Tuesday, August 8, 2017

Philip Jose Farmer's World of Tiers Series at last available in electronic format

If you haven't read Philip Jose Farmer or his World of Tiers series, here's the links to the new two-part, seven volume compendium that I have literally been waiting for since I first moved to electronic format as a tablet reader six years ago:

Volume I: The Maker of Universes, The Gates of Creation, A Private Cosmos

Volume II: Behind the Walls of Terra, The Lavalite World, Red Orc's Rage, More Than Fire

Note that at least as of this writing the books are about $12 each on Barnes & Noble but $20 on Amazon for some strange reason.

These seven volumes comprise one of the best world-building "planar adventuring" style series to spring from the sixties and seventies, and are distinctly filled with the pulp-styled trappings of Farmer, who you might also know for his Riverworld series, Dayworld series and Wold-Newton Universe books (which are themselves a tribute to Victorian and pulp-era science fiction, tying a diverse lot of classic characters in to one universe). If you're a fan of pursuing Appendix N-styled recommendations, the World of Tiers series is a huge one to check out.

World of Tiers is full of interesting surprises, but the short introduction to pique your interest is to point out that at a certain level this series has more in common with Zelazny's Amber novels than it does Farmer's other books. It's about other dimensions, the strange and unique worlds and physics that keep them functioning, and the godlike engineers of these realms. As Zelazny indicated, it was a series inspired by his imagining as a kid but not brought to life until his forties. Sounds kind of like what most tabletop gamers do these days, right?

I have collectible editions of all the books on my shelf, but I hate to bang them up as they are --you know-- collectible. So getting the entire series in electronic format is a real pleasure. I shall now proceed re-reading one of the defining weird fantasy series of my formative years, books which I have revisited over the years and found only get better each time.

The covers of the last print edition that I have sitting on my shelf

Monday, August 7, 2017

Ages of Lingusia: Octzel's Kedrion Forest in the Age of Strife

I've been meticulously, slowly rewriting and updating my Gazetteer of Lingusia to reflect the "new" era of the Age of Strife. Here's one of those regions, revamped to reflect the adventures of heroes in a post-time-shift 2092 AW....some of the content below originates from my first gazetteer circa 1991ish, and the rest reflects the changing tastes and interests of the DM over several decades.

I've been enjoying D&D 5E and 13th Age as my primary rulesets for gaming with Lingusia, with the caveat that the icons of 13th Age are essentially too limiting for a venerable campaign like this, despite being fantastic plot-hook/event generators That said, you might see references to either system in some of these gazetteer rewrites.


Kedrion Forest

Originally named after Altanir Kedrion, an early explorer from the Fertile Empire of old, this lush forestland prospers in the vast rain shadow of the north coast than runs all the way to and through the Umian Hills to the south.  The region today is known for several dozen small settlements and villages, most of which depend on local lumber and crops of nuts, berries and river fishing.

The Kedrion Forest was once the site of a great mining effort during the early years of the Hyrkanian Empire. Several old castles can be found along the coast where these mines were protected, and there are hundreds of actual abandoned mines scattered throughout the region. It is said that gold, silver and adamantite were readily found in the region, but the area was long ago stripped by the old empire when Octzel was still nothing more than a penal colony.

Aside from the relics of old imperial occupation and mining, there are several ancient elven and orcish strongholds that lie abandoned and overgrown in the region, occasionally serving as temporary homes for wayward adventurers, bandits or foolish monsters. The orcs and elves that once inhabited this region were long ago driven out by humans in the area.

Along the coast of the forest are immense, migratory mutant sea turtles called the minhor. The minhor appear seasonally, wading ashore and making their way through the forest to the foothills of the Loroden Mountains and the Umian Hills, where they burrow in to lay their eggs. Several months later a great migration of young hatch, and during this time the many settlers of the region spend their time harvesting minhor pups for food, decoration and sport. Minhor are not normal turtles: they graze on grass and debris with dozens of porous, red mouths on their stomach, and their armored heads are actually vicious weapons. They can consume meat, despite appearing to be herbivores.

