate those
who had survived the war but were now displaced from their homes.
Around 12 AW
and not ending until 142 AW the empire declined into a series of internal civil
wars and more than two dozen men would lay claim to the title of Elevasos or
Dei’Elevasos (supreme emperor). The spiritual health of the empire was in
decline once more, perhaps fatally so.
During this
period there was some hope. Emperor Kravostys came into power in 65 AW and
ruled for 23 years, during which time he began construction of the Emerald
Palace, a grand dome of pure emerald constructed from the ancient Temple of
Monuments in Corti’Zahn. It tooka century to dismantle the damaged temple in Corti’Zahn,
which like many of the towers of the floating city after the war had crashed to
earth, and reassemble them in the center of Hyrkan’ien. The dome itself
survived three great rulers, and was completed in 140 SW during the rule of
empress Tythiis. Within the dome the new seat of power and the house of law was
founded for the empire. This proved to be a compelling symbol of rule for
Hyrkania, and helped with the long term stability of the empire in centuries to
come.
The peaceful
period of Hyrkania would be upset three centuries later when Emperor Vestillios
rises to power, following a bloody coup in which Abernan Usyllysys II is
deposed. Vestillios began a 23 year long rein of terror in which he engaged in
extreme religious persecution of all current cults and faiths, though in time
it became clear that the hidden cults of the chaos gods were somehow exempt
from the emperor’s wrath. His rein ends when the reincarnation of the Champion
of Order, Warenis, reappears and reveals that Vestillios is actually Xauraun,
the Immortal Champion of Chaos. This period was noteworthy because it was the
first clear proof that the champions of order and chaos were immortal
reincarnates; they would live many lives over many generations, eventually
reaching their peak of power and causing the age old conflict between their
divine pantheons to erupt once more. It was also noteworthy for the penal colony
of Noenday to the west, which would eventually lead to the emancipation and
founding of the Kingdom of Octzel, Hyrkania’s largest contemporary political
rival.
Religious
wars would erupt often in Hyrkania, with the Second Faith Wars striking between
615 and 625 AW, and the Third Faith Wars embroiling the empire for three
decades from 670 to 699 AW. In 700 AW the Empress Syrradalis I came into power.
She was noteworthy for being a high priestess of Naril, a sacrimori who stepped
down from her position as chief priestess of the god of light to assume control
of the empire. This act created an unpredented level of unity in the Empire as
the cult of Naril was formally adopted as the civic religion of the empire.
For several
hundred years Hyrkania went into a period of peace and introspection, with a
focus on trade and commerce over expansionism. That all came to a halt around
1,400 AW when a series of events provoked a change in policy: first, the old
Kadantanian Empire in Amech fell with the death of its last sorcerer king.
Second, the southern Hyrkanians began to encroach on unclaimed territory in
Sendral and Eastonia, as the southern kings grew impatient with the Emperor and
decided to take their own approach to expansion. Finally, the threat of Octzel
expanding into old barbarian territory was growing too great to ignore.
The western
expanse of the Middle Kingdoms, often characterized as an uninhabited no-man’s
land in most imperial histories, was actually bustling with barbarian tribes
and locals who saw the imperials as a dangerous threat in the east. With
Hyrkania’s first major western colony seceding from the Empire and successfully
remaining independent long enough to grow strong, Hyrkania now had a real rival
to its western borders to worry about, and with the faith wars in the distant
past Hyrkanian emperors of this period pushed to claim territory which had been
held too long by the uncivilized barbarians of the wilderness. In the coming
years Jhakn would be founded, as would Ocentash, Eastonia, Sendral and
Galvonar. Border wars with Old Galonia, which itself had fallen into decline,
marked the southern-most incursion of Hyrkanian expansionism during this
period, and interestingly left its long-term mark in the form of the imperial
province of Persedonia, which eventually gained independence and would one day
become Hyrkania’s greatest contemporary foe.
The Age of Strife
The Age of
Strife is the most recent period of Hyrkanian history, and scholars argue that
this period of time began in 1,927 AW when Anander Usyllyses III is coronated
Emperor (Dei’Elevasos) of Greater Hyrkania. Anander was a noteworthy ruler, and
quickly formed an alliance with Sylvias to the south, the forest kingdom of the
ancient Silver Elves. Anander and his wife, who could not conceive, receive the
gift of one of the elven king’s daughters, Phyxillus, who becomes the adopted
daughter of the emperor.
The first and greatest test of Anander’s rule
was during the rise to power of the so-called Dark pharaoh, Xauraun, the
Champion of Chaos. Reincarnated into Old Galonian royalty Xauraun set about
attempting to unify the forces of the dark corners of the earth into a powerful
army to extinguish Hyrkania and forge a new empire of his own. The war lasted
from 1,960-1,962 AW when a new force of chosen, avatars of the gods brought
together by the Champion of Order Warenis, thwarted Xauraun before he could
recover his full power. Xauraun was banished or slain (stories vary) and the
realm was saved early on from another age of chaos, as had come on those prior
occasions Xauraun reappeared in a new reincarnation.
From 1,962
to 1,994 Anander rules, and in his ancient years under advisement of his
adopted daughter and her husband, the northman Gilrad he passed on the mantle
of emperor to Tyberius Usyllyses IV. Tyberius rules with the wisdom of his
predecessors and sees the kingdom through the lengthy Border Wars between
Octzel, Jnril, Dorasha, Ocentash and Eastonia that last from 2,003 to 2021 AW.
In 2,028 Tyberius passes away unexpectedly leaving no heir, for his two sons
had both died in battle during the wars. The empire is without a ruler for
nearly a week when a general council of regents under the direction of the High
Sacrimori elect to appoint Damon Kargonin, the general of the Solarian Knights
as the Dei-Elevasos. This is the first military appointment to the position
since the era of the old Faith Wars.
Kargonin’s
appointment marks the end of the Usyllyses Dynasty, and the beginning of a new
era which to date reflect political appointments based on dedication to the
empire over bloodright heritage. Kargonin ruled until 2,050 AW during the first
civil revolts against his strongly militaristic rule. A massive increase in the
empire’s military focus under Kargornin leads to a tripling of the empire’s
military might and forces are sent to sieze more territory in the north in a bloody
war against the Hettanar, even as Covarte is taken in a brief two-year military
engagement. Kargornin’s drive isn’t just expansionisn; he seeks to spread the
word of Naril to the rest of the world.
