Showing posts with label altavir. Show all posts
Showing posts with label altavir. Show all posts

Thursday, July 20, 2017

The Movers and Shakers of Altavir

Many personalities dominate Altavir for power and domination....here are the key movers and shakers. Although I'm currently using Savage Worlds for my system of choice in this setting, the list below could easily make for a fine "Icons" list for a 13th Age game, too!


Major Powers and Personalities of Altavir

   The secret powers of Altavir are neither as involved nor as impressive as the powers of other realms and Ages. They are the movers and shakers of this world…..but perhaps a bit more mortal and with fewer arcane resources than one might think. Still, their reputation precedes them.

The Black Mage Sarkindos: Sarkindos, ensconced in his tower deep within the Vapari ruins. The so-called “Black Mage” is one of the major threats to those who brave the straights of Acutum, as he sends out his monster-ridden ships culled from piracy to retain control of what he perceives as his “Black Empire of the Dead.” He is known to have allied himself with enigmatic demons known as the galadantas, a rival faction of demons who seem to have a strong desire to destroy the in’forge.

Tharagron and the Silver Blades: Tharagron, paladin of Malevig in the north, is a vile but righteous crusader who uses any means necessary to cleave foes and trumpet the cause of the fallen god of light. Tharagron believes that the Ice Gods of Death will be defeated if the lands of the Satras is unified under one single, glorious rule…his own.  He has an extensive order in his service, the legendary Silver Blades, which work to accomplish his designs as conqueror of the North.

Charados, the Lord of Nether: Charados, the last living Hapathic Sorcerer (now a Nether), may be the single greatest scholar and mage on the subject of the Nether in the world. He keeps largely to himself, realizing he is the last living direct descendant of his ancient kind, and is closely guarded –and served—by the in’forge demons which flock to him, worshipping him like a god.

Gorgonat, the King of Old Stone: Gorgonath, of the Barrier Mountains, is the dwarven king of the deep, a ruler without peer, at least according to the dwarves who trade with the human kingdoms. No one alieve, not even the dwarves, can claim to have held an audience with Gorgonath in his ancient citadel of the deep, and scholars in ancient Vapari ruins question whether the name is one passed down over the generations as it appears Gorgonath is identified often in ancient records believed to be a thousand years old (or more) as an ancient ally and sometimes cultic figure in Vapari myth and legend.

Tempestre, Queen of the Sylvanestre and Goddess of the Firmament: Tempestre, of the Elemental Woods is the “goddess of the firmament” according elven belief, and the Oracle of the Titans, the ancient elemental gods which the elves believe forged the world. She “manifests” in an elven woman who at puberty is given a unique rite of passage to contain the spirit of Tempestre, taking on her mind and personality as a result. The current incarnation of Tempestre is two centuries old, and more warlike than usual as she motivates her elvinkin to take up arms against the orcs of the north.

Emperor Saduum of Vidari: Emperor Saduun, of Vidari is the supreme regent and lord of Vidari, a firm ruler who keeps the seven provinces under firm control. With his council of seven and his Hall of the Senate the emperor comes off as a fair man who seeks prosperity for all. In reality his rule benefits the elite class the most, but he is deeply revered by the prosperous Vidari. Thanks to the relative isolation of Vidari it continues to thrive, fearing only barbarian attacks from the Ugadam and Hadarim, and piracy from the north.

The Dragon King Wrathos: Wrathos, who dwells in the Barrier Mountains is the enigmatic king of all dragons…or so he claims. An ancient wyrm, none dare oppose his will,  and both giant and dark elf bow to his rule as needed. The Dragon King commands an army of draconians to scour the deeps and enforce his will.

Eradonsos, High Priest of Sadaqua: Eradonsos, of Ugadan is one of the druid-shamans of the barbarian tribes. His cult is dominant throughout the region, his word as the Voice of the One True God is considered absolute. The wallowing “pits” which serve as temples to Ugadan, with great stone cairns at the center of a hollow depression are monuments of both deep faith and strange sin; the ways of Eradonsos and his followers are considered anathema by the civilized men of the north and east. Eradansos wants nothing more than for his cult to spread to all men, everywhere.

Satroth, Last King of Daskuun: Satroth, lord of ruined Daskuun is the depraved undead king of a dead city, who rules a populace of demons and the dead in a perpetual state of madness. He seems to have an affinity for when dark “things” awaken in the world and an insatiable desire to explore and control such awakenings.