Adventure Seeds in Kedrion Forest:

The Vault: There is rumored to be an ancient cavern, once a mine, that was hollowed out into a temple complex to Yeenoghu, the demon lord. The story is that some time ago the prince of shadows himself, Wormie Vellsoth, claimed this cavern and slew an incarnation of the demon god in the process. He then commissioned a fine dwarven vault door and used obscuring magic to hide the cavern from prying eyes. Some claim he stows his boundless treasure hoards within. Others think it’s a major center of operations for the Black Lotus Guild. Still others think it is a diabolical trap set by the prince of thieves himself to remove competition in a trap-infested dungeon.


Ruins of Castle Dymhar: stories of this haunted castle on the coast speak of how you can see it on a rocky outcropping just twenty miles east of Port Chudeza, but no one can find a safe approach. Those who have scaled the cliffs to invade the castle have found it haunted by a vile wight who may or may not be the ancient Hyrkanian lord Geradastro Gonn Dymhar, the noble believed to have run many mines in the region, and to have so cruelly treated the native elves and orcs that they actually set aside their own differences and slaughtered the noble and all of his men in a night of bloody revenge.

Wednesday, August 2, 2017

Ages of Lingusia: Galvonar in the Age of Strife

As I've been reconstructing Lingusia in the "time altered era" of the Age of Strife I've been working on updating all of the Middle Kingdoms and their neighbors. Here's a short treatment on Galvonar in the era of 2086-2096 AW, a region often overlooked in my campaigns....


Galvonar

Current Ruler: Sarakani Asaran III (Caliph), the Twelve Sheiks (nomads of Sur, Harad and Arahad)

Cultural Groups: Galvonar is divided into four regions: Coastal Galvonar (Albadia), Arahad, Sur, and Harad. The regions of Arahad, Sur and Harad are each a culturally distinct region of the overall nomadic tribal groups, and each has between 3 and 6 distinct tribes in each region, and dozens of smaller tribes. Coastal Galvonar is called Albadia, the name for the “civilized men” of Galvonar.

Social Groups:  Galvonar has a strict caste system with limited advancement. In the civilized regions of Albadia there are slave castes, mamalukes (warrior slaves), and freedmen with no property. Once a man gains property, which is possible if a merchant prince grants ownership or he gains enough wealth, then he may become a landed gentry, merchant noble, merchant prince, or perhaps even a high order title such as grand vizier or Caliph. Among the nomad groups there is far less structure, with most men defined by the horses they own and the size of their families. Polygamy is rampant among the nomads but less so in Albadia. Women are never allowed to own property in Galvonar, and have many religious restrictions on what they may wear, speak or even learn (see deities below).

History: Galvonar is a stretch of territory identified by several cultural groups that are bound by a number of commonalities. The western Galvonarians, the Albadia, are coastal merchants, fishermen and culturally civilized men who propser from the lush coastlands that are a strip of fertile land bordered by a vast desert. The nomadic Galvonari to the east dominate a vast, treacherous stretch of desertland that encompasses much of the southern subcontinent, and borders both the Albadia to the west, Persedonia to the east and the Galonians to the south.

Historically Galvonar traces its root identity back to around 500 AW when the early Saurian Metal Dynasty was identified by antiquarians in the region as the first appearance of a distinct language and culture that is recognized as Galvonarian today.  It was not until 1700 AW that Galvonar was first united by the warlord Asaran I, a personality of such strength that he is still revered as a culture hero by nomad and Albadian alike. By 1850 AW the Galvonarians had disintegrated into the mixture of sheiks and the caliphate that is recognized today, and remained so ever since.