Kargonin is
assassinated in 2,050 while visiting the city of Hyrendan in the south. Unknown
to most, the assassin is the aspiring young Makhorven, who would seize the
throne and declare a cessation from the empire twenty years later, an event
which preludes the War of Strife.
When
Kargonin was assassinated, the Council of Regents met at the Emerald Palace and
appointed a new Dei’Elevasos, this time chosen from among the rikes of nobility
who had served as officers in Kargonin’s armies. They chose the young but tactically
brilliant Armigos Patraeus, a gonn of some repute who’s family ruled Hyrmyskos.
Patraeus at age 20 was the youngest likely candidate for the job.
Armigos
Patraeus tightened up the military focus of the empire, pulling back from
expansionist efforts everywhere except for Covarte, which was now firmly locked
down as a client state. He turned instead to focusing on the civil unrest
within the empire, and used brutal force to destroy opposition.
The
brutality of Armigos was shocking to many, and led to an increase of civil
disobedience and outright rebellion. By the time Armigos passed away of natural
causes, he had however already established that he intended his son, Anton
Patraeus, to be his successor. This caused a great deal of concern among the regents,
who were reluctant to allow a return to succession by heritage. Nonetheless,
Anton was coronated emperor and began his rule in 2,083 AW, in the middle of
the budding era of the War of Strife.
The War of Strife
From
Hyrkania’s perspective the War of Strife was an inevitable build-up on two
sides of the empire’s lines of power. Old houses such as Strallikus which
secretly supported the chaos cults were suddenly interested in aligning with
the secessionist states of Hyrendan, Blackholm and even Malas, which had been
dragged into the matter reluctantly. The focus of old imperial houses backing
the secessionists led to a formidable rise in power and made the civil strife
an all out war.
Behind the
scenes and unknown to most ordinary men and women the Champion of Chaos,
Xauraun had returned, as has his counterpart Champion of Order, Warenis. In
this era, the two champions now required sacred ancient artifacts to awaken
their dormant memories and powers, and a rush to acquire the old artifacts was
underway amidst a backdrop of civil war.
The full war
erupted in 2,085 and did not end until 2,089, a year prior to the current date,
with the march of the full army of the empire, the fabled avatars of old
leading the charge. Hyrendan and Blackholm both fell, and King Makhorven was
placed in chains beneath his own perilously deep dungeons. The free city of
Malas immediately capitulated its relations and proclaimed its loyalty to the
empire. Malas would pay in stiff penalties and poor treatment thereafter, the emperor
proclaimed.
Wednesday, November 26, 2014
The Dungeon Master's Guide :The Gritty Rest Option
Yes, I have the Dungeon Master's Guide....and this book lives up to and maybe even exceeds the expectations set by the prior two tomes in the 5E family. It may be my favorite DMG yet, actually. There's a lot of content in here.
The gritty realism rules option for resting caught my attention and I had to share it, because it's so elegantly simple: under the gritty realism rules a short rest is defined at 8 hours, and a long rest is defined as one week.
So that action surge you want to recover, or that bonus spell slot you need a short rest to regain? Check back in 8 hours. That sucking chest wound you took that won't heal because the barbed devil ate the cleric? Should be fine in a week or so, if you live that long.
Think about that for a moment, and tell me that wouldn't grit the hell out of your game. There'd be so much frikkin' grit you'd need a sturdy toothpick for your teeth. Assuming you had any, in such a gritty world.
I am very interested in trying out a 5E game where the gritty rest rules are on now, it sounds excruciatingly tough. The Dark Souls variant of D&D, if you will.
The gritty realism rules option for resting caught my attention and I had to share it, because it's so elegantly simple: under the gritty realism rules a short rest is defined at 8 hours, and a long rest is defined as one week.
So that action surge you want to recover, or that bonus spell slot you need a short rest to regain? Check back in 8 hours. That sucking chest wound you took that won't heal because the barbed devil ate the cleric? Should be fine in a week or so, if you live that long.
Think about that for a moment, and tell me that wouldn't grit the hell out of your game. There'd be so much frikkin' grit you'd need a sturdy toothpick for your teeth. Assuming you had any, in such a gritty world.
I am very interested in trying out a 5E game where the gritty rest rules are on now, it sounds excruciatingly tough. The Dark Souls variant of D&D, if you will.
The Age of Strife - A Brief History
Warning: the following may be incomprehensible to those not intimately involved in the actual campaign (and may be borderline incomprehensible to those who are!) Ironically some of my old players from the 90's will probably recognize many names and events....including some of their own characters.....Anyway, it's for me, to keep it for posterity where I like posting stuff. You have been warned!
Keepers of Lingusia
The Age of Strife
AW 2090 – the Grand Reboot
Campaign Overview:
The world of Lingusia, in the year 2,090 AW,
as it exists after the events set in motion by the agents of the god of time,
Huaarl and his seraph Aeon. In this timeline the future Unarak was stopped from
corrupting the timeline and destroying the “fabric” of the cosmos. Hyrkania is
a strong empire, which has recently weathered the War of Strife initiated by
the vile occultists of the Red Robes against the immortal avatars Phyxillus
Usyllyses and Gilrad Hyradson. In this era the schemes of the disembodied spiri
t of the Champion of Chaos, Xauraun Vestillios are directed in a manner
different from that which has happened in prior timelines as the collapse of
the Era of Prophecy by the changes wrought by the Chrononauts of Huaarl have
insured that the gradual weakening of the contemporary deities did not come to
pass, and the schemes of the Skaeddrath have been set back centuries, if not millennia.
Key elements of this era include the
following:
Hyrkania is
still a strong empire though civil strife in Sendral and along the coast of the
Inner Sea, as well as the constant warfare with local tribes to protect the
empire’s interests along the Hettanar border and the trade routes through Amech
to the east keep military forces otherwise engaged.