Haladon, the King of Saredone: Halagon, lord of Saredone is the orcish warlord who has seized power and now wages war against the elves of the south. He is sworn to the Sons of the Dark, the seventeen devils which brought ancient Hapath to its doom. Unlike the men of old, the warlocks of Saredone seem to thrive in servitude to the Seventeen, and Halagon claims to be the bastard son of Simadasi, the Lamia Queen.

Lady Kerenath of Ateinas: Lady Kerenath, of Port Abnay is the ruler of this well-known southern port, the Vidari counter to Vadan in the north. She is also the enigmatic ruler of the cult of Ateinas, and claims to be a direct voice of the goddess. She is revered in the south as the chief priestess of the whole pantheon, and is consulted regularly by the emperor for advice. Her temples in the region are staffed entirely by women and actively seek to expand the cult base while dismantling or destroying the cults of other lands. The active priestesses, Templars all, are called the Daughters of the Red Lotus.

Ekarn, Lord of the Daggers in the Dark: Ekarn, the underworld lord of Port Giton, is regarded by many as the secret spymaster and dealer in the darkness. Some claim he works at the beck and call of the Emperor, others feel he clearly opposes the rule of the emperor and seeks to tear down the ruling class. His real purposes may be obscured by the fact that Ekarn seems to also run an organization known as the Daggers in the Dark, a guild of assassins that strike out and attempt to slay attempts to revive the lost culture and lore of Hapath and Vapari. They stand against the cults of the Sons of the Dark, as well as attempts to revive the worship of the older demon gods, and seek to destroy evil artifacts where they surface.

King Teneren of Vormanse: The most progressive and enlightened of the Northern Kings, Teneren has actively enourages southward expansion of his people by promising plots of land, women and treasure to any man who would lay claim to the wilderlands along the Straight so Acutum and swear fealty to him in his name. This has led to dozens of small and large colonies popping up in the otherwise non-human dominated region, and led to tension with Port Vadan, which is the staging ground for so many of these ventures. Teneren is actively opposed to the machinations of Malevig and its crusader.

King Metharoum of Port Vadan: the southern-most kingdom of the North, Port Vadan is a single great city on an island riddled with small towns from which this lone king rules. He is cousin to Teneren of Vormanse, and supports his cousin’s desire to conquer the no-man’s lands of the Terrano Abandonato. Metharoum is mid-forties, and harbors many illnesses, but his wife Serkatha is a sorcerer who uses her magic to keep him alive while she sends expeditions into the Hapathic ruins to find a cure for her husband of what she believes to be an ancient malady suffered by the Hapathic kings of old.


The Winter Death: The four death gods of the Northern Satras are enigmatic and terrifying beings. They are followed by ancient northern barbarian cults (the Agondias) which are related distantly to the men of Satras, but who have descended into cannibalism and madness. The will of each death god is always personified in one chosen champion, and that champion seeks to perpetuate the cause of the death gods, which seems to be the destruction of the kingdsoms of Satras and beyond.

Tuesday, July 18, 2017

The ever changing systems for Altavir - Dregatis Ascalair in Savage Worlds

With my revamp of Altavir in to Savage Worlds Fantasy, I also redid the "star NPC" who is at least the key patron in the new campaign. Meet.....or reintroduce yourself...to Dregatis Ascalair:


Dregatis Ascalair

 Plying his trade as a mercenary of the straights, Dregatis Ascalair is a soldier and explorer when time and madness permits. He has journeyed twice to the ruins of Hapath, where the nether rule and worship a strange being called Kazak the Unbidden as if it were a god. Dregatis is more than willing to serve as a guide to Hapath, though the coin must be right, for on his second journey he acquired the weapon he called Blood Dancer, a blade which sings as it slays. He took it from the hand of a nether war priest, and knows that the next time he goes to Hapath they may well seek to slay him for his actions....but the lure is too tempting to resist, the coin too great. Plus....Dregatis cannot resist an effort to find out what Kazak the Unbidden really is.

Dregatis Ascalair (SW)
Veteran human warrior of Port Vaden; expatriate of Satras (XP Earned 45)
Agility D8, Smarts D8, Strength D8, Vigor D6, Spirit D6
Pace 6” Parry 2_ Toughness 5 (7 with armor)
Edges: Rich (15,000 gold annual salary; mansion), Scholar (+2 on occult, history)
Hindrances: Curious
Skills: Boating D4, Fighting D10, Gambling D4, Investigation D8, Knowledge (History) D8+2, Knowledge (occult) D8+2, Notice D6, Persuasion D4, Riding D4, Shooting D4
Languages: Altaviric common (native D8), Hapathic  Runes D6
Armor: chain hauberk (+2)
Weapons:  scimitar (STR+D8), crossbow (2D6 dmg, 2 AP, 15/30/60 range; 1 action to reload),
Blood Dancer, magic great sword (+2 damage, to hit; when rolling, make a spirit check; on a success recover 1 wound; 2 wounds on a raise; When making this check, a crit fumble applies a permanent -1 penalty to Vigor)
Current Cash: 177 GP
Special Gear: one copy of the Codex of the Hapathic Sequence (SW version coming soon) which he is still studying, plus plenty of bargain basement exploration gear.