The current Calif of Albadia nominally claims rulership over all of Galvonar, but in truth his power over the nomad sheiks is limited to a measure of influence through trade and gifts. The nomad Sheiks claim no structure of rulership outside of their own tribes, and frequently war with one another. The Sheiks, if anything, maintain better relations with the Takonorian and Cimer to the north than they do with their civilized cousins in Albadia, or themselves.

Galvonarian religion is rife with contradiction. The foundation of Galvonarian belief seems to stem from a period buried in history, during which the tribes of the region were once independent and practices a form of animism comparable to what goes on in Jhakn today. They were conquered and turned into citizens of the empire of Old Galonia, but after the collapse of that empire the nomads were given over to a period of religious liberation for a time, and eventually Eastonian merchants from the north brought the pantheistic beliefs of the Middle Kingdoms to the region. The result is an interesting contrast of pantheistic and animistic beliefs tempered by the memory of the older faith of Galonia.


Religious Beliefs: Today, Galonian cults are dominated by the following deities:

Dhuka (Naril): the god of mankind, the rule of law and the Empire of Hyrkania was adopted in recent centuries by the Galvonarians of Albadia. His aspect of fire and the sun is the most prominent representation in this region, as his status as a “god of kings” is seen as a northern aspect only (such status is reserved locally for Marduk). His fire temples in Albadia and Sur have spread rapidly in the last two centuries, and have replaced the memory of the lost temples of Ailyenarion, the old lord of fire from Old Galonia.

Kamar (Selene): The goddess of the moon, wife to Dhuka, is also worshipped in Galvonar, and was introduced about two centuries ago around the same time Naril was adopted as Dhuka. She is seen as the courtly patron of women, child bearing, motherhood and education. This is in sharp contrast with the traditional feminine goddess of Udena. Most Albadian merchants have adopted the worship of Kamar, and women in Albadia under clans who follow her have allowed women to learn other languages and broaden their education as a result. The traditional tenets of Udena that require great modesty among women are still prominent even among worshippers of Kamar, however.

Galon: the old supreme god of Galonia, after which the old empire itself is named, is still regarded with feverish intensity as the supreme deity in the nomadic region of Arahad. Galon is sometimes recognized by some Albadia clans, but is mostly eschewed in place of the belief of Marduk and Naril.

Marduk: the ancient warrior king is believed by most Galvonarians to have been the first ruler of Galvonar in the prehistoric era before the Saurian Metal Dynasty, and that the first sheiks like to claim Marduk as an ancestor. Marduk is said in Galvonarian myth to have slain the first dragon kings, Tiamat and Bahamut, and to have protected the land in an era predating even Old Galonia. He is considered today to be a strong god of warriors and kings and has several prominent temples in Albadia, as well as a massive ziggurat in his honor built by the Asaran I in the city of Kiddaros.

Set: Set is worshipped as a cult of deceivers in the desert, propagated by the haikyndyr serpent men in the region. Amongst men, Set is publically considered a profane deity and his worship is actively suppressed. Privately some men seek out his hidden cults, seeing set as a god that grants great power over other men.

Udena: Udena is the goddess of women, and may be an old import from Old Galonian belief that has survived to this day, despite the near total destruction of that Pantheon in the War of the Gods. Udena is a goddess of fertility and magic, and has female-dominated cults throughout Galvonar. She is a deity defined as a trinity, with a strong aspect of both virgin, whore and crone in her imagery. Each aspect is given its own unique element, but are considered parts of the same goddess: the Udena’Caliska (virgin), Udena’Haddara (whore) and Udena’Materaska (crone). The dramatic restrictions on women in Galvonarian society are at least partially due to the beliefs of the cults of Udena, which place intense restrictions on female behavior. This includes requiring that all women cover themselves head to toe in public with specially recognized garb, and that they not be exposed to “foreign influences,” such that  they are not allowed to learn foreign languages or even seek out an education equivalent to men (though knowledge reserved for women only is allowed, including herbalism and various forms of oracular divination). Only priestesses of the Udena’Haddara are allowed to dress down, in sacret sacred temples dedicated to the sacred prostitution of that aspect of the goddess.