Major heroic
personalities are prominent in this period: Catea Gonn Aleric, the necromancer
madame of Octzel is active and scheming, though she is now free of being a pawn
to the Prophecy which has been thwarted by the Chrononauts. Margda Dan Malik,
Davin Kormak, Sylas Nathylien, Teylayurana Sorinos, Celiobantes Astiriate, the
venerable Wormie Vellsoth, Dihralk Nephu, Netharien Ariel, Selene, undead Quirak
and many more are active in this era.
Because the Era of Prophecy was erased from
the timeline, certain key events did not or will not happen, including the
“Great Anvil” event which created the small moon/god Poltrietie. Poltrietie,
hatched from a seed of the World Tree, is instead to be carried to its
desintation, located deep in the Great Plains of the heart of Lingusia, where
it will forge the new World Forest it was intended to. The seed does more than
just create a vast forest, it also “terraforms” the land, and it will create a
vast new realm of wilderness which the elves who seek to bring Poltrietie into
the world intend to colonize.
The War of Strife after 2,090
With no Era
of Prophecy in place, the ruse that the Skaeddrath created to disembody the
power of Chaos as a trick to persuade the gods of order to depart from this
plane of existence during the future event of the Reckoning is not happening.
Though this event began in 2116, the events which set it in motion began much
earlier, and the War of Strife was at least partially instigated to create the
necessary weakening of the bond between chaos and the Abyss, to allow the
Skaeddrath’s followers (the Prehunates) to push the dominions of chaos and the
Abyss away to insure the prophecy would happen. Since this did not come to
pass, the War of Strife instead transpired as a result of the rise of King
Makhorven and House Strallikus to power in Hyrkania, leading to the first
attempt of King Makhorven in the south to usurp the rule of the emperor
Patraeus. Without the Prehunates guiding this process, the abyssal realm
remained tethered to Chaos, and as a result the war proved both bloodier and
costlier in lives; the conflict raged from 2,085 through the end of 2,089,
ending only when the armies of Hyrkania, led by the avatars Gilrad and
Phyxillus directly sieged the city of Hyrendan and Blackholm, bringing
them down. Both cities are now occupied
and under the care of General Aserius as of 2,090 and King Makhorven is in
chains in the dungeons beneath his own city. A new insurgency is brewing,
though. Meanwhile, demons unleashed through the magic of Belasco Strallikus
still roam the world freely and a bounty on their destruction stands for any
bold enough to try for it.
The Prehunates in 2,090
Another side
effect from the erasure of the Era of Prophecy was the prehunates: Diannysos,
Eskandar and Zelkarod did not awaken during the first phase of the prophecy to
aid in pushing through the decades-spanning plot and ritual necessary to insure
the weakening of divine power that would allow the Skaeddrath to begin their
escape from imprisonment. Instead, each of these three potent pre-human
sorcerers still exist with separate agendas, as follows:
Diannysos: awakened from her ages-long
slumber by Kadantanian renegades, Diannysos currently dwells in a lost city
deep in Chigros as she gathers resources and restores her ancient power. She is
the most dangerous of the three, for it was her knowledge of the old prophecy
that allowed her to act to commit to the ultimate revenge of the Prehunates
against the gods, so her future plans inevitably must include new and dire
schemes against the deities which destroyed her people.
Eskandar: in this era he remains a
Vestige, a hollow shell of his own existence serving only to commit terrible
murder in the Dreamlands. His legacy from long ago, in which Seven demon lords
were each bound to the Amulet of Eskandar to protect a portion of his soul
remains undiscovered. The amulet still resides scattered across the material
plane and the Abyss, it’s power to restore Eskandar forgotten.
Zelkarod: dwelling in physical form
deep in Ashturak’s Mountains, Zelkarod has not ascended to power as a demiurge
and remains a stoic keeper of one of the only intact ruins of the dead race of
Prehunates. His existence is a mystery to most, though the followers of Hodon
Systalien know of him and have visited his domain in their quest for knowledge.
The Fall of the Shadow Gods – Almost Erased
from History
Unarak was
the demiurge manifestation of Anharak, the half-orc warlord who sought
sorcerous power and immortality in the 1,950’s. Unarak’s vestige was destroyed
in this timeline before it could do harm, but Anharak lived to fight his war
against the Silver Dwarves. Anharak was slain by an unknown hero who fought in
the battle, where his body was interred, just as he had in the prior timeline.
How and when he awakens as an undead lord remains unknown at this time, though
rumors of a vile lord of darkness named Unarak are just now surfacing in the
Silver Mountains north of Covarte.
Phaedra rose
to power when she murdered her mentor, the lord of shadow Avarath. Avarath did
not attain power until after the Reckoning, but with no reckoning now possible
the shadow god Umbras remains in power in the Shadowfell. Phaedra’s form which
returned t the past was slain by Huuarl’s agents.
The only
deity of the Shadow Gods to still hold potential power at this time is Amadan,
who appears to be an ancient god, possibly the direct child of Wolfon and an
unknown goddess. Amadan is only worshipped at this time by remote tribes in the
Chigros wilderness.
Xauraun Vestillios, Corrigan and Laikhanamen
– Great Changes
The
destruction of the Prophecy which created the new timeline led to a change in
the events during the rise of Corrigan the Witch Queen. In the original
timeline her quest for power Corrigan thought to possess the unfathomable
knowledge of the Orb of Oblivion, only to discover that it was too much for
even a demigoddess to bear. In the course of these events Xauraun Vestillios
returned to power when his immortal soul awakened in its newest incarnation,
only to be slain and trapped in a soul gem by Black Annis. This entrapment
would insure he could not reincarnate, but Xauraun figured out how to forge the
gem into a ruby golem body. He was ultimately stopped and dismembered by
Aurumurvox, though not before slaying Corrigan in spite.
