Showing posts with label ensaria. Show all posts
Showing posts with label ensaria. Show all posts

Monday, April 8, 2019

Cypher System - World of Ensaria: The Hallowed


The Mystery of the Hallowed

Among the many tribes of humans throughout Ensaria, hidden in enclaves around the world of Ensaer, are humans known as the Hallowed. The Hallowed are ordinary men and indistinguishable on the outside from any other common human, but they hold a very special heritage: the Hallowed have kept to themselves over the eons, and have maintained a tradition of close intermarriage within their clades, refusing to commingle with what they consider the “common genotype,” or the “baseline” as their old records refer to it.

The Hallowed are actually the descendants of the last of a breed of ancient human who had uplifted their kind, genetically modifying themselves to be resistant or immune to most diseases of the old era (this immunity has been diminished over the eons, however, as diseases mutated with time), as well as aging (Hallowed can live three or more centuries). They enhanced all elements of their genotype to reflect the peak of performance and function. In this lost era, when the colonial world of Ensaer fell to the control of other-dimensional invaders, a small number of these genetically enhanced survivors banded together and began a strict cultural tradition that insured their genetic traits would continue. In this first generation a series of strict protocols were put in place my means of genetic tags that would encourage future generations to interbreed and remain true to the Hallowed heritage.

Over the course of twenty-seven thousand years, due largely to the inherited protocols, the Hallowed gradually became a distinct and unique species of man, self-described at one time in the past as the “Homo-verum” or true men. Hallowed can still breed with other humans, but their offspring are always sterile, and described within the enclaves as the “fractured,” meaning their genetic heritage has been disrupted and cannot continue.

Despite the genetic programming, homo-verum, the Hallowed, have lost almost all recollection of their heritage outside of a mythical conception of their origins. They know they are descended from what they believe to be the first men, the ancients, and that the inferior stock of men were the lesser beings, the workers of their lost history. This sense of entitlement is carefully hidden, however, for the genetic markers built into all Hallowed leave them almost compulsively unable and unwilling to identify their existence to others as a matter of survival. Hallowed today dwell in their remote communities, sometimes right in the heart of normal cities and lands, but remain distinctly separate from those around them, including exercising a modernized version of the ancient language that has shifted only slightly over twenty-seven thousand years, allowing them to read the lost monuments and records of their people with greater ease.

Although this language is retained, little understanding of what the ancient technology of their ancestors was like is understood, though the Hallowed more than any other group in Ensaria today realize that it was a true lost age of greatness, and that it was brought down only by the hubris of their kind as they learned to harness the interstitial realms for energy, accidentally exposing this world to the corruption of the orcs and other beings which served the Old Gods. A handful of Hallowed belong to an order calling themselves the Wardens of Calipsai, which claims to have a tradition stemming back to the fall of their kind, and a venerable order of ancient servants of the Ancient Empire which protected humans against the Old Gods. Today there are not more than a few dozen in this order, but they dwell in the dark corners of the earth squelching any evidence of cults rising in the name of the Old Gods.

Other rumors suggest stranger things. Stories of hallowed enclaves dwelling in remote regions near volcanoes or the ice shelf at the edge of the world speak of tribes of Hallowed who still serve the whim of ancient technology, and some even seem to have retained an understanding of its purpose. These ancient machines, immense in size, seem to serve some sort of function that keeps the world alive, and the Hallowed who dwell in these remote areas continue to engage in rituals designed to maintain and upkeep the machines, even if the purpose of their behavior has long been forgotten. The names for these machines in the old language is “Terraformers” and it is thought by these Hallowed that they continue to preserve the world and make it possible for all life on Ensaer to continue.

Hallowed Descriptor:

Attributes: Hallowed gain +2 Intellect.

Sense Interstitial Energy: similar to magic, which is forged from the “bleed” of interstitial energy into the world, Hallowed are particularly attuned to this and can spend one minute studying and sensing an object or location to detect and learn of the approximate source of such energies.

Language of the Ancients: Hallowed have carried the language of the ancients from generation to generation, and due to being genetically programmed for tradition they have managed to do so with very little linguistic drift over time. The Hallowed are all able to speak and read this unique language, and original sources from 27,000 years or older can be understood on a level 3 Intellect test.

Technomancy: Hallowed are particularly attuned to their heritage and have an easier time of relating to and understanding the lost technology of the ancients. They gain one favorable shift when attempting to understand lost tech, and because of their genetic purity, technology which required proof of that inheritance to work will respond positively to their genetic markers.

Initial Links to Starting the Adventure:

1. Your enclave is charged with the protection and maintenance of ancient ruins buried nearby. You befriended at least one other PC when you found them snooping around the place, and was charged with helping them out by your elders, while also steering them clear of the ancient site.