Nyctaris: the goddess of the night is revered, especially among the nomadic groups, and is considered the goddess of travelers in the night. She is most prominent in Harad, Sur and Arahad but looked upon as quaint in Albadia. 

Nephythis: The benevolent goddess of the dead, keeper of tombs and the wealth within, is considered the modern caretaker of both the Valley of the Gods where the old pantheon of Old Galonia is said to rest, as well as the protector of the necropolis where old pharaohs and modern leaders alike are all buried.  She has taken on a unique level of worship among the merchants of Albadia and the traders of Harad, who see her as the protector of wealth both among the living and the dead.

Ailyenarion: the god of fire and old civic lord of Galonia is believed to be dead, but is also believed to remain as a spiritual guardian of the Valley of the Gods in the brokenlands of Galvonar. He is sometimes given offerings at his fire temples, which are mostly abandoned but still standing throughout the region, in the belief that his spirit still offers blessings. Aside from Ailyenarion, abandoned temples to other dead gods of Old Galonia such as Bashtet, Metatros and Bashtron can also be found in the region of the Valley of the Gods. There may be a handful of scholars and priests that still remember and even revere these dead gods of old.

Tragonomos: this ancient demon god was one of the seven soul-bound servitors of Eskandar, and his cults are found in secret throughout Galvonar, but most commonly in Sur. The belief in Tragonomos stems from the offer of power and the elements of masculine inheritance that the demon god seems to promise. His covens are often found working behind the scenes to undermine the caliphate and create a new reign of power seeking to make Tragonomos the sole god of the land.

Haro: the god of murder in the pantheon of the Middle-Kingdoms found a foothold in worship in Galvonar, believed to have grown popular in the century leading up to the rule of Asaran I. The Fire Knives, assassin-cultists of this god, are said to have a strong presence in the secret cults of Albadia and Sur.


The Dark Pharaoh: The memory of the Dark Pharaoh from Old Galonia, who rose up in 1950 AW to lead the last Great War of Chaos against Hyrkania in the north had a profound impact on the nomads of that time. The Galvonarians were attacked and enslaved by the Dark Pharaoh’s cults, and until their freedom in the twelve years of that war the Galvonarians learned a great hatred for the Galonians who took to the worship of their Dark Pharaoh. When the Dark Pharaoh was revealed to be the reincarnation of Xauraun Vestillios, the Champion of Chaos, and was subsequently banished or destroyed by Warenis, the Champion of Order, certain nomads had succumbed to the dark madness inherent in being exposed to the Champion of Chaos and even in liberty continued to worship his embodiment of chaos. These cults are few and far between, but often quite dangerous when they gain a cult leader who is able to gain a spark of chaos magic to fuel their hatred.


This is the only scan of the only map I ever did, this part on Western Galvonar. I really really really need to find time to update it....


Monday, July 31, 2017

Micro Guest Review: The Emoji Movie

My son Marcus got to see The Emoji Movie with his grandmother on Saturday. Yes, my wife and I breathed a mutual sigh of relief, as we managed to get a night off for gaming together (I was running Call of Cthulhu) and we dodged the bullet that was....The Emoji Movie.


All the other reviews online are focusing on how bad this movie is, but I have actually heard ONE good review: from Marcus himself, who wanted to make sure I knew how AWESOME this movie was. So I thought to myself --sure, why not. Let's let what may be the target audience, Marcus's own post-millennial generation, get their own review.

This will require some translation on my part since Marcus is 5 and starts Kindergarten in about 2 weeks. But to summarize:

"Nana and I saw the Emoji Movie. Did I tell you we saw the Emoji Movie? It was The Best Movie Ever! It was awesome!"

"What did you like about it?"

"I really liked that they played the games, and there was Candy Crush, and they should have had Minecraft but no, they didn't. But they had all the emojis."