In the new
timeline, Xauraun escaped imprisonment entirely because he had an ally in the
form of Tyriandras Gonn Holivarnen, a sorceress and regent of Kymir who assumed
control of the city when House Strallikus allied with King Makhorven and was
exiled to avoid facing the direct wrath of the Empire for treason. Behind the
scenes Tyriandras Gonn Holivarnen was
deeply enmeshed in sorcerous studies and she learned of the legacy of the
Champion of Chaos, seeking him out to aid in his schemes to her benefit. Because
of this action, a series of very different events transpired as follows:
First,
Corrigan the Witch Queen returned from her exile in the Feywild with her
visions of power and revenge. However, without the vision of the prophecy she
was not tricked into taking the course of action that would lead to the
Champion of Chaos from being effectively removed from the scene….another action
which kept the bond of Chaos to the world strong. Instead, Corrigan brought the
uneelie back into the world with her, and began a quiet war against the fair
elves of Sylvias and Niras, while offering the Ashtarth of Dahik an opportunity
to restore their connection to the feywild. This action led to an even greater
strengthening of the bonds of chaos as dark elves were allowed to reenter the
feywild for the first time in two thousand years. This war is ongoing.
The Lich
King, Laikhanamen, realizing his exiled love had returned, redoubled his
efforts to capture her once more. His forces work to retrieve her or even to
make contact, but her strength with the unseelie makes it difficult.
While all
this is going on, Xauraun and his beloved Tyriandras watch as King Makhorven
and Strallikus cause strife within the empire, weakening it from within.
Xauraun begins to quietly rebuild his power base, reaching out to old allies
and new to reveal that the Champion of Chaos has returned. His cults are
revived in Galonia and Persedonia. In a surprising move that take all by
surprise, Xauraun relocates his center of power to a lost city of a forgotten
empire deep in the Northern Wilderness, where he begins to gather an army of
gnolls, orcs and giants to conduct a new war in the north, even as Tyriandras
works to sew chaos from within the Empire itself. The War of Strife is seen as
a sacrifice, a perceived victory by order that is really an increase in the
influence of chaos….
Saurpikan and the Serpent men of
Hazer-Phennis
Without the
prophecy to influence him, Saurpikan chooses a more refined course of action.
As he sees the dark elves of Dahik brought back into the courts of the unseelie
to sew chaos in the Feywild and the human civil war within Hyrkania unfold
Saurpikan decides to commit to a new action in which his people will thrive. Polymorphed
agents are sent out to infliltrate Hyrkania, replacing soldiers and civilians
lost in battle as well as ashtarth, to seek to influence the rival enemies from
within. Saurpikan continues to cast about for a great sign that will aid his
people, and he does learn of the seed of Poltrietie, but without the manifestation
of the prophecy he is unable to act upon this knowledge. He does barter the
information of the seed with the queen of Dahik, Anaxia, who in turn sets a
plan in motion to thwart this divine event by the elves.
The
Avatars – Still Strong
Like with
all else, the avatars of Lingusia in this age, the eponymous “Keepers” of the
land chosen by the gods to serve as their spiritual representatives, continue
to thrive and function. Without the
events of the Prophecy underway, the mad monk who uncovered the Infernal Book
of Prophecy never created the ritual that opened the chasm to the Abyss in
1,980. This was the first weakening of the chaos boundary under the
prophecy….but since it never happened, this avoided conflict ironically meant
that the bind of Chaos to the Abyss remained strong.
Without the
conflict that led to years of planar wandering in service to the gods, the
avatars instead continued to travel the world and explore the vastness of
Lingusia. Wormie Vellsoth wandered through many lands though he eventually
journeyed back to the feywild, where he was entranced by the arboreal lands of
the fey and spent much of his time there, not to leave until he was called once
more to duty as an avatar during the War of Strife. Since his return to the
mortal plane Wormie has journeyed among his wild and wood elf tribes, seeking
to spread the word of the faerie homeland to them and the connection to the
weirding that elves have all but lost.
Phyxillus
Usyllysses and Gilrad Hyradson continued as the immortal emperor and empress of
the great empire for decades after the fall of Xauraun in 1,962. In this
timeline things changed ever so slightly; the two did not conceive a son who
they raised to become a new, young emperor that would eventually fail, for they
had been warned of the dark times ahead by the two chronomancers and servants
of Huuarl as to their potential fate (Pennywhistle the bard and the monks Horus
and Aman). So warned, the two elected to step down from the throne, appointing
the rule of Hyrkania to the young cousin of Anander Usyllyses after the elder
emperor passed away. Anander’s cousin was Tyberus Usyllyses IV, a man who had
served as both an Emerald Knight and fought in the brief border wars with
Octzel around 1,980 AW. Tyberus and his clan assumed the rule of the empire,
and the avatars stepped away, to wander the planar realms with their cohort
Wormie and the elven avatar Selene Fairchild. They would not return until the
War of Strife, when called upon by the gods to defend the land once more. In
time the two did have children, and in fact raised an impressive family in the
lands of Arborea, in the barony of the Ghaele Asualdon. Phyxillus and Gilrad
reappeared, no longer as rulers of the land but as holy avatars, to fight at
the front of the battle. With Gilrad stood his two strongest children,
Denarchus and Tyriadne Gilradson-Usyllyses; in a twist of irony it was
Denarchus who took after his mother as a natural spellcaster, and Tyriadne who found
the heft of a sword more to her liking as was her father’s proclivity.
When the War
of Strife ended, Gilrad and Phyxillus retired back to Asualdon in Arborea, but
their eldest children saw fit to continue to explore the mortal plane from
which their heritage came, as half-elves are always prone to
inquisitiveness. Tyriadne has sworn her
sword to Emperor Patreus Usyllyses, great-grandson of Tyberus, and Denarchus
has gone to study under the tutelage of the immortal Hodon Systalien, to learn
of the Esoteric Order of Knowledge.
Tuesday, November 25, 2014
Disney Infinity - the unholy spawn of action figures, computer games and Magic The Gathering
So here's the formula:
Gamer Dad + Gamer Kid + Disney Infinity = Disney gets all my money......ah crap. Disney Infinity is evil, and it's the sneakiest sort of evil.
It has Marvel heroes for the guys and Frozen, Stitches and Maleficant for the girls. It's all very cartoony, but just interesting enough that it can grab both parents and kids. If you're a parent and you want something that's right at that interesting border of complexity where you can enjoy a thing without growing bored and your kid can also enjoy a thing without growing frustrated.....this is it.