2. You are the last of your enclave which was wiped out in a raid by an unknown enemy. You have set out to learn who was responsible and to try to reclaim a better understanding of your people.

3. As you came of age your elders set you out on the world to learn and explore, for while it might be an enclave working within normal human society you have been isolated in your teaching and must learn of the regular world as well as how to “blend” and hide the ancient heritage of your people in plain sight.

4. You are Hallowed but know nothing of your heritage, having been orphaned at a young age, or possibly kidnapped during a raid, and later raised by one of the raiders as their own. One day you encountered a Hallowed warden who revealed to you that you belonged to a greater legacy and charged you with learning of it.


Sunday, November 25, 2018

Prepping for Fantasy AGE, and a Brief Intro to Ensaria


I'm back home after a mini-vacaction to visit family for Thanskgiving, and I've come to a conclusion:

It's time to dive in to Fantasy AGE.....for reals, this time!

I have no excuses....everything that I felt was absent on release with the Fantasy AGE Basic Rulebook has since been squared away with the Bestiary and Companion books. The game now sports 35 archetypes and 10 playable species out of the gate, plenty of optional rules to customize to the preferred play style, more spells, and lots of interesting options to make the game one's own. Also, you can borrow and crib from Modern AGE RPG as well if you want.

This isn't entirely without some competition. I am still delving in to Numenera: Discovery & Destiny, the immense two-volume revised rulebook for Cypher System's far future setting. It's a great setting and system, but I know it will take me a long time to plow through it....and it may still not win out over me simply doing what I feel like with Cypher System's generic version, anyway.

Despite several new books for D&D in Waterdeep and some place called Ravnica, I find myself almost palpably unable to consider D&D as my mainstay any more. I never thought I'd reach this point....but I really do need a break from D&D. A prolonged break. I want fantasy gaming, 100% for sure, but I need it to be a little different from "classic D&D." Unfortunately D&D 5E does "classic D&D" so well that I feel like it is a game about well trod territory. Totally nothing wrong with that....but for me, I want something these days which gives me tools to work with that are new and different. I want a game which directly supports weird, exotic and different concepts, things which you don't find in D&D.*

I'm sure after a break I will be back, though.

It was also a close call with Mythras. But I think Mythras will wait a little longer while I take time to explore some of the sourcebooks available and settle on one to run straight up as-is (either Mythic Rome, Mythic Constantinople, After the Vampire Wars or Luther Arkwright). So, something to look forward to later in 2019, maybe.

But....for now, anyway, it's going to be Fantasy AGE. In thinking about choice of setting I've considered but ruled out my "old faithfuls," because unfortunately they tend to be very much worlds which were built within the parameters of D&D settings, and that's the sort of thing I want to get away from. I want worlds that fundamentally do not assume "D&Disms" on various levels.

I considered taking my long-running blog project, the world of Sarvaelen, and finish it off for proper use at the game table, but I am just as likely (maybe more so) to keep exploring the weird world of Ensaria which I developed at the start of this year for a five part Genesys Core campaign, migrated to a Cypher System campaign that is after 16 sessions still going strong, and have also explored with some random games in Pathfinder 1.0. The core conceit of Ensaria (which I have not posted much about on the blog yet) is as follows:

There are cultures with a belief in gods and there is ancient history but nothing is quite as it seems; Ensaria is at its core a secret "lost colony" of an ancient star empire which was cut off due to an ancient war, which the orcs may or may not have precipitated. The world (called Ansaere) was cut off abotu 27,000 years ago, but it was only the start of the planet's strange history.

The main region of Ensaria (the eponymous culture of same name) are a cluster of city states united by a common cultural pride and a dedication to three orders known as the "Wrotes," which are ancient magical guilds/schools that carry the traditions of ancient magic along with a moral and political ethos. They stand in opposition to other realms such as the Kalazat, a militant, fanatical theocracy dedicated to a monotheistic deity, but torn apart into multiple factions itself about how to revere that deity.

Most species of the world are either humans, human-like beings who may have been uplifted entities from the lost star empire of the old days, or other-dimensional refugees or invaders who got stuck here (orcs and elves notable for this). Some are aliens from other worlds who also ended up trapped her as well.

The planar realms of this world are composites of the "Interstitial Realms" which are sometimes also called the Bleed Between Worlds. It's a space of infinite possibilities and strangeness, through which the actual universes of existence can be reached. Most perceived gods are actually beings from this "space between universes," or from those other universes.

There is a lot more of course, but this is a basic overview of the key bits that make this setting different from other fantasy realms. I think Fantasy AGE could support "weird fantasy with sci fi elements" quite well --see Titansgrave for example; but with the concession that Cypher System does this almost by default! I'll plan to post more soon....and possibly even with dual stats for Cypher System and Fantasy AGE.


*I may write more about what I mean by this in a future blog. But safest to say that it's the tropes of D&D are what has me tired of it right now.