"Which emojis did you like?"

"I liked the cat with the heart eyes. And...."

"Did you like Meh?"

"Yeah I liked Meh. And the Ice Cream."

"Did you want to see it again?"

"Yeah! Let's go, you and me and mama."

"How would you rate this on a scale of one to ten?"

"Twenty Two!"

......So there you go.....22 stars from the five year old Kindergarten set! I encourage parents everywhere to talk other relatives into taking your children to see this movie. You will owe them, but it will be worth it, if all of the Rotten Tomatoes Reviews are to be believed.

Next...Spider Man!


Thursday, July 27, 2017

GURPS Dungeon Fantasy: The Scurvy Rogue

I've rolled up quite a few GURPS Dungeon Fantasy characters over time, though I have never gotten around to running GURPS DF. I'm hoping that will change with the imminent arrival of the GURPS DF boxed set from the Kickstarter later this year (fingers crossed). Here's the first of three I worked up, a sample if you will of what a typical DF character looks like....

Seralon Galadastin   (250 pt build)                                                                                      
Human rogue from Hyrendan
Thief, Human, male age 27 5’11” tall and 145 lbs.                    
ST  11 DX  15 IQ 13 HT 11         
Dmg th/sw 1d-1/1d+1          
BL  24 lbs.          
HPs   11     Will   13    Per.   15     FP   11        Speed 6.0  Move   7

Base: Dodge  9 Block --    Parry 10    
Readied Defense:   shortsword (parry)
Active Dodge 10   Block --    Parry 11    Armor DR 1*

Modifiers: +1 to active defenses, +2 vs. Fright, +6 to recover from stun, +1 or +2 init mod vs. surprise
Archetype Advantages: Flexibility, High Manual Dexterity 1, Perfect Balance, Combat Reflexes
Archetype Disadvantages: Trickster (12), Callous (-5), Sense of Duty (adventuring companions) (-5), Lecherousness

Skills:  Forced Entry 15, Climbing 18*,  Filch 15, Stealth    18, Escape 16*, Pickpocket 15*, Lockpicking 14, Traps 14, Acrobatics 14, Sleight of Hand 14*, Gesture 13, Holdout 13, Shadowing 13, Smuggling 13, Streetwise 13, Search 15, Urban Survival 15,Shortsword 14, Main-Gauche 14, Thrown (knife) 15, Bow 14, Brawling 15, Gambling 12, Carousing 11, Fast-Draw-shortsword 15, Fast-Draw-Knife 15,  First Aid 13, Seamanship 13, Disguise12, Fast-Talk 12, Scrounging 14

Gear: leather vest jacket (chest and groin), and leather pants (DR 1*)
1 Large Throwing Knife (1D-1 impale; Acc 0; Range X0.8/X1.5; RoF 1; bulk -2)
Shortsword (1D+1 swing or 1D-1 impale; reach 1; Parry 0)
1 minor healing potion (1d), lockpick set, 20 yards heavy rope, grappling hook 

0 gold pieces 
*=modified by advantages/disadvantages

Seralon Galadastin is a rough and tumble sort of rogue who grew up on the post-war streets of Hyrendan, after surviving as a youth in a city ruled by the seditionist forces of the Betrayer King Makhorven. He's learned to survive during war time when the cruel soldiers of the southern seditionists would beat wayward urchins silly for fun, and later to thrive when the northern Emperor's forces occupied fallen Hyrendan, and the betrayer king was dragged to the bottom of his endless dungeons. He is simultaneously driven by endless amusement at irritating and provoking others even as his hard-bitten attitude drives him to assume the worst in life and others around him.

Recently Seralon stumbled across a duo, an infernal human with demonic blood named Volistaire Dartane and his comely traveling companion, the ebon dark elf sorceress Syraline Neredestyr. They spoke of forging a mercenary company, one which would seek out profit wherever it lay....be it in the heights of one of the betrayer king's abandoned castles or in the depths of the deepest dungeons. It sounded just crazy enough for Seralon to give it a go.... 