It requires you to "respawn" by putting a new character on the game pad when you die. You also get new modules and things using these "discs"....which seem to sell in convenient randomized packs. The physicality of it always struck me as oddly gimmicky but I now realize it's an insidious, diabolical marketing scheme which truly manages to hoist the pirate flag of Disney over your miserable wallet. My only respite is knowing my son right now only wants the Marvel characters. But let me tell you....I desperately want Hasbro to get Dreamworks now because if Disney snagged them, the torrent of "How to Train Your Dragon" figs that my household might demand would be nightmarish.....!
Anyway.....it's a fascinating concept, and Toys R Us was nice enough to have around 30% to 50% off all DI products "Black Tuesday" sale in time for my son's 3rd birthday. He's been playing it nonstop for the last two hours, although admittedly he doesn't so much "play" as run around and do all kinds of crazy stuff only a 3 year old would think of, all while switching characters and setting every five minutes.
Dad may even take a break from his more serious games to play a little, too!
Gamer Dad + Gamer Kid + Disney Infinity = Disney gets all my money......ah crap. Disney Infinity is evil, and it's the sneakiest sort of evil.
It has Marvel heroes for the guys and Frozen, Stitches and Maleficant for the girls. It's all very cartoony, but just interesting enough that it can grab both parents and kids. If you're a parent and you want something that's right at that interesting border of complexity where you can enjoy a thing without growing bored and your kid can also enjoy a thing without growing frustrated.....this is it.
It requires you to "respawn" by putting a new character on the game pad when you die. You also get new modules and things using these "discs"....which seem to sell in convenient randomized packs. The physicality of it always struck me as oddly gimmicky but I now realize it's an insidious, diabolical marketing scheme which truly manages to hoist the pirate flag of Disney over your miserable wallet. My only respite is knowing my son right now only wants the Marvel characters. But let me tell you....I desperately want Hasbro to get Dreamworks now because if Disney snagged them, the torrent of "How to Train Your Dragon" figs that my household might demand would be nightmarish.....!
Anyway.....it's a fascinating concept, and Toys R Us was nice enough to have around 30% to 50% off all DI products "Black Tuesday" sale in time for my son's 3rd birthday. He's been playing it nonstop for the last two hours, although admittedly he doesn't so much "play" as run around and do all kinds of crazy stuff only a 3 year old would think of, all while switching characters and setting every five minutes.
Dad may even take a break from his more serious games to play a little, too!
The Age of Strife: an example of what sort of madness a long-running campaign can get up to
The Age of Strife is a delve into the sort of madness that only a three decade old fantasy setting can inspire. My world of Lingusia has gone through so many incarnations and so many campaigns over the years that it has evolved into a weird sort of beast, one which spans nearly two thousand years of history over two revisionist timelines. Every game I have ever run in this setting has been sequential, and always built on what came before. No dungeon was ever recycled without also being revised at a later date to reflect what sort of madness was introduced in prior games. No plot line was ever conceived that didn't account for what had come before. In the last few years I even ran a campaign that turned into a time travel fiasco that led to a fundamental change in the setting's history, leading to a sort of "timeline reboot" which is what this new Age of Strife campaign is all about. Sounds a lot like Star Trek, except the only one's to worry about chronology and consistency are myself and the handful of players who have been gaming with me for ages....and they just love a campaign where they see their own handiwork in it's ultimate design.
Anyway, I wanted to write that by way of explanation for what follows. The precis for the Age of Strife is dependent on a lot of information that will likely seem baffling or questionable....but that's okay! It's designed to keep me aware of what I'm doing. An "official" edition for use by others would need to consider the fresh perspective of an outsider. What I'm doing here is jumping down the proverbial rabbit's wormhole......
If you happen to be familiar with the Keepers of Lingusia setting I published for Castles & Crusades and OSRIC/AD&D a few years ago, or the Empires of Lingusia and Warlords of Lingusia setting on this blog, here's how the following all fits in:
Keepers of Lingusia Tome: this book covers a historical overview of Lingusia in the original campaigns I ran from 1980-2006, roughly. It focuses specifically on roughly 2,460-2,500 AW (After the War). The KOL book was a rewrite of a vast amount of material I had compiled with covered the timeline from 1,950 through 2,500 and an attempt to consolidate it all under one timeline. After I published it I ran a campaign set in 2,600 that dealt with the events of "The Great Deluge" that I don't think has seen print anywhere. This led into my Pathfinder era for the game, up next...
Warlords of Lingusia: published on this blog, the Warlords Era dealt with the world in 3,500 AW when it's clear something has gone horribly wrong and the threat of the Skaeddrath (called the Kraken in the KOL period) is imminent, and the world's end is not far away. The campaign in this period ran from 2008-2012 and led to a lengthy campaign exploring this dark future of the world. It concluded with a campaign arc leading to the adventurers becoming agents of time for the god Huuarl, and going back into the past on two occasions, creating permanent changes to the future: the first was to stop the events of the "Prophecy" events from KOL, and the second was to stop Unarak and the Shadow Gods from going back and time and murdering their enemies' ancestors before they were born, then achieving divine power well before they were supposed to, leading to a Dark Age and collapse of the old Empire of Hyrkania too soon. The heroes succeeded, and that entire campaign ended with the time agents (chrononauts), having righted the wrongs commited by the Shadow Pantheon, settling down to enjoy the new timeline.
Empires of Lingusia/Ages of Lingusia: This era deals with events around 1,952 to 1,960 AW following the timeline reboot. It was a "revisit" of the original timeline of my earliest campaigns when I first started running AD&D in 1981-1984, and a fresh reimagining of the era from my modern eyes. It's also when the key "alternate history" event spin off to create the new Age of Strife. I ran a few campaigns in this era, the last one using 13th Age, but no single campaign had an over-arching metaplot or anything.
The Age of Strife: this is the current new campaign era. It is a revisit of the most famous period in my campaigns of Lingusia, which ran in real world time from 1989 to 1998, roughly. In-game this was from roughly 2,086 through 2,115 AW and concluded with the "reckoning" campaign that spun off from the "Prophecy" super-plot that was extinguished by the timeline reboot, allowing me to fix a lot of issues I had in retrospect with plot choices I had introduced back then....