Monday, July 10, 2017

What I'm Playing These Days: Traveller, Savage Worlds, D&D 5E and Mythras somehow in action!

First, for those interested I finally got around to updating my Video Game Review index. Now all the video games I've reviewed, in one spot! I was wondering why I don't do more paper and pencil game reviews, when I realized that really, what happens with PnP is that you can tell which games I like by what I produce....if a game is on my radar, you know I like it because I'm doing content for it.

The last two weeks have been weird for my local gaming circles. I have regular groups that meet on Wednesdays and Saturdays, and a prospective five part game on Mondays or Tuesdays in which I am getting to be (gasp!) a player are all ongoing.

Wednesdays are currently rotating between a D&D 5E game set in Enzada and a Traveller game which is two sessions in. This Traveller group is in the same sector of space as the Saturday group, but exploring a different subsector. We also have a possible new D&D 5E campaign budding once Enzada dies down, and this new campaign will explore Lingusia's Western Nakamura Isles.

Saturdays are hopping with an active Traveller campaign, and a long running D&D 5E level 15 campaign currently on hold. The Traveller campaign is an exploration of the Sirianthus Sector, which I'd started working on years ago but is now getting fully fleshed out. Last night I was unprepared for anything specific but the group agreed to an experiment, and I finally ran a game which hit two milestones: we played Savage Worlds as a fantasy RPG for the first time (it was very effective at the genre, and I love the Fantasy Companion) and I ran the game in my Altavir Campaign setting, which I had previously been considering for use with any number of systems from Fantasy AGE to 13th AGe and T&T. Well....tentatively at least maybe it turns out Savage Worlds will be he default system for Altavir going forward....I really enjoyed applying the Fast! Furious! Fun! ethos of SW to fantasy. We had some encounters with lead-lined skeletons, moss men and a gant scorpion in a quest for the ancient tome of evil, and a side quest involving a local witch and her evil temple. I'm hoping the rest of the group is up for it, but I think I could be pretty satisfied rotating between Traveller and Savage Worlds Altavir on Saturdays.

The final surprise was a pick-up session during the holiday of Mythras with a friend of mine who is running a historical campaign set late in the Crusades, involving what amounts to a game of ruthless opportunists cutting a bloody swathe through the holy land in searching for a lost relic in the form of Christ's cross. It was a fantastic game, more so because the GM runs games the way I like them (and I am a really particular player!)...I think the group plans to meet for Tuesdays with a planned story arc of 4-5 sessions. Definitely going to keep making this one.

I also learned that I really, really love playing Mythras when someone else is the GM.


Wednesday, November 2, 2016

Netherealms of Altavir II: The Gods of Altavir

It's been a while, but time to revisit Altavir, the mysterious new setting I am bandying about with an eye for some future campaign. Here's the last article, for reference. And now...the deities:


Gods of Altavir

   Altavir is dominated by five major cultural groups, including the dead culture of ancient Hapath and Vidari, so powerful in their ways that even long after their civilization was destroyed the memory of their gods lives on.

   The religions of each region are not characterized by any sense of unity, though a number of gods are found in each region, the worship of such deities crossing cultural and political boundaries. Soragul is an ancient Vapari god, worshipped by the long-dead citizens of that ancient city, his grandest temple now in ruins…..but scholars across Altavir still present sacrifice to him before carefully kept shrines to this day.

   The gods of Altavir are enigmatic and distant, but oracular communication, possession and even the summoning of the gods (or their aspects) is not uncommon. Sometimes charlatans pass themselves off as diviners, but other time there are those born with what appears to be a unique tether to the gods.

   There is no consensus on the relationship of the gods to either man or other divinities, other than that such knowledge will always be beyond the ken of human understanding. The gods of Satras in the North are believed to be ancient spirits bent on destroying the world, frozen in their own wave of ice that will one day destroy the land. The Ekasian gods are benevolent spirits of growth and progress, while the Ugandan monotheism suggests a capricious, mad god rules all. The Vidari believe in many gods and spirits, but feel that they are not so powerful as to destroy a world. Behind all of this are the old gods of Hapath and Vapari, regarded as cruel demons of the outer void who would be best left alone, had the Hapathic sorcerers not drawn their attention to Altavir.