GURPS DF NOTES: I have an extended version of this sheet with all the skill stuff tracked (cost, formula, such) but that sheet does not like to play nice with blogspot's editing page, so I provided the condensed edition above.

GURPS as usual is skill heavy. The same character in D&D 5E would have Sleight of Hand, Stealth, Perception, and maybe Deception. This does contrast --sharply-- about just how much nuance is lost when you use a simple skill system. The downside is that the GM has to recall many, many more skill options when running a skill heavy game like GURPS....but I have a secret trick to this, in which (when a task is presented to the player) I ask them to tell me what skill they think works best for their situation, and then I'll see if I agree with their choice. It's not perfect (sometimes you gotta know the right skill and only that skill) but this is a good way of encouraging players to think about what they can do, within their wide array of skill options.

GURPS DF relies heavily on templates to help facilitate character generation. GURPS lets you build anything, but DF is all about channeling that do-anything design into familiar concepts, all of them essentially a riff on D&D style fantasy gaming. The templates are an important part of the process, and this character (and the ones I'll post next week) all use templates for their design. This is as close as GURPS gets to "class based design."

In the current form available at www.sjgames.com the DF rules suggest that it was originally designed to allow for dungeon delves in GURPS but that it was inherently representing an unsustainable, some would even suggest frivolous take on fantasy, as D&D style games are often characterized as such by those who prefer games such as GURPS, anyway.  My hope is that the new boxed set moves away from that characterization, or at least acknowledges that virtually all fantasy....from the gritty and bloody Song of Ice and Fire to the wildly out there Discworld are all equally improbable, and a setting about a world with an economy driven by dungeon delvers is no less or more improbable. By definition if it weren't then it would no longer be fantasy, but instead some weird alternative reality historical game or tale, anyway.

Wednesday, July 26, 2017

D&D 5E: Tennus Wolfson, A Paladin Raised by Wolves

Unplayed PC I rolled up for my wife's games. I think I got the background from a random pull on dmsguild.com but don't recall which book...


NAME   Tennus Wolfson
Race:     Human male      
Class:    paladin                 
Level :   5              XP:         6,500
Alignment:         neutral good                                      
Background:       raised by animals

STR 10 (0)
DEX 14 (+2)
CON 12 (+1)
INT 10 (0)
WIS 13 (+1)
CHA 16 (+3)
HD 5D10; Speed 40
HP: 32
AC 16    
SAVES: WIS +4, CHA +6
Languages: common, “wolf”
Skills: Athletics +3, Insight +4, Religion +3, animal handling +4, survival +4
Tool Proficiencies: herbalism kit, woodcarvers tools
Feats: Dual Wielder (+1 AC, stow, don’t need to be light), Mobile (+10 spd, dash bonus, OOP special)
Class Traits: divine sense (4/day), lay on hands (25HP/day), fighting style (defense +1 AC), spellcasting, divine smite (1D8 per level of spell slot), divine health (immune to disease), extra attack
Sacred Oath Traits: Oath of Devotion – sacred weapon (+3 attack, one minute, 20’ light), Turn the Unholy; Oath Spells: protection from evil, sanctuary, lesser restoration, zone of truth
Background Traits: raised by animals; ferret pet (named Moon)
Spell Slots: Level 1: 2
Spell Save DC: 14             Spell Attack Modifier: +6

Spells Memorized:  heroism, zone of truth

Armor:  hide armor         
Melee Weapons: 2 scimitars (1D6+2 each); attack +5, finesse, light; 2 attacks + bonus off-hand)               
Ranged Weapon: javelins (1D6+2 each; attack +5, range 30/120; thrown)

Wealth: 240 GP
Equipment: scimitar, shield, five javelins, explorer’s pack, hide armor, holy symbol, warhorse   
Trinket:                              