After 1998 I had advanced the timeline foward four hundred years to start with a fresh era of history using the D20 system but the entire experiment never really "jelled" for me due to the problems with moving a campaign that was very consistently built on AD&D principles into the D20 era. I later revamped that time period into C&C and then also returned to AD&D, but Lingusia wouldn't really get a proper reimagining until I devised Warlords of Lingusia for Pathfinder. That was a great campaign....but towards the end I really missed the "classic era" and thus why the reboot worked out so well for me.
The new Age of Strife is my revisit of the best era of Lingusia gaming, cleaned up and modified to reflect the new timeline; removing my old "prophecy" stuff that led to some unfortunate decisions which made the campaigns of that era interesting at the time but problematic for the long run.
I guess another way of looking at it is like this: I learned a lot from running Realms of Chirak after 1992, specifically that keeping the entire setting in a narrow timeframe (all games from RoC 1992 to the present have taken place over roughly the same 20 year in-game time frame, for example) makes for much, much easier campaign management.
Every time I jumped the plot and timeline for my Lingusia campaigns ahead a decade or three it outdated older campaign material and made me do a rewrite. I've done so many rewrites for Lingusia that I am, honestly, tired of it and don't want to do any more. The new era of the Age of Strife will be where I set all my Lingusia games going forward. While this rewrite takes into account the particulars of the 13th Age, I am gearing it toward an assumption that I will also use D&D 5E at some point.....but ultimately, this will be the absolute LAST era of the Lingusia campaign. I think there's more than enough "stuff" to milk out of the Age of Strife that I ought to be able to run games in this era for the next twenty years until I'm old and doddering and my son has theoretically taken over the mantle of DM.....!
Next: the actual precis for the Age of Strife, now with context!
Monday, November 24, 2014
Halo: The Master Chief Collection
So the Halo Master Chief collection is out. It was a big part of motivating me to purchase an Xbox One at last. It's hard to review a game like this when all the associated titles are already well-known and played, but there's always some details worth mentioning:
First up the four Halo campaigns included are perfectly rendered, and do not feel in the least bit "off" as ports or anything. Halo 2 and Halo 4 stand out as the former has it's Anniversary Edition here with some cleaned up graphics that look even better than the Halo: Combat Evolved Anniversary Edition's redesign (albeit not "next gen" better but still good). The new cut-scenes for Halo 2 are some of the best I've seen yet, not just for Halo but any game this year. Meanwhile Halo 4 just looks incredibly nice; it clearly was designed with plans to port and upgrade to the Xbox One.
Aside from the four campaigns there's apparently a ton of multi-player, none of which I've tried yet because I've been too focused on the single player content, and the stories about persistent matchmaking issues have made it easy to decide to wait for the patch on this. Missing from the release are the Spartan Ops missions from Halo 4, but I have been led to understand they will appear in December (whether as part of the core package or a DLC offering remains to be seen). My expectations are that the Spartan Ops missions, being part of Halo 4, had better be "core" and not something you purchase.
The regular multi-player had some connectivity issues for some, but apparently it was something 343 Industries could fix on the server side. Haven't experienced this myself yet (by simply avoiding multi-player) so couldn't tell you what that was all about. That said, MP fans will find that each iteration of the game comes with its own classic maps and mixes. The underlying MP engine is the same one that powered Halo 4's MP (I think, correct me if I'm wrong), but the thematics are tailored to your favorite iteration of the experience. I've never had a MP favorite, myself, so it's all equally interesting to me. Missing also from the mix are the survival modes which I don't think showed up in the series until Halo; Reach and Halo: ODST --which I sincerely hope get Xbox One upgrades next year.
There's also a "mix mode" where you can string together a cluster of missions from across all four Halo campaigns into a sort of "best of" play mode. Nice extra feature.
The first Halo Nightfall pilot is part of the deal, along with a new utility for delivering Halo-related content to your console., a sort of "Halo TV channel" feature with game videos, tips, music content and other stuff. If they add some Red vs. Green on there it will be well worth checking out.
Nightfall has two episodes out right now, and it's proving to be rather fun, albeit with the caveat that it's got the sort of low-key "feel" of a made-for-TV SF series with no-name actors and a need to stick to the budget (you know what I mean). That said, the FX are pretty good. The live gear is great, the attention to detail on weaponry and armor impeccable. The story focuses on a team of ONI*agents on a remote backwater colony which has apparently survived the Covenant purge that hit most Terran systems by the end of Halo 3. There is an ex-Spartan** who acts as the military commander for the colony (and apparently went AWOL when he was a Spartan) and they did manage to find a suitably burly fellow to play the role. There are a few interesting "new" elements added to the Halo canon...at least two alien races that are not Covenant, Forerunner, Precursor or Flood, and the story involves a "unique element" that is poisonous to humans only which appears to have been synthesized on a chunk of the original Halo ring that's slowly plunging into a distant sun. It has potential....although how long that will last is suspect since I heard the Xbox TV wing was axed recently.***
So is it worth it? If you're a Halo junkie like I am, absolutely. If you've never gotten into Halo before but want to try it out, this is the best bang for your buck. If you didn't like it before obviously this isn't going to change your mind.
*Office of Naval Intelligence. They are the CIA-style spooks of the Halo universe.
*If I had to guess I'd say he was a Mark II Spartan, one of the Spartans that were part of the program that predated Dr. Halsey's Spartan III program which focused on augmenting children.
***Leading to the untimely demise of the planned Deadlands series, unfortunately.
Friday, November 21, 2014
13th Age: Villainous Icons in the Age of Strife
At last the villainous icons....of which Lingusia has a copious quantity of in the Age of Strife:
The Crusader
– Xauraun Vestillios (Villanous – CE)
Xauraun
Vestillios is the immortal champion of chaos, who seeks to bring down the era
of man and disembowel the worship of the pantheon of order. He commands
ferocious armies of monsters and demons to this end, as well as the loyalty of
the human subjects who seek to gain power in his era of rule. The Crusader is
always interested in new agents and minions willing to sow strife among the lords of order.
If you serve the Crusader: You are one
who is comfortable in the company of fiends, possible one of the Order of the
Ten Circles (the Divinate, in its public guise) or even one of the league of
assassins that seek out those who would oppose the Crusader to lay them low.