Vidaric Pantheon
   The Vidari have a surprisingly mixed cosmology of the divine. The lead god of the Vapari is Sitarnos, a wizened patriarch of the gods who’s temples grace most Vidari cities as a center of commerce, trade and politics. They have Ateinas as the goddess who is both protector, fighter, child-bearer, a patron of women and the family. Heiros is the god of death, gate-keeper of the dead and the sole deity to hold back the demons of the Outer Darkness at bay. Other lesser gods include Ouduan, the god of the great sea and patron of sailors; Merecres, the god of secrets; Adreis, the goddess of love and tranquility, Eris, the goddess of chaos and discord, Targoaes, the god of soldiers and war; and the adopted Hapathic deity Soragul, god of scholars and magic.

Northern Satrasian Beliefs
   The northmen of the Satras Steppes are a dour, stern lot who face an army of ancient, evil gods who are slowly engulfing the world in ice. Their tales of old speak of a cosmic battle in which the Death Gods won, and the old pantheon of light was destroyed. The four key death gods are Yzach, Vexor, Mavag and Thesha. Each is believed to have a legion of lesser undead gods, all undead servitors enslaved to them from prior worlds which they visited and slew all life on. The stories of Satras are that these four arrived as an army, and fought the old gods to a standstill, and the protector god Malevig fought them to a standstill before freezing them in perpetual ice….but as he did they struck and slew him. Now the death gods are frozen in the deep north, slowly awakening. The ice encroaches, for it has been taken over by the will of these destroyers, but one day they will shatter their prison and be free to wipe out humanity.

   Most Northern homes and hearths have a shrine to the memory of Malevig and the old gods, and they believe that a candle or flame must burn at all times to keep his spirit alive, prolonging the inevitable creeping heat-death of the world that much longer.

Hapathic and Vapari Pantheon
   Little is truly known of the old gods worshipped by these enigmatic and very dead sorcerers. The Hapthic belief in Soragul was found and restored in modern times by Vidari scholars, but other gods such as the elephantine Zaggal-Suun and the rapacious thousand-armed Mother of Darkness called Sibasha-Rei remain enigmas, with occasional misguided cults rising up to seek power from these lost beings.

   Most concerning of all were the later cults which worshipped seventeen devils, the so called Sons of the Dark, possibly the children of Sibasha-Rei. It is believed this latter period of devil-worship and summoning was what led to the downfall of Hapath and Vapari. The seventeen are mostly lost to memory, but three devils in particular still have worship in hidden covens today, including Raggus the Black Goat, Simidasei the Lamia Queen and Policari the Breeder.

   Sacred amulets, lost tomes and religious iconography are highly prized in the ruins of old Hapath and Vapari. Adventurers regularly plunder such relics to make a quick buck in their home ports. Occasionally one of these relics contains enough data, or some dark spirit, which accidentally rekindles the lost cult of one of these infernal beings.

Ekasian Gods
   The Ekasian culture is believed to have grown from indigenous nomadic tribes out of the plains of the dead, the Oklos Emanos. Many ancient ruins of a lost civilization are found in that region, the name of which is lost even to memory, and the language of which is mysteriously untranslatable. The Ekasians believe they have a direct lineage to this lost people who likely predated Hapath by thousands of years.

   The Ekasian belief system pays reverence to ancestors. Specifically they regard the ancestors of the ancient dead as guides in the afterlife and even the present lives of their people. The lead ancestral deity is called Nevuar, believed to be the first king of Ekasia, and spiritual guide to the Ekasian kings. Second is Mahulos, a spirit of magic and lost lore. Third is Tynorath, the spirit-goddess of wrath and justice. The fourth and final elder spirit is Makamion, the “maker of better things” who is said to be the ancestor to create all great works of man, the forger. Lesser spirits include Shanasia, the fertility spirit of women, Yamereth, the hearth-protector, and Trialion the spirit of mercantilism. There is a distinct evil ancestor spirit as well, known as Makkod, believed to be the last of the forgotten kings, the one who “brought ruin to the old age of men.”

Ugadan Belief

   The Ugandan worship the “all force” of the being called Sadaqua, which is simultaneously a benevolent and evil being of multiple “faces,” a sort of monotheistic being with pantheistic personalities. Sadaqua manifests as a devil, a savior, a trickster, a caretaker, a warrior, a sage and other roles, all represented within his dark, circular temples dug deep in to the earth.