Personality Trait: I speak very little, in cryptic nature metaphors when I do
Ideal:    Natural Order – every animal must live life by nature’s code       
Bond:    when I see an animal in need I must help!           
Flaw:     the best comfort of civilization is liquor                 


Son of a powerful priest of a paladin cult, I was stolen away and left to die in the woods for (reasons involving an evil gorillon lord) and raised instead by the animals of the region, as if I were a cub of their own (Jungle Book style). I eventually was found by woodsmen and returned to civilization, where I was adopted by the order of my father, who had since perished in a battle against the very cult that stole me away. I adopted their ways but still driven by a sense of perspective from 15 years in the wild. I love the modern civilized concoction called "booze." 

Monday, July 24, 2017

Traveller: An Introduction to Sirianthus Sector


My latest Traveller campaigns have centered around the Sirianthus Sector, in a larger, more fleshed out version of such set specifically (so far) in Authority Subsector as well As Plague Subsector and Wreathe Subsector (and yes, no one likes the Plague monicker in that subsector). The sector overall has five features which affect the region:

Lost Aslan Empire: It's the same general location as an ancient and expansive lost empire of Aslan which collapsed two thousand years ago, but left many Aslan colonies isolated in its wake. Today some of these Aslan colonials have aspirations to restore the lost empire.

Omnium Collective: An indigenous humanlike species which evolved through parallel evolution appeared in the region now known to be contested by the Omnium Collective. They are noted for their psionic abilities, and may have developed this as a byproduct of an unusual higher dimensional life form, a kind of parasite which latches on to ordinary four-dimensional beings of time-space, creating a symbiosis in which the "host" becomes more psionically receptive.

Plague Worlds: About three centuries ago a strange mutagenic nanophage was released through unknown sources, possibly lost ruins on a red class world, and spread rapidly to infect at least a dozen worlds, most in the Plague Subsector and Seven Stars Subsector. The nanophage either outright killed or horribly mutated its targets with a near 100% success rate. Sector Authority and the Imperium quarantined all worlds and took a "shoot first" approach to insure containment. A means of eradicating the nanophage was designed by Imperial Engineers but no cure for the afflicted survivors was ever found for their mutated state.

Sector Authority Rule: The region is under rule of a contracted entity, the Sector Authority, which was granted control of the region a century ago by the Imperium nobles who decided to move their interests elsewhere.

Early Colonization: Finally, the region is noted for having been seeded during the early expansionist era of humanity by a number of generation ships. These lost colony worlds were almost all recontacted within the last five centuries, but many had fared poorly, some had adapted in strange ways, and a few all but lost their memories of being colonies in the first place.

Sirianthus Sector is a fringe region, but still technically in the dominion of the Imperium. About two hundred years ago local Imperial powers negotiated a contract with what was originally a PMC to turn general control over the region to Sector Authority. The Sector Authority eventually turned in to a governance unto its own, branching out from its corporate merc roots into four major branches:

Authority Assist - a civic and developmental branch designed to promote the terraforming of new worlds and the development of existing worlds. This branch focuses on "uplifting" lost colony worlds.

Sector Authority Patrol - the naval and ground forces branch, this provides sector defense through a generous military budget. It is not enough to combat threats like the Omnium Collective, however, and Imperium forces have been dispatched to assist.

The Bureau - the bureaucratic branch of Sector Authority, this is the admnistrative wing which keeps the machine running and also provides governance for indigenous worlds which lack any other unifying government but need it.

The Aeon Group - originally a separate entity, Aeon Group was folded in to Sector Authority when full control of the region was handed over by the Imperium about twenty years ago, as Imperium resources were pulled out for greater needs elsewhere. Aeon Group is the intelligence branch, and a kind of "secret police" with overriding authority throughout the sector.

Sector Authority is centered on their seat of rule at the fabled Utopia Incognita, a lush, well developed world which has been inhabited for at least nine centuries. The original write-up was posted here.

More to come!



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.