You could be of orcish or demonic descent, feeling the compulsion to serve the
immortal chaos lord, or you are a man or elf who desires power at any cost.
The Diabolist – Tyriandras Gonn Holivarnen (Villanous – LE)
The dark
sorceress of Hyrkania is a shadowy entity, known by name only to her inner
cabal. She has an obsessive and seemingly one-sided alliance with the Crusader
Xauraun, and works her own schemes to bring Hyrkania to its knees. She believes
that conquering the empire will be sufficient to catch Xauraun’s attention.
If you serve the Diabolist: you are a
cutting-edge agent of evil and you can see the opportunity to both gain power
in the Diabolist’s imagined future empire as well as ready yourself for the
embrace of chaos.
The Betrayer King (Orc King) – King Makhorven (Villainous – NE)
Rumors that Makhorven
has orcish blood in his lineage are true, and it explains his grim, bestial
visage and complexion. Makhorven is a power even while imprisoned in the vast
dungeon complex between the city of Hyrendan, for the Order of the Red Robes
insures he remains carefully protected and fed, and his network of spies and
agents functions throughout the land. The Emperor’s unwillingness to execute
Makhorven is still a mystery to many (though there is an ugly rumor of some
sort of familial relation) though just as many suspect that Makhorven’s
followers would never allow his death to pass. Makhorven is allied with the cults
of the chaos gods, but he plays by his own rules and for his own gain.
If you serve the Betrayer King: you
work from the shadows, relying on physical force or magic as necessary to undo
the empire from within. Though your liege suffered a great defeat, support is
as strong as ever, just fluid like water so that the anvil of the empire cannot
find you. You serve either the Black Circle, the Order of the Red Robes or the
Divinate as an agent of chaos and change.
The Serpent – Saurpikan (Villanous – LE)
The Grant
Imperator of the serpent men empire of Hazer-Phennis serves exclusively the
will of the dark god Set and his devilish minions, who spread like a cancer
throughout the underworld. The rumors that the serpent men walk among humans
and elves in magical disguise to sow discord are likely entirely true.
If you serve The Serpent: few who do
not have serpent blood serve The Serpent, but they exist. The Serpent is the
embodiment of his people and his vile god, who seeks to subjugate the world to
his rule. Following the Serpent means betraying your people for a piece of that
pie, or it means being one of the pure-blooded, the humanoids who have a trace
of ancient serpent ancestry within their veins.
The Wyrmlords (The Three) – the elder dragons lords of the Dragon
Mother’s Brood (Villanous – CE)
The Wyrmlords
of the brood follow the Green Mother as they refer to her, a great chromatic
beast to the north who dwells in the heart of the Northern Wilderness, giving
birth to a new generation of the great dragonflight. The Green Mother’s Brood
consists of her hand-picked finest brothers, sisters and those males who court
the Green Mother. She sends them out to do her bidding. Rumors are that the
Green Mother has determined to awaken the sleeping Tiamat to restore dragonkind
to greatness once more.
If you serve the Wyrmlords: there are
many dragonborn who ally themselves with the Wyrmlords, and as many other races
who envy the power of the dragons who know how to use it. The Wyrlmords are
crafty manipulators and they seed their dark interests throughout the Middle
Kingdoms and beyond, but they need even craftier agents to carry out their
agenda of dragon superiority.
Next: more fun facts about the Age of Strife
Source! |
Thursday, November 20, 2014
Deathbat actually runs a module - Ghosts of Dragonspear Castle
I'll admit it: I've felt some burnout lately. The main problem is easy to figure out: I've run so many games so consistently over the last 34 years that I've all but exhausted my own avenues of exploration. The secondary problem is more recent: finding time to prep.....I don't have a lot of free time to do that. That's why games like D&D 5E and 13th Age appeal to me so much.....they are an easy sell to my groups and make the DM's life easier.
That said, when you've run hundreds of scenarios and dozens of campaigns over the last decade and a half, it's easy to start feeling a little repetitive. Even if my players don't notice, I do.
On a lark one of my players earlier this week asked if I'd be willing to run some official D&D modules for a change of pace. I decided...why not?....and proceeded to prep for the first scenario in the Ghosts of Dragonspear Castle. As it turns out, that was a GREAT idea. The module was fun to run (we're only partially through the first module in the four-part set) and it provided a framework that I could manipulate and feel challenged as a DM managing while not stressing me with the effort of trying to come up with something new from my usual repertoire as a DM. Simply put...I probably have about three or four dozen tricks and concepts I tend to use a lot in my games, and for the last year or so I sort of feel like I'm just rehashing old, well-trod territory. By running a module I'm breaking out of my comfort zone. Plus, I can still "make it my own," too. I've reskinned it so it's set in my Pergerron setting....changing the names to protect the innocent, so to speak (and any players who might have poked around and read a copy).
So: running a module is proving to solve that issue nicely. Think I'll look at running a module this weekend for 13th Age, too....maybe an adaptation of an old classic, such as Against the Giants or something equally interesting.....
That said, when you've run hundreds of scenarios and dozens of campaigns over the last decade and a half, it's easy to start feeling a little repetitive. Even if my players don't notice, I do.
On a lark one of my players earlier this week asked if I'd be willing to run some official D&D modules for a change of pace. I decided...why not?....and proceeded to prep for the first scenario in the Ghosts of Dragonspear Castle. As it turns out, that was a GREAT idea. The module was fun to run (we're only partially through the first module in the four-part set) and it provided a framework that I could manipulate and feel challenged as a DM managing while not stressing me with the effort of trying to come up with something new from my usual repertoire as a DM. Simply put...I probably have about three or four dozen tricks and concepts I tend to use a lot in my games, and for the last year or so I sort of feel like I'm just rehashing old, well-trod territory. By running a module I'm breaking out of my comfort zone. Plus, I can still "make it my own," too. I've reskinned it so it's set in my Pergerron setting....changing the names to protect the innocent, so to speak (and any players who might have poked around and read a copy).
So: running a module is proving to solve that issue nicely. Think I'll look at running a module this weekend for 13th Age, too....maybe an adaptation of an old classic, such as Against the Giants or something equally interesting.....
13th Age: Ambiguous Icons in the Age of Strife
Next up: the ambiguous icons in Lingusia's Age of Strife. There are more of these than heroic icons....hmmmm....
The Lich King – Laikhanamen (Ambiguous– TN)
The Lich
King was once the greatest wizard of the realm but fell to the passions of the
Unseelie Queen centuries ago, such that he was driven to seek out immortality
that he would be “alive” for the time of her mortal return to the world. That
time is now, and the Lich King is as much a pawn to the Unseelie Queen as he is
an agent of his own necromantic self interest in the current era. The lich king
has little interest in the current field of politics, but craves power and the
expansion of his personal empire of undeath.
If you serve the Lich King: you are
either obsessed with death or the darker passions of the soul and admire the
Lich King for what he offers….or you are a poduct of necromancy, doomed to obey
him forever more.
The High Druid – Zama (Ambiguous TN)
Zama was an
elder druid who became hierophant during the last great war against the
Crusader a century earlier. The war devastated his homeland in the Niras
Forest, and motivated the druids of Niras to grow wary of outsiders and the
threats they pose. Today, Zama’s influence as grand hierophant of his order is
to create a sense of seclusion and remoteness in the forestlands of his
dominion, and he relies on his agents to insure that any threat to the
wellspring of the forest, which is the very embodiment of the god Niras’s
spirit, be protected from outsiders.
If you serve the High Druid: you are a
druid yourself, or a simple elf, gnome or other denizen of the Niras Forest,
who has felt the calling of the High Druid or the spirit of the woods and felt
a need to protect the land from those who would ravage it. You might be a
ranger or other agent of the Knights of Kom’Huandyr, a dedicated order of
rangers in the woods who seek to defend the realm of the empire and
specifically the province of Niras which encompasses all of the woods from
outside invaders.
The Unseelie Queen – Corrigan (Ambiguous – CN)
Corrigan was
believed to be destined for resurrection by her elite cabal of unseelie elven
knights, but it was in fact the schemes of her paramour, the Lich King, that
allowed her to be reborn. Corrigan walks the land again, a dangerous threat as
she weaves her enchantments to lure dark elves and vile feykin into her web of
control. She is barred from entry into the heart of the Weirding by the Court
of Titania, and her unseelie agents are left deep in the mirelands and the
briars of the outer Arboreal darkness, where the feywild touches the
shadowfell.
If you serve the Unseelie Queen: you
felt the call and your fey blood could not resist. If you are no fey, then you
are attracted to what she stands for, the liberation of the spirit from the
rules of the world. The unseelie queen is a mysterious force in the age of
strife but she stands against both order and chaos.
The Elf Queen – Mithrielle (Ambiguous – NG)
Mithrielle
rules Sylvias in the south and seeks to make her empire strong against the many
forces of evil and chaos in the world. She is half-sister to the empress
Phyxillus, but feels an unreasonable level of rivalry for her successful
half-sister in the north. Under Mithrielle the elves have attained great power,
but their enmity toward other lesser races is at an all time high. Actions in
the name of the Elf Queen are to secure of the elven empire and its many
outlying tribes and cities in the world, even at the expense of the lesser
races.
If you serve the Elf Queen: you stand
not only against the enemies of the elvish kingdom, but against those who would
seek to destroy the venerable lineage of the world itself in the name of power.
You are likely either a selenic knight in the elven courts, a preservationist
working in secret in foreign lands against the enemies of elvenkind, or a
huntsman knight on the frontiers of Sylvias defending the outlying cities and
tribes of all elves, both silver and wood.
The great
gold wyrm of this era is Drakon Shaikor, the most powerful of the gold dragons
of the eastern clans. His influence is deep among dragonkind, and many say he
has the ear of the Council of Wyrms itself, a secret society of the eldest
dragons in the world who still remain free of the controlling machinations of
the Wyrmlords. As may be expected, Shaikor and his allies revere Bahamut first
and foremost.
If you serve the Great Gold Wyrm:
dragons alone do not serve the Great Gold Wyrm. Wizened sages, sorcerers who
envy the gold’s power, dragonborn who wish to ally themselves with the agents
of Bahamut and others will readily offer fealty to the Great Gold Wyrm.
The Prince of Shadows – Wormie Vellsoth
(Ambiguous – CG)
The
enigmatic guild master of the Black Lotus gang and avatar of the the god Hermes
is the undisputed shadow prince of the Age of Strife era. Wormie as his friends
call him (because his enemies are all dead, as he says) is a wood elf of
roughly two centuries in age who has become the master of secret lore and
information in the land, and his agents are tasked with gathering such esoteric
knowledge to greater purpose. Despite his nature as a thief and grafter, Wormie
uses his agents to further the interests of the pantheons of order and death
over chaos; there is no profit in chaos.
If you serve the Prince of Shadows: you
are one of the thieves, burglars, scoundrels and grifters of the world with a
heart of gold, looking to your local thieve’s guild or possibly even THE
thieve’s guild of the Prince of Shadows himself, the legendary Black Lotus
Guild. From there you have earned enough trust and cred to find your services
as a gatherer of information and protector of the civilized world to be useful
to your liege.
The Assassin - Celiobantes Astiriate (Ambiguous – NE)
In many ways
Celiobantes Astiriate is like Wormie, though the two are unrelated. Clawing his
way up through the ranks of the Fire Knives, Celiobantes is a master of
assassins and chief high priest of the assassin god Haro. Like the Black Lotus,
the Fire Knives still commit to a dedication to order, albeit through murder as
a tool of conflict resolution. The Fire Knives are usually regarded as agents
of chaos by most…and they have been known to side with cultists of chaos, which
their dark god is ostensibly one of, but true scholars of Haro know that the
god considers himself above the petty cliques of the pantheons.
If you serve the Assassin: a few
independent operators exist who worship Haro, but universally if you serve the
Assassin then you belong to the Fire Knives. The Fire Knives are expansive,
with tendrils stretching across two continents and even into the Planar Realms,
conducting murder in the name of their vile god. So if you hold this icon as
your liege, then you must of necessity be proficient at murder most foul.
Next: the villaonous icons at last!
Source! |